In just 38 days, College Football 25 will be released to the general public. Back on Friday, May 31st EA Sports came out with their Gameplay Deep Dive for the game which opened the door for the first time to inside workings of this returning label in the gaming world.

We’ll go over some of the details from this information today as we look forward to more content coming out from EA in the lead up to the game coming out. Especially dynasty mode, that’s a big one

In addition to the video below, you can read the Gameplay Deep Dive blog HERE which has over 7,000 words of information to pour through. I’ll summarize most of it below.

NOTE: One thing that jumps out to me is how much more intense/difficult/complicated this game will be for those of us who are used to playing the old college football games. Football games have evolved over the years, there’s more on-field management to juggle, and it really does feel like EA is making a concerted effort to cut down on the ability to cheese your way to wins, especially against the computer in dynasty mode. It’ll be fun but challenging, hopefully.

Here are a bunch of key highlights from the gameplay:

Campus IQ

EA has broken up this section into 3 categories: All-22, 134 Ways to Play, and Stories of Saturday. The details aren’t too thrilling. It basically boils down to their being a large gap between the best and worst players, each program’s offensive playbook is detailed in the game, and inexperienced players are going to perform worse than veteran players.

Stick Work

A big fear is how much this game will look and feel like the Madden NFL franchise. There will always be heavy cross-over although there seems to be some new animations already seen in the gameplay video. Some things I noticed:

0:03 – A subtle hop before making a cut

0:11 – The first of many one foot down shots on the sideline

0:23 – Player hurdle

2:21 – Slapped pass break up

Wear & Tear

This is one of the most important new features. We’ll see if there are any sliders to turn this down or completely off (if a player so chooses) but the days of using a running back for 50 carries in a game might be over.

How Wear & Tear affects different parts of the body. 

This won’t be a vague number that slows a player down but broken up into different body parts based on overuse or direct hits with an accompanied increased risk of injury. Smaller players will be more vulnerable and the Toughness Rating will be key to avoiding injury. If a quarterback’s arm is hit, it could lead to a reduction in power and accuracy. The same goes for a player’s running ability.

Recovery can happen in between series, halftime, and games but everyone recovers at different rates. Plus, there’s only so much you can recover within a single game. This should open up a challenging and fun aspect of roster management, plus EA said they’ve added a bunch of new Wear & Tear animations for players who are suffering from too much contact and/or snap counts.

RPO/Option

The RPO started making waves just as the previous college video games were ending. Now, it’ll be a big part of College Football 25 this summer. A few notes:

*Pressing nothing gives the ball to the running back, pressing A/X pulls the ball for the quarterback, and pressing the corresponding receiver button will throw the ball.

*You’ll need to know the play-call if it’s a read/peek to add the quarterback running threat or alert/glance if it’s not an option to pull the ball down.

*A quick tap of L1/LB results in a quick pitch, but it might be inaccurate. A full L1/LB press is a stronger pitch, while double tapping L1/LB is a fake pitch.

*Holding RT/R2 past the line of scrimmage changes the quarterback from the option style of running into a normal runner.

*New pitch animations have been created.

*There’s new AI logic for the defense on their read and pitch keys. For example, a defender is more likely to stay home when defending the QB on the wide side of the field but more likely to crash when the offense is close to a first down.

*Defenders will bluff their pitch keys.

*You can now instruct players individually on how to defend with their pitch keys.

Coverage Shells

These games often focus a lot on the offense but some cool stuff is coming for the defense, too. From the play-call screen, you’ll be able to disguise your secondary coverage i.e. show Cover 4 that changes into a Cover 0 blitz at the snap. Additionally, from the gameplay screen you can also further change your coverage again.

However, be careful because an inexperienced defensive back might mess up his instructions in these different coverage looks.

Abilities

A full list isn’t published yet but EA has created 80 player abilities that are situational boosts in a game and not always predictable or a guarantee. They are also broken up into mental and physical tiers which are then also broken up further into bronze, silver, gold, and platinum levels.

At any given time, a player can have a maximum of 5 physical and 3 mental ability boosts.

A list of some Abilities icons. 

EA described the tiers this way: With the “Grip Breaker” attribute a player can bolster his ability to get off blocks at bronze and silver tier only on run plays, but with gold and platinum the boost takes effect on pass plays, too.

Can we ascertain the color difference between silver and platinum tiers??

A neat feature explained in the blog was how the “Pocket Shield” ability makes offensive linemen hold blocks better on pass plays but this effect doesn’t apply on distances longer than 10 yards, even on the platinum level. Keep that offense on schedule!

Also, EA teased how there will be abilities attached to coach’s which will be discussed in the dynasty mode deep dive.

Confidence & Composure

They didn’t get too deep into this and will be saving more for the dynasty mode release. However, this feels like it’ll be an extension of Campus IQ. Whereby experience will affect the abilities of a player and younger players will be more rattled by stadium atmosphere.

Examples highlighted were a Scrambling Quarterback archetype improving ball security with top confidence, plus a Field General improving his accuracy. In the composure area, a defensive back can increase his secondary teammates’ confidence by making an interception.

When a player gets cold, their confidence and composure can plummet. Also, EA teased more connection to coach’s abilities on player confidence and composure, too.

Home Field Advantage

The toughest environments in the sport are going to be make it more challenging to win. EA is using squiggly lines for routes, play art appearing incorrectly, audibles and hot routes not working properly, receiver icons fading in and out, plus all of these working in concert with player confidence and composure.

Tennessee’s offense getting rattled in Athens. 

The screen shaking in intense moments is back from the 2006 game, you can ask the crowd to get louder, and there is a ranking of the toughest home field advantages in the country. You’ll notice Georgia’s home field ranks 3rd in the above screenshot.

Hot Routes

EA has revamped hot routes and provided access to 12 unique routes from the pre-play screen for all quarterbacks, regardless of ability. They’ve also added custom stems where players can adjust a receiver’s route in 1-yard or 5-yard increments.

What’s more, a run commit call from the defense has been toned down to prevent allowing too many touchdowns and will only affect defensive linemen.

New Passing Mechanic

This will probably be one of the most discussed features of the new game. Without more gameplay content, it’s difficult to get a read on how this will work but from what we know now:

*Throw Power now means how hard you throw the ball and not how far you can throw it.

Smashing the pass button for a hard, quick pass might not work too well. 

*There are 3 colors on the throw meter window: blue (accurate), yellow (uncertain), and red (inaccurate). Quarterbacks’ abilities will determine how large/small and present each of these colors are when throwing the ball. For example, when Quinn Ewers throws the above pass all you see is blue and yellow.

Switch Stick

This was one of the coolest features from the deep dive. While controlling a player in the secondary, you can flick the right stick and immediately take control of the nearest defensive back in coverage. You’ll also be able to switch after the snap to the nearest defensive lineman, too.

Play Style

There were several interesting nuggets in the deep dive from this section:

*1,500 new plays from over 50 formations within 134 team playbooks, plus 20 non-team playbooks.

*DIY Reverse is a new trick play with options built into the play-call.

*Defenses adapt to stopping trick plays.

*Defenders positioned away from the run action will prioritize pass responsibilities to defend RPO’s better.

*Wide splits for receivers are in the game.

*Defensive playbooks in the game include the 3-2-6, 3-4, 3-4 Multiple, 3-3-5, 3-3-5 Tite, 4-2-5, 4-3, 4-3 Multiple, and Multiple.

Tempo

EA built in a traditional No Huddle where players will hurry to the line of scrimmage and audibles are available for the user. There’s also a Turbo option where teams will hurry to the line and execute a play but you won’t have the option to audible or use hot routes.

AI teams will also mimic their real-life offenses, for example you can expect Oklahoma to initiate a lot of No Huddle and Turbo against you.

Spiking the ball is now available from any alignment. Also, both offense and defense players will glance to the sidelines during audibles, which could catch the defense flat-footed if they audible too late before the snap. EA have confirmed officials walking to spot the ball is back in the game, plus when the game is mathematically over you can kneel once and players will walk onto the field to end the game.

Real Time Coaching

Will this game be difficult? The AI defense will employ adjustments such as shade techniques, showing blitz, run commits, QB contains, and Spy to try and slow you down. Also, AI will adapt to your offense if you continue having success with certain play-calls.

You’ll also see AI recognizing your best players and offering double teams, in addition to disguising coverages. I know it’s subtle but the AI defenses look way more potent especially in zone coverage. In prior titles, defenders would just ‘sit’ in a zone really static and easy to abuse–now they are much more active and challenging.

In the Trenches

There are 6 new pass protection schemes that will allow users to see which players are blocking which defenders and show the unblocked defenders. They’ve added 400 new animations for open field, pass, and run blocking.

New pass rushing and run stopping animations have been created and increased.

A key focus of development was blocking on inside and outside zone for a more realistic running experience.

Kicking Mechanics

You’ll notice in the gameplay video there is a new kicking mechanic with an accuracy meter followed up by a power meter. This one seems fairly straightforward, although the blog does point out that running into the red on the power meter increases the chances of poor accuracy.

2-step verification kicking, basically. 

Celebration

EA has added 20 new touchdown celebrations, 4 interception celebrations, and 4 first down celebrations. I thought it was curious that nothing for sacks was mentioned, but surely something will be available?