Well, I hate to have to do this, but I have to make a bit of a retraction to my previous blog about College Football 25. As many of you probably know, I posted a pair of blogs a few weeks back, expressing some of my biggest challenges with College Football 25. Those blogs were focused on the difficulty of the kicking meter, and problems that I was having adjusting to the revised option controls.
I stand by most of what was presented in both of those blogs. After all, the core complaint of both was the lack of tutorials and a Skill Trainer to teach the new mechanics, and the lack of difficulty and customization settings to make these mechanics easier to use for people who are struggling. The lack of such features is still an absolutely valid complaint, and EA has yet to take any steps to address it, other than to include QR Codes linking to online tutorial videos, which you have to watch on a separate device because EA didn't even bother to include links to view the tutorials on the console's browser. I mean, heck, the controller summary in the pause menu still does not show any of the read option or kicking controls, nor does it explain that the Switch Stick exists or how it works.
I may have misread this option tutorial pop-up (which only ever appeared once).
But I will admit that I was actually largely wrong about one of my biggest complaints with the option mechanic. I want to correct that error here, and explain how this mechanic actually works. I had previously explained that I was struggling with the new mechanic of having to hold the X button (on the PS5) in order for the QB to keep the ball on a read option hand-off play, and how the input windows didn't seem to line up with the actual mesh point animation for the hand-off. It turns out the the mesh point timing window is not actually broken after all, and my problems were almost entirely the result of me not understanding how the mechanic actually works.
Somehow, I got the mistaken impression that the user is supposed to hold the X button through the mesh animation in order to keep the ball, and could release the button at any point to hand off the ball. As such, I was pressing and holding X through the snap of the ball, and then continuing to hold X into the mesh point animation, and then trying to release X to hand off the ball.
Setting tool-tips to "Always On"
actually permanently disabled them.
That's not how the mechanic works. In fact, looking back at the Option tutorial pop-up, that's not what it said to do. So I misread it, and because there's no way to bring these tutorial pop-ups back up, or to view the controls in any of the menus, I didn't realize my mistake till much later. I tried resetting the the tutorials in the game's settings, but I think that actually had the opposite effect of completely and permanently disabling all tutorials and tool-tips, with no ability to turn them back on. This is a bug that EA needs to fix, and as far as I know, it has not yet been fixed.
[More]
UPDATE 28 August 2024: I was wrong about how the Option controls work.
It turns out that I was mis-understanding how the Option controls work in this game. It's actually not nearly as bad as this blog (and its accompanying video) make it out to be. I will be posting a new blog and video in the coming days to address my mistake and explain how the Option actually works, and also the logic behind why I think EA made this change. I apologize for the misunderstanding.
In my previous post about EA Sports College Football 25, I mentioned that there are 4 big challenges that I'm having, which have caused me to loose the vast majority of matches that I've played against the CPU, on the All-American difficulty, with no adjustments to any gameplay or A.I. sliders. 1 of those problems is my fault, which is that I need to get better at reading the defenses and not turning the ball over as much. I'm still working on it... The second issue is that CPU-controlled defenders do not properly play outside containment and take horrible pursuit routes that give up big plays and scores. That's not on me, since I can't personally control all 11 players on the defense, and am dependent on them doing their assigned jobs. The third problem that I've been having is the same problem that everyone else is having, and was the primary topic of the previous post, which is that the kicking meter is too damn hard.
The 4th major issue that I'm having with College Football 25 is the changes to the Option mechanics and controls. Option controls have been changed, such that the user now has to hold the X button (on PlayStation) in order for the QB to keep the ball, or release the button in order to hand off to the fullback or halfback. More importantly, however, is that the timing rules for the option hand-off no longer lines up with the animations, making it difficult or impossible for the user to execute these plays as they are designed.
The tutorial pop-up appears once, and then will never be seen again.
[More]
The football gods gave UNLV every opportunity to win on Saturday afternoon against the Air Force Academy Falcons. The whole game was defined by fumbles, and virtually all of them bounced in UNLV's favor. Half a dozen Air Force fumbles were recovered by UNLV. Air Force botched a field goal snap. There was even a gust of wind that pulled a kickoff such that it hit the ground in front of the returner and then bounced backwards right into the hands of the incoming UNLV coverage team -- which was either the craziest fluke play that I've seen in a long time, or it's the most genius onside kick that I've seen in a long time.
The game was defined by fumbles, and UNLV was the beneficiary of almost all of them!
UNLV's 27-7 halftime lead wasn't really a case of them beating Air Force. The ball was literally being gift-wrapped (sometimes by Air Force, sometimes by blind luck) and handed to UNLV. They were the beneficiaries of constant mistakes by Air Forces and lucky bounces. But this undeserved lead also wasn't enough to guarantee the victory, as I smelled trouble as soon as UNLV stepped onto the field in the second half. The offense failed to move the ball, and the defense couldn't slow down Air Force's triple option attack. Even though the defense got plenty of rest in the first half of the game due to Air Force's constant fumbles, they still looked exhausted throughout the second half of the football game.
Perhaps the game-deciding play was the single instance in which the ball didn't bounce in UNLV's favor. After being completely shut down in the second half, Armani Rogers finally ripped off a big run in Air Force territory and looked like he might turn momentum back in favor of the Rebels. But he fumbled in Air Force territory, the ball bounced towards the Air Force goal line, and the ball slipped through the hands of two Rebel players before finally being downed in the end zone by Air Force. A Rebel even had the ball in his hand at the goaline, but a Falcon defender swiped it out of his grasp at the last instant, forcing the ball into the end zone where a Falcon fell on it. The play was even reviewed to see if the recovering Rebel had broken the plane before the ball was swiped. He was not... [More]
6c42b45d-3f24-44ea-ada4-aa8ae4885ae7|0|.0
Tags:UNLV, University of Nevada Las Vegas, Rebels, Las Vegas, Air Force, Falcons, triple option, option, college, football, NCAA Football, Tony Sanchez, Armani Rogers, Devonte Boyd, fumble, Mountain West Conference
I recently wrote about the ongoing lawsuit between Ed O'Bannon and the NCAA regarding player likenesses for college athletes (and compensation for college athletes in general). While it seems unlikely that any college football games will be made using the NCAA license while this lawsuit remains unresolved in appeal limbo, it does seem inevitable to me that EA will eventually start making these games again. Hopefully, it will come with the ability to include real player likenesses, but that is likely to depend on the outcome of any appeals and the willingness of the NCAA to include real player likenesses in games. Video game sales seems far too lucrative an exploit for the NCAA to pass up, so I highly doubt that they'd simply refuse to grant their license.
Operating under the assumption that EA will go back to making NCAA Football games within the next few years (hopefully as early as NCAA Football 18), I'd like to start talking about the kinds of things that I'd like to see in such games.
It's been three years without a college football game. It doesn't look like we'll be getting one for 2016 either.
But hopefully a new entry in the series is only a year or two away...
Legacy features that must return!
I don't expect all the old features to return, and even the ones that do return might not be the same as in the older games. But here's the things that I think the game should absolutely have in some form or another (hopefully similar to previous games):
- In-season recruiting in dynasty
- Redshirt players
- Export draft class to Madden
- Conference re-alignments
- EA Locker: Roster sharing & Team Builder
- Custom stadium sounds
- "Toughest places to play"
Roster-sharing might seem unnecessary if the result of the lawsuits means that EA can actually license the rights to player likenesses. But it's unclear how that would work. There is no college football labor union (equivalent of the NFL Players' Association) that I'm aware of, so either the NCAA would have the rights to license all of its players as a collective, or it would be the responsibility of the game-maker to individually license each and every player. Hopefully, it's the former. But if it's the latter, that leaves open the possibility of individual players refusing to grant rights to their likenesses, which means they won't be included in the game. Would EA simply remove them from the roster? Or replace them with some generic player? Or go back to using "QB #10" as that player's name? Worse yet, would the game-maker even bother to approach all the athletes, or would they just settle for the key players from elite schools?
In any case, college football rosters are often in flux right up to the start of the season, and many teams need a few games before they settle on a final depth chart. So the ability to share roster updates means that the user base can keep the rosters up to date if EA uses outdated rosters.
Hand-me-downs from Madden
Madden is now a few years ahead of NCAA Football, and the past few years have actually seen a decent improvement in the quality and depth of the game. Of course, I'd like to see a lot of features from recent Madden games also get imported into any future NCAA Football games:
- Tackling / physics engine
- Improved running, receiving, QB throw-placement, and defensive play
- Player experience and confidence (needs to be much more volatile though)
- Skills Trainer, augmented with college concepts such as the option
- Stadium upgrades and renovation
Just please, for goodness sake, don't force another Ultimate Team gimmick down our throats!... [More]
932c29e9-295c-4a37-b386-90a4f39df8e5|1|5.0
Tags:Electronic Arts, EA Sports, NCAA Football, NCAA Football 14, college, football, NCAA, Madden, Madden NFL 17, playoff, championship, Bowl Championship Series, national championship, dynasty, coaching, learning, technique, kids, redshirt, practice, training camp, spring ball, roster, option, women, gender, gender equality, Katie Hnida
|
12 | | | | | | | 60 | 11 | | | | | | | 55 | 10 | | | | | | | 50 | 09 | | | | | | | 45 | 08 | | | | | | | 40 | 07 | | | | | | | 35 | 06 | | | | | | | 30 | 05 | | | | | | | 25 | 04 | | | | | | | 20 | 03 | | | | | | | 15 | 02 | | | | | | | 10 | 01 | | | | | | | 05 |
|