EA Sports College Football 25: Addressing "Cheese" Plays, Gameplay Issues, and Online Head-to-Head Concerns
The highly anticipated return of college football to the gaming world with EA Sports College Football 25 has been met with excitement, but also with concerns regarding gameplay balance, play-calling logic, and the depth of the online head-to-head experience. Several aspects of the game, particularly related to run blocking, play selection, and player progression in Road to Glory (RTG) mode, have drawn criticism from players eager for a realistic and engaging college football simulation. A significant issue lies in the perceived imbalance and potential for "cheese" plays, where certain strategies or play designs become excessively effective, diminishing the overall competitive balance and strategic depth of the game.
Run Blocking and the Option Offense
One of the most prominent concerns revolves around the effectiveness of run blocking. Players familiar with older NCAA Football titles, like NCAA 10, recall a more robust and reliable run-blocking system that allowed for a diverse and effective running game. In contrast, College Football 25's run blocking is perceived as broken. This issue is particularly acute for players who favor option offenses, which rely heavily on effective blocking to create running lanes and make quick decisions based on defensive positioning. The Wingbone formation and four sets within it offer some respite, with a more diverse playbook, but other formations feel lacking.
The frustration is often directed at specific blocking assignments, where fullbacks inexplicably target safeties instead of linebackers who are actively blitzing the play. The pre-play run block assignments often show the fullback blocking the linebacker, but in practice, the fullback misses their assignment a large percentage of the time. This inconsistency undermines the player's ability to execute running plays as designed and diminishes the strategic depth of the running game.
The lack of variety in Wishbone formations is another area of concern. Older games featured multiple sets (normal, tight, and wide) with a wider array of plays, including Toss, Power, Trap, Counter, Reverse Triple Option, and Counter Triple Option. The current implementation of the Wishbone offense is perceived as limited, with only a tight set and a generic playbook offering a small selection of plays. Players are calling for EA to expand the Wishbone's play selection and sets to restore its dominance as a formation that defenses struggle to contain.
Road to Glory Mode: Play-Calling, Player Progression, and Overtime Issues
The Road to Glory (RTG) mode, where players create and control a single player through their college career, has also been a focal point for criticism. One major complaint revolves around the limited play-calling and audible options available to players, regardless of their position. Quarterbacks, linebackers, and other positions lack the ability to change plays based on the offensive or defensive formation they are facing.
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Specifically, wide receivers are often limited to the same two play options throughout the game. These plays, dictated by the receiver's position on the depth chart (WR1, WR2, WR3, Slot), can be either ineffective or overpowered depending on the team and situation. Players suggest randomizing the plays that target a specific receiver to provide more variety and strategic options.
Another issue in RTG mode is the perceived tendency of the head coach to remove the player (WR1/RB1) from the game in crucial situations, such as when the team enters the opponent's 20-yard line. This limits the player's ability to contribute in the red zone and makes it difficult to earn awards like Best Receiver and the Heisman Trophy. The problem extends beyond the red zone, with players being benched for seemingly minor mistakes, leading to frustration and a sense of unfairness. Players suggest that benching should be reserved for more egregious errors, such as multiple dropped passes or turnovers.
The CPU's passing ability is another area of concern. Players report that CPU quarterbacks struggle to throw accurate passes on streak, fade, and post routes, even when the receiver has beaten coverage. This makes abilities like 50/50 useless, as the quarterback is often unable to high-point the ball or throw with touch. The result is that even when a receiver creates separation, the quarterback may throw a bullet pass directly into the arms of a defender.
Other issues in RTG mode include:
- A bug that incorrectly deducts coach trust when a player makes a reception for positive yardage.
- Broken leveling system, where the cost of essential skills is too high, and upgrades feel insignificant.
- Position battles that are too easy and frequent, often prioritizing overall rating over actual performance.
- An excessive number of possession catches.
- Overtime play-calling logic that can lead to the team going for two when an extra point would win the game.
Online Head-to-Head: Limiting Playbooks and Lack of Online Stats
The online head-to-head mode has also faced criticism for limiting playbooks and depth charts to default settings. This restriction is seen as a way to prevent players from using "cheese" plays, but it ultimately stifles creativity and reduces the realism of the game. Players argue that limiting playbooks makes the game feel like an arcade title, preventing them from taking the game seriously.
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Furthermore, the lack of online stats beyond win/loss record and points for/against hinders the competitive experience. Players are unable to see what teams other players are using, how they play offense and defense, or any other detailed statistics that would allow them to analyze their opponents and improve their own game.
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tags: #EA #Sports #College #Football #25 #cheese

