I ask myself the same overly hopeful questions every year when I launch FIFA—sorry, EA Sports FC: What has changed this time around? Is this a brand-new game or is it merely the same old one with new graphics? A never-ending range of eye-catching new marketing jargon is available to attract attention: BallTouch, Hypermotion V, FC IQ, Rush, and so forth (OK, one of those is made up). However, despite all the hype, there is usually a lingering impression that these improvements are only superficial, and this year is no exception.
If nothing else, some small tweaks and enhancements make the experience more enjoyable, but they are hardly a radical change. This is still very much a familiar game, even with an intriguing new mode like Rush that can add an interesting twist. For seasoned fans like myself, the enthusiasm is beginning to wear a little thin.
Since Rush is the newest mode in FC 25, let us start with it. Rush is modeled after futsal. Though technically a five-a-side option, the goalkeeper is controlled by artificial intelligence, and the game is designed with four outfield players in mind. All four of FC 25’s main sections—Kick Off, Ultimate Team, Career, and Clubs—have it accessible, which makes it ideal for players who do not always have a full squad but still want to get in on the action. For instance, it is utilized to introduce youth tournaments in Career Mode, which allows you to put your wunderkinder to the test in pressure-filled situations all season long. It is a fun, fast-paced diversion from the typical matches and gives the frequently monotonous Career seasons some much-needed diversity.
Rush has an accessibility that is difficult to resist, whether you are playing alone or in a group. I discovered that I was utilizing one of my stars online with random teammates in Ultimate Team, where I was spending most of my time. The mode strongly drew me in even if there is not a league to climb or an aim beyond Rush points.
You have more leeway in your approach to the goal because the offside rule only comes into play in the last third. For significant fouls, players receive blue cards instead of red ones, which send them to a one-minute sin bin. During this period, their time can be shortened by 15 seconds for every goal the opponent scores while they are out of the game. Additionally, there are currently limitations on the players you can utilize (max 79-rated, untradeable), though they are anticipated to change periodically.
The brand-new Rush mode is an exciting and frequently high-scoring show.
With all these changes, the new mode is now a fast-paced, frequently high-scoring spectacle where players dart around the slick, sponsored Nike Air Zoom Arena. Inspired by Nike’s Mercurial football boots, the neon-gilded stadium is a sight to behold, and the vibrant atmosphere enhances the whole experience. Fernando Palomo is an amazing commentator. While his insistence on screaming “GOAL!” 10 to 15 times a game will probably grate by the end of the season, I still love that the excitement is palpable from the first whistle. “There’s the ball, go get it!” sets the tone for each match, and the exaggerated excitement for every opportunity keeps the fire alive. Plus, witnessing my tap-ins become hyped up and canonized as a work of art never gets old.
While rush is best played at a fast tempo, marking up and stopping attacks may provide a great sense of pleasure if you are ready to slow things down and concentrate on defense. Surprisingly, Rush defense seems more satisfying than standard 11v11 modes. Because of the smaller pitch, which promotes tactical play and makes the mode feel more laid-back overall, players can play with greater openness and enjoyment. “Will my teammates bother to defend?” is usually my biggest concern when I am on the field. Rush defensive play is similar to deciding to be a medic in Battlefield; it is honest work, but it is not attractive. And it can truly make all the difference when it clicks.
As of right now, Rush is the most inventive aspect of the Ultimate Team experience as well—especially considering that this year has seen no significant changes. Even while there have been some little changes—such as the option to store up to 100 untradeable duplicates for squad-building tasks and a looser version of the FUT Rivals friendly game that is not tied to strict matchmaking—the addition of Rush feels like the biggest change. Rush is the mode that I consistently return to after a demanding day, despite its simplicity. In the end, what counts most is that it is just plain enjoyable.
There were no long-term goals, yet I was unable to quit playing. It is the best addition EA has made to the franchise in a long time and it is intriguing in all the right ways. It is a really fun experience, and I hope it keeps getting new content and care to be alive and well.
Let Down By The Rest
I was thrilled to see that FC 25 gives Career Mode the attention it deserves and includes some significant changes, as I have spent hundreds of hours playing through numerous season-long campaigns in Career Mode rather than the microtransaction-driven Ultimate Team. The adjustments are still bittersweet, though.
Having more flexibility in how you set up your career—board expectations, for example, can now be set to lenient, sparing you the frustration of being fired for not using every cent of your transfer budget—is one of the biggest improvements this year. Being able to tailor training plans and match tactics to a greater extent, choosing which roles suit your players best and how hard they train, is a welcome step towards giving us more control over our players’ development, especially when it comes to managing youth talent and squad rotation.
Then there are additional meteorological factors like wind and rain, which have an impact on how games go. For instance, a strong wind might cause the ball to swerve erratically in smaller stadiums. It is a welcome addition that brings a much-needed sense of realism to offline modes like Career. Nevertheless, it is unfortunate that there are not any online modes for this. I can see how it would annoy people who do not like it when outside factors influence the outcome, but I would like to see it as an optional setting for casual Ultimate Team matches, to add a little extra spice for those of us who like to take risks.
Beyond the weather, an intriguing addition is the incorporation of a social media feed with none other than the transfer wizard Fabrizio Romano, who seems to be everywhere. His signature slogan, “Here We Go,” now appears upon transfers announced in-game. Although it is lighthearted, a little cheesy, and maybe even a little embarrassing, I still have to wait for a “There We Land” before I can say that I am really impressed.
It is great that FC 25 has finally welcomed several significant women’s leagues, and it is especially nice that you can switch between the men’s and women’s leagues and teams in a single career mode save. Moreover, you may now begin a save as one of FC’s several icons, which lets me finally realize my fantasy of having Andrea Pirlo anchor Gillingham’s midfield.
Verdict
EA Sports FC 25, although being the top football simulator, still does not live up to the required level of smoothness, enthusiasm, and excitement. Although it adds some intriguing new features, such the captivating and fast-paced Rush mode, most of the package seems incredibly familiar. The game’s graphics are excellent on the field, but its awkward touchscreen-inspired user interface makes career modes difficult to use. Although the addition of FC IQ and new player positions initially impressed, defensive play still feels sloppy and unresponsive as it did in prior years, and these adjustments do not give the depth you would expect. Even with some interesting new material, EA still plays things too safe, and the pleasure of modes like Rush is insufficient to cover up the deeper problems that are preventing players from properly enjoying the game.