The Path to the Ultimate College Football Simulation
First, thank you for your continued support of College Football 27 and for listening to community feedback. The foundation you’ve built is outstanding. The goal should be clear: build the ultimate college football simulation. EA has already created one of the deepest player evaluation systems in sports gaming. Every player has unique ratings, archetypes, physical abilities, mental abilities, and attributes that are designed to separate elite talent from average talent. The next evolution is ensuring those systems consistently drive gameplay. Ratings should matter. Player abilities should matter. Football mechanics should matter. Animations should faithfully reflect those outcomes—not determine them. College football is a game of talent, preparation, leverage, strength, technique, positioning, awareness, football IQ, and execution. Those elements should decide every matchup. When gameplay consistently reflects those fundamentals, recruiting matters, roster building matters, player development matters, matchups matter, and user skill is rewarded. Run Defense & Pursuit Improve pursuit angles, run fits, leverage, and gap integrity. Safeties and defenders should pursue based on their Pursuit, Awareness, Play Recognition, Speed, Tackling, and abilities. Reduce unrealistic over-pursuit, poor pursuit paths, and defenders being sealed too easily on the edge. Tackle outcomes should reflect leverage, positioning, momentum, strength, and ratings rather than inconsistent animations. Pass Coverage Improve the consistency of Match, man, and zone coverage. Defensive backs should carry routes, maintain leverage, and react according to their Awareness, Play Recognition, Agility, Change of Direction, coverage ratings, and abilities. Elite defensive backs should consistently separate themselves from average players because of their ratings and football IQ. Defensive AI Improve route recognition, hook/curl drops, flat defenders, linebacker awareness, and overall football intelligence. Smarter defenders should anticipate concepts such as mesh and crossing routes based on Awareness, Play Recognition, and abilities—not delayed reactions. Blocking Offensive and defensive line play should be determined by leverage, strength, hand placement, technique, positioning, ratings, and abilities. Reduce suction blocking and canned interactions. Let trench battles be won by fundamentals and player talent rather than predetermined outcomes. Quarterback Play Quarterback performance should clearly reflect ratings, abilities, mechanics, and decision-making. Elite quarterbacks should consistently separate themselves through Accuracy, Throw Power, Awareness, composure under pressure, and proper footwork. Throws across the body, off-platform, or under pressure should carry realistic consequences based on ratings and mechanics. User Control Improve Switch Stick, player switching, and responsiveness. Defensive success should come from user skill combined with player ratings—not inconsistent player selection or delayed interactions. Tackling Improve wrap-up tackling, gang tackling, pursuit angles, and open-field tackling. Reduce repetitive and magnetic tackle interactions. Tackling should reward leverage, balance, momentum, strength, technique, angles, Tackling ratings, and player abilities. Pass Rush Elite pass rushers should consistently create pressure because of their ratings, abilities, leverage, technique, get-off, and pass-rush mechanics. Elite offensive linemen should counter with their own ratings and abilities, creating authentic one-on-one battles where talent determines the outcome. CPU AI Improve situational awareness, personnel usage, adaptive play-calling, clock management, and fourth-down decisions. CPU teams should play to the strengths and weaknesses of their personnel, creating a more authentic simulation experience. Overall Gameplay Continue reducing outcomes that feel disconnected from player ratings and football fundamentals. Improve physics, momentum, collision detection, foot planting, player movement, and transition animations. Every interaction should feel responsive, authentic, and grounded in football mechanics. Core Philosophy The beauty of college football is that every player is different. A 99-rated All-American should not play like an 85-rated starter. An elite pass rusher should consistently challenge an average offensive tackle. A lockdown corner should win more matchups than an inexperienced defensive back. Great offensive lines should create advantages through technique, communication, and strength. Great defenses should win with discipline, leverage, awareness, and execution. When those differences consistently show up on the field, the ratings system becomes meaningful. The community isn’t asking for perfect outcomes—we’re asking for authentic ones. We want every snap to be influenced first by ratings, player abilities, football mechanics, leverage, strength, technique, positioning, awareness, football IQ, and user execution. Animations should exist to bring those outcomes to life, not replace them. EA has already built one of the most comprehensive ratings and abilities systems in sports gaming. The next step is allowing those systems to truly come alive on the field. The ultimate college football simulation isn’t created by adding more animations. It’s created when ratings, abilities, football mechanics, and physics determine the animations—not the other way around. That philosophy would make every recruit matter, every roster decision matter, every matchup matter, and every game feel like real college football.Can I please just control my players?
I have been playing college football games going back to 2002. One of the things that occasionally drove me mad was getting caught in illogical animations or otherwise not being able to control my players. This was not an issue in CFB 25 or 26. It's back. When I am telling my defensive end to run right and the tackle is pushing him to the right, I should not he FORCED to drive left. I had a play where I got caught in the middle of the line (because the game decided to ignore the assignment and my control inputs). I managed to get up in the QBs face and hit triangle to put my hands up. Nothing. I pressed again... Nothing. I pressed a third time, got a delayed attempt to swat ball but only after the QB threw a 30 yard pass. Game on the line. FG attempt. I get a perfect jump off the line, am about to block it, press square... My guy veaes off and does nothing. Game winning FG At the end of the day I get this isn't going to be perfect... But please stop overriding my controls. Also please fix pass rush. Why does the cpu keep getting through in no time and none of my moves work?Can we get bowl games, unranked match matchmaking
EA thank you for the playbook ability change, TY. Add bowl games in Road to CFP if you go 6-6, 7-5, 8-4. Be cool to play in the Belk Bowl and then just move onto next season. Too much is judged by championship wins. I'd really also like unranked match making in Road to CFP aka Regulars too. Maybe a sperate menu please?????Guess play broken
Please fix the Guess Play feature. It doesn't matter which way you guess the run—it simply doesn't work. You can guess run up the middle, and there are still wide-open holes inside. You can guess run right against that cheesy Shotgun Power I play, and it still does absolutely nothing. Please fix the Guess Play mechanics so they actually work and help stop some of these overpowered run plays.RTG DE is unplayable after the patch
I don't know what yall did but its unplayable. You call the plays for the moments you get on the field and then your player isn't on the field and you are watching from broadcast camera view. Sometimes though your player IS on the field but controlled by the CPU, just like you are watching a cpu v cpu game. I went a full quarter like this. Its happening nearly every other play Not the only person experiencing this, saw 2 other people comment on a bug post about their DE and LB having the same problemsLying to the fanbase
EA, your handling of Road to Glory has been a slap in the face to your community. Players have been asking for XP sliders to return, and instead of listening, you’ve ignored the feedback. Funny how player choice takes a back seat whenever it doesn’t fit your priorities or profit margins. You give an inch (removing micros, for now) and celebrate like it was a mile while kicking the door open to bring them back and tripling down on why you know better than your community. You guys said this was our game, instead you continue to double and even triple down on your community not knowing what’s best for their own play. You had our trust, and you’ve lost it because you’ve treated it like trash, frankly. I’ve never seen a company ruin what is otherwise a great game this thoroughly. We thought yall were passionate about football, and about your fans. Now we know you’re just passionate about what corporate ordered for lunch.Plays To Add to Gun Wingback Formations
We really would like to see the spinner plays added to all the Gun Wingback set. It would give the Wingbacks an opportunity to get a handoff as they can motion in for a handoff and not just an option pitch. You could run it with either the Wingback or Halfback running the Spin Dive or either running the Sweep. Having plays where they can do both would be great. It would bring some much needed misdirection to these formations. How about add a Motion Triple Option with the slot to Wingback Slot offset? You could even use the Wingback by bringing him in motion and set for a Power Read or Wingback Dive, Wingback Dive Read and Triple Option. You do this by motioning the Wingback next or slightly offset since this is an offset formation next to the QB creating a Split look, then the Wingback becomes the Dive Read and the Halfback becomes the Pitch Man. Very similar to Motion Triple Option Left and Right found in Y Off Trips Weak where the Slot Motions into the backfield and set by the QB and is the Pitch Man in one play and The Dive Man in the other this could work in any formation with Wingbacks. We also would like to see a Jet set and Spinner set added to Gun Wingback Wing Stack Weak where your Z Receiver can be the Jet and Spinner motion Sweep and Receive hand off/ touch pass from this set. A Jet Read and a Jet Power read would be cool too and Play Action of course. We need more versatility from the Wingback formations EA. I hope you takes these into consideration. thank youOffline dynasty help!
Offline dynasty has bugs with multiple things. My head coach is dressed as a football players with pads and helmet. There are bugs in the cfb tab in offline dynasty, stats wrong, trophy winners wrong, major game headlines wrong etc… also sometimes commentator bugs during game they say random sequences in the game that don’t actually happen. And cut screens sometimes take too long almost glitched and the touchdown cellys get cut off before you can see the player do them. Am I the only one that is experiencing this lol? Hope ea can fix these great game so far