7.5

Whoa Nellie, EA Sports College Football 26 Avoids a Sophomore Slump

But is it perfect? Not so fast, my friend!

Whoa Nellie, EA Sports College Football 26 Avoids a Sophomore Slump

After 11 years off, EA’s got back-to-back championship contenders: College Football 26 isn’t perfect, but it’s a good follow-up to College Football 25. Expanded features leave room for bugs and glitches—some of last year’s have been fixed, while others are resilient. Player movement and interaction is more fluid and realistic, combining with expanded playbooks and augmented presentation for a richer on-field experience. The career modes have been updated, mostly for the better, but new player onboarding remains lacking. Despite bugs and limitations, College Football 26 is fun, engaging, and has me hyped for fall Saturdays.

Freshmen will have a learning curve, though. Unfortunately for those new to college football video games, there’s no mandatory tutorial. For instance, “Placement and Accuracy” passing options introduced in Madden NFL 23 return to CFB 26, but they do not come with instructions. On-field tips appear the first time you fire up a game, and fade quickly, but there are Coaching Tips and Coverage Visual Assists that can expedite learning. And you can turn on a permanent “trainer,” which displays buttons for basic play execution.  

The way to learn, though, is jumping into Play Now. Oddly, Ultimate Team does offer tutorials; in this mode you build a squad—including playbooks and uniforms, but most importantly players—based on trading card mechanics that serve as a microtransaction channel. Outside Ultimate Team are Mini Games, which are good for developing basic skills, and Free Practice remains an option for tooling around on both the front end menu and within Dynasty mode. Sometimes you have to learn by doing.

On the field, new dynamic lighting based on weather, season, and time of day recreates an authentic passage of time. It’s like watching a game with a late afternoon kickoff time. Running and tackling physics are improved; defensive pursuit angles are better, not perfect; dropped balls, catches by receivers over defenders, and pass breakups all look and feel sharper—in part because player interactions look more realistic, as does pre-play movement (though manually moving linebackers forward is resultantly choppy). There are new turnover and touchdown celebrations, individual fans in stadium audiences look better (although they sometimes move strangely, and lack the PS2/Xbox era’s College GameDay-style signs), and the stadium atmosphere is electric. The game includes “Toughest Places to Play” rankings visible on a “Stadium Pulse” HUD meter at relevant stadiums, but there’s no in-game access to the full list. 

Defensive line stunts (coordinated attack angles by multiple linemen) have made their debut in an EA football game, 21 years after appearing in NFL 2K5 on the PlayStation 2 and original Xbox, and 18 after All-Pro Football 2K8 brought them to the PlayStation 3 and Xbox 360; here you select stunts after coverage. Sometimes the menu display for stunts is blank—usually on the first play of a game, sometimes recurring throughout. But they’re great when they work, totally augmenting your ability to disrupt an offense.

You can sub individual players by position from the playcall screen or on the field. This was a broken playcall feature in Madden 09. Here it is only slightly buggy, though it’s strange you can’t do it from the in-game pause menu like you could three generations ago. If you sub individual players from the playcall screen, the player icons on the playcall screen fade, even if you reverse the substitute. Luckily, it doesn’t prohibitively obscure players.

The no-huddle offensive playcalling screen now accesses all plays utilizing the same personnel from your last huddle, an evolution of the 2010s NCAA Football method. CFB 25’s approach was relying on limited personnel audibles like contemporary Madden.

The wide camera now lets you usually see all offensive players in Wide formations (the key to Veer-and-Shoot offenses run by teams like Tennessee) pre-snap, though not always. Better than last year, but not perfect.

There’s an Increased emphasis on making teams and players stand out through new plays (Penn State, for instance, has plays where the QB and running back shift left together for a direct snap to the RB), new formations (like Rice’s wingback shotgun and pistol formations), and new stances, which give the game an authentic feel as different defensive players move around the field before a play. It looks and feels like real football like never before. Stance options for quarterbacks, running backs, receivers, linebackers, and cornerbacks introduce personality to the players you create for Road to Glory, which quickly endeared the mode to me.

In Road to Glory, you practice to earn coach trust, and balance your time outside of games and practice with doing extracurricular activities (to build leadership or brand) and studying (to stay eligible, or potentially graduate early). Skill points take time to come by, which is emphasized more in College Football B 26 than 25 because of the way you build your player before coming to college. It isn’t quite like NBA 2K, where the single player career leans on pay-to-play microtransactions like Ultimate Team. However, the unbalanced feel of the high school section before you pick your college sure makes the points you get in the Deluxe Edition feel like cheating. 

In CFB 25, the star rating is basically a difficulty modifier you pick before choosing a university. The expanded recruiting process provides new frustrations. CFB 26 adapts the old high school scheme from EA’s NCAA series, plus coaches’ recruiting texts, and a signing day presentation (you can pick between three finalist teams’ hats to signify your choice like real highly-touted prospects). This is enriching texture for uneven substance.

College Football 26

You play four key drives per five high school games; you pick challenges and your rate of success modifies your rating. You get one challenge restart per game, which can’t be used after failing a challenge on a game’s final drive. The pause menu otherwise offers resume and forfeit, no controls or definitions. The default Road to Glory camera is bad for quarterbacks, though it can be widened. Your teammate A.I. is trash. I blink twice and my 5-star quarterback is a 3-star despite a high clearance rate on challenges, becoming a 67-overall 4th-stringer at LSU that I make a 73-overall 3rd-stringer through Deluxe Edition skill point bonus.

Once I got my QB to third string for LSU, I had no idea why coach Brian Kelly was mad at me when I was riding the bench but practicing well, or why the coaches and media were talking to me like I was in jeopardy of being benched when I was on the bench. I did take the hint and transfer away, though, so that’s a fun new option. Smartly, your college career starts in 2026 after a simulated 2025; I wonder what year you’ll import to in Madden?

Luckily, the series’ heart and soul, Dynasty mode, has more substantial improvements. The inclusion of real coaches is a nice accoutrement, and there’s some fleshing out of what felt unfinished last year. Dynasty also has bugs and is still missing some things EA did two and three console generations ago, usually more annoying than stifling. Strangely, the defensive playbook will change for whatever coach you choose at startup (you can change it back). You cannot set a custom playbook as your default (determining recruiting needs) in Dynasty mode, but you can set it at the front end and it will apply to playing in Dynasty.

The game overhauls coach and player archetypes, expanded coach skill trees and provided a higher coach level cap (from 50 to 100), and you can manually control how players level-up, providing more customizability and deeper RPG-style team-building control. Recruiting improvements include campus visits now having variable cost depending on a prospect’s geographic proximity, some tools being better explained, the number of recruits increased, and the amount of talent spread across them. Pipelines are still locked to the school and the coach; you can’t organically develop new ones by recruiting and retaining players from new territories (lost from earlier eras). More options have been included for latitude over how things work, including determining the frequency of transfers.

There have been steps forward presenting data to inform the player about the season, but you cannot preview every other teams’ games (the PS2/Xbox era displayed top performers and team stat matchups; PS3/360 games provided that plus schedules) or details on the Top 25 teams (PS2/Xbox displayed statistical leaders, PS3/360 also showed their schedules, now you just click into the schedule, which does allow you to see box scores and game stat sheets). You can see stats for every player on award watchlists, and CFB 26’s greater emphasis on real history and personal legacy includes thousands of records to break. 

Disputed national champions are included in years before the BCS. Conference championships include historical antecedents to the late 19th and early 20th century. For some players this will be meaningless; to me, it’s glorious. The game also tracks trophies earned across campaigns.

Despite new regulations bringing real college athletes into the game, you can’t see their pre-2025 stats. You cannot change any real player’s number or gear—reasonable, except when you get a transfer who uses a number retired by your team in real life and can’t change it. 

CFB 26’s statistical simulation is considerably better at developing running backs (I’ve seen 50 1,000-yard rushers after my first simulated season), though most offenses are skewed too heavily toward the pass, most mobile QBs run too little and inefficiently, and backup quarterbacks never play unless the starter is hurt. Plays per game is pretty realistic (the median number of plays per game in 2024 was 69; the last USC season I simmed, they averaged 73). Polling logic is improved, but job change and retirement logic in the coaching carousel could be sharper. I cannot imagine Steve Sarkisian leaving Texas for Michigan, but I also couldn’t imagine Lincoln Riley leaving Oklahoma for USC, and that happened. There are a few coaches retiring unrealistically early, but these anomalies are not game-breaking. Maybe they move on to preaching or pyramid schemes.

When the computer recruits for your team the results aren’t great, while its automatic recruiting for your opponents is usually great. Sometimes the computer seems to not understand its own rules (getting a class outside of the top 15 after winning a national championship and playing in your second in three years seems like poor management). Some odd bugs are retained from last year—notably, in the “Team Needs” spreadsheet of the recruiting menu, the dashboard tracker doesn’t properly total targets and signed players, even though the overall recruiting menu it’s part of is accurate.

College Football 26 is a qualified success. The gameplay is terrific overall but its trappings are mixed. Mainly I wish it taught you how to play. As it stands it’s definitely a game for serious college football fans, and I don’t think it will help the uninitiated understand why it’s such an incredible (if incredibly problematic) sport without any kind of tutorial. Less loftily, I want to stop wondering why I can’t do things on my Series X that I can do on my PS2 and PS3. The bugs are relatively minor and appear fixable, though holdovers from last year spook me. The stats and storytelling have improved, with room for growth.

It’s hard to explain to people apathetic or ambivalent to sports games, but criticism that they’re annual roster updates originates from communities that love sports and want these video games to be as great as they can. There was a time Madden seemed to be actively getting worse every year. It took NCAA Football most of the PS3/360 era to find its footing. For all my concerns about tightening the screws around Dynasty mode, there’s clearly a lot of effort here, and the actual on-field gameplay is tremendous fun. Considering this series’ history, and how it went away for a decade, I’m often evaluating the new one from the perspective of “If they never make another one, will this be a worthy legacy for the work invested and for the passion the people have for the sport?” For College Football 26, despite some caveats, the answer is yes. They’ve definitely raised the floor and they haven’t hit the ceiling. After over 1000 hours in its predecessors, I put over 200 hours into College Football 25; I’ll be surprised if I don’t put even more into College Football 26.


EA Sports College Football 26 was developed by EA Orlando and published by EA Sports. Our review is based on the Xbox Series X|S version. It’s also available for the PlayStation 5.

Kevin Fox Jr is a writer and critic who loves art, culture, sports, cooking, and the study of history. He writes, mostly about movies, games, TV, and books at his blog PCVulpes, and you can find him @polycarbonfox on X, or @phantomcobra on BlueSky.

 
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