College Football 26 Looks Promising: Here's Everything We Learned Yesterday

We've collected everything we could find so get ready for an information overload.

It’s hard to create a massive amount of momentum for a game entering its sophomore season when you remember just 12 months ago how much you were anticipating playing that same game for the first time in 11 years. However, I think EA clearly understood the assignment with how they chose to introduce us to College Football 26 yesterday, and I think they are trying to win people over early by pushing a lot of the “most requested” features to us through their own blog and some media members.

Below, I’m going to get to everything we learned this week, whether that’s the coaches that are in (or maybe not in), the new mascots, celebrations, songs, gameplay info, dynasty mode info, Road to Glory info, and on it goes. I make no apologies for the length of this piece since I think a lot of you originally signed up for College Football info when this newsletter first launched, so enjoy the 6,000 words or whatever this ends up at and feel free to hit me up via e-mail as always.

Reach out to me with “mailbag” questions whenever you want. I grew up reading Page 2 Bill Simmons during the rise of the internet, and so I give you the means to hit me up with comments, thoughts, musings, or questions. This week it’s obviously all about your thoughts and takes on College Football 26 so far, but you’re also free to explain why no one can ever top Bo Jackson in Super Tecmo Bowl, or talk about why Tin Cup is underrated as a sports movie, all are welcome. If I get enough responses, I’d love to feature them in future newsletters or in “mailbags” of our own.

Here is the e-mail: [email protected] (and bonus points if you also include your city, name (or alias), and some sort of subject to go along with your thoughts.

Why I think EA “understood the assignment” with how to introduce us to CFB 26 is that they really decided to go full “vibes” with the reveal trailer yesterday:

If you look back at the CFB 25 trailer, I think they went for something similar to this one, I just think they did an even better job this time around — even if they obviously couldn’t possibly show off as much “new” stuff as they did last year in a reveal trailer for an all-new game. For one thing, they had “Welcome to the Jungle" for last year’s trailer, and they went a step further this year by giving us “Enter Sandman”, which I would argue is an even more iconic song for college football. It’s also probably a much more expensive song to license, and this proves EA feels better about pouring money into a game that has now made gobs of money.

Beyond the music and vibes, the trailer shows off high school for Road to Glory, real coaches, and impressive new lighting. In effect, EA checked off 3-5 things that were on most people’s “most wanted” wishlist in this reveal trailer. I’m going to talk more about the trailer throughout this info dump, but I just wanted to quickly give that trailer its due as a quality piece of marketing and business.

Obvious Wins

I want to get the obvious wins out of the way before my deeper breakdowns:

Dynamic lighting is in the game. This was one of the bigger requests from OSers, and while that might seem a bit crazy to hear, it makes sense. Lighting is where a lot of the big wins come from these days with graphics since we seem a bit “tapped out” with leaps in other areas, and it’s also a big deal for changing the feel of a game.

Dynamic lighting is confirmed in multiple interviews, one of them being from EA developer Rob Jones:

Andy Staples from On3 also goes into more depth on this topic in his video that’s worth watching in full:

He explains that sunsets will happen at different times depending on the coast you’re playing on, and the month of the year will also matter. In other words, Boston College and Oregon are going to have different sunsets and different lighting. However, no one mentioned anything about dynamic weather/The Weather Channel as of now.

The trophy room is also back. It’s not clear if it will just be trophies in a case again or you’ll be able to actually walk through a trophy room, but there are some tidbits that should elevate it a bit. Even more trophies are in the game so you’re winning the Doak Walker Award not just the “best running back” award. On top of that, The Athletic mentions “You can click and see the all-time history of trophy winners, like Wisconsin being the first Big Ten champion in 1896.” However, no mention of “greatest games/moments” being in as of now, and that’s what I really want back.

Cross-play is now in for online dynasty so PlayStation and Xbox can be friends again, and you can now have “protected opponents” in dynasty mode even after you mess with custom conferences.

With Team Builder, you can import your teams from last year, and there will be more “roster editing options” that I think relates to how you craft your roster for Year 1. You still can’t do an offline Team Builder in the way some people probably want, but Team Builder content can be used once again in private Dynasty modes and offline Play Now.

Lastly, high school is back in Road to Glory, but we’ll have more on what that actually means much later in this piece.

Gameplay Zapruder Film

Where I’m going to make the most guesses and assumptions in this piece is with gameplay. We have some info from EA and some hands-on takes that I’ll link to within this portion, but the “wording” is really what I’m going to dissect a bit because at points it seems like everyone is trying to be a little careful about how they say things. On top of that, looking at the reveal trailer, I think a couple things are interesting in terms of what seemed to be showcased. Either way, I’ll start with the concrete details.

We know twists and stunts are in the game. This is a big friggin’ deal. While they did exist in Madden at one point — I think they stopped having them in “stock” plays around Madden 14 or so — we’re not just getting pre-scripted twists and stunts like we did then. We’re getting something that’s more like how NFL 2K5 worked, which means twists/stunts can be set before every play. This information comes from the CBS Sports preview piece from Robby Kalland.

“They also have the option to choose different line stunts for every play in the playbook.”

Robby Kalland, CBS Sports

I want to hammer this home right now that I’m guessing this is going to lead to some nano blitzes/glitches right at launch, and that is going to cause chaos in online environments. But you know what, I don’t care. A big reason why we lost stunts/twists in the first place was because EA simply could not handle how to have the offensive line play deal with these looks. I don’t think the offensive line play in EA’s current games is all that amazing either, so I don’t think the “original sin” has been fixed.

Still, I’ve long believed that chasing “balanced” gameplay can be a little stupid at times. Yes, we want realistic gameplay and all that, but these are not balanced or “competitive” games. Players have vast differences in attributes, traits, badges, and while I hope the core tenets of offensive line blocking work right, you have to pursue real football concepts even if they can be abused by sludge lords online. We are not playing with balanced teams or playbooks or anything else that matches up to actual “competitive” games like Rocket League or Counter-Strike (and EA openly sells “pay to win” players for its “comp” mode Ultimate Team anyway). In short, worrying about balanced gameplay if it costs you something like twists/stunts is bozo behavior.

You’re never going to outlaw all the “cheese” or the glitches, so taking out “real football” to try and halt some of those things is useless. On top of that, the most fun I ever had with football games online — outside of games against my friends or in dynasties/franchises with friends — was the era of Madden 2004/2005. Yes, Michael Vick was an SOB, and rocket catching, Playmaker controls, and a lot of other stuff made the game wildly unbalanced. It didn’t matter. I still wanted to play hours of “comp” games because it was fun even if I wanted to lose my mind at times. Balanced does not always equal fun, and unbalanced does not always mean miserable times are ahead.

Beyond that, Wear and Tear is getting more customization. There will now be sliders for this system, and while I noticed one or two media folks saying Wear and Tear can now last the whole season, that was already the case as far as I’m aware. Maybe it had a limit before it reset that I didn’t quite notice, but plenty of my players would be banged up from week to week.

The sliders for W&T are going to be great to have since we had plenty of disagreements about how much it should impact players (based on plays, hits taken, and so on). However, my issue with W&T was more not getting enough notifications or updates on when players were really wearing down. You could pull up some stuff pre-play and see it getting worse in the playcall screen, but you didn’t really know how bad it was for some attributes unless you went to the substitutions menu. Your QB could be -20 or something crazy in throw power and then you knew why he was essentially useless on the field, but you only accessed that from a pause screen.

On that same topic, we are now getting dynamic subs and formation subs. I think there was a little confusion here with the wording in some articles, but Chris Vannini’s piece for The Athletic seems to have the best explainer:

Formation subs allow you to set lineups in the pause menu for specific formations, like a power running back for short-yardage runs. Dynamic subs will allow you to make quick individual substitutions during the game using the D-pad, without needing the pause menu. It pulls up a little screen to let you know the status and overall rating of players at different positions. You can also work auto-sub sliders for each position, setting up a sub when a specific position reaches a certain wear-and-tear level.

Chris Vannini, The Athletic

A lot of this was already in Madden in some form, so I think we’re getting a lot of the same stuff, and this should make your recruiting more worthwhile now that it’s easier to design packages around different running backs and all that.

We’ll get to real coaches more in the “authenticity” section in a bit, but it needs to be mentioned that having all these real coaches means there’s a continued emphasis on playbooks and formations.

From EA’s own official blog, here’s the info they are giving us for now on the playbook additions:

With over 2,800 new plays and unique schemes like Rice's Modern Option and Penn State's Gadget Heavy, thousands of players and over 300 real-world coaches with true-to-life schemes, this is our most authentic college football experience yet.

EA development team

EA also confirmed on Twitter that the 2,800 new plays also includes 45 new formations (and some of those new plays are defensive plays). I wouldn’t necessarily expect these numbers to grow further once the season begins, but like last year, we could get more formations and altered playbooks for teams once the real season begins and there’s some real data to dig into.

“Real Time Coaching” was a big selling point last year, and no one is saying that term as of yet for ‘26. Instead, it seems like folks are just saying “dynamic playcalling” in relation to how the AI will adjust to what you’re running on the field. I personally thought the AI was solid and the disguising of plays by the AI was cool to see, but since multiple media members have mentioned how the defense will “disguise” a play on defense, I can only assume EA is pushing it even more this year. This makes sense when you think about how they’re leaning into real coaches and trying to get teams to play like these coaches, but the game technically already would do things like shading receivers or doing QB contains, so I’m not sure why multiple media members were highlighting that again as an “all-new” thing — thus, I can only assume it’s because EA was hyping it up to them.

What is absolutely new, and maybe plays into this “dynamic” stuff a bit is that defensive line “steering” is in the game now. It sounds like you’ll be able to move your defensive lineman while engaged to try and hold an edge or your gap assignment. If there’s one thing that’s been sorely missing in EA football games forever it’s the idea of “leverage” along the line. To be blunt, leverage doesn’t mean spit in these games. I don’t know if “steering” will necessarily solve the leverage issue, but being able to better position your defensive linemen to cover certain gaps gives you a new reason to actually “user” the defensive line (though I hope the CPU players do this on their own as well). This also means the defensive line is getting its most impactful upgrades in years when you factor in the twists/stunts.

A more hardcore addition is custom zones coming to defense. The way this was explained so far seems to indicate it’s like custom stems for your receivers where you set the depth of those routes. I don’t know how much you’ll also be able to alter the width of the zones, but that’s something to watch. In addition, it’s obviously going to be hard to set a lot of these zones during pre-play, but it is a deeper form of disguising that you’ll be able to go to. You could already set the depth of zones in the playcall screen, but now you can have zones that vary on each side of the field without needing to call something like Cover 6 to get those mixed looks. In The Athletic article, there was even a mention of “committing to certain routes” but I’m not going to assume that means you can set the defensive backs to look for “slants” or something until EA explains further with their gameplay deep dive in the weeks ahead.

In terms of running the ball, one of the best things that EA wrote in their blog was that “left-stick skills between the tackles” will be rewarded more. Even if I love to see it and believe it’s the right thing to do, I find it ironic that we’ve come all this way with trying to add more jukes and signature animations/skills into the game, and now we’re returning to basic left stick movements being the “skilled” way to play. To be clear, I do think it is the “skilled” way to play, and patience and subtle movements should absolutely be rewarded between the tackles, but it’s still funny to read.

In Madden, because of the somewhat shoddy physics, you get these weird speed boosts and other things at times by just running into the back of your offensive lineman, and so I’m hopeful that this focus on being patient means actually getting skinny through holes and such as a runner truly creates a skill gap. If we’re still being rewarded with random speed boosts after awkward collisions with our linemen, it will be a bummer.

The other note on blocking (and you need to remember this!) is that we always read about certain gameplay “improvements” every year without fail. “Improved blocking” is one of those things that will be in every “new and improved gameplay” section of a write-up from EA no matter what year it is, but ultimately “improved blocking” means nothing as a line on a piece of paper.

Still, so many of us slurp up this info and pretend this will be the year it’s actually true. In fact — and you can’t stop me — I have a list of things that compare to this trope in real football that also trick media members into covering certain buzzwords and phrases like they actually matter.

“New and improved” blocking is to football video game previews as these bits of “coachspeak” are to real football:

  • “We’re going to be aggressive on defense this week.”

  • “We’re close”

  • “One week at a time”

  • “Culture”

  • “We just gotta play our game”

  • “We can’t beat ourselves out there”

  • “We just didn’t execute well enough”

  • “All three phases”

  • “Just gotta clean a few things up”

  • “We need to play all 60 minutes”

  • “We care about the ‘student’ in student-athlete”

  • “He’s had a great week of practice”

  • “He’s in the best shape of his life”

  • “We’re going to do things the right way”

If media members stopped giving air to those phrases in real football and “improved blocking” in video game previews, we’d all be better off, I assure you.

That said, EA certainly did seem to want to show off downfield blocking in the trailer. Downfield blocking was bad last year as second-level blocking either would not develop or a player would just run by a defender in the secondary. And, yes, media members say running is improved and so is the blocking in CFB 26, but I’m not trusting any of that without having my own time on the sticks because “improved blocking” is the ultimate in “trust but verify” for me.

Finally, The Athletic article has this little tidbit:

“…your receivers will make more catches in contact. Developers told me they realized there were too many pass breakups on hits.”

Chris Vannini, The Athletic

We certainly see some impressive contested catches in the trailer (we better, there are two elite receivers on the cover of the game), but I do think there will be some dispute here about how much of a problem drops really were last year. I know many of us raised the “drops” to an even higher level, especially as it related to contact on the catch, so I think this will be something worth monitoring to some extent to see if receivers become too OP.

Speculation

Okay, so now let’s get more to the Zapruder film stuff by returning to the reveal trailer gameplay clips. This has nothing to do with anything EA or any media member has said, but I need to start with “Physics-Based Tackling” being shown in the trailer and mentioned by EA. What’s curious about this is nobody seems to want to say BOOM Tech, and I can only guess why. Maybe EA doesn’t want to say the same exact system from Madden is now in CFB. Maybe EA knows people like me did not like BOOM Tech overall, and they don’t want to associate that “branding” with CFB because people like me will be dreading it.

If you don’t know, BOOM Tech was sold as tying into physics-based tackles, the ball carrier balance system, and the timing of the Hit Stick. Nobody has said anything about the timing of the Hit Stick mattering or that ball carriers will recover from stumbles, and that’s not shown in the trailer either. Nevertheless, big hits are shown, multiple media members discussed arm tackles being easier to fight through, and we got a lot of “fighting for the sticks” animations. Since multiple media members praised the inside running game, this can only mean BOOM Tech either got a major upgrade, or EA is not implementing the same physics system into College Football 26.

I know some people did like the feel/speed and physics of Madden 25 more than CFB 25 — some people felt more “grounded” when running the ball in Madden — but I was certainly not in that group. Madden was slower (which isn’t bad on its own), but it also just felt less twitchy, and more clunky both between the tackles and in terms of how some animations played out. Yes, the weight difference did seem to matter more for tackling/hits, but it came at the expense of some really ugly two-man animations, and I did not think the “tech” was worth what we lost from CFB. In comparison, CFB had fewer animations, but things were cleaner, faster, and the outcomes made more sense (or at least were more consistent) most of the time even if the size differences should have mattered more.

Some of what EA showed in the trailer can be explained by a focus on more player abilities. We saw multiple “fight for first down/goal line” plays, and that was an ability that was OP at times in Madden but has mostly been tuned and is balanced now.

Continuing on with abilities, what the hell is going on at :51 seconds into the reveal trailer? This is my true “back and to the left” moment because are we looking at an ability or a revived gameplay mechanic in the clip?

“There had to have been a second spitter!”

We see Michigan’s (and the nation’s) top recruit, Bryce Underwood, at QB. He pulls the ball down, spins out of an arm tackle, and then goes on to make a throw down the field. Now, this could just be the “Extender” ability — an ability that was already in both games and helps you break out of sacks — but because he pulls the ball down and tucks it, this looks more like the return of “user” QB moves in the backfield. This was removed from Madden, again, because I think it was OP, but the fact that he pulls the ball down and tucks it is interesting. There was a time where you could press a button that allowed your QB to dance in the backfield on plays — even if it wasn’t a designed run — and that play from Underwood looks a little like that.

It could just be the start of the animation triggering and kicking off the Extender ability even before the two-man interaction has begun, but I’m hopeful it actually means we’ll be able to do moves again in the backfield on passing plays with QBs.

Finally, no one said CFB is getting Madden’s pre-play movement so far, but it certainly seemed to be a thing in the trailer. We had multiple defensive players fidgeting around and doing stuff around the LOS, and the offense looked more active as well. If you don’t know, this isn’t anything you control, it’s just the players on both sides of the ball “acting like humans” as they come to the LOS to mill around before the snap. This was the single biggest thing from Madden I wish had made it into CFB, so I hope I’m not wrong here.

Dynasty Mode

We did not get deep hands-on takes about dynasty mode from anyone (at least in part because EA doesn’t want to talk much about it yet), but we still got some tidbits:

  • The transfer portal will be expanded so now we should get way more players in the portal each year. The portal is going to be “unpredictable” so I hope that means more 4-star and 5-star recruits in the pool beyond just Year 1. For now, EA did not explain why the portal will be more unpredictable and why you might lose more players to it.

  • There are “dynamic deal breakers and traits” that you can meet in order to influence potential recruits. This likely is an extension of the “deal breakers” system that was already part of recruiting.

  • Location-based visits mean not every visit costs 40 hours now. Instead, it’s related to how close your school is to the recruit and your pipelines, and the hours scale accordingly.

  • The recruiting menus have been altered for ease of use, as explained in the CBS Sports article:

    • “The big updates for recruiting that I could see were changes to the presentation of the recruiting board, most notably your team needs being at the top of the board rather than a separate page you have to toggle in and out of, which was a huge improvement. There is also more information in the main recruiting board screen, like where a prospect is in the process (top eight, top five, top three), a red dot when they're ready for a visit and green and red flags for when you've moved up or down on their list.”

  • Your coaching level can now go beyond 50, and because there are real coaches, it will be cooler now when you see them leave for the NFL or fall from a head coaching gig all the way to a coordinator gig.

  • I have to believe we’ll get many more clothing options for our head coaches now (rather than just two!) that real coaches have a bunch of their looks already in the game.

All Things Authenticity

Look, Virginia Tech might go 6-7 again this year, but daggumit they’re going to do it in style! “Enter Sandman” was the background music for the reveal trailer, and yes, that does mean Metallica got paid and EA got a big win for College Football 26. The Hokie Bird was going ham as well in the reveal trailer, and while that creature was in the game last year, we do know some new mascots are being added this year (but no Mascot Mode still as far as I know, which is criminal).

On the forums, I started trying to track a lot of the new “authenticity” that was showcased in the reveal trailer, and we’re probably going to get way more in CFB 26 than what I’ll list in this section, but I’m just going to try and list everything “new” that’s confirmed so far. That said, I’m going to leave out stuff like “we changed the South Carolina towels from black to white” as well, but it’s great that EA is listening to fans of these teams and making those sorts of small authenticity tweaks.

New Music

“Enter Sandman” - Metallica — Virginia Tech is eating good for its entrance

“Mr. Brightside” - The Killers — It plays between 3rd and 4th quarter at the Big House, and Michigan fans will eventually just sing it even after the song stops playing.

I’m Shipping Up To Boston” - Dropkick Murphys — Notre Dame gets some love, but I’m not sure if it will tie together with “Here Come the Irish” or not before kickoff.

“Seven Nation Army” - The White Stripes — This could be used by multiple teams, and since we know the school bands are going to play some songs, this could be one of those as well.

“FE!N” - Travis Scott — This one might be here in part because Travis Scott had a cool halftime spot for the CFP National Championship (even if he didn’t perform “FE!N” for it), but it’s also another song that can be used in various stadiums.

2001: A Space Odyssey theme/”Also sprach Zarathustra” - Richard Strauss — You might also recognize it as Ric Flair’s theme song, but South Carolina famously uses it as part of its entrance.

It’s also worth mentioning in this section that the menu music will be varied this year rather than just drumlines turned up to max volume. EA was a good sport about the meme in their write-up:

We know how much people loved drumlines from the menu last year… we are going to change it up for College Football 26. We’re bringing new Marching Band covers of popular songs to our menus for players to enjoy. As well as Fight Songs from schools around the country.

EA development team

New Mascots

EA actually has quite a bit of work to do in the mascots category for this year as they were way under the real total and still have more work to do, but we got a couple confirmations over the last 24 hours.

  • Iowa - Herky the Hawk

  • Mississippi State - Costumed Bully

  • Oklahoma - Boomer and Sooner (and the Sooner Schooner)

  • Texas Tech - Masked Rider

  • USF - Rocky the Bull

New Team Traditions/Celebrations

This is the potpourri category, but this is for new signature stuff we noticed so far:

  • Akron - Turnover Tire as a celebration

  • Arizona - Cactus-shaped turnover sword

  • Army/Air Force/Navy — some of these are based on the service academy rivalries themselves

    • Army/Navy salute

    • Helicopter flyover with Air Force cadets on the field

  • Clemson - Howard’s Rock and the players getting off the bus in full gear to run down the hill

  • East Carolina - Running out of the Pirate Skull during their entrance

  • Georgia - Have the gold spiked shoulder pads for turnovers

  • Oklahoma State - Open the rodeo gates for the entrance

  • Penn State - Head coach locking arms with players for entrance

  • Rice - Some sort of walking stick/cane used after a turnover as a celebration

  • South Carolina - Cocky drives the train and Cockaboose for entrance onto the field

  • Texas Tech - Masked Rider run out for entrance

Equipment, Accessories, Apparel

Again, I hope we get more fashion styles for our coaches, but I think equipment, player models, and accessories are to be determined. This Reddit thread does a good job showcasing the issues with bulky flak jackets in EA’s football games (correctly called a “fat jacket” by someone in that thread), and it’s more of the same so far. There also might not be enough player model types, so we end up with these overly fat linemen when maybe they should be slighter builds.

When it comes to accessories, this Reddit thread also shows there’s a lot EA could add on that front, but there was not much to go off so far to really decipher how much EA is going to include in year two (if much at all). We could use stuff like ski masks, but we’ll need to wait and hear from EA or hope they showcase some stuff in future images.

Real Head Coaches

EA has said more than 300 coaches will be in the game, and a lot of schools have been confirming who is in College Football 26 since Thursday afternoon. On Twitter, Caleb Figgures has done a good job trying to keep track of everyone who is in the game so far.

Some notable names not in the game as of now are Bill Belichick, Deion Sanders, Hugh Freeze, Billy Napier, Brent Venables, Lincoln Riley, Shane Beamer, Mario Cristobal, Kirk Ferentz, and FSU offensive coordinator Gus Malzahn. I expect some of these guys are actually in the game and schools just haven’t wanted to confirm as of yet.

It also doesn’t appear every head coach got “face scanned” for CFB 26. Some guys like Steve Sarkisian, James Franklin, Ryan Day, and Marcus Freeman look great, while it’s been reported someone like Lane Kiffin does still look like Lane Kiffin but doesn’t have quite the same accuracy/detail as those other guys.

Every coach listed in the table below is confirmed for College Football 26 as of now (more could still be coming).

School

Head Coach

Offensive Coordinator

Defensive Coordinator

Air Force

Troy Calhoun

Mike Thiessen

Brian Knorr

Alabama

Kalen DeBoer

Ryan Grubb

Kane Wommack

Appalachian State

Dowell Loggains (first year as head coach)

D.J. Smith

Arizona

Brent Brennan

Seth Doege

Danny Gonzales

Arizona State

Kenny Dillingham

Marcus Arroyo

Brian Ward

Arkansas State

Butch Jones

Keith Heckendorf

Griffin McCarley

Army

Jeff Monken

Cody Worley

Ball State

Mike Uremovich

Baylor

Dave Aranda

Jake Spavital

Matt Powledge

Boise State

Spencer Danielson (first year as head coach)

Nate Potter

Erik Chinander

Boston College

Bill O’Brien

Will Lawing

Tim Lewis

Bowling Green

Eddie George (first year as head coach)

Buffalo

Pete Lembo

Dave Patenaude

Joe Bowen

BYU

Kalani Sitake

Aaron Roderick

Jay Hill

Central Michigan

Matt Drinkall (first year as head coach)

Jim Chapin

Sean Cronin

Charlotte

Tim Albin (first year as head coach)

Todd Fitch

Nate Faanes

Cincinnati

Scott Satterfield

Brad Glenn

Tyson Veidt

Clemson

Dabo Swinney

Garrett Riley

Tom Allen

Delaware

Ryan Carty

Terence Archer

Manny Rojas

Duke

Manny Diaz

Jonathan Brewer

Jonathan Patke

East Carolina

Blake Harrell

John David Baker

Josh Aldridge

Eastern Michigan

Chris Creighton

Mike Piatkowski

Ben Needham

Florida Atlantic

Zack Kittley (first year as head coach)

FIU

Willie Simmons (first year as head coach)

Nick Coleman

Jovan Dewitt

Florida State

Mike Norvell

Tony White

Fresno State

Matt Entz (first year as head coach)

Josh Davis

Nick Benedetto

Georgia

Kirby Smart

GA Southern

Clay Helton

Ryan Aplin

Brandon Bailey

Georgia State

Dell McGee

Georgia Tech

Brent Key

Hawaii

Timmy Chang

Houston

Willie Fritz

Illinois

Bret Bielema

Barry Lunney Jr.

Aaron Henry

Indiana

Curt Cignetti

Mike Shanahan

Bryant Haines

Iowa State

Matt Campbell

Taylor Mouser

Jon Heacock

Jax State

Charles Kelly (first year as head coach)

James Madison

Bob Chesney

Kansas

Lance Leipold

Jim Zebrowski

D.K. McDonald

Kennesaw State

Jerry Mack (first year as head coach)

Kent State

Mark Carney (first year as head coach)

Liberty

Jamey Chadwell

Willy Korn

Kyle Krantz

Louisiana Tech

Sonny Cumbie

Tony Franklin

Luke Olsen

Louisville

Jeff Brohm

Brian Brohm

Ron English

LSU

Brian Kelly

Joe Sloan

Blake Baker

Marshall

Tony Gibson (first year as head coach)

Maryland

Mike Locksley

Memphis

Ryan Silverfield

Jordan Hankins

Miami University (Ohio)

Chuck Martin

Patrick Welsh

Bill Brechin

Michigan

Sherrone Moore

Chip Lindsey

Wink Martindale

Middle Tennessee State

Derek Mason

Bodie Reeder

Brian Stewart

Minnesota

P.J. Fleck

Greg Harbaugh Jr.

Danny Collins

Mississippi State

Jeff Lebby

Missouri

Eliah Drinkwitz

Kirby Moore

Corey Batoon

Missouri State

Ryan Beard

Nick Petrino

L.D. Scott

Navy

Brian Newberry

P.J. Volker

NC State

Dave Doeren

Nebraska

Matt Ruhle

Dana Holgorsen

John Butler

Nevada

Jeff Choate

David Gilbertson

Kane Loane

New Mexico

Jason Eck (first year as head coach)

New Mexico State

Tony Sanchez

North Texas

Eric Morris

Jordan Davis

Skyler Cassity

Northern Illinois

Thomas Hammock

Quinn Sanders

Rob Harley

Notre Dame

Marcus Freeman

Ohio

Brian Smith

Scott Isphording

John Hauser

Ohio State

Ryan Day

Oklahoma State

Mike Gundy

Old Dominion

Ricky Rahne

Kevin Decker

Blake Seller

Ole Miss

Lane Kiffin

Charlie Weis Jr.

Pete Golding

Oregon

Dan Lanning

Oregon State

Trent Bray

Penn State

James Franklin

Andy Kotelnicki

Jim Knowles

Pittsburgh

Pat Narduzzi

Kade Bell

Randy Bates

Purdue

Barry Odom (first year as head coach)

Josh Henson

Mike Scherer

Rice

Scott Abell (first year as head coach)

Sam Houston

Phil Longo

Zach Patterson

Freddie Aughtry-Lindsay

San Jose State

Ken Niumatalolo

SMU

Rhett Lashlee

Casey Woods

South Alabama

Major Applewhite

Paul Petrino

Will Windham

Southern Miss

Charles Huff (first year as head coach)

Blake Anderson

Jason Semore

TCU

Sonny Dykes

Temple

K.C. Keeler (first year as head coach)

Tyler Walker

Brian Smith

Tennessee

Josh Heupel

Joey Halzle

Tim Banks

Texas

Steve Sarkisian

Texas A&M

Mike Elko

Collin Klein

Jay Bateman

Texas State

G.J. Kinne

Landon Keopple

Dexter McCool

Texas Tech

Joey McGuire

Mack Leftwich

Shiel Wood

Troy

Gerad Parker

Tulane

Jon Sumrall

Joe Craddock

Greg Gasparato

Tulsa

Tre Lamb (first year as head coach)

UCLA

DeShaun Foster

Tino Sunseri

Ikaika Malloe

UMass

Joe Harasymiak

Mike Bajakian

Jared Keyte

UNLV

Dan Mullen (first year as head coach)

Utah

Kyle Whittingham

Jason Beck

Morgan Scalley

UTEP

Scotty Walden

Mark Cala

Bobby Daly

UTSA

Jeff Traylor

Vanderbilt

Clark Lea

Tim Beck

Steve Gregory

Virginia

Tony Elliott

Des Kitchings

John Rudzinski

Wake Forest

Jake Dickert

West Virginia

Rich Rodriguez (first year as head coach, well, in his second stint with the team that is)

Western Michigan

Lance Taylor

Wisconsin

Luke Fickell

Road To Glory

I’m burying Road to Glory in the last section because I’ve always been very clear I don’t really care much about the mode. But if there was a real “controversy” that came out of the reveals, it might be how high school will work with Road to Glory.

I always thought the high school mode in Road to Glory went on too long. As fun as it was to build up a bond with Ostrander, Howell, Nguyen, and your other high school teammates in NCAA Football 14, it was boring. I wanted to get to college, and I think EA agrees with me.

Still, there is some anger in the community based on how high school will apparently play out.

It seems like you’ll get about an hour of gameplay, and within that hour, you’re just shooting to complete certain goals rather than play out numerous drives. I assume some people want to throw for 500 yards a game in these high school matchups, but it’s ultimately not very interesting using 40-overall players, and EA wants to get you in and out and push you towards making your decision on where you want to go to college.

I don’t have strong feelings on this topic, so you can email me explaining why this sucks if you want, but I’m just here as the messenger this time around.

Miscellaneous

We’re already at 6,000 words so let’s wrap this one up, but here’s the last couple bits of news I wanted to squeeze in somewhere.

  • Home Field Advantage is going to be even more cracked out in CFB 26, and I’m all about it. Make away games as miserable as possible because we need these sorts of things to keep things interesting in dynasty mode. Sure, it can be annoying in online games, but the only real way to keep a game challenging after a certain point (assuming you don’t have House Rules to make the game artificially difficult) is by just taking things away from us. Whether that’s player icons, making it feel like we’re wearing drunk goggles, or just screwing with the play clock, we need this stuff — plus, it makes it more important than ever to find recruits with good composure.

  • It’s good to see both tight and loose spirals in the trailer. This is something else that can be tied to an “ability” so I assume that’s how it’s being determined overall.

  • Commentary improvements are being wrapped under the “dynamic commentary” umbrella, but I wouldn’t be fooled by another common refrain in sports video game preview pieces. The examples include some usual suspects:

    • Experience new and dynamic commentary tailored by Kirk Herbstreit, Chris Fowler, Jesse Palmer, David Pollack, Desmond Howard, and Rece Davis as you make history on the field. Battling back after a tough loss? Back-to-back 400-yard performances? Their expertise and insight adapt to your team’s progress in Dynasty and your player’s rise in Road to Glory.

  • There will be at least two types of introductions/entrances/pregame flows before games, basically a “big game” introduction and a “normal game” introduction. Much like Herbstreit and Fowler were only around for the big games, it seems like this same concept could apply to how much presentation you get for certain intros.

    • That picture of Herky the Hawk looks like one of those pieces of a new pregame flow because it looks very similar to how we get introduced to certain pregame hype packages in Madden.

  • EA wants to freshen up those cutscenes that emerge between plays and quarters that show off fans and cheerleaders. They have said there are 1,700 new heads in the game, and there are another 200 player models. I wonder how many of those heads/models can apply to coaches or the player models themselves rather than just the NPCs in the crowd or on the sidelines.

  • Northwestern will not be playing at the cool-as-hell Lanny and Sharon Martin Stadium. Since it’s just a temporary home, EA is still going with Ryan Field as Northwestern’s home. EA also will not have a specific stadium for the Dublin, Ireland game.

Until next time y’all. And, as always, thanks for reading.

-Chase