EA Sports College Football 25 has already become a gigantic success, even though it just launched today (July 19). EA Sports revealed that a staggering 2.2 million people played the game during its three-day early access period. The only way to gain early access was to preorder the deluxe edition, which cost $100. This announcement suggests that millions of people were willing to pay an extra $30 to get 72 hours of playtime before anyone else on Xbox Series X/S and PlayStation 5. In addition, over 600,000 players joined the fun through an EA Play trial. It’s unclear if the 2.2 million figure includes both deluxe edition owners and EA Play subscribers.
“This game is for the fans, and the response we’ve seen from across the collegiate landscape, athletes, creators, celebrities, and the core community has been nothing short of spectacular,” said Daryl Holt, senior vice president of EA Sports, in the press release. This is a monumental release for EA Sports. It marks the first time EA has released a college football video game since NCAA Football 14 in 2013. Back then, the NCAA didn’t allow college athletes to be compensated for their likenesses, so EA used fictional names. This led to tension between the two entities, and the contract wasn’t renewed. EA Sports announced its return to college football in 2021. This time around, EA was able to use real athletes due to the NCAA’s shift in policy regarding athlete compensation.
College Football 25 is widely considered an excellent sports game. Digital Trends’ Tomas Franzese described it as “the best EA Sports game that I’ve played in years” due to its new modes, which offer greater customization and deeper gameplay. The game also boasts stunning visuals thanks to the Frostbite Engine.
In other College Football 25 news, according to multiple reports, players were paid a minimum of $600 for their name, image, and likeness (NIL). They also received a free copy of the game. This includes every player who submitted their information, according to the New York Times. Those who were featured more prominently in the game’s marketing or were on the box cover were paid more. Approximately 14,000 players participated, though less than 100 will be featured prominently.
“Ninety-plus percent of these athletes will never have [another] NIL opportunity … And the fact that they can be in a video game is just cool,” Sean O’Brien, head of strategic partnerships at EA Sports, told the New York Times.