Three questions for those of you who have the game.
First, did they fix quarterback speed in the backfield? If any of you ever ran the option game in 2011 or 2012, you'd know that the quarterback had about the worst acceleration of any player on the field. Most quarterback runs, option plays, etc., blew up in the backfield. Do quarterbacks still have this uncanny lack of speed in the backfield?
Second, have they fixed the zone read and triple option read? I.e. do they finally work like they're supposed to or are they fundamentally useless like they've been for the past two years?
Third, is defender speed/awareness more realistic? I.e. do defenders beat your quarterbacks and running backs to the perimeter on most occasions, which again made quarterback option keepers virtually useless.
I just acquired the game yesterday so these answers are subject to change or be modified later...against the computer:
1. QB...You can take off and run on a pass play if you're not really under pressure. However, if you're under pressure you have almost zero chance at getting away. It doesn't matter if your QB has 99 speed and he's being chased by 56 speed DT. Running the option is actually better although you still need to run it almost exclusively to the TE side. Running an option to the open side of a formation results in getting smashed almost immediately and almost guarantees a fumble.
2. The zone read has come a long way. I've actually been able to run it very effectively at times-other times it's a complete disaster. There's no rhyme or reason as to why it works one play then fails miserably the next. What I've found happens when the play fails is the DE to the read side can somehow crash down on the RB, peel off and tackle your QB, all in the span of about .003 seconds. Giving the ball to the FB on the option out of the i-formation isn't even possible with Nebraska's default playbook. In fact, I can't find a single play in the Huskers default playbook where there is a strict handoff to the FB option or not. All the options I've ran and plays I've looked at have been load or sprint options.
3. Defenders speed/awareness is still, at times, remarkably unrealistic. LBs can still, at times, jump seemingly 5 feet in the air to intercept a pass over the middle, although it appears that EA has somewhat addressed this issue.
Other observations:
Running game...is pretty realistic to a degree. Breaking a long TD run is now a lot harder than in past games where all you had to do is get to the outside. Defenders, even computer controlled one, take better angles. There are still the WTF moments but they seem to be less and further in between. Although seeing a 180 pound UCLA running back bowl over a 300 pound DT (Chase Rome) kinda raised an eyebrow. It is still pretty much impossible to run to the open side of a formation though.
Passing game...I'm still learning the nuances of it but it appears to be much more controlled and smooth. It appears that now you can actuall throw passes over the middle and complete them. The hot routes-I wish I could set my own rather than being stuck with the lame default ones.
On the road...It's bizarre because your players, even being up 21 points with 4 minutes to go in the 4th Q, are still "rattled" by crowd noise.
Defense...blitzing is pretty much necessary on every play because playing base man or zone pretty much ensures you'll get run on to the tune of about 6 yards a pop.
Those are my observations for now.