EA SPORTS FC 25 - Rush Deep Dive

EA SPORTS FC 25 - Rush Deep Dive
Glen Mathews
By Glen Mathews Updated
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Rush is the brand new game mode introduced in EA SPORTS FC 25. In this piece, we take a look at the new feature and run through five takeaways.

Rush is the fascinating take on the small side 5v5 social football experience, while harnessing the same gameplay controls and football mechanics of 11v11. Teams consisting of 5 players each compete across a much smaller playing field, with exciting updates to match formats and rules to keep the action flowing.

Race to Ball

At the start of every Rush match, players will experience the exhilarating Race to Ball. Two ball launchers are positioned at opposite ends of the halfway line. At the beginning of each game, one of these launchers will randomly propel the ball with varying power and height, creating an element of unpredictability. This novel approach eliminates the need for predetermined positions, with the goal of adding excitement and intensity as players scramble to secure the crucial first possession. Creating a new feature that will no doubt excite users ahead of the launch.

Fluid Positioning

In Rush, the traditional concept of fixed player roles and positions is set aside to encourage a more flexible and team-oriented approach to gameplay, letting players self-organize and switch roles as the game progresses to emphasize strategic thinking and teamwork. When play stops, players are placed back on the pitch according to their most recent location, emphasising the importance of thoughtful positioning and continuous communication.

SEE ALSO: "It Can Only Be A Great Thing For Our Players" - FC 25 Developers Say They Welcome A True Competitor

Match Length and Tie-breaking

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Rush matches consist of a 7-minute countdown period with no half-times. Additionally, the clock is paused while the ball is out of play. Matches tied at the end of normal time go to a 2 minute 20 second Golden Goal Extra Time, followed by 1-on-1 Penalty Shootouts if the tie remains.

Our Buzzer Beater rule ensures that if a shot is in flight as the clock hits 0’, the game continues until the play ends whether by a goalkeeper's save, the ball going out of play, a goal being scored, or an opponent blocking or intercepting the ball, adding to the thrill of those final moments. Additionally, if a penalty kick is awarded in the final seconds, a brief extension past full time is granted, ensuring that the fouled player gets the chance to take a shot. The player cannot pass or lose possession during this grace period, or else the match will end right away.

Subs, Stamina and Injuries

As the matches are short, substitutions are not a part of Rush. Similarly, in offline modes such as Kick-Off and  Career manager, substitutions are not available. As always, players can still adjust their team's starting lineup in offline modes before the match begins.

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Blue Cards and the Advantage Rule

In Rush, there are no red cards. Instead, players who commit a serious foul or deny a goal-scoring opportunity receive a blue card and are sidelined for 1 minute. Players can re-enter the pitch once the timer ends, either during live play or a set piece. At least two outfield players must always be present on the pitch for each side. Consequently, if a team receives a third blue card while two players are already sidelined, they forfeit the match.

Additionally, the advantage rule has been adapted to help ensure fair play in Rush, allowing for delayed card issuance based on the outcome of the advantage played, particularly in breakaway or 1-on-1 situations. As with the rest of our rules, our goal here is to provide a fun, fair, and fast flowing experience.

In truth, there are a number of different features included in Rush that are really interesting, we hope this piece has whetted the appetite to go ahead and try out the new feature of the game when it is released on September 27th. We can't wait.

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SEE ALSO: EA Sports FC 25: Latest News, Release Info And More

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