The quick Rush games in EA FC 25 are really fun. However: If not everyone participates, there can quickly be problems.
The new Rush mode in EA FC 25 feels really fresh and is a lot of fun for me. Here you play 5 against 5 – with the four outfield players controlled by one person each, and the keepers controlled by the AI.
This means that effectively, you are playing with three teammates against four opponents, all of whom aim to score as many goals as possible in the six minutes of playing time.
Due to the small field, the game moves back and forth quickly. Because all outfield players are controlled by real people like in Pro Clubs, excellent positioning and, when possible, coordination is necessary – or at least helpful.
Pure solo dribbling past friends and foes seldom leads to success here. Even the strong new skill moves only help a little. Clever passing, quick reactions, solid defense – these are the means by which you win in Rush.
Also cool: If you play Rush in Ultimate Team, there are various restrictions on the players you can use, or bonuses when you use certain players. Of course, some may just want to use their top, top, top cards. But under these conditions, you play against cards and use cards that simply are not seen in the normal Rivals mode.
In short: Rush is a fresh game concept that really benefits EA FC 25. However, there are also one or two problems.
Spoilers can really become a problem in Rush
I have now played some matches in the Rush mode within Ultimate Team and primarily have had positive experiences. Most players really get involved, looking at where and how to play sensibly.
The problem is: One player is enough to ruin a match.
This has also happened. Example 1: Players who simply put their controllers aside and don’t participate at all. They then just run aimlessly towards the out-line and wait for the game to end – presumably, to gather some Rush points and rewards while doing something else on the side.
Such situations are a huge problem because they quickly turn the match into a 4 vs. 5. And since positioning and distribution are extremely important, it becomes very difficult to compensate for a missing player. Here you can almost count on a loss.
Example 2: Players who give up very early. It can be 0:2, and players decide not to continue playing. This is bitter when there are still five minutes on the clock and you could realistically turn the game around. However, this also becomes difficult when you’re down a player.
While I can sort of understand this point – for example, if it’s already 0:6 after a minute and the whole match is still ahead of you. If it’s completely clear that you have absolutely no chance and keep conceding more goals, then such a Rush game can be quite frustrating.
Back in the day, on the schoolyard while playing table tennis, a match would always go to 11 points. But if you were really down 0:7, the game was ended as a “short set” and you lost. Maybe a system like that would also be quite useful for “Rush” – for matches that are truly completely unbalanced.
However: Overall, “Rush” is a great game mode that stands out quite a bit from the usual gameplay in Rivals, Squad Battles, or the Weekend League. It would benefit from having a way to make matches less susceptible to players deciding not to participate anymore. And, of course: The mode is probably best enjoyed when playing with friends and not random players. What do you think of Rush in EA FC 25 so far? Let us know in the comments!
Are you just starting with EA FC 25 and not quite sure how everything works in the new game? Then take a look here: We show you 7 tips in EA FC 25 that will improve you immediately.
