There are many small subtleties involved in playing one of the most underrated aspects of football. Unfortunately, none were incorporated into Mut 25 coins. Ability to stop kicks and watch an early game punt fall at the one-yard mark or have the CPU run one of them back at you to change the flow of the game are all great improvements. In the end, the game is played as if there were three units on an football team instead of only two.
They're not perfect however, watching a great corner rise up alongside the likes of Odell Beckham Jr. or Kelvin Benjamin is a great feeling and especially so when you're a part of the same team where creating the shut-down corner was always an important goal. Another thing that could be extremely enjoyable is tipped jumping balls that end up in the defensive team's.
Let's be honest about it: ball physics in the past were eye-sore. It's part of the overall theme of Madden previously having too many problems (both in the game's core gameplay and in its visuals) to truly be played in any sort of simulation. Watching a fumble bounce all across the field, or a kick with a little twist on it fall into the goal-line zone can be extremely pleasing. This is one of the events that won't be noticed by anyone within a year or two from now, but is highly valued when playing Madden 25.
Every single play is a lose or win circumstance in the field of the scrimmage. There's not a real fight -and not one of significance, in any way. When it's snapped and later handed off or throw in the direction of the defensive lineman, they have already accomplished one of two things: either walked through the offensive lineman with the form of a theoretical win or was blocked in an attempt to block the ball in a theoretical error. Line play is a bit too slowly although there's the obvious pull/push which allows for the formation of a pocket, there's not much variation in after the snap. The player either wins or loses the game in which case, if you lose, you're bound onto the offensive line and which means he's useless for the remainder of the game.
While some catch animations for sidelines have been added, the players (especially on the AI's side) are predisposed to go over the line when they travel on their routes. Even if it's only as little as 25% of the time this is 25% of the time more than. The cheap mut coins players must always focus on keeping their feet in the right direction, not racing all the way to the expense of a good game.
(Not to forget that backs frequently run right into their blockers, leaving holes in the sides. The CPU being able to make an immediate cut in that hole is an important move towards taking the correct direction.)