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Let Me Tell You: A Review of NCAA 13 
Posted on August 24, 2012 at 02:41 AM.


This is the first year I didn’t buy NCAA at midnight since they started doing midnight releases. Maybe it’s because I’m getting old and have old dude responsibilities (being an adult blows). Or maybe it’s because EA’s annual hype train lacked steam this year. In reality, it’s a combination of both. To spare you all a diatribe about my qualms with adulthood, I’ll focus on the latter.

EA Sports does it to us every year: leak out little tweaks and fixes early in the year, then as launch approaches, drop bombs to swell the hype level for that year’s iteration. In the past, that has worked. This year, in this reviewer’s opinion, it did not. Let me preface my next statement by saying I hate when people call new games a “.5” version of the last game. I hate that. But this year’s edition of NCAA truly feels the same as NCAA 12 with a few new bells and whistles. If the crew felt like their foundation was strong and they could afford a year to just improve what was already there, then that’s acceptable. That is not the case, though, and what they produced is the same mediocre package with some extra ribbons. The game wasn’t all bad (trust me I played the crap out of it), but it wasn’t that good. I’ll try to minimize the whining and keep the criticism constructive as we proceed.

What’s New
- Several more team intros
- Some new sideline cut scenes
- A couple of tweaks to gameplay (well, a couple of noticeable ones)
- A segmented commentary that does not fit together
- ESPN Gameday that becomes super annoying (on/off toggle? maybe?)
- The poorly executed “motion blur” that arguably makes the game look worse
- The all-new (and mostly fluff) Heisman mode

Now looking at that list (and I'm sure there are a few that I missed...), you may think that’s enough. If it is for you, enjoy the game to your heart's content, my friend. To me, it’s not simply less successful – it’s a failure. To put it bluntly, the old features are older and the new features just seem half-assed in this year’s iteration.

So this review isn’t all negative, let me point out -

The Positives:
- Playing against a real person is fun. The playbooks in the game are fantastic.
- The lighting looks great. Shadows and reflections as well (on 360 at least).
- Pictures during replays. This is something not many appreciate, but those who do REALLY do. The ability to share great in game images is awesome.
- New catch animations: sometimes not the most realistic, but they look good
- New passing animations: small affect on gameplay, but the drop backs and throwing motions look great
- The recruiting roulette system was removed. Playing a season takes forever when recruiting, but at least it’s less of a crapshoot.

To sum up, the game has pros and cons. Unfortunately, most of them were in last year’s game. The new stuff feels like an attempt to garner more mass appeal and the few changes that were made for the more hardcore gamers fail to meet the standard.

I’m not a pro reviewer so I’m not going to score the game. Instead I’ll share this bit of info: I purchased NCAA 13 (used) 4 days after release for $43. I played it daily for about 25 days, completing 2 dynasty seasons, a season of RTG and all of the Heisman challenges. I then traded the game in for $30. Since I traded it toward Madden 13, I ended up getting $38 in store credit. So essentially, I rented the game for a month for $5.

To me, NCAA 13 was totally worth that.
Comments
# 1 iceberg760 @ Aug 24
Thanks for the info/myself, I pick up ncaa every couple years for your same reasoning-new bells and whistles don't exactly spell out a New game...
 
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