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Five Reasons to Hold off on Buying NCAA Football 13
"Total Control Passing" Defies Physics



EA Sports football games have traditionally used the gameplay philosophy of giving the user as much control as possible over his player, often at the expense of realism.

This tradition continues with "Total Control Passing," a new feature in NCAA Football 13 that allows the quarterback to reroute wide receivers on the fly.

Don't like the skinny post you called for your receiver in the huddle? You can just change it into a corner route by pointing the left joystick up and out as you make your throw:

http://www.youtube.com/watch?feature...v=t4YOx_KPr44#!

If proper physics were being respected, this off-target throw would result in an incomplete pass, based on the "miscommunication" between the receiver and the quarterback -- the receiver's route was a post leading him in, but the quarterback threw the ball a good 10 to 15 yards behind the receiver, which in real life, would have given the wideout no way to adjust in time and make the catch.

This is not a "back-shoulder fade," as the advertising claims, but a throw in the complete opposite direction of the route -- against all of the wide receiver's forward momentum.

But because momentum isn't accounted for in EA's current locomotion system, wide receivers can instantly change their route in any direction without breaking stride or losing speed.

Any route in NCAA Football 13 can be manipulated, whether the user wants to change an out into a corner, a slant into a streak or just about any imaginable route combination.

As if the defense wasn't already handicapped enough in EA Sports football games, now there is nothing stopping offenses from superhumanly changing routes mid-pass thanks to this year's new "Total Control Passing" mechanic.

Combine this new feature with a number of bizarre AI quirks in the secondary, and NCAA Football 13 is looking like a relapse to the high-scoring, "Wide Open Gameplay" of NCAA Football 09.
 

Option Play Shenanigans


Whether you're trying to run the flexbone, I-option or spread option, there are numerous issues hurting the authenticity of NCAA Football 13's option plays.

Perhaps the biggest problem for offline gamers is that CPU quarterbacks seem completely clueless when running traditional option plays. The AI ignores wide open running lanes and often pitches the ball at the wrong time, leading to absurd fumbles and comedic "option interceptions:"

http://www.easports.com/media/play/video/125462594

Human teams trying to run the option won't fare much better, as "dud" throws that fall well short of the pitch man are a common occurrence:

http://www.easports.com/media/play/video/125462640

When these fumbles happen, the play is sometimes incorrectly whistled dead by the referee as soon as the offense recovers the off-target pitch. This bug isn't just limited to option plays, either. Running backs can fumble direct handoffs for seemingly no reason, and as soon as the ball is dropped, the play is blown dead.

http://www.easports.com/media/play/video/125498322

NCAA Football 13's defensive AI seems befuddled by option plays. Sometimes, defenders just lock up and won't move at all:

http://www.easports.com/media/play/video/125466153

Other times, defenders ignore the ball carrier directly in front of them and start running out of bounds:

http://www.easports.com/media/play/video/125466131

Even when the defensive pursuit isn't glitching out, it still feels unrealistically fast and single-minded.

In real life, defending the option is about 11 players staying within their individual assignments, whether it's a specific gap a particular offensive player. Defenses that overrun option plays and leave their assignments to swarm the ball should be getting gashed by fake handoffs and misdirection.

Deception and the threat of multiple ball carriers should theoretically create indecision and hesitation in the defense's pursuit of option plays. Yet, in NCAA Football 13, the AI defense swarms to the ball as soon as it's snapped, like they automatically know where the play's going. There is no hesitation, no hint of assignment-based defense, just a large swarm of players instantly attacking the ball carrier at the snap.

I could go on and talk about the incorrect blocking techniques for option plays (no interior cut blocks?), but NCAA Football's archaic line play is another topic for another day.

Simply put, option plays are a mess in NCAA Football 13, and with most schools these days including some form of the I-option or spread option in their offense, these plays will kill drives and frustrate you whenever they are called.
 

Too Many Gameplay Gimmicks


In real football, the outcome of each play is determined by the players' ability, the matchups on the field, and the strengths of the offensive play versus the defensive play's weaknesses.

In an effort to make their football video games easier to play, EA Sports has built numerous features that allow the user to overcome a lack of roster talent or poor playcalling with simple guessing games and switch toggles.

As a result, in NCAA Football 13, there are times where all football strategy is tossed off the field, only to be overridden by gimmicky gameplay features.

Jump The Snap

"Jump The Snap" may be the single most frustrating gameplay feature in NCAA Football history. There is no way to turn the feature off, and the CPU is relentless in continually trying to jump the snap during offline play.

Against the CPU, the user is forced to sit at the line and call a hard count before every play just to keep the AI from getting that extra jump, which if successful, will disrupt most offensive plays in an instant.

Occasionally, the CPU will be drawn offside with the fake snap, but then you have to sit through a drawn-out, unskippable cutscene where the referee comes on screen, announces the penalty, gives the user the option of accepting/declining the penalty, then appears on screen again to announce the new down and distance.

More than likely, the hard count will backfire several times per game, and one of your offensive linemen will false start. This is the kind of situation where you're damned if you do try the fake snap (false starts) and damned if you don't try it (your snaps get jumped). Either way, you're going to waste a lot of time in NCAA Football 13 barking at the line of scrimmage, and even more time watching unskippable penalty reports.

Run/Pass Commit

Defenses can also participate in a guessing game called run/pass commit, where correctly choosing one of four offensive scenarios (pass, run right, run left, run middle) results in the play getting blown up like a scene out of Tecmo Super Bowl. Essentially, Run/Pass Commit functions just like Jump The Snap, only without the risk of ever taking a penalty.

With a 1:4 chance of guessing the right offensive setup and snuffing out the play, the odds in this gameplay mechanic are stacked largely in the defense's favor. At least in Tecmo Super Bowl the defense had only 1:8 odds of picking the right preplay setup.

As some downs will force the offense into obvious passing situations, the "pass commit" option becomes foolproof at times since there's no directional guessing involved like there is in run plays.

It's a mystery why this feature even exists. If the user wants to defend against a running play, why not just send blitzers into the gaps where the run is expected?

Or if the user believes a pass is coming, what's wrong with simply choosing a traditional coverage scheme or an overload blitz to the quarterback's weak side?

Why is it necessary to artificially enhance the defense's ability with a silly guessing mini game that can stifle any offensive play?

Team Adjustments

If there's one thing the computer defense can do well in NCAA Football 13, it's going for big hits and ball strips. In fact, they'll do it on every tackle if you just tell them to with the "Team Adjustments" feature.

You would think that constant big hit and ball strip attempts might lead to more facemasking calls or helmet-to-helmet contact penalties, but you'd be wrong with that thought.

The only real penalty to leaving automatic big hits and ball strips on all game is a few more broken tackles. But with how quickly the pursuit AI closes in and surrounds ball carriers, the gamble is minimal, especially when the benefit is extra offensive possessions from fumbles.

Other "Team Adjustments" like telling your receivers to catch conservatively or having your secondary play the ball looking for interceptions are equally imbalanced, presenting little risk and huge rewards.

A scrub wide receiving corps. can instantly develop soft hands, just by turning on the conservative catch adjustment. Likewise, a secondary with poor ball skills will start jumping routes and snagging insane leaping catches just by switching on the aggressive play ball setting.

There is a reason why most online leagues ban the use of Team Adjustments: they turn NCAA Football 13 into a mess of interceptions and fumbles.

Reaction Time

Along with Heisman Mode, the new "Reaction Time" slow motion feature has been marketed as one of the big additions to NCAA Football 13.

With five adjustable game speeds already included in previous NCAA Football games, this is yet another feature whose inclusion makes no sense. If people want to slow the game down, the option is already there. Additionally, if you're trying to play as a defender in Heisman Mode or Road To Glory Mode, there's now no way to strafe without entering Reaction Time, as both functions are assigned to the left trigger.

"Bullet Time" effects have become one of the most clichéd mechanics in video games. Midway tried including time-slowing features in 2006's Blitz: The League, and it was one of the worst parts of the game. Slow motion makes even less sense in NCAA Football 13, as it's supposed to be a simulation sports game.

Features like Reaction Time show that EA Sports remains more interested in creating marketable gameplay gimmicks instead of fixing the core gameplay issues that have plagued NCAA Football for years.
 

Outdated Line Play



No Double Team Pass Blocking

Double team blocking was finally added to running plays in NCAA Football 10. Three years later, in NCAA Football's seventh season on the current generation of consoles, double team blocking is still limited to running plays only.

The entire concept of defensive schemes like the 3-4, 3-3-5, 1-5-5, etc., is predicated on the nose tackle demanding a double team every play.

But because NCAA Football 13 still doesn't allow these double team blocks to take place on passing downs, it creates unrealistic results for defenses that employ a three-man-or-less front line.

Suction Blocking Still Exists

The marketing of NCAA Football 12 led gamers to believe that suction blocking was completely removed from EA's game engine.

However, not only did suction blocking still exist in last year's game, but now it's back again for NCAA Football 13.

http://www.easports.com/media/play/video/125551410

In this video, Clemson sends an overload zone blitz to the left side of the offensive line, creating more pass rushers (three) than the offense has blockers (two). The free rusher comes in hit the quarterback, yet he gets sucked into a block at the last second, taking him completely out of the play. What should have been a seven yard loss turns into a seven yard gain for the offense.

Also notice how the away team's 63 overall right tackle is able to pancake Clemson's 84 overall defensive tackle. Individual linemen ratings just don't seem to matter at all in this play.

Ineffective Four-Man Pass Rush

One reason why gamers result to elaborate blitz setups (often referred to as "nano blitzes") to generate pressure is because the standard four-man pass rush in EA football games is simply ineffective.

"Pancake" animations trigger far too frequently, often occurring in situations that completely contradict the individual player ratings.

While computer players have plenty of pass rushing moves in their repertoire, the AI seems content to stand upright and hand-fight with blockers instead of trying to swim, spin or rip its way to the quarterback.

When defenders are engaged in hand-fighting animations, they cannot move at all, which causes a multitude of issues in the line play:


  • Defensive ends get stuck hand-fighting at the line of scrimmage when they should be shooting upfield to take away the quarterback's outside escape lanes.
  • Defensive tackles cannot push blockers backwards and collapse the pocket into the quarterback's face.
  • The entire defensive line is unable to follow the ballcarrier while engaged or flow with the direction of the run.
  • Reaching arm tackles are not available to engaged defensive players.

If a computer pass rusher does manage to beat his blocker, it's usually with one of the overdone "jailbreak" animations, and even with a clear path to the quarterback, the AI still won't use the sprint button when pursuing the QB, making it easy for the quarterback to run away unless the user takes control of the free rusher himself.

Basically, if you're not controlling players on the defensive line manually, there's no chance of getting a good four-man pass rush out of the AI, regardless of the player ratings or difficulty settings.

Height And Weight Don't Matter

Numerous videos have been created showing what happens when you shrink linemen in EA football games down to 5'5" and 150 pounds:

NCAA Football 12 http://www.youtube.com/watch?v=VmrYD...feature=relmfu

NCAA Football 13 http://www.youtube.com/watch?v=nTIlhOaHe_A&feature=plcp

Obviously, if it doesn't matter when a lineman is the size of a fifth grader, there's not going to be any difference between a 250 pound player and a 300 pound player, either.

Attempting to play with undersized linemen should have some impact on the game. Instead, size and weight remain irrelevant in NCAA Football's line play.
 

Unrealistic Player Movement


Nothing is more fundamental to a sports game than how its players move around on the playing field.

Of the many issues in EA Sports football games, a good amount can be traced back to the lack of proper foot planting, unrealistic acceleration rate and disregard of forward momentum.

Cause: Defenders can move in any direction instantly without losing speed during directional changes.

Effect: Playaction, misdirection and fake handoff plays become less effective, as defenders easily redirect themselves to the ball without being penalized for making initial "false steps" in the wrong direction.

Effect: All defenders can instantly break away from their assignment the moment the ball leaves the quarterback's hand to go make a play on the ball.

Effect: A human player running through the line of scrimmage for a blitz does not have to commit himself to a particular gap. Instead, he can easily loop around to another gap if his initial angle is closed off.

Cause: While moving, all defenders can turn their hips freely without losing speed.

Effect: A defender with his back to the ball can easily spin his body around to make unrealistic leaping interceptions.

Effect: Defensive backs run at the same speed whether their hips are turned sideways looking in on the play or they are running blind with their back to the ball.

Cause: The rate of acceleration going from a stationary position to running full speed is instantaneous.

Effect: A stationary defender sitting in the middle of a zone can easily turn and run with any receiver who passes through his zone.

Effect: A quarterback standing flat-footed in the pocket can instantly sprint away and escape pass rushers who are charging at him full speed.

Effect: Receivers get into their routes too quickly, throwing them out of sync with the quarterback's dropbacks.

Cause: Offensive players can move in any direction instantly without losing speed during directional changes.

Effect: Left joystick movement becomes more effective at faking out defenders than actual special moves like jukes and spins.

Effect: Wide receivers can instantly break away from their route and adjust to any off-target throws the moment the ball leaves the quarterback's hand.

Effect: Any receiver making a running catch towards the sideline can cancel out his forward momentum, turn upfield and run for extra yards.

At this point in the console generation, it is starting to feel like EA Sports football games are just purposely designed to give the user an unlimited amount of control over player movement.

Letting players move freely in any direction at any time may feel good for some causal users, but this design choice carries serious negative consequences for multiple areas of NCAA Football 13's gameplay.


NCAA Football 13 Videos
Member Comments
# 61 PowerofRed25 @ 07/21/12 03:13 AM
Quote:
Originally Posted by AGG_JD
In response to those that quoted me, I do see some things that would make the presentation better as well as some added features could make the game better. There are a number of brilliant ideas in the forums, as well, in these comments. But to speak about this game not being worth purchase is ludicrous to me.

It's a decent game. A better game for those who are not into football as much. It just appears that some people are presenting a large amount of hate for NCAA once again as if Madden was any better the past 5 years. I value reading people's opinions. It's just when they cross that line from stating opinions, to just down right being negative and hating.
You kind of glossed over the concern I brought to your attention.

How could I recommend someone purchase this game when it has frozen more times than it has finished games and it has ruined my Playstation?

I love 13 when it works, I loved playing NCAA 12 despite glaring problems. But we're past gameplay problems and server quirks now, this series is now to the point where it is unstable across all game modes. I will play this game until it absolutely prevents me from doing so, but after another freeze and corresponding failure to load the disc tonight, I am up to 14 freezes.

There is a 31 page thread of people with the exact same problems, many of the people in it have already gotten rid of the game. If you posed the question, "Would you recommend this game to someone who has held off buying it" in that thread, I guarantee you would receive 0 yes responses.

If these problems are fixed, then absolutely this game is fantastic and well worth it. But I'm going to need a new PS3 because of this game ruining my current one before these patches are even released.
 
# 62 DarthLeon @ 07/21/12 10:21 AM
Quote:
Originally Posted by OGKing
NCAA 13 is the best NCAA game i've ever played. It's heaps better than 12, 11, etc..

I guess it's because of the new passing, and it feels more smoother.
Oh yeah, 13 is definitely better by leaps and bounds. Certainly the best it has ever been.

In other news, I'm in the best mental state I've ever been. I used to be committing genocide on a daily basis; Now I only kill a guy once a week or so. Now that's progress!
 
# 63 Gap Integrity @ 07/21/12 11:38 AM
I'd say if your into buying an incomplete product and having to wait for updates before it's playable, then this is for you. I feel sorry for the guys who buy the game and don't play online. They'd be screwed. That'd be like buying a top shelf cambodian hooker and then come game time you find out its a herm with VD and your on Dateline. ouch.
 
# 64 Knight9299 @ 07/21/12 01:12 PM
Quote:
Originally Posted by DarthLeon
Oh yeah, 13 is definitely better by leaps and bounds. Certainly the best it has ever been.

In other news, I'm in the best mental state I've ever been. I used to be committing genocide on a daily basis; Now I only kill a guy once a week or so. Now that's progress!
Your point is what seems to fly over a lot of the people's heads who say "This game is fine, quit looking so closely" Those of us who look so close, see these issues that have been in the game for years and wonder why haven't they been addressed. Defenses will now react to 3x1 or twins formations out of the huddle, but STILL can't put the Sam linebacker on the TE in under? The front 7 seven don't have play any sort of gap control? With the new physics engine, I know these things won't be addressed as they will have their hands fill implementing that and making sure the implementation doesn't render other things unplayable.
 
# 65 Foechuckle @ 07/21/12 01:36 PM
Its funny, if your a football fanatic your gonna buy NCAA or Madden or like me both yeah both games has flaws what game doesn't that uses the same regurgitated game engine from years past. Its unfortunate that EA has turned themselves into a monopoly and has legally gained exclusive rights to the NFL licence and now the partnership with the UFC praying they won't mess that up too???.....Back to my point all the people that are trolling just stop complaining and do something about it we all know what problems NCAA and MADDEN have too the ones that complain we know you will be in the mid-night release line getting MADDEN 13 undercover playing on a bogus account hating it but enjoying it.

Also, those of you expecting the NEXT generation to have leaps and bounds over the generation consoles??? Think again don't expect anything over the top graphics will look better yeah but not by much no matter what console gaming will never catch up to what a PC can do graphically and performance wise even with a **** graphics card for PC with the configuration settings on Low PC will win. Yes, I console game and I don't have a high end PC but I do put together gaming rigs for people lowest price rang $500 and that's after TAXES played BATTLEFIELD 3 on Lowest settings still looked 20x better than Xbox 360 and PS3!!!
 
# 66 JerzeyReign @ 07/21/12 01:50 PM
This article pretty much sums up how we're feeling around here -- we're no longer buying the BS that EA and their henchmen are trying to shove down our throats.

And I know some will go back to other forums and talk ish about OS but at the end of the day, even you can't deny these issues.

Its like we're gaming in the Matrix -- its either the red pill or the blue pill.

Great article -- I agree 1000000%. Its about time we start keeping it real around here.
 
# 67 ahorton100 @ 07/21/12 03:06 PM
Quote:
Originally Posted by dukebeatsuncagain
I the writers opinion, which NCAA Football game would be the best? I really liked NCAA 11, but I am currently running with NCAA 10.
Anybody that say they are playing '05, '06, '08 games are a joke.........stuck in the past!!!!
 
# 68 gotchaMF @ 07/21/12 04:25 PM
So are you saying hold off on Madden because there isn't that much of a difference.
 
# 69 slick1ru2 @ 07/21/12 05:15 PM
Most of my games are very low scoring on All American. If I had a dime for every time Nessler said, "If you are an offensive guru you were disappointed in the first half" or something to that effect, I'd be sitting on a stack of cash. Is the game a true simulation of real football? Nope. Is it fun? Yep. I expect a lot of the issues with momentum will be cleared up with next year's addition of the Infinity engine.
 
# 70 huskerwr38 @ 07/21/12 05:26 PM
Quote:
Originally Posted by boomhauertjs
Wow! After this no one can ever accuse OS of being shills for EA Sports. Well done. If I do upgrade from NCAA 11 this year, it will probably be to a used copy of 12, not 13.
No do not do that. NCAA 12 was one of the worse installments of the series. So many glitches with the tendency glitch made the game unplayable for me.
 
# 71 PowerofRed25 @ 07/21/12 05:30 PM
Quote:
Originally Posted by Knight9299
Your point is what seems to fly over a lot of the people's heads who say "This game is fine, quit looking so closely" Those of us who look so close, see these issues that have been in the game for years and wonder why haven't they been addressed. Defenses will now react to 3x1 or twins formations out of the huddle, but STILL can't put the Sam linebacker on the TE in under? The front 7 seven don't have play any sort of gap control? With the new physics engine, I know these things won't be addressed as they will have their hands fill implementing that and making sure the implementation doesn't render other things unplayable.
Exactly. Defensive alignment to unbalanced formations has been screwed up for as long as I can remember. I really do enjoy playing NCAA, but man some of these problems have been glaringly obvious for years now. That has got to start wearing on the consumer.

It gets frustrating and it would be hard for me to recommend anyone buy the game if they were still on the fence.
 
# 72 itsmb8 @ 07/21/12 06:43 PM
i have 12, a well-made decision
 
# 73 Elgin2311 @ 07/21/12 07:16 PM
I dont think EA knows how to fix line play.
 
# 74 DarthLeon @ 07/21/12 09:54 PM
The problem is all about control. All of the most significant upgrades in the past few years have been about giving that player more control. That is fantastic. I'm certainly all for that. However, this new control has to fit into the framework of the fundamentals of football, and into what is physically possible. Sure, it can feel great to sling a ball well out of the receivers way and have him magically shift over to catch it without even seeing the ball. I'll admit that, even though it is incredibly unrealistic, it is still satisfying to pull off.

So, really, we don't need to open up the gameplay. It is certainly open enough as it is. We need boundaries of physics and football logic to come into play. We really need less options. At least, we need the options to work the way they ought to. While new features and improved presentation are certainly desirable, I'd give it up in a moment for solid, consistent gameplay that at least a decent job of representing real football action. Although considering that football is probably the hardest sport to make into a video game because of its size and complexity, I'm not sure it's possible. Frankly, I'm convinced that the biggest reason the older football games felt better was because it was harder to exploit the games flaws because we had far less control back then.
 
# 75 ghettoqball @ 07/21/12 10:20 PM
Quote:
Originally Posted by huskerwr38
No do not do that. NCAA 12 was one of the worse installments of the series. So many glitches with the tendency glitch made the game unplayable for me.
agreed. I still can't believe they didn't fix that. NCAA 13 could have been the best football game ever, and I still wouldn't have bought it... just because they pissed me off so badly with NCAA 12.
 
# 76 RUFFNREADY @ 07/22/12 12:53 AM
I agree 100% with what your blog is saying about NCAA13 shortcomings. This game version still has many legacy issues, and some new bugs that may never be fixed. here is an example of a bug that happens frequently in the game; i play on All-American:



EA, you need to fix these problems that have been going on too long!
geeze
 
# 77 Gatorfan Frank @ 07/22/12 01:52 AM
This article nailed it, and it highlights many of the same flaws from the past few years. I DL'd the NCAA 12 demo and laughed out how ridiculous it looks. Especially the player movement. The AI defenders will sprint, then jog, then sprint, then jog, and then sprint off and on while pursuing the ball carrier. It looks so silly when the defender leans so far forward that it looks like he's almost falling on his face, then pulls back to a jog, then sprints full speed again for another second, off and on until the play is over. If you can't even make a football game with somewhat realistic looking running animations, then just stop.
 
# 78 Gatorfan Frank @ 07/22/12 01:56 AM
Oops, I meant NCAA 13, but same thing pretty much.
 
# 79 jth1331 @ 07/22/12 02:05 AM
You know, the last NCAA game I played was NCAA 10 I believe before this year.
Whats funny is there are still the same issues back then there are today.

I finally realized the major problem, we pay, if we choose to, $60 every year for a "patch" with roster updates. Give us minor tweaks in gameplay, tweaking other modes here and there.

The game is fun, for I haven't played a college football game in awhile, but there are still so many issues. Issues I wonder if they will ever be corrected.
 
# 80 Equinox831 @ 07/22/12 02:14 AM
You guys really should have posted this a little while back..
 


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