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NCAA Football 13 Gameplay Trailer

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Old 04-18-2012, 10:13 AM   #105
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Re: NCAA Football 13 Gameplay Trailer

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Originally Posted by b2th3m1th
you're ridiculous. If this was a sizzle for 2k College football 2k13 you would be drooling. The fact it says EA is half the reason why it gets most the hate it does.
2k has never made a better football game as EA. 2k5 aka the holy grail was not as good as Madden 2005 (the best football game ever made). If 2k could make a football game like their basketball games sign me up. But they never showed it in the past. Just because they had a halftime show and post game shows doesn't make the gameplay better. And yes I own 2k5 and enjoyed it, but madden 05 was always better. And I do wish 2k had the ability to make a pro or college game because competition is the best for everyone.
This is where your totally wrong. ALLPRO2K8 was way better than any next gen MADDEN in gameplay. They lacked depth and franchise mode, that what killed that game. Other than that, the gameplay totally surpass MADDENs in almost everyway. Last gen is debatable because of what people like in there football games, both madden05 and nfl2k5 was excellent games, with flaws in both titles. Madden and NCAA lacks fundamentals this gen and after 7 years people are tired of there excuses and want results. Penalties, OL/DL interactions, WR/CB interactions, ESPN presentation...etc.

The list goes on and on, and frankly I don't know how these developers can smile in our faces and act like nothing wrong. These so called (game changers), what game are u playing???? They should be ashamed and sales will be the judge at the end of the day. 3 years there have been a decline, and it might be 4 if they continue in this casual/tournament mentality at EA sports
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Old 04-18-2012, 10:17 AM   #106
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Re: NCAA Football 13 Gameplay Trailer

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Originally Posted by TracerBullet
Just wanted to say that the receiver on the left was was looking when the ball was thrown to him. They were highlighting the fact that the icon wasn't there yet, but once it continues, the Y icon is available shortly after.
Yea Tracer, I got it now. But I am still confused by the feature.

1) So if the icon is dimmed out, I can't throw the ball to that WR???
If so, this is a STUPID decision. Hell QB's make back shoulder throws on timing routes REGULARLY without the WR looking.

2) The way it should work is if I choose to throw the ball without the WR looking, it should travel in the air and land where it would. Either he gets his head around and locates ball or the ball goes by him.

But if they make it where I just can't throw to him, well that equals into a huge HUGE FAIL

@B2th3m1th - The reason this video resembles very very little of 2k, is because 2k games animate extremely life like. Unlike EA's games. So while the "new additions" might be finally reaching what 2k has had for years and years. It still is broken on largely a fundamental level. EA knows it, and a vast majority of the fans know it.
  • Blocking - is no where close to 2k's level. At the moment we have a static number roll of patty cake or "opps he just got by me within six inches...how could he".
  • Momentum/Weight - This is another huge area that has still not been replicated in EA's football games yet. But has always been in 2ks. Starting, stopping, changing directions, etc are all huge parts of football and what makes us jump out of our seats when something mind blowing happens on the Tv when watching football. EA can't replicate this because every single aspect of the movement is flawed so these "crazy jaw dropping" plays are negated because every play is this way in EA football
  • Passing System - 2ks has been a largely timing based system. EA's has never been that way, this year might be the first...hopefully. It would be a good improvement. Bump and Run in 2k can destroy the timing of a route and create a sack. In EA the WRs always know where the ball is and bump and run has little effect. It is the nature of the passing game. EA has been far far on the short stick on this for a while.
  • Ratings Matter - 2k has always had ratings matter with dozens of videos showcasing this. Where EA's has always been suspect. We have all seen videos of 160lb punters in on the oline and stopping huge DT's like he was superman. This has and will continue to remain a HUGE issue with EA football.

I can continue to list more, but just wanted to point out couple reasons why comparing the two and saying "If this video was labeled" is a false statement. People have played both games and people know what each game brings to the table.

EA football has been largely underwhelming. It is based off of many many decisions, but the #1 reason has continued to be the lack of fixing key fundamental parts of the game. Working on the passing system IS a great fundamental part to work on, I will admit that. But when the game animates so wrong, movement, weight, momentum is so wrong, and ratings don't matter for much of anything. These small changes end up feeling completely wasted because so much else is wrong over shadows the improvements.

Last edited by Phobia; 04-18-2012 at 10:20 AM.
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Old 04-18-2012, 10:22 AM   #107
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Re: NCAA Football 13 Gameplay Trailer

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Originally Posted by Phobia
Yea Tracer, I got it now. But I am still confused by the feature.

1) So if the icon is dimmed out, I can't throw the ball to that WR???
If so, this is a STUPID decision. Hell QB's make back shoulder throws on timing routes REGULARLY without the WR looking.

2) The way it should work is if I choose to throw the ball without the WR looking, it should travel in the air and land where it would. Either he gets his head around and locates ball or the ball goes by him.
It's been stated a handful of times that you can still throw to the receiver with icon dimmed out. And apparently, it works exactly the way you say it should work.

Not sure that it matters though considering you've already made the decision that you're not purchasing it.
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Old 04-18-2012, 10:26 AM   #108
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Re: NCAA Football 13 Gameplay Trailer

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Originally Posted by rgiles36
It's been stated a handful of times that you can still throw to the receiver with icon dimmed out. And apparently, it works exactly the way you say it should work.

Not sure that it matters though considering you've already made the decision that you're not purchasing it.
Oh good.

Lastly, grow up the sarcasm is not needed. You think the game is "great" how it is fine. But I am sorry this company can do MUCH MUCH better. Whether you want to settle is your decision but don't act like me stating the long running issues with this franchise is a sin.
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Old 04-18-2012, 10:48 AM   #109
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Re: NCAA Football 13 Gameplay Trailer

Everyone needs to watch the Webcast for some more clarification on some of these features, because there is a lot of mis-information going on throughout this thread.

The Dropbacks are new and timed exactly to the routes, it was not like this last year. Last year, the QB didn't drop back on a screen and then tip-toe backwards on his own to give himself space. Last year, the QB didn't take the hike and immediately turn towards the WR screen.

The trajectories are new and if you watch the webcast they show a perfect example with an out route that is turned into a corner route. In years past, you could lead the receiver, but now you can put the ball in different places as well. Also, the moon ball was removed too. Now the default lob is based on the route and distance the receiver is. So if you just tap the button and the guy is running an out, it doesn't go 30 yards in the air first.

As for the icons, you can throw the ball at anytime. If the icons are not lit up, the receiver won't see the ball and most likely not catch it. However, you can take control of the receiver and attempt a USER catch. The icons light up when the receiver makes his cut (or when he should be looking during his route), NOT when they're open. So the icons will always light up when they're supposed to. Receiver's don't look for the ball as soon as the play starts. HOWEVER, if the receiver notices that there is a blitz and they are wide open, they will look early. (Hopefully this is tied to awareness)

The defensive improvements look amazing. Disguised coverages, improved defensive alignments which puts the best on best, instead of a LB on a slot receiver, and a DB on a TE. The read and react looks great as well.

Watching the Webcast though, some Rocket Catches were pretty evident, adding so many catching animations looks like it gave the WR's a huge boost in making some spectacular plays. I saw a lot of balls that shouldn't have been caught so easily.

The throw on the run is vastly different. Last year, if you were running and hit the button, your guy would stop and throw. Now they continue running whilst throwing (thought you can stop and setup if you want). it also penalizes you if you throw back across the field.

Anyways, that's basically what they showed in the Webcast, if you didn't watch it and you are just going off the sizzle.
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Old 04-18-2012, 10:54 AM   #110
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Originally Posted by PioneerRaptor
Everyone needs to watch the Webcast for some more clarification on some of these features, because there is a lot of mis-information going on throughout this thread.

The Dropbacks are new and timed exactly to the routes, it was not like this last year. Last year, the QB didn't drop back on a screen and then tip-toe backwards on his own to give himself space. Last year, the QB didn't take the hike and immediately turn towards the WR screen.

The trajectories are new and if you watch the webcast they show a perfect example with an out route that is turned into a corner route. In years past, you could lead the receiver, but now you can put the ball in different places as well. Also, the moon ball was removed too. Now the default lob is based on the route and distance the receiver is. So if you just tap the button and the guy is running an out, it doesn't go 30 yards in the air first.

As for the icons, you can throw the ball at anytime. If the icons are not lit up, the receiver won't see the ball and most likely not catch it. However, you can take control of the receiver and attempt a USER catch. The icons light up when the receiver makes his cut (or when he should be looking during his route), NOT when they're open. So the icons will always light up when they're supposed to. Receiver's don't look for the ball as soon as the play starts. HOWEVER, if the receiver notices that there is a blitz and they are wide open, they will look early. (Hopefully this is tied to awareness)

The defensive improvements look amazing. Disguised coverages, improved defensive alignments which puts the best on best, instead of a LB on a slot receiver, and a DB on a TE. The read and react looks great as well.

Watching the Webcast though, some Rocket Catches were pretty evident, adding so many catching animations looks like it gave the WR's a huge boost in making some spectacular plays. I saw a lot of balls that shouldn't have been caught so easily.

The throw on the run is vastly different. Last year, if you were running and hit the button, your guy would stop and throw. Now they continue running whilst throwing (thought you can stop and setup if you want). it also penalizes you if you throw back across the field.

Anyways, that's basically what they showed in the Webcast, if you didn't watch it and you are just going off the sizzle.
Exactly man. That's what I've been trying to tell people. Watch the webcast and then come and give your feedback. I don't know what these people are seeing but from watching the gameplay video (that was still a work in progress), things look pretty fun in the game.
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Old 04-18-2012, 11:03 AM   #111
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Re: NCAA Football 13 Gameplay Trailer

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Originally Posted by carvis#15
Exactly man. That's what I've been trying to tell people. Watch the webcast and then come and give your feedback. I don't know what these people are seeing but from watching the gameplay video (that was still a work in progress), things look pretty fun in the game.
Agreed.

Another thing to, someone earlier in the thread complained that changing the animation for pump fake and the animation for playaction doesn't change anything.

The new Pump-Action is completely different. They built pump-action into the QB's dropback, so he'll do it automatically on double-cut routes. Then, the manual pump-action is quicker and they added new defensive react animations that can pull corners and safeties. You can also pump fake to a specific receiver now, by holding LB + Icon.

The play-action is completely upgraded as well. Last year it was a huge risk to call one, because it was usually a sack. This year, if you see pressure, you hold RT and it cancels the play-action. Also, the play-action fake has been sped up so that the animation isn't so long and you can quickly get into passing.
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Old 04-18-2012, 11:06 AM   #112
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Re: NCAA Football 13 Gameplay Trailer

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Originally Posted by Phobia
Oh good.

Lastly, grow up the sarcasm is not needed. You think the game is "great" how it is fine. But I am sorry this company can do MUCH MUCH better. Whether you want to settle is your decision but don't act like me stating the long running issues with this franchise is a sin.
Nah, I never implied the game is great. I don't even play NCAA for that matter. But a part of me thinks it's irresponsible to almost suggest a feature is stupid and/or a fail when one clearly hasn't taken the time to understand said feature.

Quote:
Originally Posted by PioneerRaptor
Everyone needs to watch the Webcast for some more clarification on some of these features, because there is a lot of mis-information going on throughout this thread.
You mean take the time to read/understand a feature prior to bashing it!?! What a novel concept!
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