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NCAA Football 10 News Post

NCAA FOOTBALL 10 DEMO AVAILABLE TODAY

Fans Awaiting the Release of NCAA Football 10
Create Over 80,000 Custom Teams via TeamBuilder

June 18, 2009 –Electronic Arts is proud to announce that the demo of NCAA Football 10 is available today for Xbox 360 and PS3. Fans who download the free demo will experience all-new gameplay features including:
  • Defensive Keys—Prior to the snap during the pre-play, hold the left trigger while pressing the analog stick in the direction you think will stop the run. If you think the offense will pass the ball, press upward. Or, you can press the icon associated with a receiver (X, Y, A, B, LB, RB) to spotlight that individual. This will focus the defense on making sure that the chosen offensive player does not make a play.
  • Defensive Player Assist—By holding A (on 360) or X (on PS3) on defense your player will be put under CPU control so you have time to read a play and decide the best course of action.
  • Enhanced Defensive Lineman Moves—With new animations, take control of your defensive linemen using the right stick to fight pass blocks and put pressure on the quarterback.
  • Gameplanning—There are six defensive and five offensive individual game planning options, or you can globally set your offense and defense. Each option changes the way your team will perform. For example, be aggressive and try and strip the ball every time and you run the risk of getting more facemask penalties.
  • Player Lock—Player lock allows you to lock on to a specific player in order to control that position during the play. When you lock on you'll get a whole new camera angle that puts you closer to the action.
  • Set Up Plays—Set up plays allows you to run one play in order to set up another. When picking a play, you will notice that some plays have a chain link between them, which indicates that one play can set up the other. Every time you use one particular play throughout the game, you are setting up for the play that is chain linked to it. Once the play is 100% set up (as shown in your playbook), the defense is at its highest likelihood to fall for that play action.
  • 1000 new animations like throw out of a sack, new shotgun snaps/hand-offs, WR/DB interactions, tackles, double team run blocks, catches, broken tackles, and slipping in bad weather.
In anticipation of the release of NCAA Football 10, thousands of fans have logged on to teambuilder.easports.com to create custom teams that can be shared and used in-game when the full product launches on July 14th. One of the year’s most highly anticipated video game features, TeamBuilder was announced and went live at E3 and has been a huge hit with fans ever since, generating over 80,000 user-created teams to date.

TeamBuilder is an all-new, online create-a-school feature that revolutionizes the user’s ability to produce personalized content for NCAA Football 10. With the capability to upload logos and numerous customization options for uniforms, fields, rosters, and much more, TeamBuilder gives users the opportunity to design completely original teams with infinite possibilities. Plus, preloaded logos for several Football Championship Subdivision schools will allow users to add more teams to NCAA Football 10. With its intuitively designed online database that is searchable across several fields, TeamBuilder allows users to share their unique, customized content with ease. A football fan’s dream, TeamBuilder will enable users to experience the excitement and pageantry of college football, defined by their own personalized creations.

The original packaging of NCAA Football 10 will contain a code that unlocks 12 TeamBuilder slots, allowing users to save up to 12 created teams to the console hard drive. Those who pre-order NCAA Football 10 prior to the July 14th in store date will receive a code for an additional 13 slots, allowing them to save 25 created teams directly to the console hard drive.

When the full NCAA Football 10 product hits stores on July 14th, the all-new Season Showdown mode will bring the excitement of college football to fans across the nation like never before. In this new mode, every game counts as fans declare their loyalty to a favorite school and give the ultimate show of support in a nationwide competition for pride. After choosing a school to represent, players will earn credits in-game through head-to-head online matchups and single player modes. Credits not only accumulate in-game but players can also earn credits for their school via new web-based games. Millions of college football fans around the country will be on a mission to prove their school is number one with NCAA Football 10’s Season Showdown.

With all 120 Football Bowl Subdivision schools represented in the game, NCAA Football 10 offers fans an exciting way to experience the thrill of authentic college football year-round. NCAA Football 10 brings the college football atmosphere to life with enhanced stadiums packed with school colors, cheerleaders and mascots. Enjoy the sights of game day with new field goal nets, flags waving in the wind and camera flashes exploding during pivotal moments.

Developed in Orlando, Florida by EA Tiburon, NCAA Football 10 will be available for the Xbox 360 video game and entertainment system, the PlayStation2 and PLAYSTATION3 computer entertainment systems and the PSP (PlayStationPortable). NCAA Football 10 has been rated “E” for everyone by the ESRB.

For more information, please visit www.ncaafootball10.com.

NCAA Football 10 screenshot gallery - Click to view NCAA Football 10 screenshot gallery - Click to view
Game: NCAA Football 10Reader Score: 6.5/10 - Vote Now
Platform: PS3 / Wii / Xbox 360Votes for game: 61 - View All
NCAA Football 10 Videos
Member Comments
# 501 HuskerFan @ 06/19/09 12:35 AM
Is it just me or are the colors on the jerseys all washed out on the PS3 version? I downloaded both the PS3 and 360 versions and the graphics are much sharper on the 360 version. Hopefully that is fixed for the retail build, because frankly it looks like crap on PS3. :|
 
# 502 J-Unit40 @ 06/19/09 12:36 AM
Quote:
Originally Posted by floridagatorfan
How about jump pass?

On the topic of playbooks though, I want to know who tests the plays that they put into the game because IMO half the plays are flawed and unusable. It is pretty much useless to try and run up the middle out of the shotgun.

They also tried to add the counter shotgun run that Percy Harvin had a lot of his big runs out of. However, in the game it has the receiver take the handoff at full speed going the wrong way so by the time you turn around to counter the defense is in the backfield. In reality when Percy would take the hand off he would have slowed down to a near hault right before the QB so when he takes the hand off he doesn't have to stop and change directions, instead he can just make a jab step and counter towards the pulling guard and follow him through the hole.

It is frustrating for me that they get the OL/DL interaction so wrong when APF had it much better a couple of years ago. In NCAA '10 demo OL do nothing in terms of opening up holes and moving DL out of the way. Instead half the time a LB of DL can get through without even being touched.

I cannot buy this game if the core of it still has so many flaws. I want to be able to have a dominating run game from the Shotgun without having to run only sweeps and options.
I hear you loud and clear on this. I wish the dive out of the shotgun and misdirection/counters worked properly. If they did, this game would be golden in my book.
 
# 503 zoltranite @ 06/19/09 12:38 AM
Im sorry guys,this is off topic... but... I sure hope the NCAA doesnt renew this license with anyone. And if they do, let 2K just take out a massive loan so they can outbid them. I have created a few college-esque teams on ALL-Pro 2k8... they are beautiful... and the game play is amazing. Sure it has its downfalls (it could use a overhaul in the player models area if you ask me), but for the most part I enjoy playing 2K games more because the better represent real sports across the board. Im sorry... but playing this game is like playing checkers (even with setup plays and conservative/aggresive choices), and 2k is like playing chess.
 
# 504 jyoung @ 06/19/09 12:38 AM
This series needs an extreme makeover.

The o-line d-line interaction is horrendous and the gameplay on the whole is just too arcadey and robotic.

Not to mention the fact that the game has now shipped with major features broken in two consecutive years.

EA needs to bring in a new team for NCAA 11.

I haven't bought an EA football game yet this generation, but the way things are going, I think Madden 10 may be the first.
 
# 505 mjussawalla @ 06/19/09 12:39 AM
I just finished playing 2 games on AA.

Overall, I was impressed.

A couple of observations:
-Game speed seems more methodical than last years
-Menus are a bit less responsive
-Cut scenes are quite below 60FPS
-Look and feel are definately different than 09. (not a good or bad thing, but just something to get used to.)

A few negative issues
-I hit a WR on a curl route a couple of times (once on the goal line), I pushed forward on the stick and instead of falling backwards, he moves towards the LOS and get tackled. (anyone else notice this?)
-Don't know why replays are in fast motion instead of real time or even slow motion
-Field goal nets look stupid when they don't move when the ball hits it
-I could barely see the windsocks - though maybe it will look better if there was wind.
 
# 506 PVarck31 @ 06/19/09 12:40 AM
Just played my first game. Lost 7-3. I am impressed. We will see how it holds up after multiple games.
 
# 507 greenegt @ 06/19/09 12:42 AM
I am impressed by the demo. It doesn't play nearly as fast or twitchy as it seems in the videos. Reminds me a lot of Madden 09, which is a good thing, imo. The pass rush does need some work, but it's not as bad as I feared it might be. I was completely down on the game this morning and now I'm back on the hype train. Can't wait for the 14th.

EDIT: Just saw that the sliders will be patched. Now I'm REALLY pumped!
 
# 508 rhombic21 @ 06/19/09 12:44 AM
Quote:
Originally Posted by J-Unit40
I hear you loud and clear on this. I wish the dive out of the shotgun and misdirection/counters worked properly. If they did, this game would be golden in my book.
In terms of the interior shotgun running game, keep in mind the teams that you're playing with here. OU has 97 OVR and 93 OVR starting DT's (according to teambuilder ratings), and a 91 OVR MLB. That might have something to do with why the interior running is fairly difficult, and why you aren't getting very much movement.

I've also noticed that the computer tends to play pretty aggressively against the run once you get a few effective runs off, and tends to defend the middle runs more than it does the outside runs, for some reason. Obviously that's something to be concerned about for dynasty play, but in online play, I think the interior running game will be more effective than people are experiencing on the demo.
 
# 509 dawgs18 @ 06/19/09 12:45 AM
I Hope Adam or whoever reads this that i was FL and completed a pass with 1 sec to go in 2nd qrtr and a Oaklahoma guy got hurt and the there was no TO issued for OK. The clock ticked off and went into halftime. Booooo.
 
# 510 Tovarich @ 06/19/09 12:51 AM
so, I have 4th and goal on the 1(Florida). Perfect time to test out this QB sneak that I hear is supposedly different. So I hear I just have to call it and move him and he'll dive or whatever on his own. There's a CLEAR path to the end zone, and Tebow....errrrrr QB#15 dives as soon as it clears and comes up short. All he had to do was walk forward a step and a half and it's a TD, but he dives before that and comes up short. Effort to stop the 6-7 yard QB sneak appreciated, but if this ruined a whole game for me, I'd be furious.

To test that theory some people had about some super DE that chases you down if you try to sprint away with the QB...so I call a rollout play, it's perfectly covered, but it's hardly necessary that I throw the ball away, IRL, QB#15 would take off and run because the field was fairly clear. So I tuck it and run, figuring I'll get at least 5 yards and I'll slide. Nope, DE who had no business chasing me down turns into olympic sprinter. I will appreciate this when I go play online to cut down on that, but I don't offline, and if this affects the option/QB zone read plays, this is going to be incredibly aggravating. I'll have to poke around with this a bit further. Option already sort of seems broken because of this apparent unblocked defender problem, but I'd bet if I break it down, there's a good chance this QB scrambling prevention is part of the problem. It probably explains why in a lot of videos QBs will chuck the ball into double coverage despite the fact that there isn't a defender in sight for 15 yards in front of them. Again, in human vs human games, I like this idea. I'm not liking it in games against the CPU. Good intention again, execution, not so much.

Wow are the camera flashes excessive. Yikes. I get it's the national title game, but I know from the other videos that this could be Idaho @ North Texas and the sky would light up with flickering of camera flashes. Good idea, but it should be occasional, not constant, especially on punt returns that don't even get returned.

I'll keep forging away with draw plays, but these seem completely worthless. I'm yet to get even the slightest hint that the defense ever thought pass for just one microsecond and I've tried about 10 draws so far, averaging 2 yards or so per try.

Without jumping the snap, which is a feature I despise, and I would guess is in there because the lack of pass rush was known to be a problem by EA over a year ago, it is incredibly difficult to get pressure. If the sliders are fixed like we're told(I'll believe you for sure when I see it, until then I remain skeptical.) I shouldn't have to blitz or jump the snap to have any shot at pressuring. The high rate of getting burned when I blitz is already becoming apparent. Every TD I've allowed so far occurred when I blitzed and didn't get there. That's fine occasionally, but I get no pressure when I don't blitz, and the penalty for doing it is clearly too high. This might not be 'wide open gameplay' quite exactly, but it's definitely encouraging high scoring games because most people are going to have to blitz. Fix the sliders, and most of this goes away probably, but I'll not get my hopes up on that.

Florida's kicker nailed a 57 yarder easy. Would've been good from 61, probably hit the crossbar from 62. Again, sliders might make this ok...if they actually work unlike last year.

The snap over the QB's head is nice...if it doesn't cause an incompletion when it's a fumble. I wouldn't be the least bit shocked if this was in the final version too.

Can we get a slider for this gameplan thing? Seems a little overdone. In 8 minutes of gameplay, too many forced fumbles. This is another theme of the game for many years. There are almost no fumbles in 09, so it's going to be overdone in 10. One year you had 343 pancakes a year, the next year you couldn't get 10. Surely a happy medium can be found on fumbles.
 
# 511 ACardAttack @ 06/19/09 12:57 AM
Still NO return left or return right for kick off return...what the hell is up with that, it CANNOT be that hard to put it in
 
# 512 countryboy @ 06/19/09 01:01 AM
Quote:
Originally Posted by dickdalewood
Lol, CB, you should just start taking down stats and begin an Oklahoma vs Florida dynasty
Hey...I do it for the Show so why not here? lol


I would if they provided end game stats for you. I don't feel like marking down every play as I go along.

Needless to say, I'm having a pretty good time with the demo. I can't wait for the retail game to drop, as I'm sick of Oklahoma and Florida....
 
# 513 Moojenowski @ 06/19/09 01:02 AM
My impressions so far:

I am impressed, after reading that the sky was falling I decided to see for myself. I woke up, groggy, and put the demo on and lost my first game on Heisman. I was getting sacked, throwing picks, making bad decisions.

From then on I've been alert lol. Tons of great games.

What I like:
Ducks are flying when you get hit... finally when you are trying to force a pass under pressure you get punished (Carlos Dunlap hit me with a pick six after I got hit and the ball fluttered for a nice over the shoulder catch by him)

I like the inconsistent snaps, I like the drop backs, and I have seen a good pocket form and I've been able to step up and make plays.

I've been able to run the ball out of the option with UF and out of the power formations with OU, I don't know what people are talking about with not being able to find holes.

User catching is great as always. The new over the shoulder catchers are a thing of beauty on a fade.

New tackle animations are great.

I like that i've been stripped while I'm being sacked and I'm holding the ball out asking for a fumble.

Strategy is a huge key this year, at least it seems so.


What I don't like:

Switched up the controls, again. Swat is LB, that will take time to get used to.

No lead blocker

Kick power

P.S. this isn't the same game at all... presentation is different, Michael Crabtree is on the cover, and it says NCAA Football 10.

I think it's better than 09 and will be a ton of fun. Can't wait to hop online and play my friends. Hurry up July 14th.
 
# 514 trazzy88 @ 06/19/09 01:02 AM
All i keep getting is a disc is dirty wipe clean or restart game and its a downloaded demo. Makes me want to transfer the money I put down to reserve it on Madden and just wait for August makes no sense.
 
# 515 floridagatorfan @ 06/19/09 01:06 AM
Quote:
Originally Posted by rhombic21
In terms of the interior shotgun running game, keep in mind the teams that you're playing with here. OU has 97 OVR and 93 OVR starting DT's (according to teambuilder ratings), and a 91 OVR MLB. That might have something to do with why the interior running is fairly difficult, and why you aren't getting very much movement.

I've also noticed that the computer tends to play pretty aggressively against the run once you get a few effective runs off, and tends to defend the middle runs more than it does the outside runs, for some reason. Obviously that's something to be concerned about for dynasty play, but in online play, I think the interior running game will be more effective than people are experiencing on the demo.
Problem is they're not blowing plays up, but instead coming in untouched due to poor run AI logic.

Also, Florida's interior OL ratings are pretty good too so the difference isn't that big.
 
# 516 rhombic21 @ 06/19/09 01:08 AM
Quote:
Originally Posted by floridagatorfan
Problem is they're not blowing plays up, but instead coming in untouched due to poor run AI logic.

Also, Florida's interior OL ratings are pretty good too so the difference isn't that big.
Valid points.
 
# 517 mrdeth @ 06/19/09 01:09 AM
10) Strategy: My impression is that the gameplanning and defensive keys are huge for 10'. Much like REAL football, every time a team huddles coaches and players have an opportunity to adjust scheme/strategy. This feature has the potential to make a typical ho-hum 2nd and 7 in the second qtr from games past to an opportunity like every down is in real ball.


I agree 100%
 
# 518 ksucats @ 06/19/09 01:14 AM
just played a couple games on the demo and loved it, the cpu even missed a 36 yard field goal. the only complaint i have is when florida had the ball at the 50 with 2 sec remaining in the game and down 3 Tebow throws a little 6 yard pass to the running back, but besides that everything ran smoothly and i enjoyed it.
 
# 519 milmont77 @ 06/19/09 01:28 AM
heisman :

as an experiment , called 5 wide whole game playing as OU. 1st play had a WR running wide open 25 yds downfield. Threw a strike and got tackled trying to dance into endzone after a 60 yd gain. Didn't make it into the endzone as on 3rd and goal it looked like Bradford had and easy scramble... no go... FL DEF collapsed the opening at superspeed as I got close to the GL and flattened me.

Kept calling 5 wide ....alternating plays. Seemed like anytime a DL was engaged and I tried to roll, the DL came free and flatten Bradford. Wide open gameplay is gone.

Had wide open WR a few more times, but more often than not, the D was well adjusted and made me pay for a bland offense.
 
# 520 PVarck31 @ 06/19/09 01:36 AM
After another game I am still impressed.

+Don't know if the game is slower, but the players feel like they have more weight and move more deliberate.

+Pocket is nice

+Pass rush seems good to me, not great but good.

+Lots of new animations.

+Player lock

-Zig zag running by the cpu on occasion.

-CPU running game seems a little anemic.

-To many dropped passes.

-Oh, and the referee looks like a copse lol.

Question: Is adaptive AI in? Because it seems like the cpu defense is MUCH better and smarter.
 


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