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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.

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Game: NCAA Football 10Reader Score: 6.5/10 - Vote Now
Platform: PS3 / Wii / Xbox 360Votes for game: 61 - View All
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Member Comments
# 641 Happyvally74 @ 06/19/09 03:14 PM
Quote:
Originally Posted by darrenw74
i love the new goalline, qb sneak animation!
It seems cool. but when its 4th and 1 he never gets it for me
 
# 642 therizing02 @ 06/19/09 03:15 PM
My impressions after about 20 games:

The Good

-Camera Angle
-Gameplan feature
-CPU throwing the deep ball....FINALLY!
-I can use the RS to break off blocks........this STILL needs work.
-CPU running game
-End Zone art
-Pursuit angles are much better
-Over/under throws
-Injury System
Better late game Clock Management by the CPU

The not so good

-Suction blocking is still present.
-Absolutely NO college atmosphere.
-Way too many WWF hits. I want a college football game, not a wrestling game Ben.
-A few glitches that have been mentioned. Hopefully they've been fixed for the final version.
-This game is still a little to "wide open" for me.

The Ugly

Lack of player momentum and physics. It's inexcusable that we are 4 years into next gen and EA has refused to address this. The unrealistic change of direction with a spin move. I'm sick of it.

Overall

The dev team should be applauded for the effort that was put into fixing the gameplay this year. The passing is a lot better, no LBs with 46" vertical leaps, and the incompletions are great. The pursuit angles, gameplan feature, and the slight upgrade to the line play represent at least a move, albeit a small one in the right direction.

Unfortunately, the lack of physics/momentum makes for some very unrealistic and twitchy animations and completely unrealistic movements. The game will not progress where it needs to be until this is properly implememnted. Chek with the FIFA team on how to do it.

Lastly, sliders. If the sliders have no effect on the game this year, I have a feeling I may be returning the game before December is over again. When I have games with over 40 total points in 8 total minutes, I'm concerned. IMO, the sliders and their effect on the game will make or break it this year. The foundation is there, but it needs to be tweaked with sliders that work. If they do, this would be the best installment of the series to date, if not it'll be back at EBGames.

For 2011, the NCAA dev team should take 1 year and focus on Gameplay ONLY. Stop wasting development time and skip the cheesball features that NO ONE gives a damn about. What do you have to lose? You certainly don't have any competition.

The Madden dev team has raised the bar for the NCAA dev team to show what dedication, attention to detail, and how much can be added/improved in one year. They really make the NCAA team look like they're sleepwalking through another dev cycle. The lack of attention to detail like rosters, turnovers in 08, wide open bull sh1t in 09 scream complacency and pure laziness. Oh, the game shipped with broken sliders last year, they were "patched", and now they're broken again this year. WHY should anyone have faith in this dev team? If you guys were any other business, your credibility would be in the can. What would you have left?
 
# 643 colkilla @ 06/19/09 03:18 PM
the most effective way for me to get a pass rush on the cpu is to player lock a DE or blitzing LB and man i can put heat on the QB. sucks that is the only way but i'll take what i can get. i am encouraged that the game will be better than last years and that is all i am asking for, improvement from year to year...
 
# 644 sportyguyfl31 @ 06/19/09 03:20 PM
2 things I do not like at all.

The CPU is a quick snapping fool. I barely have time to do a DL shift, let alone a DL shift and a coverage audible

The "Defense" chant sounds straight out of a girls highschool volleyball game.
 
# 645 Skyboxer @ 06/19/09 03:21 PM
Quote:
Originally Posted by bengalboy1991
AWEFUL CAMERA ANGLE!


I will not be purchasing the game this year. Most people still have a 4:3 TV. I cannot see the flats. If they had multiple angles, I would purchase it.

EA will be missing out on my money this year all because of poor camera angles.
To be fair, this generation was built around HD....
Not saying everyone should go out and upgrade right now but at some point the upgrade has to happen...
 
# 646 Glorious Arc @ 06/19/09 03:23 PM
My first game I saw some very funky player logic and saw players running away from the defense and going out of bounds. It had a very Head Coach 09 feel to it if you catch my drift. Thankfully I have yet to see it happen again in any of my other games.

The only way the pass rush exists is if you jump snap(aggresive game plan) or the CPU jump snaps and that is just silly. Jump snap should have been removed because it unbalances the game. If you make the pass rush effective without jump snap and still have it in then when you jump snap its like an auto sack. If you have a pass rush that is not effective and you have jump snap then you at least get some pass rush while jumping snap. You cant have extras for a feature when the foundation is broken in the first place.

I have only had 2-3 passes in 5 games on AA(about 50 pass attempts total) sail for 10+ yards or be off the mark where the WR cant make a play on the ball. I am constantly throwing for 80+% completions and the missed passes are either because I was hit while throwing and the ball goes 5 yards or I was being stupid and threw into double/triple coverage.

Each game I have averaged about 35 points now. I have had Teebow run the ball for 96 yard TD run breaking 3 tackles but other then that the run game mostly has stuck to runs under 20 yards. I may see that change once I start to run the ball more.

I was not meaning to but I already broke the "pocket". Choose just about any 4 line set shift the line to one side and make the linemen blitz to that side. Take the DE and line up on the LOS but 3-5 yards away from his original spot and you will have a free run at the QB almost every single play. This is extremely easy with #8 of FL because he is so fast.

I like the fact that the hit stick is no longer god mode for the defense but I am annoyed by the repeating tackle animations.

Catches over the shoulders are good. They may to overpowered though but still to early to tell.

I hate how "aware" the Dline is to the slant route. I have seen countless times were the Dline keeps themselves in the general area of were the slant will go and then as the WR is in that sweet spot they will jump before the ball is out of the QBs hand and knock it down. Speaking of the slant route...I had no problem marching 90 yards down the field using the same play with the same WR with the slant route. He dropped one pass and I had one pass tipped on 11 plays until I scored.

Overall, the demo was ok but I just cant see myself spending $60 for a game that will have to be patched to work properly. I might ask friends/family to get it for my bday but otherwise I may not get it at all. If I had cash to burn I would more then likely get it but life is not that easy anymore.
 
# 647 football5680 @ 06/19/09 03:25 PM
Player lock is amazing. they should have thought of that a long time ago. overall it is a very good game and being able to choose how your players will go out there like going for big hits or just going for the wrap up is also a cool feature. the demo is pretty fun.
 
# 648 Koolie G @ 06/19/09 03:25 PM
360--Heisman

I see people complaining about how they can't run the ball, but the very first play I had on the Demo was a speed option with the Gators that went for about 65-70 yards. In 09 I would've outrun the guys by 10 yards, but in the demo the new pursuit angles caught me before the goaline.

I also had a lot of 4-6 yard runs with Oklahoma, in I and Ace formations. (I don't like to run a lot out of shotgun). I think a lot of people are so used to busting 10-25 yard runs once every 3 or 4 plays, that when they only get 1 or 2 or maybe 3 yards they think the running game is broken. You can't run the same way as you have before. You have to wait and look for holes and not just automatically mash on the speed burst as soon as you get the handoff. Running outside can still happen, like my first example, but it doesn't look like it is going to happen as often. At least I hope that is the case.
 
# 649 Speedy @ 06/19/09 03:29 PM
Well, I downloaded (which took nearly an hour...) and played the demo just once yesterday and I'm not impressed. Maybe playing more and more will make me like the game better - kind of like an acquired taste...
 
# 650 xxjgbxx @ 06/19/09 03:39 PM
Am i the only one that thinks the fan/player graphics look horrible in the demo? and has anyone EVER heard an MVP chant at a college football game??????????
 
# 651 iceman00 @ 06/19/09 03:42 PM
Well the demo saved my $60. Plays and looks much like the prev. versions, none of which I liked at all. Sticking with the Ps2 v.
 
# 652 Happyvally74 @ 06/19/09 03:42 PM
Quote:
Originally Posted by xxjgbxx
Am i the only one that thinks the fan/player graphics look horrible in the demo? and has anyone EVER heard an MVP chant at a college football game??????????
Nope I think its bad as well.

*Another thing they should fix - When its 4th qtr and the cpu goes hurry up, its happened to me a few times where my DL will be walking back and walk into their offensive line. I'm flagged for encroachment
 
# 653 wickedbadman @ 06/19/09 03:46 PM
I just can't get over how I can run straight out of the "pocket", throw for 90% and not get sacked. The DE lack of explosiveness coupled with the phantom suction they have to the O-line makes me sick.
 
# 654 xxjgbxx @ 06/19/09 04:02 PM
well i see a major cheese that will be happening

if you complete a long play call hurry up and the AI or opponent will run into the back of the o linemen for an encroachment penalty instead of going around or between them
 
# 655 swaldo @ 06/19/09 04:07 PM
Problem with player lock.....

I called an inside run and chose to play as the right guard where the running hole will be. I scanned the defensive alignment and had a hunch nobody was going to block the LILB. I knew this because of previous faulty blocking AI by NCAA/Madden.

I snap the ball and fire straight out towards my man while I notice my neighboring OL's picking up the 2 DL's just as I had hoped. But wait, what the "F" is this? My player went into an animation double teaming a DL while the LB I wanted to block came firing through and nailed the ball carrier for a 1 yard loss.

I want full control - I want to be able to run backwards if I so choose.
 
# 656 callmetaternuts @ 06/19/09 04:13 PM
Granted, we cant touch sliders, but is anyone else thinking the CPU picks off too many passes? Seems like if they sniff a pass its picked off (mainly in the secondary)
 
# 657 BroMontana82 @ 06/19/09 04:14 PM
Quote:
Originally Posted by swaldo
Problem with player lock.....

I called an inside run and chose to play as the right guard where the running hole will be. I scanned the defensive alignment and had a hunch nobody was going to block the LILB. I knew this because of previous faulty blocking AI by NCAA/Madden.

I snap the ball and fire straight out towards my man while I notice my neighboring OL picking up the 2 DL's just as I had hoped. But wait, what the "F" is this? My player went into an animation double teaming a DL while the LB I wanted to block came firing through and nailed the ball carrier for a 1 yard loss.

I want full control - I want to be able to run backwards if I so choose.
yeah again, this is a problem of being sucked into animations and not having control over your players. you get sucked into blocking and tackling animations and even when you're engaged, there is barely any response. i had a similar situation where i was a tackle on an outside sweep and i got sucked into the block when i didn't want to. then i tried to chop / pancake / flat out destroy with the hitstick and got no response. then i tried to keep pressing the hit stick the next play figuring if i kept jamming it before and after the snap i would attempt something against the D line...nothing. terrible physics and animation work.
 
# 658 Solidice @ 06/19/09 04:22 PM
Quote:
Originally Posted by callmetaternuts
Granted, we cant touch sliders, but is anyone else thinking the CPU picks off too many passes? Seems like if they sniff a pass its picked off (mainly in the secondary)
I actually feel the opposite. with the superhuman LB/DB gone and the "eyes in the back of the head" plays gone, I throw a lot less Ints. I can actually thread the needle in triple coverage if the defenders aren't looking at the ball. it's a really nice feeling.

but I would think I would be throwing 100% now with those problems fixed, but with the inaccurate passes now possible more often, the wrap swats, and being able to get hit while throwing, I'm still throwing in the 60-70% range(remember I don't user catch).
 
# 659 dodgerblue @ 06/19/09 04:23 PM
Quote:
Originally Posted by xxjgbxx
Am i the only one that thinks the fan/player graphics look horrible in the demo?
Couldn't agree more. PS3 by the way.
 
# 660 wickedbadman @ 06/19/09 04:23 PM
Quote:
Originally Posted by a4reak
this is a bad thing?

edit: I lack comprehension skills, I thought u said the opposite
LoL no worries, I would have thought you were kidding anyway .
 


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