NCAA Football 13 News Post
NCAA Football 13 Videos
Member Comments
# 561
DickDalewood @ 06/06/12 11:15 PM
|
|||||||||||||
|
I'll tell you one big difference though... this has been downloading on my PS3 since 6pm and is only at 57%.... F you PSN!
Im not sure how I feel at this point. I played 4 games. I'm 2-2. At first, I thought it was fantastic, that was during a game I lost too. Then the more I've played it, the more of the same old, same old I've seen.
My biggest complaints have to be the OL/DL play. But, without that being really touched much, I guess it was to be expected. Just hate not being able to ever release from the clutches of the OL.
DB/LB's that are more aggressive than the WR's, and almost always putting themselves in the better position to make a play on the ball. Basically just mirroring the route of the WR, as if they already know what it is. But nothing frustrates me more than having man coverage down the sideline, taking the shot deep, and the WR just keeps running, while the DB goes up and makes a play on the ball.
Hopefully sliders can fix up some of those issues.
Also, on 360 here, and I don't feel the graphics are are that great either. Hope that changes between demo, and release.
That being said... I've noticed alot of good too. Presentation is good, its always been in this series IMO. Crowd interaction sounded like it was good. New passing system seems good, was able to throw some WR's open really nicely, some nice new animations. What I really like, is the potential that Madden has, implementing RTP, along with all the changes to the gameplay. Even with NCAA this year without the RTP, I notice, and feel the changes from last year. Just needs some tightening up I think. And of course, some getting used to the changes in the passing system.
As a side note... that I'm sure alot of you will find amusing. In one game... Alabama (me), against LSU... I had 6 posessions, threw 6 INT's, was 0-1 on 3rd downs, and 0-4 on 4th downs. Yes, I got picked on every single drive, and only made it past second down once. Needless to say, I lost. lol In my defense, I was distracted while playing as I was chatting on the phone. But, still... lol
My biggest complaints have to be the OL/DL play. But, without that being really touched much, I guess it was to be expected. Just hate not being able to ever release from the clutches of the OL.
DB/LB's that are more aggressive than the WR's, and almost always putting themselves in the better position to make a play on the ball. Basically just mirroring the route of the WR, as if they already know what it is. But nothing frustrates me more than having man coverage down the sideline, taking the shot deep, and the WR just keeps running, while the DB goes up and makes a play on the ball.
Hopefully sliders can fix up some of those issues.
Also, on 360 here, and I don't feel the graphics are are that great either. Hope that changes between demo, and release.
That being said... I've noticed alot of good too. Presentation is good, its always been in this series IMO. Crowd interaction sounded like it was good. New passing system seems good, was able to throw some WR's open really nicely, some nice new animations. What I really like, is the potential that Madden has, implementing RTP, along with all the changes to the gameplay. Even with NCAA this year without the RTP, I notice, and feel the changes from last year. Just needs some tightening up I think. And of course, some getting used to the changes in the passing system.
As a side note... that I'm sure alot of you will find amusing. In one game... Alabama (me), against LSU... I had 6 posessions, threw 6 INT's, was 0-1 on 3rd downs, and 0-4 on 4th downs. Yes, I got picked on every single drive, and only made it past second down once. Needless to say, I lost. lol In my defense, I was distracted while playing as I was chatting on the phone. But, still... lol
|
|||||||||||||
|
# 564
PowerofRed25 @ 06/06/12 11:19 PM
Really wish the "Demo Now Available on PS3" thread wasn't locked. I think a couple people, including myself, were trying to share information on Demo download times just to compare notes and see if there may be a way to fix it and that talk really does not belong in this thread.
Would it be possible to delete/move the "impressions" from that thread to this one and then re-open it so those of us trying to download it can troubleshoot why time remaining sits at over 2 hours (having already been going for over an hour)?
Would it be possible to delete/move the "impressions" from that thread to this one and then re-open it so those of us trying to download it can troubleshoot why time remaining sits at over 2 hours (having already been going for over an hour)?
# 565
Diggler360 @ 06/06/12 11:20 PM
|
|||||||||||||
|
You might be on to something.
What were the defaults for NCAA 2012 online? Does anyone know? I never played one offline game, lol.
Anyone else having a hard time getting instant reaction on the User Catch/Jump. I've had this issue in previous demos also...
After one game in the Heisman mode, I'd say this game sits at about a 6/7.
It's above average, but not elite. Reaction time for the hype it received is largely worthless. I actually played worse trying to use it than when I wasn't. Onto the gameplay, using a guy like RG3, I wanted to test out his legs and scramble a few times. D-lineman still have an insanely high rate of breaking blocks when a QB scrambles, I understand why EA does this but it isn't realistic. I scrambled more than I typically would and never picked up more than five yards.
On the plus side, from what I've seen the secondary is much more realistic and felt natural, cuts actually worked, throwing the ball on a receivers break yielded expected success. I was also able to throw it over a streaking receivers shoulders which was beautiful, last year it would've had the no-look one handed swat, this year it actually worked.
Obviously I can't touch the run game too much since the CPU only called three run plays, some alarming things though, on a HB inside run, the halfback had a wide open hole and instead ran the wrong assignment into two offensive lineman an ultimately a defensive tackle. Ratings aren't available, but if Ball carrier vision affects a HB not being able to run their proper play and hit the correct hole, than that's a huge issue, BCV should focus more-so on cutback lanes and open field running, not the first three steps after where they should be hitting a hole especially one so wide open. Small sample size so I can't overly be concerned.
Inside running worked in the two HB runs, one was a 17 yard touchdown the other a four yard gain.
Staying in the pocket gives a realistic amount of success, a lot of times a nice pocket will form around you, the issue is as soon as you start to move out of the pocket, it's a jail break. Mainly just trying to escape pressure from a DT and trying to roll outside is near impossible because the DE will usually follow suit and break his block. That and for some reason a DT could catch RG3 from behind by a good six yards?
Without replays I can't say too much for the awareness of the CB's, but their routes seemed to be more believable, they intercept the trajectory of the pass, not run for the marker on the field like they did in previous games which makes a much better result.
Graphics seem a bit darker, the opening was the exact same from last year, so I won't touch on that.
Once I finish all the available games I will throw out my last impressions.
Cliffs
- Reaction time seems worthless
- Scrambling on passes is extremely difficult
- No super LB's
- Pass trajectories improved
- Cuts and leading passes seems to be more efficient
- Option blocking improved
- Graphics slightly darker / opening presentations same as last year
It's above average, but not elite. Reaction time for the hype it received is largely worthless. I actually played worse trying to use it than when I wasn't. Onto the gameplay, using a guy like RG3, I wanted to test out his legs and scramble a few times. D-lineman still have an insanely high rate of breaking blocks when a QB scrambles, I understand why EA does this but it isn't realistic. I scrambled more than I typically would and never picked up more than five yards.
On the plus side, from what I've seen the secondary is much more realistic and felt natural, cuts actually worked, throwing the ball on a receivers break yielded expected success. I was also able to throw it over a streaking receivers shoulders which was beautiful, last year it would've had the no-look one handed swat, this year it actually worked.
Obviously I can't touch the run game too much since the CPU only called three run plays, some alarming things though, on a HB inside run, the halfback had a wide open hole and instead ran the wrong assignment into two offensive lineman an ultimately a defensive tackle. Ratings aren't available, but if Ball carrier vision affects a HB not being able to run their proper play and hit the correct hole, than that's a huge issue, BCV should focus more-so on cutback lanes and open field running, not the first three steps after where they should be hitting a hole especially one so wide open. Small sample size so I can't overly be concerned.
Inside running worked in the two HB runs, one was a 17 yard touchdown the other a four yard gain.
Staying in the pocket gives a realistic amount of success, a lot of times a nice pocket will form around you, the issue is as soon as you start to move out of the pocket, it's a jail break. Mainly just trying to escape pressure from a DT and trying to roll outside is near impossible because the DE will usually follow suit and break his block. That and for some reason a DT could catch RG3 from behind by a good six yards?
Without replays I can't say too much for the awareness of the CB's, but their routes seemed to be more believable, they intercept the trajectory of the pass, not run for the marker on the field like they did in previous games which makes a much better result.
Graphics seem a bit darker, the opening was the exact same from last year, so I won't touch on that.
Once I finish all the available games I will throw out my last impressions.
Cliffs
- Reaction time seems worthless
- Scrambling on passes is extremely difficult
- No super LB's
- Pass trajectories improved
- Cuts and leading passes seems to be more efficient
- Option blocking improved
- Graphics slightly darker / opening presentations same as last year
# 567
Diggler360 @ 06/06/12 11:33 PM
I find scambling to be effective.
But my problem with super speed shows big time with RG3.
I think I ran it 80 yards in about 4 seconds...
But scrambling should be effective. Excited to take Shoelace online vs. the world.
But my problem with super speed shows big time with RG3.
I think I ran it 80 yards in about 4 seconds...
But scrambling should be effective. Excited to take Shoelace online vs. the world.
I finally had the opportunity to play the demo for a bit. I did a quick Heisman Challenge game, and after that, the LSU-Alabama matchup.
I like the addition of player's not reacting to the ball when they can't see it. It really alleviates a lot of the frustration I had with last year's game.
However, one glaring complaint that ruins immersion for me is the locomotion and lack of foot planting on this game. I really do feel like I'm playing a hockey game instead of a football game. And the way plays accelerate way too fast just kills the realism factor for me. Some have mentioned that changing the game speed and speed threshold may alleviate this somewhat in the retail version, and that may be true. Unfortunately, nothing can be done to combat the zig zag running that's rampant in this game, and that's a shame. Other than the O-line/D-line interaction, that's the only glaring weakness holding this game back from being a very realistic football experience.
That being said, there were enough positives in the demo to keep me optimistic about what Madden 13 will offer. I think if NCAA Football had the Infinity engine as well, I would be able to overlook some of the aforementioned flaws in the game. I guess I'll wait to NCAA 14 to see if EA Tiburon will finally address those two remaining issues.
I like the addition of player's not reacting to the ball when they can't see it. It really alleviates a lot of the frustration I had with last year's game.
However, one glaring complaint that ruins immersion for me is the locomotion and lack of foot planting on this game. I really do feel like I'm playing a hockey game instead of a football game. And the way plays accelerate way too fast just kills the realism factor for me. Some have mentioned that changing the game speed and speed threshold may alleviate this somewhat in the retail version, and that may be true. Unfortunately, nothing can be done to combat the zig zag running that's rampant in this game, and that's a shame. Other than the O-line/D-line interaction, that's the only glaring weakness holding this game back from being a very realistic football experience.
That being said, there were enough positives in the demo to keep me optimistic about what Madden 13 will offer. I think if NCAA Football had the Infinity engine as well, I would be able to overlook some of the aforementioned flaws in the game. I guess I'll wait to NCAA 14 to see if EA Tiburon will finally address those two remaining issues.
Heisman Challenge as a QB is going to be the most boring thing in the game. It's entirely too easy. It would definitely be more fun to play as Eddie George and Barry Sanders.
The dynasty games were great, IMO. Same player models as last year, but my god, it looks so much better. The colors are still a bit off, but the lighting is much better, the presentation has been GREATLY improved, the animations are SO much better, and the motion blur, while it's sometimes a bit excessive, has made things look MUCH more realistic.
The gameplay is much improved as well. I know people are calling this NCAA 12.5, but I think this is a good step up from NCAA 12, and will be easily the best current-gen NCAA game that EA has put out. This is a day one buy for me, after playing the demo.
Receivers actually catch the ball in stride now, and read options are great. Bubble screens don't totally suck anymore, either (although they're still not that good) and you see athletic interceptions. Also, when balls are tipped, you actually see players slide and dive to get the ball. Coverage is VERY realistic now.
Normally, on a fly route, the DB would run in front of the receiver and the ball would get overthrown. In the demo, I was playing as LSU, and Tyrann Mathieu had decent coverage on a bigger receiver, who had gotten slightly behind him, but it was mostly step-for-step. Well, the ball got thrown over the receiver's back shoulder, he made the catch in stride, and went the distance. Mathieu was watching the ball the whole way, but there was nothing he could do. Psychic DB's are gone, super linebackers are gone (if you had one tip a ball, it's because you threw right at him. Yes, that does sometimes actually happen in real life), post routes actually work, bubble screens actually work, quarterbacks can actually throw on the run, everything seems a lot more realistic.
There are a FEW flaws, but it's nothing glaring like the linebackers and coverage from last year. And until NCAA gets the infinity engine, those flaws will always exist. But just from the demo, I'd venture to say that this is going to be the best NCAA so far.
With that said, NCAA 14 is going to completely blow this out of the water. But judging from the demo, this game will be VERY good.
The dynasty games were great, IMO. Same player models as last year, but my god, it looks so much better. The colors are still a bit off, but the lighting is much better, the presentation has been GREATLY improved, the animations are SO much better, and the motion blur, while it's sometimes a bit excessive, has made things look MUCH more realistic.
The gameplay is much improved as well. I know people are calling this NCAA 12.5, but I think this is a good step up from NCAA 12, and will be easily the best current-gen NCAA game that EA has put out. This is a day one buy for me, after playing the demo.
Receivers actually catch the ball in stride now, and read options are great. Bubble screens don't totally suck anymore, either (although they're still not that good) and you see athletic interceptions. Also, when balls are tipped, you actually see players slide and dive to get the ball. Coverage is VERY realistic now.
Normally, on a fly route, the DB would run in front of the receiver and the ball would get overthrown. In the demo, I was playing as LSU, and Tyrann Mathieu had decent coverage on a bigger receiver, who had gotten slightly behind him, but it was mostly step-for-step. Well, the ball got thrown over the receiver's back shoulder, he made the catch in stride, and went the distance. Mathieu was watching the ball the whole way, but there was nothing he could do. Psychic DB's are gone, super linebackers are gone (if you had one tip a ball, it's because you threw right at him. Yes, that does sometimes actually happen in real life), post routes actually work, bubble screens actually work, quarterbacks can actually throw on the run, everything seems a lot more realistic.
There are a FEW flaws, but it's nothing glaring like the linebackers and coverage from last year. And until NCAA gets the infinity engine, those flaws will always exist. But just from the demo, I'd venture to say that this is going to be the best NCAA so far.
With that said, NCAA 14 is going to completely blow this out of the water. But judging from the demo, this game will be VERY good.
# 570
Diggler360 @ 06/06/12 11:40 PM
I have the imagine the final release will slow down the game a bit.
Like you said above, it's just too fast. Players cover too much ground per second.
Like you said above, it's just too fast. Players cover too much ground per second.
# 571
TheBinnzer @ 06/06/12 11:53 PM
A few observations
1. Code on the Ps3 version is not fully optimized. I see slow down when teams are heading to the line to begin a play. XBOX had no such problems.
2. Passing is wonderful. I might have a qb actually complete 65% of his passes this year.
3. If I threw a pick, I felt like it was my fault. In the past 2 games, I have seen the psychic cb's, super LB's and warping safeties destroy my passing game. Literally you could not tell if someone was open because the player's reactions would be different with each instance. Now its consistent. The receiver is either covered or he is not. And even if he is covered sometimes you can throw him open.. awesome!
4.I have seen fumbles bounce around crazily this year. I like it
5. I feel like I have plenty of time to take control of a receiver or db and make a play myself. In the past 2 games, the time between the Qb's release of the ball and its arrival to the receiver seemed so fast I had little chance to make a difference.
6. Hooks really work, if you have time to let the play develop.
7. I have seen Oregon's RB drop the ball alot. Meanwhile Kstate's RB's hands are $$. Its good to see variation of skill sets.
8. I have not seen one pass nail a crossing receiver in the head, like last year, which was maddening.
9. Running seems very twitchy.. if you have stick skills, you should own running this year, no excuses. I have limited stick skills, but the players slice and dice on a dime this year and even I can feel a difference.
10. Using the hit stick on a receiver as he catches the ball has not been as effective knocking the ball out of his hands for me.
11. Simmed stats seem to be based based on an entire game, not on how long the quarters are in the game.
12. Stats on the Reese updates were average to crappy for most qb's, 5/16, 16/36 etc. Best I saw was 20/30
13. I was playing at home with USC and I felt the controller vibrate when I was on offense with Barkley?? A 4th year QB getting bad nerves at home? maybe it was the 2 picks I had thrown getting used to the new passing hehe
The game play is great me.. or maybe its just because the passing is pure awesomeness and it hasn't been that way in so long, I can't adequately judge anything else
1. Code on the Ps3 version is not fully optimized. I see slow down when teams are heading to the line to begin a play. XBOX had no such problems.
2. Passing is wonderful. I might have a qb actually complete 65% of his passes this year.
3. If I threw a pick, I felt like it was my fault. In the past 2 games, I have seen the psychic cb's, super LB's and warping safeties destroy my passing game. Literally you could not tell if someone was open because the player's reactions would be different with each instance. Now its consistent. The receiver is either covered or he is not. And even if he is covered sometimes you can throw him open.. awesome!
4.I have seen fumbles bounce around crazily this year. I like it
5. I feel like I have plenty of time to take control of a receiver or db and make a play myself. In the past 2 games, the time between the Qb's release of the ball and its arrival to the receiver seemed so fast I had little chance to make a difference.
6. Hooks really work, if you have time to let the play develop.
7. I have seen Oregon's RB drop the ball alot. Meanwhile Kstate's RB's hands are $$. Its good to see variation of skill sets.
8. I have not seen one pass nail a crossing receiver in the head, like last year, which was maddening.
9. Running seems very twitchy.. if you have stick skills, you should own running this year, no excuses. I have limited stick skills, but the players slice and dice on a dime this year and even I can feel a difference.
10. Using the hit stick on a receiver as he catches the ball has not been as effective knocking the ball out of his hands for me.
11. Simmed stats seem to be based based on an entire game, not on how long the quarters are in the game.
12. Stats on the Reese updates were average to crappy for most qb's, 5/16, 16/36 etc. Best I saw was 20/30
13. I was playing at home with USC and I felt the controller vibrate when I was on offense with Barkley?? A 4th year QB getting bad nerves at home? maybe it was the 2 picks I had thrown getting used to the new passing hehe
The game play is great me.. or maybe its just because the passing is pure awesomeness and it hasn't been that way in so long, I can't adequately judge anything else
|
|||||||||||||
|
Not fair!!!
Oh if there are Ratings that will stimulate more of this...!!!
# 573
fballturkey @ 06/06/12 11:57 PM
They need to update the touchback commentary to not say that the ball will be on the 20 anymore.
|
|||||||||||||
|
|
|||||||||||||
|
The one thing that pisses me off is how they didn't fix CPU intentional grounding. Quarterbacks throw the ball away from the pocket and don't get penalized. That's something that should have been fixed, but it's probably just an oversight, and doesn't really affect the game all that much.
The more I play it, the more and more I really like the new catch animations. They seem so much smoother and don't make your WR stop in his tracks to catch the ball anymore.
I will post further impressions later but this goes for Madden and NCAA. I noticed on two fumble how unrealistic it is when player recover the ball. I wish they both would add a fight for the fumble type animation when a group of player are around.
I had a linemen in the demo pick up a ball in a large group and gain 10 yards. Let's be honest 75% of the time a linemen tries to "scoop and score" they miss the ball and stumble.
Just a thought will post impressions later after trying all three dynasty games and heisman challenge.
I had a linemen in the demo pick up a ball in a large group and gain 10 yards. Let's be honest 75% of the time a linemen tries to "scoop and score" they miss the ball and stumble.
Just a thought will post impressions later after trying all three dynasty games and heisman challenge.
Alright, had to wrap it up a little faster than I wanted.
I feel this game deserves a solid 7/7.5/8 after some time with the straight up game play. Obviously without ratings I can't compare strengths based on ratings.
The running game seems slightly improved, the blocking is much better done, the initial blocking assignments actually work now. Downfield blocking needs some work.
As other's have said, interceptions feel like an accomplishment / personal fault now, rather than psychic play, play actions work, but roll outs seem to have messed up, I didn't run too many roll outs but I didn't complete one pass and got sacked twice on roll outs, the DE was always beating the tackle.
Animations are greatly improved, it feels more like a football game and less like a video game, cutscenes as a whole are better, aside from coming back from one studio update to get a good two/three seconds of *** on my screen. I'll take the occasional sputter over the constantly awful/odd cutscenes, the cutscenes actually invoke some excitement rather than 'yeah yeah get it over with'.
The commentary seems slightly canned, the intro seemed kind of lame and basically served as a 'guess what we now have studio updates' kind of thing, it felt artificial instead of natural, but the game breaks themselves felt very natural. My only other issue was there was a match up between TCU/WVU in the studio update and then Rece went on to say that Baylor would be watching this game closely without really going into it. In an actual dynasty it might be clearer, but a brief 'they could face these guys in the XYZ bowl' would go a long way.
There were a few odd things, as others said, CPU intentional grounding is not fixed, I got called for an illegal touching which was a nice change of pace, sacks seem much more realistic than last year (it wasn't crazy to average 7/8 sacks a game last year, I only got 1 across two games, at half the quarter length I typically play on). 4 Verticals still kills and the CPU is mediocre at long ball coverage.
Screens work beautifully now, but on curls there is sometimes a weird set of events that includes a stationary player having 'momentum' carry him into a defender.
Overall, the game is very solid, it doesn't do anything exceptionally, but it certainly doesn't have any huge, glaring issues like last years did. I have issues saying it's anything higher than an 8 though, seeing as a lot of the new features were mostly bug fixes for last year. ESPN however has a tight grip on this one and it's beautiful, it felt a lot more like a broadcast and less like a video game which I loved. For once, I can say the overall presentation package is a strong point. The commentary has it's issues still, but as a whole the presentation took two solid steps forward this year.
There were a few other minor things, but I won't count them against NCAA since I haven't played since October and played on the PS3 rather than the Xbox (which I've played football games on since last gen).
I feel this game deserves a solid 7/7.5/8 after some time with the straight up game play. Obviously without ratings I can't compare strengths based on ratings.
The running game seems slightly improved, the blocking is much better done, the initial blocking assignments actually work now. Downfield blocking needs some work.
As other's have said, interceptions feel like an accomplishment / personal fault now, rather than psychic play, play actions work, but roll outs seem to have messed up, I didn't run too many roll outs but I didn't complete one pass and got sacked twice on roll outs, the DE was always beating the tackle.
Animations are greatly improved, it feels more like a football game and less like a video game, cutscenes as a whole are better, aside from coming back from one studio update to get a good two/three seconds of *** on my screen. I'll take the occasional sputter over the constantly awful/odd cutscenes, the cutscenes actually invoke some excitement rather than 'yeah yeah get it over with'.
The commentary seems slightly canned, the intro seemed kind of lame and basically served as a 'guess what we now have studio updates' kind of thing, it felt artificial instead of natural, but the game breaks themselves felt very natural. My only other issue was there was a match up between TCU/WVU in the studio update and then Rece went on to say that Baylor would be watching this game closely without really going into it. In an actual dynasty it might be clearer, but a brief 'they could face these guys in the XYZ bowl' would go a long way.
There were a few odd things, as others said, CPU intentional grounding is not fixed, I got called for an illegal touching which was a nice change of pace, sacks seem much more realistic than last year (it wasn't crazy to average 7/8 sacks a game last year, I only got 1 across two games, at half the quarter length I typically play on). 4 Verticals still kills and the CPU is mediocre at long ball coverage.
Screens work beautifully now, but on curls there is sometimes a weird set of events that includes a stationary player having 'momentum' carry him into a defender.
Overall, the game is very solid, it doesn't do anything exceptionally, but it certainly doesn't have any huge, glaring issues like last years did. I have issues saying it's anything higher than an 8 though, seeing as a lot of the new features were mostly bug fixes for last year. ESPN however has a tight grip on this one and it's beautiful, it felt a lot more like a broadcast and less like a video game which I loved. For once, I can say the overall presentation package is a strong point. The commentary has it's issues still, but as a whole the presentation took two solid steps forward this year.
There were a few other minor things, but I won't count them against NCAA since I haven't played since October and played on the PS3 rather than the Xbox (which I've played football games on since last gen).
I'm in my second game, this time LSU and Bama. I noticed the crowd sounds much different than my earlier USC Oregon game. This is good as it (hopefully) means variable crowds between games and stadiums. I've never used LSU before so i don't know if the L-S-U chants have always been in but it added a new element. The drums, the crowd seemed to get louder and excited when I broke a run and got an INT.
Post A Comment