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NCAA Football 13 News Post



The NCAA Football 13 demo is out. Post your impressions here.

360 only right now, PS3 will be up later tomorrow!

**Update: PS3 demo is available now.**

Game: NCAA Football 13Reader Score: 7/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 60 - View All
NCAA Football 13 Videos
Member Comments
# 601 pigsooie3 @ 06/07/12 02:11 AM
Quote:
Originally Posted by TracerBullet
Tried to bullet it in to the TE running an in route. Got batted down at the line. My mistake on the pass choice.

Also, nice little cutscene as I take the lead with 3 seconds left on a FG. Kicker and Baylor players celebrate in the background while the MLB gets pissed off in the foreground along with another player.
I like the fact that when the CPU makes a great play it's because I read something wrong and not the fact that they did some super human stuff. The gameplay is extremely improved and I'm excited about this game although visually like looks just like '12.
 
# 602 pirates946 @ 06/07/12 02:33 AM
Spencer Ware...I mean HB#11 is a straight up monster!
 
# 603 PowerofRed25 @ 06/07/12 02:41 AM
A few more observations.

- The demo on PS3 looks worse and worse as I go. Slow down and lag is prevalent during every transition, the game seems to skip when breaking the huddle, horribly flickering in the stands and I'm still seeing a weird fisheye-like distortion looking down the field. Also notice some occasional button lag in the playbook and at the line of scrimmage.

- CPU pass defense is downright awful. They may be reading but they sure aren't reacting. I've noticed on broken plays when a WR in the flat works upfield, the CPU defender covering him just simply stops covering him.

- The ticker on the bottom of the screen looks like it gets very slightly cut off at the bottom. Then again, so does ESPN's ticker in real life for me.

- Both Baylor and KSU's helmets seem almost mirrored in the game, they aren't like that in real life.

- Decided to just call plays and let the CPU play defense for me and got mixed results. The CPU still makes incredibly poo decisions, but they also converted a few 3rd down pass plays, including a beautiful comeback route tip toeing the sideline. That all ended when they ran 4 verticals on 3rd and 2 and launched a hail mary, which was dropped.

- Tackling animations don't seem any different. Still see a ton of two handed push attempted.

- Collin Klein has God mode and it is divine. I never ran for less than 15 yards on a run with him in any game I played. I had three long TD's on QB Wrap or Read Option keep including one with a filthy spin move. I decided to do one full half of him QB'ing the wildcat and just abused Baylor's run D. Blast, Blast, Jet, Counter of the Jet for an 83 yard run. He exploded up field and was GONE. 14 runs, 190 yards and 5 TD on the ground in the most recent game. Down side of this was he was in red stamina after 3 good runs most of the time.

- Unfortunately, that Wildcat experiment yielded a glitch. When I substituted Klein in as the quarterback in Wildcat (as opposed to the default RB), home field advantage kicked in and caused the controller to rattle and play art to shake uncontrollably. I was only calling runs so it wasn't a big deal, but a problem none the less.

Going to move on to the Oregon vs USC matchup and play with Oregon for a while, a team and offense I've incredibly familiar with and see what their playbook looks like and how it all works.

EDIT: I'll put those observations in another post, but during the intro's, I noticed a few graphics issues:

- Half the crowd seems to be in a different shade of cardinal and gold, right about the 50 yard line and going around.

- The Song Girls which EA put "two and a half weeks" into look so god awful it made me have flashbacks to video games 10 years ago. They are literally the most embarrassing thing I've ever seen in a modern video game.
 
# 604 Chrisksaint @ 06/07/12 02:46 AM
Loved it, everything in the passing game felt more realistic. I was able to actually hit a quick hitch play when I usually couldn't due to an inevitable pick six. Did a rollout pass on a hitch type play and it threw it behind him but he ran back toward the ball.

Able to throw it inside on a post type route before he broke for the easy TD

Liked seeing a guy reach back behind him and keep going in stride, had same catch animation later but DB swatted it.

Hit a deep bomb in stride, didn't have to wait on it high in the air even tho I tapped it.

Defense was a little meh, but that's typical in a demo I would suppose. I liked more pass rush from DEs, granted LSU has 2 top 10 picks there
 
# 605 Gotmadskillzson @ 06/07/12 02:58 AM
Cover 2 seems to be not working. Every time I call a deep pass play and they are in Cover 2, one of the safeties seems to always leave a WR wide open down field. The corner back came up to bump and pointed to the outside to pass him off to the next level of the zone, safety never came over, he was still in the middle of the field leaving my WR standing in the end zone wide open, which resulted in a 55 yard TD pass.

Running game is very good with an agile back. How ever I am not a fan of linebackers diving at me from 4 yards away to tackle me. I swear they just torpedo you out of no where. Then when you look at the replay, that defender was a good 4 or 5 yards away when he went into torpedo mode.

I thought they said they fixed the screen plays and QBs suppose to automatically drift away from the Defensive Tackles ? Every time they try a HB screen it ends up as a 10 yard sack.

Same thing with play action.....I am seeing the CPU QB getting sack a lot on those plays as well.

Bull rush animation don't seem to be fixed at all. You still get stuck bent over too long and the RB or QB just run right pass you.
 
# 606 weeeeeeez @ 06/07/12 03:04 AM
Can't get enough of playing with Colin Klein.
 
# 607 Chrisksaint @ 06/07/12 03:15 AM
Played game #2, still loved it. Offense seems a lot more natural and realistic, not a lot of BS i've witnessed.

Options worked, hurry up was better then last year.

Despite no RTP, the way players move seem more realistic. Had my FS with his back to the ball but when he turns around before it arrives for the pick he kind of leap back as he jumps up. This leads to him kind of stumbling of sort and his momentum carrying him backwards as he gains possession(maybe this has always happened and i've never noticed).

Loved seeing a DB go into a full extension dive with one hand trying to swat on a route he got beat on.
 
# 608 PowerofRed25 @ 06/07/12 03:24 AM
Observations from the Oregon-USC matchup:

- The studio update was the exact same as from the Baylor-KSU game. Same score, same everything. The difference was that it had already gone FINAL at the start of the USC game. Interesting to see how time plays a factor.

- Apparently the playbooks are the same no matter who you play with in the demo. Oregon and KSU are the same and neither are like what they run in real life.

- QB Fatigue is going to be a major issue in option and spread offenses. After one scramble with Bryan Bennett, he was in the red. After getting back to orange, he returned to red on a play where he simply handed the ball off.

- The ESPN ticker is even more cut off in this game. The bottom half of everything is removed.

- CPU closing speed is still insane.

- Please God change the pitch button back to L2. I couldn't get the fake pitch to work once. Why the hell isn't this L2 pitch, L1 fake pitch?

- Converted a 4th & 11 from the +39 by throwing the out route on Flood. I had space deep and threw it up and away and somehow the WR adjusted and it ended up being a corner route. That seems incredibly unrealistic to me. I can see total control passing turning into chuck n duck. If you were a good passer before, you'll be an incredible passer now.

- The CPU takes an insane amount of time to throw the football. Sit, sit, sit launch. Worse: CPU drops more passes than they complete. I have called Cover 2 Man every play in this game and USC has yet to complete a pass in the game, it's the third quarter. Barkley had a GREAT scramble one play though.

- Really like how man coverage aligned/rotated against unbalanced sets. Want to see what the 425 and 335 look before I make a final judgment on that though. Unfortunately, when I went Quarters vs an unbalanced set (Y-Trips), the game didn't adjust the man coverage and actually took a defender off the man he was assigned to (the TE) and put him in a spy, leaving the TE uncovered.

- Option defense is poor if not terrible. Reminded me of the option glitch from last year. Just ran speed option three times in a row and watched as the LB ran 10 yards up field past the HB and the CB stood there and didn't attempt to make a play until the ball advanced beyond the line of scrimmage.

- Got called for a hold on a broken play where I had to scramble. Really liked that and the ensuing cut scene of Chip Kelly and the ref talking in an animated fashion.

- The CPU ran a draw and there was a weird graphics hitch right at the handoff. Don't know if this is part of the graphics problems and slow down on PS3 or intentional to create more misdirection on a draw.

- USC finally completed their first pass, on a play after the WR released upfield after finishing his route. My defender didn't even attempt to continue his coverage. That's becoming more and more of a glaring problem. I've picked Barkley thrice, including one to end the game. Chuck n duck city.

- CPU pass coverage is bad. The fears I had from the gameplay videos and kept trying to bring up are coming true. CPU defenders in zone seem to get attached to players running through their zone and it turns into man coverage, while simultaneously leaving an entire side of the field uncovered.

- Motion blur in cut scenes and replays make my eyes want to bleed. Like 3D grass, this is truly pointless.

Won that game 6-3, although to be fair, I was screwing around a lot offensively (going on 4th and forever, running on 3rd and 9).
 
# 609 PowerofRed25 @ 06/07/12 03:25 AM
Quote:
Originally Posted by weeeeeeez
Can't get enough of playing with Colin Klein.
You and me both. This guy fills my heart with joy.
 
# 610 bruinkid626 @ 06/07/12 03:36 AM
CPU playcalling in the stretch is questionable. Alabama was down by 7 with possession of the ball and under 2 minutes left. 6 of their next 8 plays were runs and I stuffed most of them.
 
# 611 LastExit @ 06/07/12 03:46 AM
Finally got the PS demo and have played a couple dynasty games and have been reading through the impressions.....lots of good observations.

For now I thought I'd hone in on one aspect that the dev crew worked on and that's sound.

On the plus side, they did a good job with crowd reaction during specific scenarios......when you miss a field goal the crowd gives off an "ah" of disappointment. When you're on offense the swell of the crowd is great when you make a big run or a completion for a long pass.

Things go south when you're on defense. I have no idea if this is just the demo but the crowd noise would not go up when I was tapping the button that makes your player put his hands up in the air to get the crowd excited. Likewise, the stadium sounded the same at the 50 yard line as it did when I was on defense and it was 3rd and goal. Again, I don't know if this is just a demo thing but if anyone has watched a college football game on tv they'd know that the crowd is doing its best to rev up the defense and give the opposing offense a hard time hearing the calls.....to have it that quiet in that situation is a joke. Hearing the announcer state that the "student section is going crazy" seems to rub it in.

And just to add, what is with the "d-fense" chant......you hear that at basketball games, not college football games.

I'll have to give this more tries on the demo but I really don't know what to make of this.....they did a great job with the passing game and plays that never seemed to work (screens especially) now do. But I don't know if I'm going to keep my pre-order yet or not.
I really want to like this game but it just seems that they could have done more given how bad '12 was.
 
# 612 OpusX910 @ 06/07/12 03:58 AM
Meh....it's definitely better then 12, but just feels like a big "patch release" to me. I love college football, and usually buy this over Madden every year, but I believe Madden will get my $60 this year. If they put the infinity engine into NCAA, I probably would've bought both.

So like I said above, this demo was pretty...meh
 
# 613 okstate19 @ 06/07/12 04:06 AM
I have just a few quick impressions. Have played 3 full games and 1 half of the "Heisman Mode" with RGIII.

Most importantly (in my opinion) something has to be done about the pulling guards. Plays that feature pulling guards seem to always see the guard stop at the LOS, rather than lead my back through the hole. Maybe others aren't seeing this problem, but for me it has occurred enough to where it seems like it is the rule and not the norm. This is first-day patch worthy in my opinion. It happens way, way too often.

-Despite what others have said, I have seen new tackle animations. Some were pretty slick. I was one-on-one as the LSU back vs. an Alabama defender. I slipped out of a tackle and put my hand down (a new animation that wasn't in 12. I have played enough of 12 to know that). This gave another Bama defender time to come make the tackle. I was still in the middle of pulling up my hand to accelerate again, where he came and gave me what looked to be like a push in the hip. I stumbled to the side while still retaining my forward momentum (also a new animation) and went down. This happened in the very last game I had played, but had it happened more often or during the first play, I would have sworn this game had implemented some kind of real-time physics also. It looked really nice. (Could have just been a combination of timing with the new animations though. Who knows how often it will happen) But even though I have seen new tackle animations...I still wish there were more and that they happened more frequently.

-There are a ton of new catch animations as everyone knows. But so far, the ones I have seen look really, really nice.

-Catch-in-traffic seems like it might be an important rating this year. Many times when my receivers went up to get a ball, they were hit in mid-air and proceeded to drop it. A few times they held on, but I'd say 90% of the time it resulted in a drop.

-QB stamina played an important role. I had busted a decent scramble with the LSU QB to put his stamina in the red. While my stamina was red, my passes were all over the place. I was pleasantly surprised with this and hope that it holds up.

-Running the ball was really smooth. Very much enjoyed it.

-Liked the timing on the tickers. Hawaii always had the late game. That was a nice detail. I'd say I averaged about 2 studio updates per quarter. I enjoyed it. The ticker isn't cut off for me at all.

-New ball trajectories are nice. I threw an excellent jump-ball fade to a Baylor WR in the back of the endzone. He came down with it with a new jumping-catch animation that wasn't in NCAA 12. They don't seem that difficult to pull off (the different trajectories that is, not fade routes.)

-Noticeably absent (for me at least) were the "super LB's" that were so prevalent in NCAA 12. Through 3 and a half games, I haven't had one linebacker try to show off his 40 inch vertical.

-I purposely tried to throw some passes to receivers who were not "ready." It was nice to see that all of them fell incomplete except one. The one that didn't flew past it's intended target, was batted by a DB, and then caught by a receiver who swooped in and made a sliding catch on the ground that I hadn't seen before. (It wasn't the same old sliding reception that has been so common in the past few NCAA's anyway)


I have a bit more to say but I'm worn out from the Thunder game. There are loads of impressions so far that state a lot of what I have already seen. Overall, I (and I'm sure everyone else) would have liked to have seen more done with NCAA 13. I think it is a solid polishing of 12. I plan on purchasing it even though it lacks all the glitz and glamor of this year's iteration of Madden. I'm happy with the demo though. The ticker and studio updates are things people have wanted for years, and it's about time that they were included. I'm thankful that they're in, but also annoyed that it took as long as it did.

I haven't seen any new hairstyles in the demo. I'm not a huge accessory/hairstyle guy, but I'm going to be pretty upset if the only option for hair is the predator dreads from 12. I'm pretty sure more hair options were nearly guaranteed to be in NCAA 13 (rather than the usual "we'll look into that for next year!" reply) The lack of hairstyles in the demo doesn't bode well though in my opinion.

Solid demo. Decent improvement on the series. I'm buying because I love college football and I can't do without. I thought NCAA 12 was solid, and the demo seems to have improved on that. I just wish they would have done a little more.
 
# 614 H to the Oza @ 06/07/12 04:12 AM
wow, one game:
Ball hits WR on helmet glitch
This glitch http://www.youtube.com/watch?v=bb9G3N80mYg&feature=plcp
Get stood up on the goalline, and get driven back 5 yards because of a canned animation. Ball is marked 5 yards back


... SMH

The game did seem to feel a lot more slowed down, and in control, but I cannot get over the above glitches.
 
# 615 PowerofRed25 @ 06/07/12 04:19 AM
Bama-LSU (me) observations:

- Rece Davis is still terrible.

- Editing a previous observation, apparently each team has the generic playbook for their offense type. That's why the two spread teams were the same. LSU's book is very cool.

- Pulling linemen are improved.

- Pistol read option is improved. I gained 7 on a QB keeper and then a 17 yard TD run on a give. Although the next 3 times I ran it, the end man on the line was blocked by the play side tight end, giving me no read.

- First play of the game for Alabama was a 4 WR speed option, the pitch was intercepted and returned for a TD. Yikes. Their next three plays on the next drive were all out of Empty with a TE and HB. Next drive: was a read option loss of 5, followed by Quads, followed by a HB Sweep out of Trips which was blown up leading to a fumble. This is supposed to be Alabama?!

- PA Comebacks in Pistol seems to be the linked play to the read option. I ran it a few times. One of the new animations completely screwed me out of a first down. The WR inexplicably jumped about 10 feet trying to get to the pass, and it took him out of bounds. The throw was low and didn't even require a jump.

- DT sacks are going to be a problem this year, just like last year.

- Just noticing some TERRIBLE sound quality at LSU. It is laggy and choppy.

- Alabama punt coverage man ran into my returner and no flag was thrown.

- Curl routes are wide open. Defenders aren't even close. Been that way in every game.

- Passing game is much more fluid, guys catch it on the run more and it just feels better. Also feels MUCH easier.

- Been sacked a few times trying to throw to L1. Why did all these buttons get changed?!

- Alabama has dropped 4 passes. They have completed none. Two interceptions and an INT on an option pitch. They've only run four times: Option pitch intercepted for a TD, read option loss of 5, sweep fumble turnover, draw gain of a couple.

- CPU clock/game management is horrid. On 4th and 2, they ran a speed option, the QB stopped mid-play and was tackled for a loss. They did finally complete 2 passes before turning it over.

- I ran I form Slot - Triple option the final 7 plays of the game. FB give on the first 3, pitch to the HB on the next 4. Option defense is god awful.

LSU 23 - Alabama 0. Alabama had 1 first down and 4 turnovers.

That is the full turn through each game for me. I have to say, I like the feel of the game but there are some glaring problems. Keep in mind I generally do not play a ton of games against the CPU, only the ones scheduled in my online dynasty and the ones I do play, I dominate no matter the sliders or settings and I frankly never get joy from it. These games were no different, despite some really nice things, it was very stale and the CPU was not good at all.

I know it is a demo and I know it is on Varsity (why?), but there was no atmosphere and no challenge and it just seemed like a dull and stale game. I'm sure I'll continue to love user vs user games though.
 
# 616 RidirkulousPokes @ 06/07/12 04:41 AM
I'm on PS3.

Took me 28 minutes to download. Thank you Comcast Internet. If you guys can use an Ethernet cable, helps tremendously.

My impressions:

Pros:
* Read and React seems to be working pretty well.

* QB running is improved. Nick Florence (Baylor QB) did a great job with a QB Read and took it 55 yards to my 21. Looked pretty fluid.

* I like the ticker at the bottom and I only had 2 Rece Davis Updates.

* Once I got the hang of the new passing system, I loved it. Tapping it throws a good fade and used bullets (holding down icon) on underneath/comeback routes.

Neutral:

* Crowd seemed a tad bit better, nothing that really blew me away. Then again I was playing at Floyd Casey Stadium.

* Jukes. Maybe it was just me, but the juking and player movement seemed a bit choppy at times.

Cons:

* Announcing is still incredibly bland. Same old cut-scenes minus a few. Still don't get that overwhelming feeling that it's Saturday in October/November.

* Player models, lighting, grass and crowd are still sub-par for a next-gen game.

* Had a huge glitch where Florence was running right on an option and stopped dead in his tracks, ran forward three yards and then pitched it back to his halfback 5 yards behind him for no reason. Really wonky.

Overall, I am still on the fence of whether or not this game warrants $45-$60 bucks.

Will try to get in more games tonight after dinner.
 
# 617 JerzeyReign @ 06/07/12 04:43 AM
My thoughts
  • Passing game felt good. It was nice to see some of those balls get over the top of defenders. Some instances though, it seemed like the defender just let it go over as a player in that position may have been able to break it up. It was very nice to see every route possible but I can see, once folks get used to it, passing becoming the primary way of moving the ball. Its not that running the ball is hard but passing has become slightly easier. Also, the QBs still don't have the feeling that they are rotating their hips while passing -- something that is currently in Madden. Still feels like the ball is coming straight from the shoulder. The dropbacks, though they are touted as new, don't feel any different than last year. Maybe they have the proper steps this year but since I let my QB drop automatically anyway it felt the same.
  • Running the ball feels the same as last year. Nothing new to report.
  • Offensive/Defensive line interaction is the same. In fact, some animations looked like the DE should of shed his block but were sucked right back in by the tackle.
  • WR catch animations looked alright. I'm not sure if it was because I'm not used to seeing them or what but some of them looked kind of weird. I'll chalk it up to them being new. I really didn't pay attention to the brightness of the buttons for the WR, I really just used real life reads as to when I should throw the ball and pretty much killed them through the air. Some instances though, it seemed like the I threw to a spot and the WR's animation for the situation didn't quite match. I did have a nice one handed catch in double coverage though.
  • I think I have to chalk this up to the difficulty but Oregon couldn't run their offense at all. They did have a nice TD on a streak but as far as the option goes, they were pretty bad. The QB seemed like he made all the wrong reads. Not much to report on that side. Also, I did notice some good looking interception animations -- they seemed to look smooth in the instances that I saw them.
Overall, I felt this game, at least on the field, is exactly like last year except for the pass trajectory addition. Nothing in this game really excited me to a point where I think I'll spend my $60. Next year with the new engine will be a must buy. Put that engine with all the rest of the things they added and we may have a winner. Maybe during Black Friday or if I catch it online for half the price I'll get it but not release day. I'll still rent it on release day, its not that bad.
 
# 618 bruinkid626 @ 06/07/12 04:45 AM
Guess which glitch made its comeback? Pay attention to the linebackers. I've tried to test this with different formations, but got the same results. Haven't tried with the shotgun yet, but I'm assuming that it's fine.

 
# 619 TheBadOwl @ 06/07/12 04:46 AM
Quote:
Originally Posted by Gotmadskillzson
Cover 2 seems to be not working. Every time I call a deep pass play and they are in Cover 2, one of the safeties seems to always leave a WR wide open down field. The corner back came up to bump and pointed to the outside to pass him off to the next level of the zone, safety never came over, he was still in the middle of the field leaving my WR standing in the end zone wide open, which resulted in a 55 yard TD pass.
Meh, that's happened to me, and yes, it's annoying, but that sometimes does happen in real life. Just watch the first touchdown of the OSU/Michigan game last year, an OSU receiver got past the cover two and caught a bomb, untouched, for a score.
 
# 620 JerzeyReign @ 06/07/12 04:48 AM
Quote:
Originally Posted by bruinkid626
Guess which glitch made its comeback? Pay attention to the linebackers. I've tried to test this with different formations, but got the same results. Haven't tried with the shotgun yet, but I'm assuming that it's fine.

Yup! I was going to post a video of that later but wasn't sure if I saw it correctly. The play I ran wasn't even the option but my HB clearly had the ball and the SAFETY didn't even react. Nobody was in his area and the HB crossed the line so their was no reason to respect his zone at that point.

Good catch!
 


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