NCAA Football 13 News Post
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# 961
TDenverFan @ 06/12/12 07:30 PM
I've seen this mentioned a few times, so I thought I'd just point this out.
The NCAA had a rule change, so touchbacks are supposed to go to the 25, not the 20.
The NCAA had a rule change, so touchbacks are supposed to go to the 25, not the 20.
# 962
PowerofRed25 @ 06/12/12 08:37 PM
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Agree on CPU game management. I had the CPU fake a punt on 4th and 24 once. Also had the CPU call a running play on the final play of the game that they trailed by a score.
Anyone else feel like after a play there is just a big cluster f**k of players on the field? Seems like everyone is bumping into each other constantly on the screen after a play while you pick the next play.
I've played a bunch of games but decided to list my pros and cons of the last two I've played, also, I put down all of the "Four Verts" I ran and the outcome.
Alabama (CPU) at LSU (ME)
Pros
+ Quarterbacks on the other side really try and draw you offsides and if you do miss time your jump, they're snapping the ball.
+ During a draw play, I actually saw one of my defensive ends break down and wait for the quarterback to decide whether he was going to hand it off or pull up and throw it.
Cons
- Weird pick up of a punt by the kicking team to stop it from going into the endzone
(As I began to press L2 to turn my guy around, the ball hit the ground and then simutaenously appeared in my guys hand.)
- Similar to above, I was the return team and I moved slightly out of position of catching the punt and it magically appeared in my hand as if I had it the entire time.
Kansas State (CPU) at Baylor (ME)
Pros
+ The WR/DB Interaction looks very good
Cons
- I've had linebackers who run into the ball and let it bounce off of their head instead of trying to intercept it or swat it away.
- After a muffed punt, I took one of my guys, ran of the football and they made absolutely no attempt of bending over to pick the ball up. They ran over top of it like it was not even there.
- No "Intentional Grounding" call on the CPU
Four Verticals:
1st Attempt: 55-yard Touchdown
2nd Attempt: 68-yard Touchdown
3rd Attempt: 54-yard Touchdown
4th Attempt: Dropped 40-yard Pass
5th Attempt: 35-yard Completion
Alabama (CPU) at LSU (ME)
Pros
+ Quarterbacks on the other side really try and draw you offsides and if you do miss time your jump, they're snapping the ball.
+ During a draw play, I actually saw one of my defensive ends break down and wait for the quarterback to decide whether he was going to hand it off or pull up and throw it.
Cons
- Weird pick up of a punt by the kicking team to stop it from going into the endzone
(As I began to press L2 to turn my guy around, the ball hit the ground and then simutaenously appeared in my guys hand.)
- Similar to above, I was the return team and I moved slightly out of position of catching the punt and it magically appeared in my hand as if I had it the entire time.
Kansas State (CPU) at Baylor (ME)
Pros
+ The WR/DB Interaction looks very good
Cons
- I've had linebackers who run into the ball and let it bounce off of their head instead of trying to intercept it or swat it away.
- After a muffed punt, I took one of my guys, ran of the football and they made absolutely no attempt of bending over to pick the ball up. They ran over top of it like it was not even there.
- No "Intentional Grounding" call on the CPU
Four Verticals:
1st Attempt: 55-yard Touchdown
2nd Attempt: 68-yard Touchdown
3rd Attempt: 54-yard Touchdown
4th Attempt: Dropped 40-yard Pass
5th Attempt: 35-yard Completion
# 965
fcboiler87 @ 06/13/12 09:48 AM
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Intentional grounding never gets called ever, nothing new there. Dont even know why we bother turning that slider up to 100 im convinced they dont even have the audio for it in the game lol
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# 968
TDenverFan @ 06/13/12 12:10 PM
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After playing the demo so much, it has made NCAA 12 unplayable. In my two OD games I have played since playing the demo, I have throw seven interceptions; compared to two the first seven games of our third season. I find myself trying to make throws I am making in the demo thanks to the new passing trajectories but am throwing interceptions left and right. This alone is making NCAA 13 even more exciting for me.
# 970
michigan21 @ 06/13/12 07:04 PM
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# 972
PowerofRed25 @ 06/13/12 07:16 PM
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NCAA isn't rocket science. How many times in the last decade have we been blown away with unique, innovative new features? Once? Online Dynasty is the only one I can think of and is absolutely the best thing to ever happen to the series. Most of the time, the newest NCAA feature is coming off Madden from the previous year. Everything else is just smoke filled coffee house crap.
We're coming to the end of the line for the current generation of consoles, with it will come a new generation of games. Some series are in a good place to pick up where they left off for the next generation but NCAA is not. NCAA couldn't even figure out this generation.
By the time other games are working on the next generation of consoles, the NCAA series will just barely be putting out a complete game for the current generation. That will put NCAA behind the eight ball almost immediately and that is before development begins on a whole new game, which will almost assuredly be stripped down and basic, as Jersey said.
If EA was smart, starting for 2014, they'd have alternating development teams for both NCAA and Madden. It gives each team a two year development cycle to really make big strides while allowing a game to be sold every year all while leading up to year one of the next generation. But hey, what do I know right?
# 973
Wavebird99 @ 06/13/12 07:21 PM
Just played my first game with the demo:
Good:
- Wow at the passing! I loved it. This is how it should have been for years and they seemed to have finally got it right. Leading receivers is awesome, and it actually feels extremely rewarding throwing downfield now. No more defensive backs warping around blocking balls. Pretty sweet if you ask me.
- Options! I played Baylor and the CPU didnt really run any, but wow was I happy playing as KSU. Running with the QB felt great, and the new pitch system is pretty good too.
- Running has always been good imo and it seems to be fine again this year.
- Corners made some really cool plays/tipped balls. Saw a few animations ive never seen before.
- In-game updates were really cool and I love having the ticker on the bottom.
Bad:
- Corners were still clueless on some plays and didnt even react to the ball as it floated barely past them. Id rather see this then have them warp to the ball though. And remember, I was playing Baylor and they dont exactly have stud d-backs.
- Presentation was a little disappointing. I was sad to see the same intro used for games .
- This could be nothing, but the CPU forced a fumble on me three straight times towards the end of the game. They were down by 3 touchdowns, but I felt a little cheated sometimes.
All in all however, Im very excited for this game. I pre-ordered from Amazon when it was only $45, and I have high hopes that its money well spent.
Good:
- Wow at the passing! I loved it. This is how it should have been for years and they seemed to have finally got it right. Leading receivers is awesome, and it actually feels extremely rewarding throwing downfield now. No more defensive backs warping around blocking balls. Pretty sweet if you ask me.
- Options! I played Baylor and the CPU didnt really run any, but wow was I happy playing as KSU. Running with the QB felt great, and the new pitch system is pretty good too.
- Running has always been good imo and it seems to be fine again this year.
- Corners made some really cool plays/tipped balls. Saw a few animations ive never seen before.
- In-game updates were really cool and I love having the ticker on the bottom.
Bad:
- Corners were still clueless on some plays and didnt even react to the ball as it floated barely past them. Id rather see this then have them warp to the ball though. And remember, I was playing Baylor and they dont exactly have stud d-backs.
- Presentation was a little disappointing. I was sad to see the same intro used for games .
- This could be nothing, but the CPU forced a fumble on me three straight times towards the end of the game. They were down by 3 touchdowns, but I felt a little cheated sometimes.
All in all however, Im very excited for this game. I pre-ordered from Amazon when it was only $45, and I have high hopes that its money well spent.
Definitely like the demo so far, and here's what I think:
Overall:
The feel is definitely different for this years game in a very good way. The movement feels much more realistic. The game looks pretty good, and the new additions of the ticker at the bottom and in game updates are pretty neat, if a bit annoying at the moment due to the limited time available.
Offense:
Passing is definitely improved. The lob on the ball is much more realistic, and while I haven't gotten it completely down yet, it is certainly going to pay dividends once I do.
The movement of the QB in the pocket has slowed down a lot, which is a good thing. I feel like I have more control on his actions, and avoiding the sack. It also forces you to be the type of QB that you have recruited. If he's a pocket passer, you're not going to be taking off successfully too often.
The drop back is nice, and the new receiver unlit/lit system for when they're looking is nice. You can't force things that aren't there all the time.
Comeback routes work properly now, if you time them right you can tear defenses up.
The new passing system for leading the receiver is also an excellent edition. It gives you a lot more control versus the old system. It seems more realistic.
Defense:
First of all I want to say I love whoever redid the defensive system. Not only do players hand off zones like they should, but the zones are linked to parts of the field, NOT the players. This way you don't have a standard zone cover 2 play called with all your LBers covering the same small piece of field in the middle, I've wanted this for YEARS!
The read and react system is also very nice. It really makes the defense play realistically, and you'll have to learn when to play zone and when to play man.
The blitzes are also a ton better. It's easier to see the results of a hurried QB, or a good blitz getting to the QB faster. There is a lot less suction on the offensive linemen. If they miss the defender, he's going straight to the QB.
Special Teams:
Really like the improvements to the return game. It felt like the players stayed in their zones better, and the blocking was better was well.
I don't like the old flip-a-stick kicking system. I'd rather aim and then use the meter. It would be nice if they added a drift system like the use to have on your aiming with that system to make it a bit more intense and difficult. Flip-a-stick is easy FGs all day long. They're hard to screw up.
Overall:
The feel is definitely different for this years game in a very good way. The movement feels much more realistic. The game looks pretty good, and the new additions of the ticker at the bottom and in game updates are pretty neat, if a bit annoying at the moment due to the limited time available.
Offense:
Passing is definitely improved. The lob on the ball is much more realistic, and while I haven't gotten it completely down yet, it is certainly going to pay dividends once I do.
The movement of the QB in the pocket has slowed down a lot, which is a good thing. I feel like I have more control on his actions, and avoiding the sack. It also forces you to be the type of QB that you have recruited. If he's a pocket passer, you're not going to be taking off successfully too often.
The drop back is nice, and the new receiver unlit/lit system for when they're looking is nice. You can't force things that aren't there all the time.
Comeback routes work properly now, if you time them right you can tear defenses up.
The new passing system for leading the receiver is also an excellent edition. It gives you a lot more control versus the old system. It seems more realistic.
Defense:
First of all I want to say I love whoever redid the defensive system. Not only do players hand off zones like they should, but the zones are linked to parts of the field, NOT the players. This way you don't have a standard zone cover 2 play called with all your LBers covering the same small piece of field in the middle, I've wanted this for YEARS!
The read and react system is also very nice. It really makes the defense play realistically, and you'll have to learn when to play zone and when to play man.
The blitzes are also a ton better. It's easier to see the results of a hurried QB, or a good blitz getting to the QB faster. There is a lot less suction on the offensive linemen. If they miss the defender, he's going straight to the QB.
Special Teams:
Really like the improvements to the return game. It felt like the players stayed in their zones better, and the blocking was better was well.
I don't like the old flip-a-stick kicking system. I'd rather aim and then use the meter. It would be nice if they added a drift system like the use to have on your aiming with that system to make it a bit more intense and difficult. Flip-a-stick is easy FGs all day long. They're hard to screw up.
I'm not going to jump the gun on this just yet, but I just got called for "Fair Catch Interference" as I was standing still and the returner ran into me after calling for the fair catch.
# 976
johnnyboi08 @ 06/13/12 10:33 PM
Been playing the demo for a couple of days now and really liked more than I thought I would, passing game is much smoother. As I have been playing though, my main concern is the defense, did the safeties just become stupid or is it because it's on varsity? Has anyone else notice this? Im really like what they did with the zone defense also and the way the defense can give the illusion of being in man pre snap, but once again I want to emphasize the importance of the safeties iq in this game cuz that's the only real flaw I'm seeing in my time playing. I hope these issues are just pre launch kind of things because this year has some great potential.
I played NCAA 12 for the first time in a month today. There's definitely a noticeable difference in defensive AI (for the better) in the 13 Demo than what was in NCAA 12.
In 12, I called a read option play. The DE bit on the HB so I had the QB keep the ball. Magically, the DE peeled off the HB and jet-packed over to my QB (who was running like he had cement bricks for feet) and nailed him for a 3-yard loss. The option game is 100% better in the 13 Demo as the QB's finally run at a normal speed and the Defense isn't as psychic when it comes to reading the play.
The psychic DB's are all over the place in 12; you really notice it after spending more time with the 13 demo. I had a play where (I was Indiana vs. Penn St.) my cornerback was beaten by 1-2 steps, yet still continued to run the exact route of the WR and thanks to an underthrown ball, came up with an INT. In another play, I had a WR break free on a seam route so I threw the ball to him, only to have a CPU DB come from out of the screen to knock the ball down.
There's definitely new tackle animations in 13, too.
After being a little down-trodden on this game, I'm feeling a lot better after a direct comparison of the 12 retail and the 13 demo. I think I'll definitely get my $45 worth out of NCAA 13.
In 12, I called a read option play. The DE bit on the HB so I had the QB keep the ball. Magically, the DE peeled off the HB and jet-packed over to my QB (who was running like he had cement bricks for feet) and nailed him for a 3-yard loss. The option game is 100% better in the 13 Demo as the QB's finally run at a normal speed and the Defense isn't as psychic when it comes to reading the play.
The psychic DB's are all over the place in 12; you really notice it after spending more time with the 13 demo. I had a play where (I was Indiana vs. Penn St.) my cornerback was beaten by 1-2 steps, yet still continued to run the exact route of the WR and thanks to an underthrown ball, came up with an INT. In another play, I had a WR break free on a seam route so I threw the ball to him, only to have a CPU DB come from out of the screen to knock the ball down.
There's definitely new tackle animations in 13, too.
After being a little down-trodden on this game, I'm feeling a lot better after a direct comparison of the 12 retail and the 13 demo. I think I'll definitely get my $45 worth out of NCAA 13.
# 978
Armor and Sword @ 06/13/12 10:48 PM
The more I play the demo the more pumped I get.
The passing game is light years ahead of 11 and 12. Lightyears.
I am seeing tons of better more organic tackle animations.
The ticker and score break aways are a huge addition which is now really making the dynasty game experience so much better. Yeah Rece sounds wooden and not that great....but it is a start.
NCAA 13 is a game I am very much looking forward to.
The passing game is light years ahead of 11 and 12. Lightyears.
I am seeing tons of better more organic tackle animations.
The ticker and score break aways are a huge addition which is now really making the dynasty game experience so much better. Yeah Rece sounds wooden and not that great....but it is a start.
NCAA 13 is a game I am very much looking forward to.
I actually had to register and account to post my thoughts.
Is this demo a real thing or is this a joke from EA sports? The player movement is so abysmal and unreal it's pathetic. Going from FIFA to this game is like being put from an XBOX 360 to a PS2. It's beyond garbage.
I love college football and this terrible demo actually ruined my evening. I feel bad for people who will waste their money this year on yet another terrible effort.
Ugh. I'm so frustrated.
Is this demo a real thing or is this a joke from EA sports? The player movement is so abysmal and unreal it's pathetic. Going from FIFA to this game is like being put from an XBOX 360 to a PS2. It's beyond garbage.
I love college football and this terrible demo actually ruined my evening. I feel bad for people who will waste their money this year on yet another terrible effort.
Ugh. I'm so frustrated.
My impressions are, this is a $19.99 upgrade over NCAA Football 12.
1. Passing does seem more intuitive because the receivers actually adjust to the direction the football is thrown in. It feels easier to catch the ball and run up field in stride. The animations don't lock you in like they have in past editions. But this demo is playing on varsity, and passing in general seems really easy across the middle. My opinion on the impact of pass trajectories is still pending.
2. The AI has no outside containment on the run. Last year, it was a challenge to run outside or off tackle. This year, I'm bouncing ISO plays outside for eight yards a pop.
3. The game speed is too twitchy for my taste, although that can be adjusted with sliders - if they work. That's never a forgone conclusion.
4. Dreads, dumb player equipment selections and general roster ineptitude seems to get worse with each title.
5. I really like the subtle new animations the quarterbacks go through walking up to the line of scrimmage. Finally, a little nuance to praise.
6. I've seen a couple of new tackle animations, but then I've also seen a dozen Jimmy Superfly Snuka type tackles on kick return. More arcade flash for the kiddies.
7. Heisman Challenge mode, thing... player lock with graphics and a gimmick Dead Red Revolver feature.
8. The crowd and field look to have taken a hit graphically this year. Maybe it's just because this is a demo. Don't we say that every year?
9. Do not notice any new face masks or player equipment additions.
10. Overall sound and feel of the crowd is still lacking. It's better, but better from absolutely horrible. LSU fans chant over the coin toss, which is a tiny nuance that needs to be expanded upon. EA has plenty of money, considering they now pimp every cut scene with an advertisement. Since they totally botched the custom stadium sounds feature for wide spread use in the game, they need to step up and buy the rights to use more specific chants and fights songs in the game.
This next impression is brought to you by Carls Junior!
11. I like the way the introductions are laid out from Reese Davis to Brad Nessler. The team running out on the field and then stretching was awkward last year. But now there is no impact player introduction.
12. Davis' lines are choppy and they tend to kill the flow of the game. Occasionally a studio update is saved by Nessler actually reaction to a score. However, the two times I've heard Nessler respond to a studio update, he said something that didn't make sense. Like, No. 10 ranked Texas is beating Texas Tech, yet I'm playing No. 5 ranked Oregon and Nessler says the Ducks have to win so they don't fall too far behind the Longhorns in the polls.
13. USC runs the Pistol?
14. Controlling defenders is still a mixed bag. Sometimes the controls feel more responsive, sometimes you still switch the closest man only to find yourself locked into running away from the ball carrier.
15. Pass rushing is still just locked in animations playing themselves out as you uselessly button mash.
16. Meh... I'll pick this up used after I'm done playing updated rosters for NCAA Football 12.
1. Passing does seem more intuitive because the receivers actually adjust to the direction the football is thrown in. It feels easier to catch the ball and run up field in stride. The animations don't lock you in like they have in past editions. But this demo is playing on varsity, and passing in general seems really easy across the middle. My opinion on the impact of pass trajectories is still pending.
2. The AI has no outside containment on the run. Last year, it was a challenge to run outside or off tackle. This year, I'm bouncing ISO plays outside for eight yards a pop.
3. The game speed is too twitchy for my taste, although that can be adjusted with sliders - if they work. That's never a forgone conclusion.
4. Dreads, dumb player equipment selections and general roster ineptitude seems to get worse with each title.
5. I really like the subtle new animations the quarterbacks go through walking up to the line of scrimmage. Finally, a little nuance to praise.
6. I've seen a couple of new tackle animations, but then I've also seen a dozen Jimmy Superfly Snuka type tackles on kick return. More arcade flash for the kiddies.
7. Heisman Challenge mode, thing... player lock with graphics and a gimmick Dead Red Revolver feature.
8. The crowd and field look to have taken a hit graphically this year. Maybe it's just because this is a demo. Don't we say that every year?
9. Do not notice any new face masks or player equipment additions.
10. Overall sound and feel of the crowd is still lacking. It's better, but better from absolutely horrible. LSU fans chant over the coin toss, which is a tiny nuance that needs to be expanded upon. EA has plenty of money, considering they now pimp every cut scene with an advertisement. Since they totally botched the custom stadium sounds feature for wide spread use in the game, they need to step up and buy the rights to use more specific chants and fights songs in the game.
This next impression is brought to you by Carls Junior!
11. I like the way the introductions are laid out from Reese Davis to Brad Nessler. The team running out on the field and then stretching was awkward last year. But now there is no impact player introduction.
12. Davis' lines are choppy and they tend to kill the flow of the game. Occasionally a studio update is saved by Nessler actually reaction to a score. However, the two times I've heard Nessler respond to a studio update, he said something that didn't make sense. Like, No. 10 ranked Texas is beating Texas Tech, yet I'm playing No. 5 ranked Oregon and Nessler says the Ducks have to win so they don't fall too far behind the Longhorns in the polls.
13. USC runs the Pistol?
14. Controlling defenders is still a mixed bag. Sometimes the controls feel more responsive, sometimes you still switch the closest man only to find yourself locked into running away from the ball carrier.
15. Pass rushing is still just locked in animations playing themselves out as you uselessly button mash.
16. Meh... I'll pick this up used after I'm done playing updated rosters for NCAA Football 12.
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