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NCAA Football 14 News Post


The NCAA Football 14 demo is available now for both 360 and PS3. If you are a 360 user with a Gold account, you can queue it up right here.

Below is the list of games available. You can play a full game with 3 minute quarters.
  • Alabama vs. Virginia Tech
  • Oregon vs. Texas A&M
  • Ohio State vs. Michigan
The Skills Trainer is included in the demo, as well as all of the camera views, including the coordinator cam. You can also adjust difficulty and all sliders in the demo.

If you are having issues finding the demo, click here for some helpful tips.

Game: NCAA Football 14Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 54 - View All
NCAA Football 14 Videos
Member Comments
# 1001 Swamp Swagger @ 06/24/13 02:54 AM
The thing I hate about using sliders is they effect my online play to much. Don't get me wrong a good set of sliders can do wonders, but I hate getting used to something to only go online and realize half the stuff I'm used to running doesn't work or work as well on default sliders.
 
# 1002 BenGerman @ 06/24/13 03:23 AM
Quote:
Originally Posted by PVarck31
AA I tried you sliders and really like them, but the only problem I'm seeing is the ridiculously easy passes over the middle. I could literally run slants up and down the field and maybe get stopped once.

Its like the only thing that really bothers me.

If anyone has any ideas on this please let me know.
It's really odd that you used his slider set and are still seeing that. AA's sliders look a lot like the ones I was using and I tested an entire game of slants out - and I couldn't complete anything. I'd say the route was open about 50% of the time. Sometimes my QB would fit the pass in there if my WR wasn't open, but more often than not, it would just turn into an INT or incompletion.

One thing you could try is boosting CPU coverage back up to 45 and HUM QBA at 0 or 5. It also depends on what team you are playing as, I think. I was up against Alabama's secondary, which I'm sure didn't help.

Something to remember is that slants/plays over the middle are called in real life a lot for a reason: it's an incredibly hard play to defend. The downside as an offense should be increased interception risk (and if you have QBA at 0, there should be a lot of overthrows right into the safeties that would make you think twice about over the middle passes) and the risk of leading your receiver into a gigantic hit. But those plays are going to be completed in that 60-75% chance range.

Something you may want to try is to just abuse the middle an entire drive with a lower QBA and see if you can score consistently that way.
 
# 1003 PVarck31 @ 06/24/13 04:07 AM
Quote:
Originally Posted by BenGerman
It's really weird that you used his slider set and were still seeing that. AA's sliders look a lot like the ones I was using and I tested an entire game of slants out - and I couldn't complete anything. I say the route was open 50% of the time. Sometimes my QB would fit the pass in there if my WR wasn't open, but more often than not, it would just turn into an INT or incompletion.

One thing you could try is boosting CPU coverage back up to 45 and HUM QBA at 0 or 5. It also depends on what team you are playing as, I think. I was up against Alabama's secondary, which I'm sure didn't help.

One thing to remember is that slants/plays over the middle are called in real life a lot for a reason: it's an incredibly hard play to defend. The downside as an offense should be increased interception risk (and if you have QBA at 0, there should be a lot of overthrows right into the safeties that would make you think twice about over the middle passes) and the risk of leading your receiver into a gigantic hit. But those plays are going to be completed in that 60-75% chance range.

Something you may want to try is to just abuse the middle an entire drive with a lower QBA and see if you can score consistently that way.
I'm gonna try yours too. But yeah, I was playing Michigan. I could literally hit every slant over the middle except maybe 2. I pretty much abused them.

And yeah, they are definitely high % plays, I wouldn't even mind seeing 60% completed. I'll try raising the CPU pass coverage slider. If I raise it too high does it effect something else? Because I'll jack it up to like 70 if it helps.
 
# 1004 seasprite @ 06/24/13 08:39 AM
I cant stop playing this demo, its just that good for me this year.
 
# 1005 Buckeye Country @ 06/24/13 09:32 AM
Quote:
Originally Posted by Matt10
I had QBA for User/CPU on zero and it was kind of hit or miss. Definitely not accurate for the user - but was for the CPU. Did not mess with PCV sliders though.
Is this for CPU v CPU play? Thanks
 
# 1006 Buckeye Country @ 06/24/13 10:02 AM
Scrambling qb's sure get sacked a lot.
 
# 1007 jmik58 @ 06/24/13 11:52 AM
I've been tinkering around with the game speed the last few games. Originally I was pretty sold on the "slow" speed, but I'm getting the feeling that normal speed is a little better this year.

It seems as if the animations don't slow down enough on slow speed. For example, an out route gets jumped more for/against me on slower speeds than it does on normal speed. The players move slower, the pass is slower, but the interception or pass coverage animation doesn't slow down enough to compensate.

With the same settings and sliders I'm getting different results on Normal than on Slow in regard to the passing game.

Also on Normal speed the defense doesn't feel as controlled as they do on slow speed so there are less "mistakes" made in pursuit from my observation.

Anyone else seeing similar things, or maybe it's time to put the demo down before I start telling myself things are there when they aren't?
 
# 1008 AuburnAlumni @ 06/24/13 12:01 PM
Quote:
Originally Posted by PVarck31
AA I tried you sliders and really like them, but the only problem I'm seeing is the ridiculously easy passes over the middle. I could literally run slants up and down the field and maybe get stopped once.

Its like the only thing that really bothers me.

If anyone has any ideas on this please let me know.
I'd reiterate what Ben said in that you'll probably want to keep Human QB acc at 0 to make it tougher to complete those slants and also make it more dangerous.

Personally, I haven't had the issue of being unstoppable in that regard, but if you are, I'd go with less accuracy for the Human QB. At 0..you'll have a lot of wild passes by the QB, and a wild pass on a slant can easily turn into an INT for the "bad guys".
 
# 1009 AuburnAlumni @ 06/24/13 12:04 PM
Quote:
Originally Posted by jmik58
I've been tinkering around with the game speed the last few games. Originally I was pretty sold on the "slow" speed, but I'm getting the feeling that normal speed is a little better this year.

It seems as if the animations don't slow down enough on slow speed. For example, an out route gets jumped more for/against me on slower speeds than it does on normal speed. The players move slower, the pass is slower, but the interception or pass coverage animation doesn't slow down enough to compensate.

With the same settings and sliders I'm getting different results on Normal than on Slow in regard to the passing game.

Also on Normal speed the defense doesn't feel as controlled as they do on slow speed so there are less "mistakes" made in pursuit from my observation.

Anyone else seeing similar things, or maybe it's time to put the demo down before I start telling myself things are there when they aren't?
Agreed. I tried slow...it was nice...but just too slow for my taste. Part of the difficulty in football and being a QB is having to make quick decisions. At slow speed, it felt as though I had a bit too much of a "comfort zone" to make a decision.

I am a big fan of a speed threshold at 20 though to open some things up between the burners and the slower guys on the field.

I'll reiterate what seasprite said....this demo is a TON of fun. Forget all the intricate detailing of what works/doesn't work, etc. The bottom line is the fun factor and this demo has it in spades.
 
# 1010 LionsFanNJ @ 06/24/13 12:06 PM
I've played a few games on the demo and it may be just me but the speeds seem more noticeable on varsity than the higher levels. It also might be I just have lanes where I can hit the accelerate trigger on varsity. Either way I was having fun on all difficulty levels.


And I still can't get over how the 34 was actually effective in the demo


Sent from my Galaxy Nexus using Tapatalk 4 Beta
 
# 1011 Buckeye Country @ 06/24/13 12:19 PM
Bama QB just went 2 of 17 co/att, sacked 1 time with these settings on CPU v CPU.


All-American
Default threshold and speed

QB Accuracy:0
WR catch: 35
Int: 0
Pass Cov: 75

Still testing but with slider at 0 this QB was all over the place, good sign. I will post more numbers later. Scrambling qb's get sacked more, but seem more accurate with above settings.
 
# 1012 jahswill @ 06/24/13 12:25 PM
Quote:
Originally Posted by Swamp Swagger
The thing I hate about using sliders is they effect my online play to much. Don't get me wrong a good set of sliders can do wonders, but I hate getting used to something to only go online and realize half the stuff I'm used to running doesn't work or work as well on default sliders.
Thats why I adjust my sliders so that Im either decreasing user sliders and or increasing cpu sliders. From my experience, this actually makes online a little easier. Ex. if I put ser QBA at 5. When I go online, that default 50 QBA feels like Aaron Rodgers. Another example. User RBLK at 25. The running lanes are easier to find after you've been playing with lessened attributes once you're online with that value back at 50. I hope that makes sense.
 
# 1013 DJ @ 06/24/13 01:06 PM
Finally got a chance to play the demo (PS3). Overall, a fun experience.

All-American was too easy so I bumped it up to Heisman, and that is where I'll stay.

Usually play on Slow speed but am going to try Normal. Too easy to read the defense on Slow.

Read option is a lot of fun and it is nice to see the CPU be able to run it.

Zoom camera is great! Wide and Coordinator cameras are nice but give the User even more of an advantage over the CPU.

Graphics are nice. Fields look sharp and uniform colors pop.

All in all, I'm looking forward to release.
 
# 1014 the_riot @ 06/24/13 01:44 PM
Quote:
Originally Posted by Matt10
I had QBA for User/CPU on zero and it was kind of hit or miss. Definitely not accurate for the user - but was for the CPU. Did not mess with PCV sliders though.
I haven't read through this entire thread, was just wondering what you have found regarding last year's dreaded db glitch.
 
# 1015 The Amaizen Blue @ 06/24/13 02:24 PM
Brilliant demo, but I can't seem to stop any offense I face I blitz, they throw a quick short pass. I play zone they run it, I play man to man, they go deep.

I'm coming from NCAA 11 though, so I might have my work cut out for me.
 
# 1016 brandon27 @ 06/24/13 02:37 PM
After having some time this weekend to get some time with the demo, I've gotta say, I enjoy it. I love that the colors finally seem to stand out, it doesnt look so plain and washed out anymore.

Blocking seems improved to me, so that's a big plus.

Running seems better this year as well, so thats a plus.

Crowds look as terrible as ever, if not worse. Sure that will change next gen. Not a huge deal breaker though.

I found the CPU's option offense generally impossible to stop. Maybe it was just me though.

All in all, very happy with the demo. A bit ticked off now that I'll be in Alaska on a cruise when the game drops. Not sure why I preordered it then. lol

I wish the demo had let you explore the new dynasty stuff a bit, especially the new recruiting, just so you could get a feel for it.
 
# 1017 GisherJohn24 @ 06/24/13 02:58 PM
Had another glitch. I caught a pass out of bounds and the refs said play overturned and gave the other team 6 points. This better not be in final game . Ps3 demo
 
# 1018 GisherJohn24 @ 06/24/13 03:12 PM
IM sorry for being a pessamist. But I Remember the glitches that 11, 12 and 13 have. Anyone remember the pump fake bug? That wasn't fixed for 2 months after the launch. I just worry about new engines will make things worse. I will try to wait for the final product. Will probably wait for ya'all to pla yon launch day and then hear input from you guys before deciding. I hope EA can turn it around.
 
# 1019 GisherJohn24 @ 06/24/13 04:51 PM
Quote:
Originally Posted by XxJustAguessxX
The funny thing is there is no grey area with this game, it either works or it doesn't. If your waiting to hear the game has no bugs I think your gonna be disappointed. There will be some glitch and the response team will have to fix it or half fix it but I'm ok with the game, there are some wonky animations with the IE 2 but were not playing the final build of the game so they say so I'm gonna be optimistic and think we will get a halfway decent game.

Yeah, I can take a few bugs. But I get frustrated, especially if they are bugs that were in the previous versions...
 
# 1020 jwilphl @ 06/24/13 06:12 PM
Keep in mind I'm coming from NCAA '12 to make my comparisons. I think 2 years is a much better measuring point than 1 in critiquing how the game has improved. Here are my impressions from the PS3 version:

Graphics:
  • Having not played since NCAA '12, the game looks demonstrably different. The colors are much brighter, but to me the overall look is less appealing.
  • It appears this game has much different lighting from previous versions. I find this version of the game appears almost more "cartoonish" (for lack of a better term) than NCAA '12.
  • The details aren't there compared to previous versions. There is also a lot of pixelation and other fidelity issues, but some of that may be due to the nature of the demo (will compare against final version of the game).
  • Based on demo alone, I would say I prefer NCAA '12s graphics overall but NCAA '14 has a better palette of colors to work with (again this may just be different lightning engines, I believe they previously used HDR environments).


Presentation:
  • Liking what I have seen so far. The new stat overlays were nice, but still somewhat infrequent. With only 3 minute quarters it is hard to tell.
  • The commentary is rather uninspired as Kirk and Brad are still in the booth together. I hear some new lines but overall tend to drown them out, as we've been hearing them for over a decade now. Time to mix things up, EA.
  • I get a more broadcast feel from this version of the game, especially in comparison to NCAA '12 which is nice. Definitely an improvement, but just as well has plenty of room to grow.
  • Crowd sound still seems fairly weak, whereas player chatter is much improved. This has to do with that weird mix of broadcast v. on-the-field presentation that EA tends to bungle. If I could choose one or the other that would be great, but I have a feeling the crowd noise just won't stand up to the improved on-field sounds.
  • Players still tend to walk around like robots after the play. They look like brain-dead marionettes.
  • Some of the same cut-scenes and end-game scenes from NCAA '12, which is not good, IMO.


Gameplay:
  • Considerably variant as compared to NCAA '12. By that I mean the new engine is quite noticeable. Collision effects are much better handled. Don't yet have a handle on line interactions and warping, that will come with time.
  • There were some oddities in how my QB acted when throwing (e.g. he would face toward the sideline to throw the ball 30 yards downfield).
  • Quite a few new WR animations, which is good to see. I also like throwing a screen play to my RB and see him cut up field instead of running straight out of bounds like in NCAA '12.
  • Surprisingly the foot-planting feels pretty genuine, but there still are some momentum/physics issues where inertia is completely countered by anti-gravity.
  • No more alligator-arm DBs? Did not experience that, thankfully. In '12 they would do the elbow jerk, here they actually extend their arms to go get the ball. Had 2 INTs in my first game.


Other:
  • There is still a lot of lag between button presses. Not sure if this is strictly a PS3 issue, but it is a hindrance to the overall experience.
  • I can't put my finger on it but I feel claustrophobic playing. Perhaps the field is too small or the players are not the right proportions? Maybe it is the lighting? I can't really tell what it is, the game just feels "small" to me. It looks like a player = between 3 and 4 yards tall, which is obviously too big. Without instant replay I can't confirm.
  • The engine still shows some weird effects, like players colliding then unsure how to respond, so they twitch or flip all over the place. A technology limitation hopefully corrected by the next-gen consoles.


Overall I hope the final version is much more polished. Since it is a demo it is hard to tell what we have now vs. what we won't--it probably won't be a hugely dramatic difference, but there should be some. I don't really know what to expect considering the variance in product we usually receive, but I did enjoy my time with the demo moreso than loathe it.


Still unsure as to purchase. I despise NCAA '12 gameplay, but I'm still deciding on whether to hold out until the first PS4 release of an NCAA game or to just get it this year and wait until '16.
 


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