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NCAA Football 14 News Post


NCAA Football 14 is available now for EA Sports Season Ticket subscribers. Post your impressions here.

As a reminder, this is not a topic for questions. Please use the NCAA Football 14 Q&A thread for that.

Game: NCAA Football 14Reader Score: 8/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 54 - View All
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Member Comments
# 441 mebby @ 07/08/13 10:15 AM
Quote:
Originally Posted by prototype561
For those complaining about how bad the defense is, it all has to do with how bad the programming is for the cpu in general.

The cpu hasn't been able to run the ball all generation, to make an effective run game EA makes user players get blocked for 4+ seconds. This allow for the cpu runner to run 7+ yds before anyone gets close to him.

The cpu qb is not good at making quick decisions or reading the defense hence elite pass rushing lines get stifled by below average ones leaving the qb time to make a decision. They also make elite cb's get beat badly by average wr's.

I just went into practice mode with UGA vs Ga State, I picked a 3 man rush for Ga State defense. The Ga State defenders got my qb(UGA) on average of 3-4 seconds. I then went and used South Carolina defense with a 4 man rush against Ga State offensive line and it took them on average 4 seconds to get the qb.

Soo the worst team on the game was able to pressure my qb with a 3 man rush better than the best dline on the game was able to pressure the cpu qb.

EA programming = FAIL!
I play with South Carolina almost exclusively and with Heisman plus some sliders I'm getting to the QB in a reasonable/expected amount of time. The only minor frustration I've noticed is that it's difficult to get many sacks with Clowney (or more difficult than it should be in certain situations) because the QB's almost always move to the right and he's coming from the left.

And a little off-topic from this post but has anyone else noticed when you're controlling the DE and the CPU runs an option play that you DE automatically stands up into the QB contain read. I can't seem to force him to go to the RB. That's annoying... especially when you've got a beast like Clowney just sitting there ready to swallow a guy up and he's doing the pee-pee dance as the RB slide right past him.
 
# 442 hazelhood19 @ 07/08/13 10:18 AM
Quote:
Originally Posted by FLIGHTWHITE
I stand by my statement from a few days ago that this game is incomplete and that's just my opinion.

I'm enjoying a lot of things the game offers but some of the core fundamentals don't work properly namely penalties. What is football without holding calls??

Hopefully a Release Day Patch comes out at midnight to address these issues

Sent from my SPH-L710 using Tapatalk 2
Come on now. When's the last time the penalty sliders worked in any EA game? Nobody should buy this game expecting there to be penalties in it. As sad as that is, it's true, and everyone here should know that going into buying the game. I don't totally get where all the hate for this years game is coming from. It's like all the previous NCAA games, only a little better. Now it's up to you decide if that's good enough for you or not. It is for me. I'm having lots of fun with it so far, and will only enjoy it more once the rosters come out.
 
# 443 hazelhood19 @ 07/08/13 10:36 AM
Quote:
Originally Posted by MrMBrown
Because it's an EA product and they're gonna find a reason to complain.
Don't get me wrong. I understand the complaining. It just doesn't make sense to me that every year people complain about things that are wrong with the game, that have been wrong since the start. There's things that I don't like about the game either, but I knew it would be like that going into it.
 
# 444 RnRexpress3423 @ 07/08/13 10:43 AM
I keep telling myself that EA is finally going to put it together this year, year in and year out. I'm still waiting and have been waiting for a long while.

The game has its pros but Damn from the grey face mask issue and the dB glitch still sticking it's ugly head out this game does feel incomplete. Why would EA let us play the season ticket version the way it is w no patch is beyond me. Do they want to lose people as customers because they lost my money last year and will not be getting a dime from me this year.

As many have said, if a day one patch is implemented, then great. If not, it's back to The Show and The Last of Us multi-player which is pretty Damn cool if you ask me.

Sent from my SGH-T999 using Tapatalk 4 Beta
 
# 445 jeremym480 @ 07/08/13 10:47 AM
Quote:
Originally Posted by jaredlib
BenG, JeremyM, or anyone using a heisman offense AA defense hybrid, please advise

I love the idea of a split set but after one game I worry this feature is not working as intended

I had been on AA for both, so what I did was leave the sliders that relate to CPU offense (users defensive and CPU offensive) on the AA settins and then put the sliders relating to user offense (user offensive and CPU defensive) to default 50, except user QBA at 5, which is where I wanted to start on heisman

Well, I played am exhibition vs Michigan and it felt terrible. It felt like the whole thing was on default AA. I averaged 12 yards a carry and went 12/14 before turning it off.

Are you playing in exhibitions or dynasty mode? Is the way I'm setting the sliders up for a hybrid set wrong?
I'm playing in Play Now. I have seen some of the wide open running game. Particularly in the Clemson/GT Tech game. I ran for 130 yards with their RB, but I just chalked that up to a good offense. In my next game Louisville (me) vs Florida. My starting RB had 92 yards on 20 attempts. He had a long of 22 yards, so if it weren't for that one long run he would have only averaged 3.69 YPC. Passing wise Bridgewater went 16-22 (73%), for 226 yards and had 2 TDs and 1. Which seems like a high completion %, but since he completed 68% it's not too high, in my opinion.

Florida's passing offense was terrible though. Driskel only completed 6-14 passes for 41 yards. I even called Zone for much of the game, so you can definitely shut down the CPU's passing game on AA. Their running game and D kept them in the game though and in the end I was able to squeak by with a 24-21 win.

So despite in flaws I had another close, competitive game.

Quote:
Originally Posted by Quint75
I have played 7 full games and have not seen a fumble. I know most others are not experiencing this so I don't want to panic, but this is getting ridiculous. I always cover up when I am the ball carrier and I rarely use the hit-stick on defense, but in the past versions of the game I have always had a decent number of fumbles while playing this way. If this is an anomaly, it's a pretty damned nasty one.
I've seen a couple of fumbles through my first 6-7 games. I've fumbles three that I can recall. One was riding my RB... He was tried and I was trying to give him on last carry before I spelled him and he fumbled. The other two were both by WR's. One was running a slant and got nailed coming across the middle and the other was a screen pass where the WR caught the ball, took half a step, then got drilled by the safety.

Now that I think of it I've fumbled two more times, but those were on manual dives. I wouldn't advise diving in the middle of the field with your QB

The CPU has fumbled the ball a few times as well. Once their QB made a bad pitch on an option. I've also seen the QB fumble on a scramble, but they recovered.
 
# 446 seanhazz1 @ 07/08/13 10:49 AM
I see a lot of people complaining about the lack of D in 14 and I'm not really seeing it, especially after practicing D and playing online.

I'm here to defend the D.

I see it (perceived lack of D) more of a game-speed/momentum engine unfamiliarity from us. The ability to drive a lineman back into the quarterback or to perform lineman moves to get to or disrupt the QB, that actually work is great....even bumping that go-to tight end at the line results in a timing disruption now. You don't win them all but you do make more of a non-cheesy difference on D at the line than years past, and all without actually having to hit the QB (though its still great to do). The right stick+turbo in the right situation is great weapon at the line. Now, you also have to make the correct line blocking assignments or get hammered by better teams/game play.

Playing against Alabama's D-line is distinctly different than playing against Florida Atlantic's D-line.

The new D-line play and infinity engine, makes that pocket so much more dynamic and unpredictable now and a shrinking pocket DOES affect the QB and the offense (rushed releases, deflected passes, "tuck rule" types of hits, scrambles, etc.). The right stick moves feel natural and with certain players is almost OP IMO if anything. As a D-lineman, I've busted through the line on Heisman (using Syracuse) and almost taken the hand-off myself from the QB against the read option, pushed the QB into the ground with his own lineman, swim moves, spin moves, bull rushes, swatting passes, containing read-option running lanes, covering tight ends, covering RBs, forcing the pocket in a direction opposite of the designed play, blowing up lead blockers,

Press covering and bumping receivers has never been more satisfying. In some instances, they don't get off the line at all before the play ends because of battling with a good/superior CB and good defensive scheming. If anything CB user pick is OP, but i think its just me being used to doing it.

I think people expected to be handed the usual easy AI wins out of the box by using the same gimmicks on D that they used in the past, and they simply don't work as reliably as in years past. All of the complaints seem to be slider-fixable unless someone tells us the sliders aren't working.

I don't think you can just sit in the secondary now as a super MLB, or jump snapping(I know not in this year) DL all the time, expect the AI to pick up their slack and be successful, you have to mix it up and play the situation yourself correctly or get beat.

The read-option/triple threat is definitely not OP when running the right D against it.

Playing against a top QB is not at all like playing against a lower tier QB in accuracy, decision making, accuracy speed, etc. Blocking was improved last year, but wasn't done very good compared to this year. This year with improved blocking its perceived as OP. Its not, its the flavor of the week.

Deep/jump fades are much harder because the D can battle for the ball, by bumping, posting-up, pushing out of bounds, so having the correct player in coverage is also now more important instead of just the fast guy. You can now play the big bump coverage corner that's a true lock-down cover guy.

Overall I think the EA NCAA 14 team did a great job and the franchise is headed in a great direction on O, and on D game-play. It has a small issues here and there with recruiting and presentation, but definitely not deal breakers by any means.
 
# 447 hazelhood19 @ 07/08/13 10:56 AM
Quote:
Originally Posted by seanhazz1
I see a lot of people complaining about the lack of D in 14 and I'm not really seeing it, especially after practicing D and playing online.

I'm here to defend the D.

I see it (perceived lack of D) more of a game-speed/momentum engine unfamiliarity from us. The ability to drive a lineman back into the quarterback or to perform lineman moves to get to or disrupt the QB, that actually work is great....even bumping that go-to tight end at the line results in a timing disruption now. You don't win them all but you do make more of a non-cheesy difference on D at the line than years past, and all without actually having to hit the QB (though its still great to do). The right stick+turbo in the right situation is great weapon at the line. Now, you also have to make the correct line blocking assignments or get hammered by better teams/game play.

Playing against Alabama's D-line is distinctly different than playing against Florida Atlantic's D-line.

The new D-line play and infinity engine, makes that pocket so much more dynamic and unpredictable now and a shrinking pocket DOES affect the QB and the offense (rushed releases, deflected passes, "tuck rule" types of hits, scrambles, etc.). The right stick moves feel natural and with certain players is almost OP IMO if anything. As a D-lineman, I've busted through the line on Heisman (using Syracuse) and almost taken the hand-off myself from the QB against the read option, pushed the QB into the ground with his own lineman, swim moves, spin moves, bull rushes, swatting passes, containing read-option running lanes, covering tight ends, covering RBs, forcing the pocket in a direction opposite of the designed play, blowing up lead blockers,

Press covering and bumping receivers has never been more satisfying. In some instances, they don't get off the line at all before the play ends because of battling with a good/superior CB and good defensive scheming. If anything CB user pick is OP, but i think its just me being used to doing it.

I think people expected to be handed the usual easy AI wins out of the box by using the same gimmicks on D that they used in the past, and they simply don't work as reliably as in years past. All of the complaints seem to be slider-fixable unless someone tells us the sliders aren't working.

I don't think you can just sit in the secondary now as a super MLB, or jump snapping(I know not in this year) DL all the time, expect the AI to pick up their slack and be successful, you have to mix it up and play the situation yourself correctly or get beat.

The read-option/triple threat is definitely not OP when running the right D against it.

Playing against a top QB is not at all like playing against a lower tier QB in accuracy, decision making, accuracy speed, etc. Blocking was improved last year, but wasn't done very good compared to this year. This year with improved blocking its perceived as OP. Its not, its the flavor of the week.

Deep/jump fades are much harder because the D can battle for the ball, by bumping, posting-up, pushing out of bounds, so having the correct player in coverage is also now more important instead of just the fast guy. You can now play the big bump coverage corner that's a true lock-down cover guy.

Overall I think the EA NCAA 14 team did a great job and the franchise is headed in a great direction on O, and on D game-play. It has a small issues here and there with recruiting and presentation, but definitely not deal breakers by any means.
I agree with all of this. There's a reason the read option is such a popular offense to run these days. It's because it provides match-up problems, and simply put, IT IS hard to stop. So I'm glad it's hard to stop on the game. You have to stunt the line, bring pressure, etc. I like the difficulty.
 
# 448 Flightwhite24 @ 07/08/13 10:56 AM
Quote:
Originally Posted by hazelhood19
Come on now. When's the last time the penalty sliders worked in any EA game? Nobody should buy this game expecting there to be penalties in it. As sad as that is, it's true, and everyone here should know that going into buying the game. I don't totally get where all the hate for this years game is coming from. It's like all the previous NCAA games, only a little better. Now it's up to you decide if that's good enough for you or not. It is for me. I'm having lots of fun with it so far, and will only enjoy it more once the rosters come out.
All the versions I've played in years past there were holding calls. I think some of you don't know the difference between complaining and pointing out issues

Its necessary to bring up bugs that are found so that a possible fix/patch is done. Thats not complaining, its making EA aware.



Sent from my SPH-L710 using Tapatalk 2
 
# 449 jeremym480 @ 07/08/13 11:16 AM
Quote:
Originally Posted by FLIGHTWHITE
All the versions I've played in years past there were holding calls. I think some of you don't know the difference between complaining and pointing out issues

Its necessary to bring up bugs that are found so that a possible fix/patch is done. Thats not complaining, its making EA aware.



Sent from my SPH-L710 using Tapatalk 2

Penalties definitely need to be addressed. I've seen a couple in my first 6-7 games, (2 offensive pass interference, one holding and a couple of false starts) but that's about it. In real life that wouldn't even be one games worth of penalties.

Anyway, on one of the offensive pass interference's I saw something that I never had seen before. I was running a WR screen. The one where the WR screen is towards the middle of the offensive line. Before the play I hot routed the WR on the other side to a streak. When the play started the WR running the screen was covered so I tossed it up to the one running the streak. He jumped up and grabbed it over the CB, but a penalty was called. I was thinking that maybe he interfered with the CB, but when the penalty came up on the screen it was pass interference on the LT. Upon further review, the Tackle was called for interference because he was blocking down-field on a forward pass. Pretty cool.
 
# 450 muggins @ 07/08/13 11:16 AM
I don't believe I played NCAA last year, so if this is old please forgive me, but the Nike training thing where you do all the drills is dang cool and a great way to waste time until rosters are released.
 
# 451 kc10785 @ 07/08/13 11:21 AM
Quote:
Originally Posted by seanhazz1
I see a lot of people complaining about the lack of D in 14 and I'm not really seeing it, especially after practicing D and playing online.

I'm here to defend the D.

I see it (perceived lack of D) more of a game-speed/momentum engine unfamiliarity from us. The ability to drive a lineman back into the quarterback or to perform lineman moves to get to or disrupt the QB, that actually work is great....even bumping that go-to tight end at the line results in a timing disruption now. You don't win them all but you do make more of a non-cheesy difference on D at the line than years past, and all without actually having to hit the QB (though its still great to do). The right stick+turbo in the right situation is great weapon at the line. Now, you also have to make the correct line blocking assignments or get hammered by better teams/game play.

Playing against Alabama's D-line is distinctly different than playing against Florida Atlantic's D-line.

The new D-line play and infinity engine, makes that pocket so much more dynamic and unpredictable now and a shrinking pocket DOES affect the QB and the offense (rushed releases, deflected passes, "tuck rule" types of hits, scrambles, etc.). The right stick moves feel natural and with certain players is almost OP IMO if anything. As a D-lineman, I've busted through the line on Heisman (using Syracuse) and almost taken the hand-off myself from the QB against the read option, pushed the QB into the ground with his own lineman, swim moves, spin moves, bull rushes, swatting passes, containing read-option running lanes, covering tight ends, covering RBs, forcing the pocket in a direction opposite of the designed play, blowing up lead blockers,

Press covering and bumping receivers has never been more satisfying. In some instances, they don't get off the line at all before the play ends because of battling with a good/superior CB and good defensive scheming. If anything CB user pick is OP, but i think its just me being used to doing it.

I think people expected to be handed the usual easy AI wins out of the box by using the same gimmicks on D that they used in the past, and they simply don't work as reliably as in years past. All of the complaints seem to be slider-fixable unless someone tells us the sliders aren't working.

I don't think you can just sit in the secondary now as a super MLB, or jump snapping(I know not in this year) DL all the time, expect the AI to pick up their slack and be successful, you have to mix it up and play the situation yourself correctly or get beat.

The read-option/triple threat is definitely not OP when running the right D against it.

Playing against a top QB is not at all like playing against a lower tier QB in accuracy, decision making, accuracy speed, etc. Blocking was improved last year, but wasn't done very good compared to this year. This year with improved blocking its perceived as OP. Its not, its the flavor of the week.

Deep/jump fades are much harder because the D can battle for the ball, by bumping, posting-up, pushing out of bounds, so having the correct player in coverage is also now more important instead of just the fast guy. You can now play the big bump coverage corner that's a true lock-down cover guy.

Overall I think the EA NCAA 14 team did a great job and the franchise is headed in a great direction on O, and on D game-play. It has a small issues here and there with recruiting and presentation, but definitely not deal breakers by any means.
This is a great counter response to those who haven't figured out the D side of the ball. I actually like the D-Line and LB play specially when I controlling them. My problem is the zone defense it's horrible! Players don't react to players entering there zone. My main problem with this game is the actual facts that's wrong with this game. In correct sim stats, Touchback TD glitch, Holding calls (Like flight said), Roster share freezing up if you have ovet 90 people on your friends list, game slowing down in second half, punts always bouncing forward, grey gace mask, cpu DB glitch, plus more.

This is not complaining this is mistakes in the game. (This whole comment wasn't for you seanhazz)

Sent From a Samsung Galaxy Note 2 with Tapatalk 4
 
# 452 booker21 @ 07/08/13 11:21 AM
Quote:
Originally Posted by Matt10
Zone aggressive adjustment is screwing a pretty great game up. It's always just one thing with EA. I thought someone interviewed Josh H about the DB Glitch - well the formula for the DB Glitch stems from the nucleus that is the Aggressive Zone coverage adjustment.

Try for yourself:

Around the 3rd quarter, pause game - settings and select sides. Switch to CPU and then in the play select screen press L1 (adjustments) and see the defense is set to Coverage = Aggressive. Notice it is the only value that has been changed, nothing else.

I'm still testing for a fix - but this is the exact reason the DB glitch occured in NCAA 13 - and has been around in NCAA 12 (possibly 11). I'm posting this in the bug thread - doubt it will be looked at, but hopefully it will gain ground before the next damn game is out.
This ^

Hopefully EA fix this in a patch.
 
# 453 hazelhood19 @ 07/08/13 11:54 AM
Yeah, holding calls I am on board with. Those never had a problem being called when you bump it up a little. I haven't had a problem with getting holding calls this year.
 
# 454 mebby @ 07/08/13 11:57 AM
I've seen the DB glitch once but that's it. I've also increased the CPU coverage slider to around 60 so maybe that's made a difference?

I play on Heisman.
 
# 455 sooner1 @ 07/08/13 11:58 AM
Quote:
Originally Posted by seanhazz1
I see a lot of people complaining about the lack of D in 14 and I'm not really seeing it, especially after practicing D and playing online.

I'm here to defend the D.

I see it (perceived lack of D) more of a game-speed/momentum engine unfamiliarity from us. The ability to drive a lineman back into the quarterback or to perform lineman moves to get to or disrupt the QB, that actually work is great....even bumping that go-to tight end at the line results in a timing disruption now. You don't win them all but you do make more of a non-cheesy difference on D at the line than years past, and all without actually having to hit the QB (though its still great to do). The right stick+turbo in the right situation is great weapon at the line. Now, you also have to make the correct line blocking assignments or get hammered by better teams/game play.

Playing against Alabama's D-line is distinctly different than playing against Florida Atlantic's D-line.

The new D-line play and infinity engine, makes that pocket so much more dynamic and unpredictable now and a shrinking pocket DOES affect the QB and the offense (rushed releases, deflected passes, "tuck rule" types of hits, scrambles, etc.). The right stick moves feel natural and with certain players is almost OP IMO if anything. As a D-lineman, I've busted through the line on Heisman (using Syracuse) and almost taken the hand-off myself from the QB against the read option, pushed the QB into the ground with his own lineman, swim moves, spin moves, bull rushes, swatting passes, containing read-option running lanes, covering tight ends, covering RBs, forcing the pocket in a direction opposite of the designed play, blowing up lead blockers,

Press covering and bumping receivers has never been more satisfying. In some instances, they don't get off the line at all before the play ends because of battling with a good/superior CB and good defensive scheming. If anything CB user pick is OP, but i think its just me being used to doing it.

I think people expected to be handed the usual easy AI wins out of the box by using the same gimmicks on D that they used in the past, and they simply don't work as reliably as in years past. All of the complaints seem to be slider-fixable unless someone tells us the sliders aren't working.

I don't think you can just sit in the secondary now as a super MLB, or jump snapping(I know not in this year) DL all the time, expect the AI to pick up their slack and be successful, you have to mix it up and play the situation yourself correctly or get beat.

The read-option/triple threat is definitely not OP when running the right D against it.

Playing against a top QB is not at all like playing against a lower tier QB in accuracy, decision making, accuracy speed, etc. Blocking was improved last year, but wasn't done very good compared to this year. This year with improved blocking its perceived as OP. Its not, its the flavor of the week.

Deep/jump fades are much harder because the D can battle for the ball, by bumping, posting-up, pushing out of bounds, so having the correct player in coverage is also now more important instead of just the fast guy. You can now play the big bump coverage corner that's a true lock-down cover guy.

Overall I think the EA NCAA 14 team did a great job and the franchise is headed in a great direction on O, and on D game-play. It has a small issues here and there with recruiting and presentation, but definitely not deal breakers by any means.
Defense is so bad that I can run dives all day out of shotgun. Also pretty sad that this years D is so bad that you need to play on a linemen to get any pressure.
 
# 456 mebby @ 07/08/13 12:16 PM
Quote:
Originally Posted by sooner1
Defense is so bad that I can run dives all day out of shotgun. Also pretty sad that this years D is so bad that you need to play on a linemen to get any pressure.
I'll send you my sliders once I can get to them again. Playing on Heisman with the sliders I have it's impossible to consistently run shotgun draws up the middle. The only thing I've had success running consistently is the read option but that's to be expected as it can happen in real life too unless they start running the right blitzes or specifically playing to guard it. And then you just start running the play action and hope you get something out of it.

I don't know guys... I'm finding quite a bit of fun in this game. It's definitely not perfect but for me... it's fun enough.
 
# 457 kwjones16 @ 07/08/13 12:44 PM
Playing Dynasty on PS3 with Nebraska... if editing a players equipment, the team color is showing up as white instead of red. Same is the case when trying to make shoes black and team color instead of the incorrect default of white. Nebraska always wears black shoes. Also not to be a Homer but Tayor Martinez got screwed in the speed rating. An 88 speed for one of the fastest players in the country regardless of position is a slap in the face.
 
# 458 BenGerman @ 07/08/13 01:09 PM
Again, I think my experience has been a little different than everyone else. My last five games (as UF):

W: 23-20 (Toledo)
W: 20-17 (Miami)
W: 27-17 (Tennessee)
W: 17-13 (Kentucky)
L: 13-33 (Arkansas)

If anything, I think there has been too much good defense from what I've seen. I've been able to mix in zones, blitzes, and man and had a lot of success with it. The zones are a little too soft up the middle, but I'm hoping that can be addressed via patch or sliders.

Plus, I have been getting a huge pass rush with my front four, which is something that I've never had in a game of NCAA Football.
 
# 459 tyberious4now @ 07/08/13 01:17 PM
Buy or no buy that is the question? Right now I'm at the no buy stage until a patch is done and it fix what is wrong with this game!
 
# 460 Dogslax41 @ 07/08/13 01:39 PM
After logging about 10-15 games (exhibition and Hawaii dynasty) MY opinion of the game has remained unchanged from my initial reaction, a fantastic game that is severely crippled by poor balance creating game-breaking flaws in key technical areas.

This has been one of if not the most frustrating games that I have ever played because it is so close to being the most fun and best football game I have ever played, but fails miserably in areas that right now, unaddressed will keep me from buying the game. The irony of this is that it seems like EA’s additions to the game are the cause of the issue because they have failed to balance gameplay additions with pre-existing gameplay state.

I’ll start with the gamebreaking bad for me.

• Pass coverage for the human and the cpu have some horrendous balancing issues that lead to major problems. If gameplan is set to conservative or normal, zone coverage defenders will ignore players running through their zone and only pick them up if they stop and camp in their circle on influence. This leads to slants and drags running free through zone coverage and make playing zone impossible in key medium yardage situations because players refuse to pick up and pass on receivers. When set to aggressive gameplan defenders will almost run the route for the receiver and take superhuman routes and breaks on the ball. I’ll be honest, I hated and haven’t used these gameplan adjustments after a year or two after they were integrated because I always felt they were cheap and provided an unrealistic boost (big hit, strip and jump snap settings just felt cheesy and guessing run always reminded me of guessing the opponents play on Tecmo Bowl and the jail break that ensued)

I can understand how for some these gameplan additions are great additions to the game and need to be there, but it seems like programmers failed miserably to balance their integration into the game. The coverage gameplan setting seems to trump any coverage slider changes and essentially breaks both human and cpu coverage and the user can’t make any adjustments to fix those issues. Now while playing I know that if I call a pass play and the CPUs secondary’s first step is back I can hit a slant, drag or post with ease. From the snap I can tell if a defender is going to run my receiver’s route and there is no way he is getting separation no matter what the route is, perfect example of this are the curl routes. In reality if a defender is on a receivers hip stride for stride the curl is going to break his ankles, but in the game the defender turns in time with the receiver when in aggressive mode and more often than not picks the pass. From a human side this makes CPU defenses shutting me down impossible unless the defense just simply far outskills my offense (USC v Hawaii). For games where the CPU is equal to or even moderately better than my team the games are not nearly the 50/50 endeavor that they should be because of the ease of completing 5-10 yard passes against zone keeping drives alive.

• This leads to the second major issue for me, CPU running defense is non existent. The irony of this is that this appears to be the case because EA did such a good job with o line schemes, second level blocking and the option game. If you are remotely able to read the blocking scheme and defensive setup you are all but guaranteed 4-10 yards and no adjustment of defensive sliders or game level settings are going to help. The major issue that seems to be impacting this is that EA did a great job with implementing offensive line improvements but since no player rating in the game other than speed seems to have any impact on gameplay, the defenders are at a severe disadvantage because even a dominant defensive line player can be picked up and blocked by the worst of offensive linemen and now that they take proper angles and pick up defenders better you get to the second level with ease now. Granted I have only broken one major run over 30 yards in all of my games, but the automatic 5-10 yards combined with the coverage issues make it almost impossible for the CPU to stop me and I find that I regularly have 15-18 play touchdown drives.

The painful part about all of this is that other than these two issues the game is fantastic and would be a ton of fun to play.

Pros for me

• ESPN integration is finally done well and is almost perfect (give me video highlights during studio updates and halftime and add a weekly wrap up show and its perfect)

In game stat overlays, player specific commentary, team specific commentary and game trend specific commentary all add life to a game
Studio updates highlighting player performance add immersion to dynasties and make you interested in other players around the country

• Recruiting is fantastic. I know some don’t like the removal of the calls but I think its great. Its not time consuming and tedious but still allows you to adjust time focused on players. The randomness combined with the bonus points for pitch correlation to interests and bonus points for performance on the field at a recruits position. Recruiting is now difficult and requires thought and strategy but without being overly time consuming and keeping you off the field.
• Coaching carousel gets a huge upgrade and makes it interesting to me now that there is a progression slider. This for me fixes what was a broken useless system and makes it a huge part of the game. Being able to set progression to slowest means you won’t be Kunte Rockne after one year at SMU and makes you actually invest time. I love that I got use to using the WR matchup feature during exhibition then had it ripped out of my hands when I started my dynasty as a fresh coach.
• Most importantly the game looks and feels beautiful and plays a very smooth and gorgeous game of football. Physics and animations have been blended very well and while there are some comical moments overall the feel of the game is fantastic. It has just enough and not too many of those moments that make you yell out loud and then have to watch the replay over and over just to appreciate what happened.

There are plenty of other smaller pros (vibrant color style works well on the field, menus are gorgeous, Nike skills are a fantastic addition) and cons (atmosphere is still awful with no crowd interaction, uniform inaccuracies, button and menu lag, missing TD replay issues, sidelines are N64 level graphically) but the general feel for me is that EA did itself a major disservice and release an unfinished game because this game feels 2/3 months away from near perfection and jumping into NBA2k and The Shows weight class.

The biggest issue is that the two major gripes that I have with the game can’t be fixed with sliders. I’ve gotten too old to be able to invest all my time adjusting sliders for sports games anymore and had said if that was what NCAA demanded is was going to be a no go for me, but the game is so good that if these issues could be fixed with sliders I probably would have jumped and been forced to do it because the game is really that good outside of those issues.
 


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