Submitted on: 04/23/2010 by Christian McLeodThe NCAA series used to be my favorite sports franchise. I use  the past tense because ever since the series came to current-gen  consoles the gameplay quality and presentation values have taken steps  backwards, culminating in the extremely disappointing NCAA Football  10. 
So my mission was clear at this preview event in New York: track down  those responsible for the development of the series, ask them the tough  questions that the OS faithful expect and see just what was so special  about this year's version of the game, especially after years of  disappointment.
But before I go any further, I wanted to bring up one thing. In today’s  world of yearly sports releases of varying quality, it is quite easy to  scapegoat a developer or producer, placing the blame on those particular  individuals for the quality of their aforementioned game. Our forum  users here at OS have a somewhat notorious reputation for holding  development teams to  somewhat impossible standards at times -- just  look at the 180-degree turn in excitement for NCAA 11 after the  initial "gameplay" video was posted on site.
After meeting developers Ben Haumiller, Russ Kiniry and the new series  executive producer, Roy Harvey, I can tell you that they have taken the  criticism of the series and the passion of the fans to heart. For those  of you who do not know, Harvey joined the series just as NCAA 10  was released, and his message to me was the same message he preached to  his team throughout NCAA 11’s continual development cycle: make  sure the core on-field gameplay and college atmosphere are the best to  ever be found in a video game. 
Ben, Russ, and Roy spent hours talking with me, answering questions and  taking me through many of the improvements and surprises NCAA 11  has in store. They came off as huge fans of college football and seem  determined to right the ship and deliver a hit with NCAA Football 11.
It is also important to mention that all three informed me that the  initial gameplay video was not meant to have ever been released. This  was an internal video from a pre-alpha build of the game that was  mistakenly released to the public via an internal hiccup.
Regardless of the mix up, everyone take a deep breath and erase the  video from memory because after spending two days scrutinizing the  current build -- and getting several hours of actual gameplay in with NCAA  Football 11 -- it seems like this title could make a lot of  die-hard fans of the series very happy come July. 
NCAA Football may just be back in a big way.
Locomotion
Many people already know that this year's game includes the highly  touted player locomotion system. What everyone does not know is how  successfully this locomotion system is implemented into the game. The  best way I can describe it is to simply say that the players just "feel  right." With appropriate weight shifts occurring after initiating jukes  and spin moves, this system should make the days of turning on a dime  with players that felt like paper a thing of the past. 
The locomotion system also feels good in execution because the game  speed has been slowed from the breakneck pace found in NCAA 10.  For those who prefer the faster game speeds, do not fret, there is an  option included to increase the speed by two levels if deemed necessary.  To me, the default game speed was perfect in the build I played (it is a  bit faster than Madden 10's default), and really allowed me to  appreciate the new locomotion engine.
The locomotion engine shines even more when it comes to the game's running animations. Who can forget the frequent "hitch" steps that would persist on long runs in previous versions of the series? Ben and Russ explained to me that this was the result of certain running animations being looped together, causing this "hitch" to occur as the loop reset itself. The locomotion engine completely rewrote player movement in the game, and the result is a control experience unlike any football game to date -- agility and acceleration actually mean something now, with high speed ratings taking a backseat to player skills (as they should).
This locomotion engine translates to defense as well by allowing users  more control of their respective player. It also seems to have  eliminated the magnetic attraction to blockers that has plagued EA  football games for years. The defensive locomotion has also tweaked the  efficiency of the hit stick, making big hits a lot harder and more  rewarding to pull off.
I think Roy put it best when he told me that you can watch as many  gameplay videos as you want and try to critique the locomotion system,  but until you actually get your hands on the game and "feel" the  difference the mechanics make, you will not fully understand. I honestly  could not agree more with this statement, especially after my extended  time with the game.
Dual-Analog Stick Moves
The right stick is now used to control your player's upper torso. Just  as with Madden 11’s dual-analog control, NCAA 11 allows  for a whole new repertoire of ball-carrier moves. Russ showed me my  personal favorite new move: the ability to have your player lean back,  arch his back and high step a bit to shake off a tackler attempting to  track him down from behind, which was all accomplished with a subtle  movement of the right stick in the back direction coupled with pressing  the left stick forward. The new moves definitely take some time to  master, but after three or four games I was pulling off some  highlight-reel moves.
Completely New Line Blocking AI
An even more significant gameplay improvement comes in the form of all  new blocking assignment AI. In hopes of eliminating the OS Blocking  Complaint threads, the AI blocking logic has been completely rewritten  to eliminate suction blocking and make sure linemen are never standing  still. Ben took me through a couple examples where a center would  actively search out a man to block during pass protection. During these  examples, I could see the center's head swiveling as he actively  searched for the best person to block. 
On the defensive side of the ball -- and as someone who plays  exclusively as a lineman against the CPU -- I was extremely impressed  with the line interaction. I was able to get heat on the opposing QB in  realistic scenarios, and both power and finesse moves actually work this  year, which should lead to far more potential sack opportunities and QB  disruptions. It seems to finally be fun to be a lineman again.
CPU AI Enhancements
CPU AI is dramatically improved. Here are some quick hitters that should  make the community very happy. First off, robo QB may just be thing of  the past because I frequently saw weaker CPU quarterbacks overthrow or  flat out miss a receiver. 
The CPU run game also has to be experienced to be believed. I was amazed  during the first game I played because the CPU was realistically  hitting holes and, better yet, the CPU was using all the same  right-stick moves that typically only human players pull off. The best  part was that this was all on Varsity difficulty. When I made the  mistake of cranking the difficulty up to Heisman in a Cincinnati (CPU)  vs. Oregon game, Russ was laughing and praising the CPU AI as I lost the  game 63-8. The best part was that I did not feel that I was destroyed  by a line of code, rather the CPU actually outworked me in every facet  of the game.
120 Ways to Win
NCAA 11 is putting a huge emphasis on different team styles and  playbooks, much like what the NCAA Basketball franchise was able  to accomplish with their team-specific motion offenses. 120 Ways to Win  is a tagline that describes the 120 different teams represented in the  game and their different offensive styles.
Per Russ, the following main offensive styles are present in the game:
Spread
Air Raid
Option
Pro Style
One Back
Pistol
Run and Shoot
Multiple (Basically a variety of different styles)
The styles noted above are the main offensive categories represented in  the game, and different teams will run different variations of these  styles. For example, Michigan will run a spread offense, but it is a  hurry-up spread that is intended to intimidate and confuse opponents.  Each team received a lot of individual attention from Ben and Russ in  the past few months, so if you are a fan of a team that recently changed  offensive styles (like Notre Dame), expect to see that change in NCAA  11.
To touch again on the no huddle, one of the cooler things I experienced  was that you are now able to select any play from your playbook as you  rush to the line. In the past, you would be forced to audible into one  of your preset plays if running a hurry-up offense, which put a major  damper on a potential game-winning drive. Not only are you now able to  select any play you want, but your team will realistically look to the  sideline as the play is made just like you would see on a Saturday  afternoon. This animation is one of the cooler things I have ever seen,  and it just goes to show how dedicated the NCAA 11 team is this  year when it comes to the authenticity within their "120 Ways to Win."
Improved Lighting = Improved Graphics
Simply put, NCAA 11’s visuals are gorgeous and much of that has  to do with the all new lighting system. According to Ben, shadows are  now more dynamic, allowing for much more realistic jersey graphics, skin  tones and equipment on the player models. Just as an example, in the  past games this generation, there was no way of differentiating between  jerseys made of different materials. If you look closely at your copy of  NCAA 10, you will see many teams with far "shinier" jerseys than  they wear in real life. In NCAA 11, you are now clearly able to  see teams with mesh jerseys (Auburn being an example), and differentiate  them from something like a flashier Central Michigan jersey. 
But as previously mentioned, the new lighting system makes everything  look better, not just the jerseys. NCAA 11 is one of the better  looking sports games I have seen this generation, and it is an enormous  step up from last year's visuals.
Animations
Due to the revamping of the engine and addition of the locomotion  system, I was stunned to see multiple player animations on runs,  catches, tips, deflections, blocks and tackles that I have never seen  before. After spending four years with NCAA this generation, I  thought I had seen it all, and for the most part, the animations had all  been pretty ugly. 
NCAA 11 will change the game on this front because it is more  closely replicating what you would see on any given Saturday. Gone are  the hit-stick flips of NCAA 10, replaced now with more subtle  wrap tackles. Linemen will jostle with one another, pushing each other  forward and backwards realistically instead of getting stuck in an an  "engaged" animation with one another. Defensive backs and linebackers  will actually track balls with their eyes and attempt to make plays in a  realistic fashion -- the old-blind-linebacker-magic-swat animation is  seemingly out this year. Even cooler is seeing a player miss a tackle.  For instance, a defender attempts to grab the ball carrier while out of  position, but he loses his grip on the ball carrier as his body momentum  attempts to catch up to his arms.
One particularly impressive animation that I experienced occurred during  a two-point conversion. A Notre Dame receiver became open in the back  of the end zone during this conversion attempt, but the pass was thrown a  bit hot and in front of the receiver. So, the receiver reached out with  one hand and made a fingertip catch, tiptoed along the back of the back  of the end zone, pulled the ball into his body and regained his balance  all in one sequence. I happened to be standing next to Russ when this  happened, and he turned to me and said that even he had not seen that  animation before.
The Little Things
Those obsessed with little details such as helmets, face masks and  cleats should love what NCAA 11 brings to the table.
Jersey selection is amazing, and if you are a self-proclaimed jersey  freak like myself, then be ready to get excited. The game includes the  occasional NCAA-approved throwback jersey, like Oregon’s classic green  and yellow combo, and also some alternate jerseys that people are going  to be very happy to see (Tennessee’s Halloween black jerseys and Cincy’s  white helmets for example). There is also more to this story, but I  cannot go into too much more detail here due to an embargo.
One negative, however, is that there will be no bowl patches this year  -- Roy has mentioned this is something they will most likely be  integrating into NCAA 12 because there were bigger fish to fry  this season.
Presentation
I have saved the best for last as NCAA 11’s presentation package  is one of the best I have ever seen in a video game. There is a lot I  cannot talk about because of the aforementioned embargo, but rest  assured, there are some amazing things up EA’s sleeve.
The ESPN integration is jaw dropping, with real-time replay wipes that  will select the most dynamic camera angle to highlight a specific play.  But stat banners and cut scenes are my favorite part of the presentation  because many are almost photo-realistic, especially the ones that  include players trash talking with each other after a big play. Ben and  Russ realized how much acclaim a game such as MLB 10: The Show  has received for its attention to cut scenes, and they are out to prove  that their title will be mentioned in the same sentence.
I am also very excited to let everyone know that authentic team-pregame  entrances are back, and after seeing a couple in action, I have to say I  was more than impressed. EA will be releasing a blog very soon  detailing which entrances are in the game, so I do not want to steal  their thunder. I will tell you this: what I saw in action was put  together in such a way from a broadcast-presentation standpoint that I  initially mistook it for a live game feed on a loading or intro screen. 
Again, there are some very big things regarding presentation that I  cannot talk about, so keep your eye on the EA blogs and here on OS as  they are "officially" announced.
The last four years have been a very dark time for hardcore NCAA  Football fans like myself. Every year, I have found myself playing  and accepting the game because it was all that was available on the  360/PS3. So it is a relief to at least say that I am looking forward to  this year's game, which is a feeling I have not experienced since NCAA  Football 06.
I have only been away from the game for less than 24 hours as of the  writing of this article, but I am already dying to play it some more.  And I am not the only one either because at Wednesday’s Community Day  Event there was a line of 2-3 people deep at times waiting to play the  game, and it was easily the most buzzed about game in the two days I was  in NYC. 
In other words, NCAA Football 11's July 13 release date seems a  lot further away now.
Feel free to send some questions my way via the forums or Twitter  @Bumble14_OS




finally i think my favorite EA series is back.  Can't wait to see all the presentation elements come together.  Hope they have the "I'M IN" USC pre-game like Notre Dame's play like a champion

  




