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NCAA Football 13 News Post


TSO's David Shad has posted his NCAA Football 13 hands-on impressions, from a recent community event he attended.

Below are a few things he mentions, click here to read the rest.

Quote:
  • If the receiver doesn't see it he won't make the play—Same for the defense on ball play.
  • DB/WR interaction is great, very realistic, doesn’t stick like glue and run step for step with the receiver
  • OLine/DLine interaction is tuned (not overhauled). The offensive linemen extend and grab, slide accordingly as well with the defender. Great playaction play is back for ’13!
  • Neat and new team celebrations between plays...not just an individual anymore (seemed like only “team” celebrations were TD’s in ’12). Guys will hug and jump bump midair. Especially on big downs or plays.
  • Screens have been improved (slip, wide, and middle). The linemen react and block much better, and do an excellent job going down-field leading a back.
  • Good and accurate pocket depth/presence will be rewarded. If you are dropping back too deep the ball loses power and accuracy will be lost.

Game: NCAA Football 13Reader Score: 7/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 60 - View All
NCAA Football 13 Videos
Member Comments
# 21 illwill10 @ 04/22/12 12:53 AM
Quote:
Originally Posted by ShaunLMason
I care a lot about stamina and fatigue and spent time trying make sure they tune it so players rotate off.
How do you feel the rotations are for RBs? Can I have my 2nd and 3rd RBs in the game consistently without my 1st RB being out for the rest of game?
 
# 22 balljonesjr @ 04/22/12 03:01 AM
Gameplay sounds great now all I need is a good dynasty review or pod past and this will be a buy for me … thanks for the info
 
# 23 kingsofthevalley @ 04/22/12 09:13 AM
The main thing I took from the article was this excerpt referencing player movement.

"The running game plays differently this year because they tuned player movement a bit. Honestly, the way it felt when running trying to find a whole was one of the things I complained about. They tuned it so you can't swerve all over the field (especially the ball carrier), but at low speed I thought it was a bit TOO tuned down."

So hopefully the turntable running is gone and we're back to where we should be. Key word, (hopefully) lol. The reason I say this is because I've heard guys before who were there during development state that the devs had the players planting and turning realistically in the early builds but then in the final product the players are sliding and twitch turning all over the place again.
 
# 24 kingsofthevalley @ 04/22/12 09:17 AM
Quote:
Originally Posted by kingsofthevalley
The main thing I took from the article was this excerpt referencing player movement.

"The running game plays differently this year because they tuned player movement a bit. Honestly, the way it felt when running trying to find a whole was one of the things I complained about. They tuned it so you can't swerve all over the field (especially the ball carrier), but at low speed I thought it was a bit TOO tuned down."

So hopefully the turntable running is gone and we're back to where we should be. Key word, (hopefully) lol. The reason I say this is because I've heard guys before who were there during development state that the devs had the players planting and turning realistically in the early builds but then in the final product the players are sliding and twitch turning all over the place again.
Bottom line, Tiburon should be trying to appease the sim crowd first, the casuals are going to follow and buy the game anyway. Blitz is the game I think of when I think arcade, not Madde/NCAA. If its at all possible, maybe they can have two modes, Sim and Arcade setting, which changes the radius of the player movement.
 
# 25 michigan21 @ 04/22/12 09:33 AM
How can you have a game with one of the main penalties, pass interference, is still not called? Penalties are a huge part of any football game, and PI can be a game changer. Something so basic eludes EA still. By reading some of the previews, this game is tweaked but it still is not close to being sim. You would think by now EA wouldve tipped their hat to us.
 
# 26 fcboiler87 @ 04/22/12 09:38 AM
Here is something I just thought of that was very annoying in years past... Is there finally a true accelerated clock? Or is there still that ridiculous chew clock feature? The way it stands, it completely throws off time of possession and stats in the game.

Also, I'd like to see the question on the no huddle offense answered. Is it still the Chinese fire drill every play?

Thanks for any info.
 
# 27 michigan21 @ 04/22/12 10:29 AM
Quote:
Originally Posted by adfletch71
OK the subject came up about pass interference calls in the impressions, but nobody's at EA is talking about it. So I gather it's not going too be effective again this year. Also no mention of double-team pass blocking but blocking has been improved. My question for EA is, if the code in your current engine can't allow u too give us pass interference calls and double-team pass blocking, then just tell the community and be done with it. We shouldnt have too ask for this type of stuff for 7 years and no reasonable answer too why its not in the game.

It would be more a credit too EA too just say they can't do it and wait for next- gen consoles too come out then have us up in the air too why this stuff is not in and working somewhat properly. This is fundamentals of football!!!!!!
I am surprised that there is no absolute outrage about the lack of pass interference calls. Huge flaw, and to some a game breaker.
 
# 28 football0021 @ 04/22/12 10:32 AM
Ah it's that time of year when we all go from "I'll never buy again bc last year sucked!!" to "wow game sounds like its going to be much improved! I'm totally going to buy!"
 
# 29 Buckeyed @ 04/22/12 10:59 AM
Quote:
Originally Posted by Gotmadskillzson
Awee yeah I just posted 22 questions on there. He might be in bed now, but hopefully tomorrow he can answer them.
Great questions you asked over there.........sadly he punted though. I feel like people that tested it were just wowed by EA and haven't truly given sim football guys straight answers. Oh well, I will wait for a few months before I possibly purchase, if at all.
 
# 30 Armor and Sword @ 04/22/12 11:21 AM
Interesting impressions. I am going to wait for the game to release, be played to death by hardcores here, I am sure a patch or 2 will be released, then I can rent the game myself as well and demo it before spending 40 bucks on it (trade-ins to bring the price down).

It really has to have some game changing additions. If it is just a better tuned NCAA 11 and 12 it is an easy pass for me. NCAA 12 will suite me just fine.
 
# 31 Vaporub83 @ 04/22/12 11:26 AM
Quote:
Originally Posted by adfletch71
OK the subject came up about pass interference calls in the impressions, but nobody's at EA is talking about it. So I gather it's not going too be effective again this year. Also no mention of double-team pass blocking but blocking has been improved. My question for EA is, if the code in your current engine can't allow u too give us pass interference calls and double-team pass blocking, then just tell the community and be done with it. We shouldnt have too ask for this type of stuff for 7 years and no reasonable answer too why its not in the game.

It would be more a credit too EA too just say they can't do it and wait for next- gen consoles too come out then have us up in the air too why this stuff is not in and working somewhat properly. This is fundamentals of football!!!!!!
It seems like it is still damned if you do damned if you don't. They have said that real physics won't/can't happen in this generation of games. Yet that doesn't stop people from wishing each year and complaining when it doesn't happen. Plus PI is something you don't realize isn't there until you hear about it. Basically EA doesn't want to bring that to the casual gamers attention.
 
# 32 RynoAid @ 04/22/12 11:27 AM
Quote:
Originally Posted by Buckeyed
Great questions you asked over there.........sadly he punted though. I feel like people that tested it were just wowed by EA and haven't truly given sim football guys straight answers. Oh well, I will wait for a few months before I possibly purchase, if at all.
actually, looks like they were answered about as thoroughly as possible.
 
# 33 David_TSO @ 04/22/12 11:27 AM
Quote:
Originally Posted by Buckeyed
Great questions you asked over there.........sadly he punted though. I feel like people that tested it were just wowed by EA and haven't truly given sim football guys straight answers. Oh well, I will wait for a few months before I possibly purchase, if at all.
You might want to go back and look my man.....I don't punt unless it's 4th down



I answered as many as I comfortably could and will continue to do so. And I'm a partner at TSO, we have the highest standard for SIM. I was definitely wowed, why not? It's a great first time experience for me. Sadly you cannot address anything and EVERYTHING in a 72 hour span, I'm sure you can understand my point.
 
# 34 RynoAid @ 04/22/12 11:29 AM
Quote:
Originally Posted by Buckeyed
I feel like people that tested it were just wowed by EA and haven't truly given sim football guys straight answers.
wrong.. and we are true sim football guys.
 
# 35 illwill10 @ 04/22/12 11:32 AM
How do you feel the run game is compared to last year.?
Is juke worth pulling off?
 
# 36 carvis#15 @ 04/22/12 11:37 AM
I've heard from David on TSO that they jukes have been tuned. I don't know how much it has been tune but they did something.
 
# 37 David_TSO @ 04/22/12 11:39 AM
Quote:
Originally Posted by illwill10
How do you feel the run game is compared to last year.?
Is juke worth pulling off?
You know we had some mixed feelings on the juke when we met on it. There is a chance it might be different from what we experienced this past week.

The run game did not seem much different IMO. I will agree with what Shaun said and that was that you could not just swerve all over the field at full speed cutting on a dime and changing directions. So that was nice for sure.
 
# 38 David_TSO @ 04/22/12 11:42 AM
Quote:
Originally Posted by carvis#15
I've heard from David on TSO that they jukes have been tuned. I don't know how much it has been tune but they did something.
Yes sir, you are exactly right...we tried the new juke and there were some mixed opinions/feelings on it. I got the impression that the final rendition will be different from what I experienced.

It was def different. I had gotten so accustom to just using the spin and I think alot of others have too (in '12) so I know they want to make it worth while so to speak.
 
# 39 carvis#15 @ 04/22/12 11:45 AM
I had a post over there on TSO. Does anybody know if the CPU attempts one of the "logical" 430+ catch animations. Say if the reciever needs to jump for the ball, does the CPU go get the ball at it's highest point?
 
# 40 David_TSO @ 04/22/12 11:59 AM
Quote:
Originally Posted by Big FN Deal
I think and hope you meant "could [not] just swerve all over the field...". You might want to edit that to avoid any confusion that you think the ability to cut on a dime is a good thing. lol

Thanks for all the answered questions.
Right on man, typo on my part. You could not

I edited that in as well so no one goes bashing mailboxes
 


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