There are so many people that love NCAA 04 or 06 and remastering PS2 titles like Jak and Daxter, God of War, Sly Cooper, etc. are all making money. Tecmo re-released on the PSN as well. I think there would be a definite market for something like this but maybe I'm just dreaming. Heck, every year they should package an old classic game on the new disc as part of a collector's item. Maybe for NCAA 14 they could package NCAA 04 on the disk, some extra uniforms and charge their usual $30 markup. They would make money, especially if they released the collector's item a week early.
I'd buy a PS3 just for a remastered NCAA 04 from PS2. Now, if they ported NCAA 04, made it NCAA '14 with new graphics, online support, teambuilder & some of the nice animations that this gen has given us, I'm all for it.
I really need to play 04 again. I really wonder if it's the game or my expectations have become to 'sophisticated'.
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I go back every year and replay Dynasty mode in 04-07 on PS2.
I really truly think that 04 was the best all around gameplay. 06 gives you one heck of a challenge from the CPU thanks to the dominating IMPACT players. 05 is way more defensive (perfect pursuit angles and quick reaction of defenders) and much slower paced game than the others, but the HFA and other upgrades to Dynasty mode is why I still have fun with it. 07 has the garbage commit and jump the snap and the overpowered momentum boost, but it is the most fun to pass in hands down I feel that as soon as I start throwing the ball all over the field. In fact I noticed that in the NCAA 13 gameplay video that the defenders were playing the WR Curl route just like in 07 PS2 where the CB backpedals 4 yards then turns and looks back toward WR while still running down the field anticipating a streak (very similar to 07 where the Curl route was close to money).
Tradition Sports uploaded the NCAA segment to Youtube
My concerns:
1. 0:18 - why is the DB running away from the ball?
2. 0:32 - LB stops running just before ball gets there and probably could have picked it off.
3. 0:47 - what in the world is the DB doing while the ball is in the air? It should have been an easy pick.
4. 1:07 and 1:15 - clear examples of DB running routes / cutting ahead of the receiver
Other than that, I didn't see anything that would make me feel uneasy about '13. I like they finally implemented a trajectory system as it was my number one complaint from past years. I still don't know whether 1:07 and 1:15 was intentionally set up that way...kind of sounds to me like he was using those clips as examples of what he was talking about. Hopefully that's the case.
I am absolutely baffled by #1 and #3, though.
Or I would user control really quick myself to try and get it, but yeah that looks like a blown user control.
0:18 - why is the DB running away from the ball?
This also looks like a blown user control, as I have done this myself, or I really hope it is anyway.
1:07 and 1:15 - clear examples of DB running routes / cutting ahead of the receive
While it does seem as though they are running the route ahead of the reciever, wasn't this suppose to show throwing the ball across your body? I.e rolling right then throwing left. I wouldn't have a problem with that pick for me being stupid.
nitpicking every video always has me.......
P.S 04 had a shit ton of problems as well! Wayyyyyy to easy to run the ball especially to the outside for instance.
Shouldn't there be an icon under the defender if it's user controlled? There's no icon in ether of those clips.
It's hardly being nitpicky, either. If I said I didn't like the motion in which the QB threw the ball, yes. If I said I wasn't happy because the Oklahoma State uniforms were wrong, yes. Psychic DBs is an enormous problem so when footage is shown that makes it seem as though it is still there, or footage shown that shows DBs basically conceeding to catches, it's not being nitpicky.
Never had a problem stopping the run to the outside on '04. The absolutely only big problem '04 had was how the defense defended against bunch/tight sets, and they've never been able to get that particular thing right.
In some game areas, you can see big leaps from build to build not to mention in a few weeks or months time. A lot of footage used in shows like this can be weeks or months old and is meant to show the game, not analyze. Anytime you see the same footage looped/replayed (which was 90% of the GTTV footage), it's considered 'B-roll footage' that is just to play as a backdrop, not evaluation.
I would look closely at the footage that comes out this week, most notably Tuesday's webcast. It should be relatively recent and a better gauge for what we can expect come July.
I believe they stated in Official Podcast #2 that all of Okie State's uniforms are considered Pro Combat so they picked one uni combination and put it in the pre-order perks.
Ignore the shoulder numbers in the vid. It's a bug I've been told they are aware of and should be fixed by retail. Good eye - I didn't notice that in the clip.
See I felt like the secondary defender was the issue in juke moves. I felt like 1 guy was easy to use "momentum" against, BUT the second guy was always there. The other 2 problems with the juke is that defenders don't react the way they should when a subtle move is made on them and the runners momentum is not properly done. The "you broke my ankles" move is not generally seen in football. It happens once in a while, but generally the "momentum" of any defender carries them past the point of the tackle in a juke situation. The defenders need to continue on their path and make an arm-tackle attempt (maybe fall down or get stuck with their cleats in the ground after squaring up to the tackle too late and taking a misstep). As for the runners momentum, when you let go of the left stick and sprint button, your runner should not stop on a dime. Instead he should "throttle down" for 2-3 steps, forcing the defender to slow down and THEN you should be able to cut him the other way and the difference would be acceleration rating.
That's the way I would like to see it done anyway. I'd rather have a subtle juke that only works sometimes, as opposed to a cartoony move that works everytime because you broke some ankles due to impossibility of the move. For the record, I made the "neutered" juke move in 12 quite effectively in open space. It just rarely works on multiple defenders because secondary defenders also do not react the way they should.
Agreed.
That's what I thought but the wr gets user controlled last second and icon pops up. Again the issue here in the CB running the route in front of the receiver!!!!!!!!!!!!!! I think the simulation that plays out here is that the cb plays the first couple steps when the ball is in the air the way that he should if he were playing proper technique. He should be running with the receiver when he goes to cut off the pass, but the pass is behind him because he's so far in front of the play.
CDJ, I wish you would tell EA that the DB needs to be tuned to SLOW-PLAY the receiver. If the DB's initial step(s) were slowed down, this would fix the problem. The issue is NOT that the db makes the wrong move or does the wrong thing, it's that he does it all too soon! I also think this is something that COULD BE DONE by release. It's not a matter of the team not fixing it, because technically everything the db is doing is correct, but rather it's a matter of timing. The db and wr are based on the same ratings so if the cb has better "acc/quick/spd/" the game is allowing him to be faster at everything in the route than the receiver. That's all.
EA could fix this with 2 simple (I think) moves that wouldn't affect any other area. 1: Tune the backpedal to be a slower motion in the first 3 steps AND set a high limit (probably at 85-89) on db/s agility rating because that affects the turning ability. In those ways the db will almost always slow-play the route and yet can make up the difference if he's elite or better than the wr through the quickness and acceleration ratings.
I doubt if it was user control, there would have been an icon on that player. I don't know why for some interception attempts, that we don't have a backwards turn animation. Like, turning 180 degrees and then going up for the pick. That animation we saw was flat out bad.
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