• The Gaming Tailgate's NCAA Football 13 Retail Release Impressions


    Hey guys, gschwendt back again to give you my impressions of NCAA Football 13, this time the retail release version of the game. For new visitors to the site, you can read my previously posted quick background about me as well as my impressions of gameplay from the April community event. Be sure to check out our Q&A and Media article that filled requests by users and for those that download the game early through Season Ticket, be sure to participate in our Impressions thread so that you can share your thoughts on the game.

    For this year’s release, EA SPORTS and the NCAA Football development team needed to focus on making sure that every aspect of the game was solid and provided a great core of both gameplay and other features. Unfortunately for fans of the yearly title, in my opinion, EA has fallen short in delivering the game that many felt was needed to win back those disgruntled after last year’s release. While the additions to the game are nice and do provide entertainment, they only manage to highlight the shortcomings in other areas. To me, this is the year of the ‘but’, as in “that change is really nice, but it breaks that other aspect this year” or “we got this new addition, but then we miss-out on that addition”.

    Click the Read More to read my impressions of NCAA Football 13.
    Some fans start off this year discouraged by what they saw in NCAA Football 12… between broken features (Custom Playbooks), game-breaking bugs (Online Dynasty Transfer Fails), and other issues, those fans understandably needed to see EA deliver a solid, all-around polished title with NCAA Football 13. Unfortunately though, at least based on pre-release, fans will still be left wondering “how did they let that get by them”. Primarily, this is revolving around gameplay issues, most of which were readily evident in the demo released on June 5th/6th. These issues include sometimes downright awful defensive coverage for zones, mindless defenders ignoring the play completely when defending the option, DEs sometimes not remaining unblocked in an option read, very poor CPU logic, and (near & dear to my heart) alignment issues for the 4-2-5 and 3-3-5 defenses.

    The largest issue of these is the zone defense. Some of these scenarios include deep defenders not getting deep enough, “stumbling” defenders where they try to change direction and are pulled way out of position, hook zones sometimes dropping 15+ yards with no receiver to take them that deep, Cover 2 Deep coverage having no answer at all for a Four Verticals passing play, Buzz zones not playing the corner route & instead covering the flats, and 2-Deep Safety looks that, when the offense is on the hash, one safety will play essentially one quarter of the field instead of his half leaving a wide open field between them. These issues combined with the fact Quarterbacks have much more in their arsenal for attacking will spell an ugly mess for zone defense.

    In terms of the passing, I do want to point out that there are some good, polished additions. The new passing mechanic does give you much more ability to throw the ball around the field. Not only can you place the ball using the new Total Control Passing, but with the new trajectories and the fact that the defense has to read before they react, fans of wide-open passing games will love what they’re able to do in the game this year. In addition, the Total Control Passing also brings with it two often requested features with Route-Based Passing as well as more passes hitting the dirt. For Route-Based Passing, now you can time your throws so that the ball gets there as the receiver turns around; in years past, you might try to throw a curl a little early only for the pass to continue on as though the receiver is running a streak. And for the passes hitting the dirt, because both the human player and the CPU will be trying to place the ball where they want it, there will be times that it gets placed wrong due to inaccurate quarterbacks; this is where players will be able to tell a high-rated QB vs a lower-rated QB. Overall, the passing game (for the offensive side of the ball), is a very bright spot in terms of gameplay aspects. But again, these additions will only highlight the fact that zone defenses are so crippled. Combine the passing game with the ability for the offense to effectively run a Shotgun Option attack, users will be able to have a lot of fun whenever they have the ball in their hands.

    Continuing with gameplay, as mentioned, the alignment issues with the 4-2-5 and 3-3-5 defenses have long been a thorn in my side. Primarily these issues are around the safeties not aligning properly, not covering the correct receiver or being assigned a receiver completely across the field. This year however, EA promised an increase focus on alignment and assignment across all defensive formations, even going so far as to helping the defense disguise coverage so that it's not as easy to read zone versus man. And while the base formations were given a fair amount of attention, the 4-2-5 and 3-3-5 still ultimately fall short. They are improved to a degree, but the main staple of my personal defense (4-2-5 Cover 1) produces scattered results that vary depending on not only personnel but also where the ball is on the field (hash vs middle). Examples include players coming across the formation that don't when on the opposite hash or middle, safeties covering a receiver to the outside while a CB covers the inside slot, those combined with the fact that you’ll often see potentially scary results when facing a no-huddle attack and you stand a chance of walking into a minefield or being forced to limit your defensive playcalling. It's difficult to comprehend why the improvements were focused only on some - but not all - formations.

    As well in gameplay, as fans of the series have complained, the CPU logic has long suffered in NCAA Football but as the game improves and offers the user new tools for their disposal, the CPU seemingly isn't taught how to use these new tools. While the CPU does use the new Total Control Passing somewhat, they often use it in bad situations or at bad times; a perfect example would be too often the CPU sails a ball out of bounds over a receivers head. The logic isn't limited to just new features. As seen in the past and in videos previously released for NCAA 13, the CPU struggles to run the triple option with any kind of effectiveness. Between not making the right read, not knowing when to cut it up field, and pitching the ball at bad times, it only spells an easy win for a human controlled defense. Added that the CPU doesn't know how to properly call plays for a scheme, whether triple option or otherwise. Many of the bad examples seen in the demo (such as calling a HB Draw when down with only seconds on the clock) are still seen in the final game. While the CPU does manage to provide a fairly competitive game on default All-American sliders, you start to wonder how much better they could be with a revamped logic, but not this year. For users that focus on playing in Online games, these issues will be rarely seen but those that play in Dynasty or even Online Dynasty will have to contend with with these issues whenever facing the CPU.

    Turning next to presentation, this was an area that needed improvement in order to draw the fans into each and every game. The primary new presentation aspect this year is the Dynasty Mode Studio Updates. These updates will feature Rece Davis breaking into your game to tell you about what’s happening that week in the rest of your dynasty. Initially I expected these to annoy me and take me away immersion factor, however they do appear less annoying than I originally thought they would be. They occur at generally acceptable times (clock stoppage, failed 3rd down conversion, etc.) But the problem is that lines from Rece sound disjointed and disconnected from each other. One specific example, I was shown an update for UL Monroe vs Auburn and during the update, Rece started three straight lines with “The Tigers”. While an example like that is probably somewhat rare, it can occur and really sticks out. The developers did essentially say that this year is just a building block for the future in terms of presentation, and you can see (hear) that a base is there, however for this year, the additions are not enough to warrant too much praise.

    With Dynasty, some fans may see this year as a small update to the mode, however those updates do make a big impact. New additions to dynasty mode include Dynamic Pitches and knowing how you can improve those pitches, Scouting recruits, Breaking into the Top 10, Triple Threat Athletes, you drive the recruiting call, Changes to Player Transfers, and Player Draft Results. Possibly none of the changes on their own would be seen as a huge impact, but together they do indeed give Dynasty Mode that refreshed feeling that it’s needed for the past several years. I would be hard pressed to say which aspect is the most important addition but possibly the most undersold aspect to have a big impact will be the Breaking into the Top 10 of a player. No longer will recruits automatically start with 10 teams that they’re interested in. Now, a player might start with anywhere from 2-10 teams and it’s up to those teams to give him interest. If other schools give him interest, he'll start to add new teams to his list. Now, for that 3-star player from Rhode Island that only has dreams of playing for USC, if USC doesn’t show him any interest, he’ll eventually wise-up and start listening to someone that does want him. Again, all of these additions combined give Dynasty a much needed lift to making it fun and competitive. But, fans will quickly find frustration in the fact that Coaching Carousel, which started with so much potential on NCAA Football 12, went untouched for NCAA Football 13.

    Along the lines of Dynasty, the new Dynasty Wire website features additions for NCAA Football 13. Perhaps the biggest of these additions will be that you can now perform all offseason tasks right from the website. Offseason tasks such as the Coaching Carousel, convincing players not to transfer, changing positions, seeing training results, cutting players, and in the preseason redshirting players. These will be a nice addition for the Online Dynasties where players were unable to get to a console for the offseason… now they can participate from their laptop, tablet, or phone. Other features new this year include Awards information such as Preseason All-Americans/All-Conference, Players of the Week, and individual Awards including a dedicated Heisman Watch page. Of course the new scouting & recruiting are also part of the website updates. In regards to recruiting, for NCAA 12, fans complained about the site that was updated midway through the release year, the two biggest bugs perhaps were being shown the wrong recruiting board and a promises call crash bug that would end up losing call time for a particular recruit. While the recruiting board bug never showed itself during pre-release on the new site, the promises call crash bug does still occur. That bug being that the website allows you to make a promise that you’ve previously offered. When you do this, the call will crash and you’ll lose any unused time for that recruit. I’ve made the web developers aware of that and we should expect to see it fixed soon. Thankfully, the website can be updated at anytime without the need for approval from third-parties (such as Sony or Microsoft). Overall though, the website seems more solid and on the whole should offer a better experience.

    To wrap things up, NCAA Football 13 had a world of potential to make this one of the best releases on this generation of consoles, but they’ve dropped the ball up to this point. They needed to show fans that NCAA Football 12 was just a year that they set their sights too high, but instead, some will still come away feeling burnt by this year's title. Added that NCAA’s bigger brother, Madden, will be getting two very buzz-worthy features in Connected Careers and the Infinity Engine, but NCAA’s most buzz-worthy feature this year is the Heisman Challenge. Overall, NCAA Football 13 at first glance will offer a fun experience and a lot of users will be able to either overlook or may not even notice the detractions, but days after launch, we can probably expect a segment of the loyal fan base to be disgruntled with the drawbacks included in the game this year. Fans of the series of course already know to expect a patch to fix some of these issues but when that patch comes and what it fixes is right now unknown. That combined with previous years where a patch can correct one issue only to uncover a new one, leads to a suggested caution for those that play the NCAA Football series year-round.

    Still want more?
    Click here to join the Impressions thread.
    Click here to read our Q&A.
    Click here to watch our Videos including gameplay, playbook walkthroughs, and some worst case scenarios seen during pre-release.
    Click here to see our Picture Requests thread.


    gschwendt is an EA SPORTS Game Changer that participates in community events for the NCAA Football series. He's been a long-time, year-round player of the series dating back to NCAA Football 03. You can follow him on twitter @gschwendt or watch his videos on youtube.
    Comments 349 Comments
    1. ryby6969's Avatar
      ryby6969 -
      I only buy the game to play in OD's so as long as there are no "transfer failed" bugs or recruiting is not completely screwed(seems good 3 years in) then I just need user vs user to play good.
    1. CLW's Avatar
      CLW -
      Quote Originally Posted by ram29jackson View Post
      that's still pretty much a negative review though
      I try to give an "honest" opinion as I see it. Look it clearly isn't as bad as NBA Elite (where even EA KNEW they couldn't release it to the public) or other bad games on the PS3 but it clearly isn't up to great games like Uncharted, Heavy Rain, The Show, etc...

      If you enjoyed 11 and 12 you can probably enjoy 13. If you hated 11 or 12 don't even bother renting the game as you will just enrage yourself for wasting your time. I'm disappointed with this year's title as they added NOTHING of value to me and in fact made several things important to me arguably worse (pass defense).
    1. I OU a Beatn's Avatar
      I OU a Beatn -
      It's definitely worse than '12. They ruined the ONE good thing they added to '12, which was the improved zone defense. I don't know what it's going to take to make them realize just how badly they need to improve the pass rush, but it hasn't work ONCE this entire generation of consoles. That is inexcusable for something so crucial. They can't possibly actually think you should have 10 seconds to throw the ball.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      I hated zones on '12. Defenders jumped routes they weren't supposed to. But now, I rather have those zones over the zones we have now, they don't even react to anything it's horrible. This game isn't as bad as 09, 10 & 11. But man ... it's close. Rather play NCAA 08 over this honestly.
    1. CLW's Avatar
      CLW -
      Some tweets from Pasta Padre indicate his upcoming review isn't that great either:

      https://twitter.com/pastapadre
    1. dukebloo22's Avatar
      dukebloo22 -
      Damn, they could of made this game 1,000 times better. The reason I like this series and pre-ordered the game was for it's variety. You could play as a player, team or with others, it's hard to get bored, and they found a way to fuck up just a polished version of NCAA 12. I believe if Madden hadn't put in the new engine this game would be a ton better.
    1. Dr Death's Avatar
      Dr Death -
      I don't know if this has been mentioned yet or not, but when did EA take away "Pursuit Angles?" FS's and SS's are taking absolutely horrible pursuits, allowing RB's to go for huge yardage in situations that it just should not happen. Example: Playing as at home vs. . lines up w/ :12 to go in the half, at their own 15... they line up in a goal line offense... 3 TE's... so I know they're just going to run the ball and go to half. I call a Cover 1 defense, which gives me Man coverage and low and behold, they run a sweep, the FS has an easy path to the RB, but he darts toward the line of scrimmage before going for the ball carrier, and the guy goes 85 yards for a TD.

      On a play they were just trying to run the clock out on.
    1. MC1's Avatar
      MC1 -
      To coin a phrase, "I'm Lovin' It"...whenever I fire up a new football sim, I'm always aware of the fact that I've got to put by brand on the game. Picking the right team for what I want to run, set audibles, and gameplan. Yeah, the game hasn't changed all that much, but I like what I see and feel. I love the quick turnaround on ints, player icons signaling for the ball etc. And since I only play NCAA & Madden, I have a blast every year!
    1. Sinister's Avatar
      Sinister -
      so far i like the game i put pass defense to 55 helped some with safety issue, but corners jumpin flat instead of hook zone is an issue, but overall i like this game. i'm done reading impressions i bought the game for me not because everyone else is.
    1. AustinWolv's Avatar
      AustinWolv -
      Playing on Heisman against CPU only so far. Defense is possible and I've gotten INTs playing zone defenses. Just uploaded a nice one that my LB returned for a pick6 to win in OT.
      Been playing zone at least 50% of the time and mixing up man versus zone calls a lot.

      What I've found "hard" so far is getting stops on 3rd downs.....CPU QB is very eager to take off if receivers aren't open.

      The silliness of CPU QB taking sacks on HB screens is still in there which is just :facepalm:
    1. baseballplyrmvp's Avatar
      baseballplyrmvp -
      i know my opinions dont mean much, but here's what i think in my first play now game of vs cal

      1. dont like the new pre play camera, where it shows the majority of the field.

      2. o-linemen can figure out who to block. cal runs a 3-4, and their d-tackle came into the backfield untouched, right in between USC's center and left guard.

      3. cpu defense calls way too many blitzes. every play so far, they've rushed at least 6 guys.

      4. cover 2 zones gives up a td every time to a fast outside receiver running a streak route. the free safety doesnt back pedal to prevent a deep pass, and by the time that he does start playing the receiver, the receiver is already by him.

      5. whatever happened to gang tackles? cal's te (cpu) was surrounded by 5 USC defenders, and broke 3 different tackle attempts.

      6. receivers seem to drop the ball more often when immediately hit when making an attempted catch. very nice

      7. qb's lose a lot of accuracy when hit when they throw.

      8. when using the d-line sub package, it still uses the #2 and #3 d-tackles....not the #3 and 4.

      9. cpu safeties in cover 2 are just stupid to begin with. they almost see the outside receivers as the larger threats regardless of what route they're running. slot receivers on streak routes blow right on by them.

      10. something has to be done in regards to picking up fumbles. i dont need linemen trying to do a scoop and score; i need them falling on the ball.
    1. Bohica1010's Avatar
      Bohica1010 -
      I get that people will be disappointed for various reasons, but do we have a new area to ask questions for those of us who are playing through? I am interested in finding out if I am recruiting and never scout a guy and he is a 60, will he stay a 60? Or will he change to what I would have found if I had scouted him, let's say he was worse so a 60(-2) or 58?
    1. Rudy's Avatar
      Rudy -
      Quote Originally Posted by Bohica1010 View Post
      I get that people will be disappointed for various reasons, but do we have a new area to ask questions for those of us who are playing through? I am interested in finding out if I am recruiting and never scout a guy and he is a 60, will he stay a 60? Or will he change to what I would have found if I had scouted him, let's say he was worse so a 60(-2) or 58?
      The game has gems and busts. If you don't scout you won't know his true rating which could be higher or lower. I know Tommy had said there are some guys that will have big swings either way.
    1. gschwendt's Avatar
      gschwendt -
      Quote Originally Posted by Bohica1010 View Post
      I get that people will be disappointed for various reasons, but do we have a new area to ask questions for those of us who are playing through? I am interested in finding out if I am recruiting and never scout a guy and he is a 60, will he stay a 60? Or will he change to what I would have found if I had scouted him, let's say he was worse so a 60(-2) or 58?
      He'll be the 58. Added, even if you don't scout someone, if you have scouting time left over, the cpu will use it for you.
    1. skipwondah33's Avatar
      skipwondah33 -
      Quote Originally Posted by CLW View Post
      .If you enjoyed 11 and 12 you can probably enjoy 13. If you hated 11 or 12 don't even bother renting the game as you will just enrage yourself for wasting your time. I'm disappointed with this year's title as they added NOTHING of value to me and in fact made several things important to me arguably worse (pass defense).
      That was my fear. Couldn't stand 11 or 12.

      Was in the same boat though. Had $35 built up in Amazon credit so figured I'd give it a shot. Hopefully by Madden release the patches start rolling in...otherwise may be tough to keep.
    1. Bohica1010's Avatar
      Bohica1010 -
      Quote Originally Posted by Rudy View Post
      The game has gems and busts. If you don't scout you won't know his true rating which could be higher or lower. I know Tommy had said there are some guys that will have big swings either way.
      Huge is an understatement, I have a 2 star that is +8 after scouting him. Pretty crazy, but I like the fact that they did some players with more of a swing either way to make things interesting!
    1. Sinister's Avatar
      Sinister -
      Has anyone got the shovel pass to kick in
    1. CLW's Avatar
      CLW -
      Quote Originally Posted by Sinister View Post
      Has anyone got the shovel pass to kick in
      LOL I completely forgot about this and the abort play action "features" I've not done either one and I doubt I EVER do.
    1. psuexv's Avatar
      psuexv -
      Played 2 user games last night and must impressions are high for me. Played both on default Heisman and thought the game played really smoothly. In my first game I tried to stretch the field but didn't see what people are talking about with safeties as they did a very good job and didn't really give up the deep ball.

      Snoop ran a lot of read option in our game and only once did I see a problem with the OLB that was blitzing and didn't play run at first but then ran directly past the QB that kept the ball.

      The new passing system is definitely a thumbs up. Played with Arkansas the first game and was able to put the ball where I wanted with a 94 OVR QB. Then played with UTSA and could easily see that he was nowhere as good and had a rough day, as I should. Also was cool to see some throws off the mark when at times.

      One thing I would like to see is a better job when the QBs are getting hit. There a number of times when I feel the pressure and do feel I got the ball off and the QB gets hit and the ball goes like 3 feet. I think they could do some work with this as you tend to see QBs still able to get a good/decent ball off at times when getting pressure/hit.

      Did see some alignment issues last night but not too terrible. Of course I run pretty standard defenses with 4-3, Nickel and occasionally Dollar. The issues I did see where in the Dollar.
    1. Sinister's Avatar
      Sinister -
      yeah psu they don't always line up right you'll end up with a safety lined up on the slot and slot cb lined up on te .. especially in no huddle

      oh tino sucks for pitt can't make deep passes to save his life. i also saw last night possible progressive injuries. i hurt cincy rb with a broken finger he came back in then sprain his wrist then i broke it . so that was cool i hope its like that during season injuries too.