• 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. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by CLW View Post
      Yeah it was BAD in the demo but was hoping it was just the Varsity difficulty level. Shouldn't have held my breath.
      Yeah, don't hold your breath. I just labbed out 15 straight plays. Very preliminary numbers, but here's my notes:

      4-man rush, one LB blitz, 5 seconds
      4-man rush, no blitz, 3 seconds
      4-man rush, no blitz, 4 seconds
      4-man rush, no blitz, 6 seconds
      4-man rush, safety/LB blitz, 3 seconds

      3-man rush, corner/two LB blitz, 4 seconds
      3-man rush, no blitz, 5 seconds
      4-man rush, no blitz, 4 seconds
      3-man rush, 2 LB blitz, 4 seconds
      4-man rush, no bliz, 6 seconds

      4-man rush, no blitz, 5 seconds
      4-man rush, no blitz, 7 seconds
      4-man rush, no blitz, 6 seconds
      4-man rush, 2 LB blitz, 3 seconds
      3-man rush, no blitz, 11 seconds
    1. souljahbill's Avatar
      souljahbill -
      I think they understand football just fine. It's probably just too complicated to program correctly.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      man ... smh.
    1. Dr Death's Avatar
      Dr Death -
      From what I am being told by a friend who already has the early release downloaded, this game sucks bad. My D/L is creeping along at 40%... But buying the season ticket saved me money, because I don't see me buying this. I just cannot fathom how EA could follow up last year's debacle w/ this. I mean... seriously???
    1. CLW's Avatar
      CLW -
      Quote Originally Posted by SmoothPancakes View Post
      Yeah, don't hold your breath. I just labbed out 15 straight plays. Very preliminary numbers, but here's my notes:

      4-man rush, one LB blitz, 5 seconds
      4-man rush, no blitz, 3 seconds
      4-man rush, no blitz, 4 seconds
      4-man rush, no blitz, 6 seconds
      4-man rush, safety/LB blitz, 3 seconds

      3-man rush, corner/two LB blitz, 4 seconds
      3-man rush, no blitz, 5 seconds
      4-man rush, no blitz, 4 seconds
      3-man rush, 2 LB blitz, 4 seconds
      4-man rush, no bliz, 6 seconds

      4-man rush, no blitz, 5 seconds
      4-man rush, no blitz, 7 seconds
      4-man rush, no blitz, 6 seconds
      4-man rush, 2 LB blitz, 3 seconds
      3-man rush, no blitz, 11 seconds
      AA or Heisman? 5 second average per play so its roughly 40% too good protection IMHO so if you drop the user pass block down to like 30 see if that helps?
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by CLW View Post
      AA or Heisman? 5 second average per play so its roughly 40% too good protection IMHO so if you drop the user pass block down to like 30 see if that helps?
      This is on AA, default sliders. I'll make that drop and lab out another 15 plays. I'll post my results here shortly.
    1. JeffHCross's Avatar
      JeffHCross -
      Quote Originally Posted by CLW View Post
      It just seems odd that it takes "the community" a day or two tops to find all kinds of issues I would think "should" be caught by QA. Again I don't know ANYTHING about the process but it seems to me like either: (1) the process isn't up to snuff and/or (2) QA catches stuff but EA releases the game as is and assumes it is ok to just "patch it"
      Note that I am not talking about specific issues, but instead to broad QA ... it is not always this simple..

      1)Sometimes you don't catch something merely because of circumstances (aka "luck"). There have been several bugs that I have caught in my day job that I wouldn't have seen if I didn't just happen to do one sequence of events in order. Sometimes G, myself, and others just happen to do stuff that QA hasn't.

      2) They're not playing the final most of the time. I don't know how long EA takes to certify a game as "final", but I know they certify it "alpha" (feature complete) after they get through a process that, in my understanding, lasts a few days, if that long. Let's say that they have a month between final code delivery and release (I don't think they have that long). That's not much time, in comparison to other software industries. Should it be enough? Maybe. I don't know enough about their #s and timing to say for sure.

      3) In theory, every test you do in April should still be good in May, unless they've changed related code. Based on things I've seen in the past few years, I'm not sure I believe that's the case for NCAA. Seems like code that should remain untouched is being mysteriously changed (or code are effecting areas that shouldn't be related).
    1. Roy38's Avatar
      Roy38 -
      Gentlemen:

      I've been critical of EA's Game Changers program in the past, but in reading G's review of NCAA '13, my perspective has changed slightly. It was a well written, concise, and critical review as I have read and I certainly applaud your honesty. Well done.
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by CLW View Post
      AA or Heisman? 5 second average per play so its roughly 40% too good protection IMHO so if you drop the user pass block down to like 30 see if that helps?
      Alright, here's my second set of numbers. Being labbed on AA, all default sliders except for User Pass Block, which was dropped to 30 as requested.

      3-man rush, 1 LB/1 CB blitz, 4 seconds
      4-man rush, no blitz, 4 seconds
      4-man rush, no blitz, 4, seconds
      3-man rush, 2 LB blitz, 3 seconds
      3-man rush, no blitz, 4 seconds

      4-man rush, 1 CB blitz, 4 seconds
      4-man rush, no blitz, 4 seconds
      3-man rush, 2 LB/1 CB blitz, 2 seconds
      3-man rush, 2 LB/1 CB blitz, 3 seconds
      4-man rush, 1 CB blitz, 5 seconds

      4-man rush, 1 CB blitz, 3 seconds
      3-man rush, 1 LB/1 CB blitz, 4 seconds
      3-man rush, 2 LB blitz, 4 seconds
      3-man rush, no blitz, 8 seconds
      3-man rush, 2 LB/1 CB blitz, 3 seconds

      Definitely got more consistency in the numbers this time. Still had an aberration in there with that 8 seconds on a 3-man rush with no blitz (similar to my 11 seconds on a 3-man rush with no blitz in my first 15 plays. But dropping down to 30 for User Pass Block definitely did make a difference and also give the numbers more consistency.

      Quote Originally Posted by Roy38 View Post
      Gentlemen:

      I've been critical of EA's Game Changers program in the past, but in reading G's review of NCAA '13, my perspective has changed slightly. It was a well written, concise, and critical review as I have read and I certainly applaud your honesty. Well done.
      I know some "other" sites love to bash TGT as sucking up to the devs, glorifying every edition of NCAA that comes out as the best thing since sliced bread, etc, but this review was critical, deadly honest and to the point about the issues and flaws that are present in the game. Probably the best review of NCAA '13 we'll see this year from just about anywhere.
    1. psusnoop's Avatar
      psusnoop -
      The zones are not always bad but there were two plays that were funny. Like the demo the cb was running across the field to an unknown destination while my WR was standing wide open on a deep curl. The other they just stood there and never reacted like mentioned.

      I'm 1 game in.

      I like that the Juke works this year a little better.
      I like that your Oline gets pancakes now in games you play. Last year they were non-existent.
      I like the new stat page at pauses and end of game. You can clearly see more information. That's nice as well.

      They have to fix these zones and defenders re-acting. I ended up naturally calling way more man coverage after a few plays, even though it's not every time.
    1. VolPett's Avatar
      VolPett -
      Quote Originally Posted by Roy38 View Post
      Gentlemen:

      I've been critical of EA's Game Changers program in the past, but in reading G's review of NCAA '13, my perspective has changed slightly. It was a well written, concise, and critical review as I have read and I certainly applaud your honesty. Well done.
      +1
    1. ram29jackson's Avatar
      ram29jackson -
      Re: NCAA Football 13 The Gaming Tailgate Review

      --------------------------------------------------------------------------------

      Quote:
      Originally Posted by CM Hooe
      This is me wondering how the guy ever expected to stop four verticals with a Cover 2 zone.


      Yeah, gonna chalk that up to user error. 4 vs 2 = advantage offense.

      a couple of smart ass comments from OS kids


      but over all they liked/appreciated the review !
    1. CLW's Avatar
      CLW -
      Quote Originally Posted by SmoothPancakes View Post
      Alright, here's my second set of numbers. Being labbed on AA, all default sliders except for User Pass Block, which was dropped to 30 as requested.

      3-man rush, 1 LB/1 CB blitz, 4 seconds
      4-man rush, no blitz, 4 seconds
      4-man rush, no blitz, 4, seconds
      3-man rush, 2 LB blitz, 3 seconds
      3-man rush, no blitz, 4 seconds

      4-man rush, 1 CB blitz, 4 seconds
      4-man rush, no blitz, 4 seconds
      3-man rush, 2 LB/1 CB blitz, 2 seconds
      3-man rush, 2 LB/1 CB blitz, 3 seconds
      4-man rush, 1 CB blitz, 5 seconds

      4-man rush, 1 CB blitz, 3 seconds
      3-man rush, 1 LB/1 CB blitz, 4 seconds
      3-man rush, 2 LB blitz, 4 seconds
      3-man rush, no blitz, 8 seconds
      3-man rush, 2 LB/1 CB blitz, 3 seconds

      Definitely got more consistency in the numbers this time. Still had an aberration in there with that 8 seconds on a 3-man rush with no blitz (similar to my 11 seconds on a 3-man rush with no blitz in my first 15 plays. But dropping down to 30 for User Pass Block definitely did make a difference and also give the numbers more consistency.



      I know some "other" sites love to bash TGT as sucking up to the devs, glorifying every edition of NCAA that comes out as the best thing since sliced bread, etc, but this review was critical, deadly honest and to the point about the issues and flaws that are present in the game. Probably the best review of NCAA '13 we'll see this year from just about anywhere.
      Well the Sliders appeared to help some. From what I recall, a QB generally has between 3-4 seconds to throw the ball. Those 15 plays averaged almost exactly 4 seconds so I'd probably drop the pass block sliders down to 20-25.
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by CLW View Post
      Well the Sliders appeared to help some. From what I recall, a QB generally has between 3-4 seconds to throw the ball. Those 15 plays averaged almost exactly 4 seconds so I'd probably drop the pass block sliders down to 20-25.
      Yeah, that would probably be a good level. I would do some more testing tonight, but I have to be up at 2am for work, so I need to call it a night early tonight.
    1. Coachdenz's Avatar
      Coachdenz -
      Great write up Tommy!
      Btw I've been out of the loop. In madden what is connected careers?
    1. JeffHCross's Avatar
      JeffHCross -
      Quote Originally Posted by Coachdenz View Post
      In madden what is connected careers?
      It's their replacement for Franchise Mode. It combines Superstar (their RTG), Franchise mode and Online Franchise mode into one massive mode that allows players to connect their Career modes regardless of how they want to play the game. So one guy can play a la Superstar mode, playing with one player, and going against another player who's fully controlling the defense.
    1. Rudy's Avatar
      Rudy -
      Quote Originally Posted by CLW View Post
      Can you "Game Changers" comment on the quality assurance process? I mean seriously the videos you are showing it should take ea 5 minutes to realize the defenders don't react appropriately.
      These problems have nothing to do with quality assurance though imo. These are direct gameplay issues, not bugs or obscure things. I don't think it's fair to blame QA when blatant things caught by Tommy (and probably pointed out during community day events) should also be caught and/or fixed by the developers.

      The truth is I probably wouldn't recognize some of these issues, at least right away. I can be fairly clueless about broken zones and alignment issues on the 4-2-5 or 3-3-5 (defenses I rarely use) but the one thing that is easy for everyone to see is dumb cpu AI, particularly on offense. When an option team can't run the option right it is downright painful to watch. It also ruins the one big advantage NCAA has over Madden - diversity of the college game and variety of offenses. Every NFL team is a pro style scheme with some minor changes here or there. College teams have big time differences in offenses that should make the game special and fun. But when the cpu runs those special offenses like crap it's a black eye on the whole thing. When I watched that Georgia-Missouri E3 video and saw Aaron Murray running two straight options I got pissed, especially after the one pitch decision was absolutely awful.

      EA just ignores offline users. All of their pre-release videos and blogs had to do with how the user could do new things on offense. Just once I'd love to see EA focus on making the cpu feel like a real opponent instead of an idiot. Using their personel correctly and effectively are a priority for next year.
    1. JeffHCross's Avatar
      JeffHCross -
      Rudy, good point. That's the other aspect of QA that I didn't mention in my post that is fundamentally important. When you have QA guys that are new to a product (not knowing the EA QA team, I can't say if this is true for them or not, again, I'm speaking generally), they might not know that something is wrong. Maybe the test they're performing goes without a hitch, except the background for the screen flashed blue when it shouldn't have. If that's not written in the test, they wouldn't know any better.

      I posted this to the Anything thread last week, but it's relevant to this discussion too. In that story, the subject (now a prominent creative director at a major studio) was a QA tester and believed that disappearing enemies was intentional and part of the game. It made sense in the context of the game, and his mind filled in the gaps that would explain that part of the game. He didn't know any better, so what would otherwise be a huge bug was almost passed over by QA. It sucks, but it happens.
    1. Big Blue's Avatar
      Big Blue -
      Game Changers:

      Is this game still worth buying?
    1. JSmith03's Avatar
      JSmith03 -
      I know this may sound funny, but is it safe to say the "Read and React" system is over-exaggerating (or however you wanna term it) itself? Like, possibly the defenders are literally reading where the ball is and reacting when they see it's thrown?

      I don't know if it's done, but I'd ask if someone could run 4 verticals against hook zones (the yellow zones) and see what the defenders do? Particularly, how they react to WRs running right by them? Cause if they continue to backpedal then I think my theory would be correct.