• 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. gschwendt's Avatar
      gschwendt -
      Quote Originally Posted by Big Blue View Post
      Game Changers:

      Is this game still worth buying?
      Can you have fun with it? Sure, particularly if you're in an Online Dynasty and enjoy the recruiting aspects. But until some of these glaring issues are fixed, it will be tough to give the game a solid endorsement. I would either consider buying Season Ticket to try it t for yourself or waiting until the end of the weekend to get impressions from other users.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      I'm laughing at how broken this game is on defense lmao. less than 3 hours & already I figured out how to break man defense, man switch , route pull smh. Funny thing is, the defense is better than '12 except for zones, & the fact that swatting and strafe barely work.
    1. JSmith03's Avatar
      JSmith03 -
      Quote Originally Posted by xMrHitStickx904 View Post
      I'm laughing at how broken this game is on defense lmao. less than 3 hours & already I figured out how to break man defense, man switch , route pull smh. Funny thing is, the defense is better than '12 except for zones, & the fact that swatting and strafe barely work.
      Bro I could tell the passing game would be easy for a lot of guys just after playing the demo. Honestly I don't know if the defense is really THAT broken. I just think they extremely overpowered the passing game. You don't even need a QB with a strong arm, all you need is elite accuracy and your good to go.

      That being said, that's why I mostly focused on how to get pressure on QBs. You can't just sit back in zone and let the QB pick you apart. Rarely will I send less than 5 at the QB, and that's the minimum.
    1. JSmith03's Avatar
      JSmith03 -
      Also, I don't really like whatever it is they've done with catching/swatting. I've gotten used to it but it's still times where the receiver does nothing even though Im pressing the button.
    1. souljahbill's Avatar
      souljahbill -
      Just played my 1st game [ECU (CPU) vs. USM (Me)] I won 45-7 on AA with default sliders. I definitely wasn't expecting that. Granted, I had 3 turnovers, one of which was a pick 6, so that inflated the score a tad. The game is easily better then 12 (like WAAAAAAY better) but after hanging around here for so long, I saw some of the bad stuff people complain about.

      1) I was in zone on the line ECU score and got burned on a deep ball. WR ran past the the cb but the ss could have gotten him but he did this stop/start/change direction "thing" for no reason, giving the WR an easy score.

      2) I had 8 sacks total. I didn't blitz often. Most of that was with a 4 man rush. CPU does screens better but still eats more then they should.

      3) Blocking logic needs to be addressed. Mr. Pulling Guard, there's a LB 2 feet to your right. Could you please block him instead of rushing to the safety 10 yds. upfield, please? There seems to be issues with option reads too. A few times, I got smashed from the backside and the read guy was blocked. Overall, my running game was very feast or famine. Due to poor blocking, the CPU was in my backfield all night but whenever I got some decent blocking, it led to a big run, offsetting/negating all the negative carries.

      4) The CPU loves it some draw plays at the ends of halves, huh?

      5) My D returns a pick 6 and Brad talks about how impressed he is with my offense. Guess he's getting senile in his old age.

      Those are my quick hits after 1 game. We'll see how far this rabbit hole goes.

      Edit: I had 4 turnovers and 2 pick 6's.
    1. OSUCowboyofMD's Avatar
      OSUCowboyofMD -
      Cotton Bowl Stadium is still wrong.......how
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      Nah, I gotta game fly this game now. The defense is broken. Its not just the passing, there's routes on here that are literally UNCOVERABLE lmao. CPU automatically bumps & run, I mean it's terrible. Definitely not dropping 60 on this.
    1. steelerfan's Avatar
      steelerfan -
      Ole Miss playbook - Shotgun Tight, HB Counter. As soon as the handoff is made, the whistle blows, the HB is ruled down (though there is no defender near him and he is upright), and a 4-yard loss is given. I ran it twice in a row and got the same result.

      Sent from my SAMSUNG-SGH-I997 using Tapatalk 2
    1. ram29jackson's Avatar
      ram29jackson -
      Quote Originally Posted by steelerfan View Post
      Ole Miss playbook - Shotgun Tight, HB Counter. As soon as the handoff is made, the whistle blows, the HB is ruled down (though there is no defender near him and he is upright), and a 4-yard loss is given. I ran it twice in a row and got the same result.

      Sent from my SAMSUNG-SGH-I997 using Tapatalk 2


      to be honest, thats the worst thing ive ever heard..thats just ugly
    1. JeffHCross's Avatar
      JeffHCross -
      Quote Originally Posted by steelerfan View Post
      Ole Miss playbook - Shotgun Tight, HB Counter. As soon as the handoff is made, the whistle blows, the HB is ruled down (though there is no defender near him and he is upright), and a 4-yard loss is given. I ran it twice in a row and got the same result.
      How the how?
    1. Body15's Avatar
      Body15 -
      I've played 8 games so far and I LOVE IT. It is WAY better than '12 without a doubt. So much smoother. Only problem I have had is when the offense fumbles it seems impossible to pick it up? My guys will scoop and miss and the offense will recover. That's the only problem I have had though.
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Alright, so with the issues found already, I'll go ahead and be the guy to bring it up. Has anybody created a custom playbook yet and is it working fine without any issues unlike last year?

      I didn't get a chance to get too deep into the game last night, between playing a dynasty game to get some personal impressions of the game and labbing pass rush numbers for a bit before calling it a night early due to getting up at 2am for work.

      If anyone has taken the time away from playing to create a playbook, I'm interested in hearing if there have been any issues. After last year's problems with custom playbooks, figured it best to find out now before I start creating one later today or tomorrow.
    1. Cane305's Avatar
      Cane305 -
      Quote Originally Posted by SmoothPancakes View Post
      Alright, so with the issues found already, I'll go ahead and be the guy to bring it up. Has anybody created a custom playbook yet and is it working fine without any issues unlike last year?

      I didn't get a chance to get too deep into the game last night, between playing a dynasty game to get some personal impressions of the game and labbing pass rush numbers for a bit before calling it a night early due to getting up at 2am for work.

      If anyone has taken the time away from playing to create a playbook, I'm interested in hearing if there have been any issues. After last year's problems with custom playbooks, figured it best to find out now before I start creating one later today or tomorrow.
      Yea I created one and no issues at all...used in about 3-4 games so far
    1. ram29jackson's Avatar
      ram29jackson -
      thats cool , nice to know
    1. Marlowe's Avatar
      Marlowe -
      Quote Originally Posted by SmoothPancakes View Post
      Has anybody created a custom playbook yet and is it working fine without any issues unlike last year?
      Still having the same issue where some quick audibles aren't working.
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by Cane305 View Post
      Yea I created one and no issues at all...used in about 3-4 games so far
      Sounds good! That was something I just thought of after I got into work this morning, was if playbooks were full functioning this year after the debacle last year that was discovered within hours of all of us getting our hands on the game. Thankfully, with season ticket, a lot of us can find this stuff and find these issues here in the first 24 hours of season ticket, and hopefully the guys can get stuff passed along to the devs sooner for a possible fix in the second patch down the road.
    1. SmoothPancakes's Avatar
      SmoothPancakes -
      Quote Originally Posted by Marlowe View Post
      Still having the same issue where some quick audibles aren't working.
      That (probably sadly I'm saying this) isn't too surprising, but at least, as long as the main custom playbook feature works as advertised, I can live and deal with some of the quick audibles not working. I can always find work arounds for that issue. Just as long as the custom playbooks aren't busted all to hell like they were last year.
    1. Dr Death's Avatar
      Dr Death -
      After a very long time to download this game - now you know why I don't play on-line - I have created an offense and defense playbook and played 1 and a half games. Playbooks work fine. That much is nice. First game I was at home against rival and won handily, 35-10. {My apologies Gschwendt}

      I played on AA w/ sliders from last year, and my QB was 50 of 56 for 409 yards, 5 TD's and 1 INT. Adjusted the sliders for the next game and I am playing at home against . At half it's 14-0 , but the kicker has missed 2 FG's. Despite slider adjustments, my QB is 23 of 25 for 204 yards and 2 TD's. Accuracy was at 35, now it's at 30.

      The game should be 7-0. I had the ball at their 40 w/ :03 left in the half and called my final timeout. Then I threw a deep post, led the guy and it was an easy TD. This should NEVER happen at the end of a half or game.

      Some things I've noticed that are very bad:

      1 - Scoring drives are never right. I went on one 97 yard drive, they said it was 86 yards. This has been wrong on every single scoring drive so far, by me or the CPU.

      2 - Penalties... I throw a 15 yard pass and get called for holding and it's 1st and 7 or 1st and 8... only once has it been 1st and 20. Once... it was 1st and 2. Now I get that there are times when the holding is down the field and results in a lesser penalty of yardage, but not 90% of the time like in this game.

      3 - Announcing has got to be overhauled. Jesus Christ...

      4 - Stupid play calling by the CPU. I know, it's been addressed already, but for the love of God man, come on! 3rd and 6 and they run a draw whilst trialing 10-28 w/ 9:57 to go in the game and the ball at my 41. Really???

      5 - Is it me or does the field look really, really dark in night games???

      6 - has three colors - Black - Gold - White. Yet in the game they have black as the team color. No gold! This has been this way for as long as I can remember. But has the same exact color scheme yet they get gold as team color. Why???

      There are more that I can't think of right now. It's 6:32 in the AM and I am sleepy and still need to finish this game. Would really love to hear from any and everyone working on great sliders. I'm tinkering w/ them, and this current game - @ is pretty good. But I feel that w/ great sliders this game might actually be playable.

      Steelerfan, don't you work on sliders? If so, please post here and share w/ us. I believe you had some good AA sliders last year. I'll keep you guys posted on mine. But I know mine need work.
    1. Rudy's Avatar
      Rudy -
      Quote Originally Posted by steelerfan View Post
      Ole Miss playbook - Shotgun Tight, HB Counter. As soon as the handoff is made, the whistle blows, the HB is ruled down (though there is no defender near him and he is upright), and a 4-yard loss is given. I ran it twice in a row and got the same result.

      Sent from my SAMSUNG-SGH-I997 using Tapatalk 2
      Now that's a bug for QA! Also I've read tweets that Denard still can't have dreads unless you change his height and skin colour. Apparently that was an issue last year. Why can't anyone have dreads when you edit?
    1. souljahbill's Avatar
      souljahbill -
      Quote Originally Posted by SmoothPancakes View Post
      Alright, so with the issues found already, I'll go ahead and be the guy to bring it up. Has anybody created a custom playbook yet and is it working fine without any issues unlike last year?

      I didn't get a chance to get too deep into the game last night, between playing a dynasty game to get some personal impressions of the game and labbing pass rush numbers for a bit before calling it a night early due to getting up at 2am for work.

      If anyone has taken the time away from playing to create a playbook, I'm interested in hearing if there have been any issues. After last year's problems with custom playbooks, figured it best to find out now before I start creating one later today or tomorrow.
      The first thing I did was create a playbook and it works like a charm now. It's beautiful.