Ahh, starting to see the mid-drive updates now...at least one was about Stanford v. Colorado. Could get annoying fast though.
Printable View
Ahh, starting to see the mid-drive updates now...at least one was about Stanford v. Colorado. Could get annoying fast though.
Are the scores the same every game? I would think they would be because it wouldn't be re-simming those every time.
I'm definitely skipping through the studio updates already.
Side note: CPU ran a successful onside kick against me, bounced right off my TE's hands forward and they dove on it to recover. Can't remember the last time i saw that happen
If you have a good returner (or a guy with speed) he'll definitely have the potential to break a game open or at least be effective. In my Oregon-USC game, it looks like "DeAnthony Thomas" is gonna finish with 4 punt returns for 70 yards. Almost took my first one to the house, but couldn't shake the last guy.
So for those who have gotten to play the demo, how are you liking the feel of the gameplay?
Sent from my DROIDX using Tapatalk 2
I never really played '12 on Varsity so I don't have a strong frame of reference as to how different things are but I felt that the CPU was more dangerous. Their running game was good and I thought that the WRs made plays on the ball that I just can't recall seeing in '12. Also thought the CPU OL pass protected well.
Passing the football does feel different because of the trajectories. I was able to perfectly place a ball on a seam route over the DB basically dropping it in the bucket. It also looks like defenders will not make a play on the ball if they can't see it. I had a CB get hit in the butt with the ball because he was face guarding the WR. Seems that in '12 the CB would've magically flipped around and made the int.
On the downside, I still saw the OL miss some blocks on pulling plays and I think that I've discovered a bug. While in Nickle and Dime, when you choose "4 DEs" in the sub packages it puts 11 offensive players on the field (or at least it did for me in LSU vs. Bama). The player numbers on the play call screen will be normal but when you return to the field it's all offensive players on defense. I'm hoping this is just a demo bug and doesn't make it to retail.
We have the @EASPORTS @ncaafootball13 Team Ratings over at @TraditionSports. Check them out here: http://traditionsportsonline.com/ea-...tings-revealed #E3 #NCAA13
Nevermind, damn you're fast Kwizzy.
Let's put ratings discussion here (where I posted it 15 minutes ago :) )
http://www.thegamingtailgate.com/for...AA-Football-13
Realize a ton of you are stuck at work or have a PS3 so I captured some media to tide you over. This is done with my phone (HTC EVO 4G LTE) and it captured 1080p video so remember to check the youtube setting:
http://www.youtube.com/embed/5luK8VcjCRs
http://www.youtube.com/embed/uw_hA0Qapwk
http://www.youtube.com/embed/cnKYOjyIiow
http://www.youtube.com/embed/q6heEmzUDmk
http://www.youtube.com/embed/E5LW_U_99PU
http://img.photobucket.com/albums/v1...0000010055.jpg
http://img.photobucket.com/albums/v1...0000010416.jpg
http://img.photobucket.com/albums/v1...0000003304.jpg
It's definitely smoother. You can tell they've definitely added more animations, especially catching.
As far as the running game, I didn't see any of the DLineman magically shedding their blocks to stop you, as if they knew the play exactly. I know it's on Varsity though, so I'd have to wait until I can up the difficulty to see about that. Also, the option attack may be legit. I tore up USC's defense with Oregon's option attack. RB #24 ended up as player of the game with 14 carries for maybe 110+ yards and 2 TDs, but the QB had to have at least 50 with a TD as well. The DLineman don't cover both the QB or the RB, they seem to commit to one or the other.
As far as the passing game, it's a LOT better this year. I had a hitch route wide open, but I decided to lead the WR into an open space towards the sideline. The WR ended up catching the pass in stride and turning up field for additional yards that I wouldn't have gotten just throwing the simple throw. It feels good to be able to place balls where you want them, but hopefully inaccurate QBs don't have the same luxury (I did this with LSU's QB). I was also able to thread a pass right over a safety's head for a TD without him unrealistically jumping in another game. Also, it does look like the psychic db and superlinebackers are gone. Dbs play balls as they're supposed to, with appropriate animations. My only worry is that with the ability to lead passes where you want them, you will be able to absolutely shred a defense. I guess we'll have to wait to up the difficulty and try out less accurate QBs before making that judgment.
As far as special teams, like I said above, the punt return game is much better. You can realistically break a game wide open if the blocks set up and you have a dangerous returner. It looks like they changed the blocker's assignments for punt return plays too, I know for a fact that PR Middle looks different. I know this is all on Varsity but everything gameplay wise is looking good so far.
One of the best things I have noticed in the demo so far is that receivers are actually going up and fighting for the ball! Passing this year is so much more realistic, having a ton of fun with demo. Also, the running seems a little tighter and the tackling system seems improved. I definitely underestimated this game.
I saw someone post that the deep ball isn't as wide open as it was in 12'. Anyone else seeing this? Hoping that the four vertical play will not be as efficient as it was last year against the CPU.
Also, haven't seen any tackle animations from last year except maybe 2 or 3. This is excellent.
Deep ball definitely looks like it can't be abused this year. DBs will play the ball if they see it and they're in position. Just ran a "Seattle" play and dropped a beautiful lob over the LB to a WR on the sideline. Made a leaping catch before getting tackled.This game honestly looks MUCH better than I expected. BUT, it is Varsity though :D.
One last thing...even though there's no RTP until 14, the new tackling engine coupled with some new animations I've seen thus far definitely makes the game feel fresh. I'm seeing a lot of tackles and RB animations I've never seen before.And a quick note: Threw a GL Fade, but the DB swatted it down. In replay, saw that the CB played a zone (it looked like) but looked back at the QB/WR, then watched the ball as he jumped up and swatted the ball. Yeah, I'd say psychic DBs are gone.
Well to me, it looked like the DB went into zone, looked back at the WR, then looked and saw the QB throw the ball (or could've been the other way around). After that, he had to run while watching the ball and he jumped up and swatted it. The WR had to wait for it because I was on the short side of the field. I also didn't throw it to the corner of the endzone, so I didn't really give my WR a chance to catch it.
Regardless, you can run curl, comeback, and dig/out routes and see that psychic DBs are gone or at least heavily toned down. I remember in 12 instances where you could run a comeback, and the CB would cut before the WR, ending up in front of him for an easy interception. This year, the DBs WILL plant and recover if they're running with the WR. They have to react to the WR making his cut. I didn't see one psychic db in 2 games I played so far.
And yeah I'd say passes to high-jumping WRs may not be automatic in general. A lot of my deeper throws were deflected by DBs playing the ball nicely.
Guess what im still waiting on to DL:D
Sony has updated the store for the big PS+ freebies and some new games, so it does look like the demo is tomorrow, but if you have some free time, always try to go into the search function and look for it that way.
I'm really enjoying the new passing system. No more runnning back 20 yards and the QB hurls it down field for a big gain. I tried that several times just messing around with it and I threw an INT every time. Also, I love the fact that the running back keeps on fighting for extra yards. My running back was wrapped up a couple of times in the back field but he was able to break free for a decent gain.
Also, RGIII can haul ass in this game. If he can run that fast in Madden, watch out! He's going to be dangerous.
In real life there are some routes and some situations when a QB would want to throw a pass BEFORE the WR turns and looks back. Curl routes and out routes are examples of this when sometimes you want to get the ball out of the QB's hands quickly and throw to a spot rather than force him to wait for the receiver to turn. Is this type of strategy completely taken out of the game now? What type of effect does the new throwing system have on plays like this?
REALLY really really poor blocking. at least they block someone but not who they sould... overall good though.
How is it poor blocking? Everything I've seen so far looks a lot better than it did last year. Blocking on WR screens is vastly improved, as is the blocking on zone reads. I've only played with one team that had under center running, but even that looked improved from the little time I played with it.
Kansas state decided to Pull a Les Miles and spike it on the last play of the game. :fp: Not sure if this would continue to be an issues, but they had no timeouts and with 1 second left they snapped it and spiked it when the clock hit 0.
Not impressed with having to wait for the PS3 version, especially after seeing the PS Store update. I guess it was another one of those sweetheart xbox deals??? Well, enjoy the game for those who have it and give the rest of us lots of updates.
I agree whole heartily the zone read are wayyy better than they were last year, I just put up over 100 rushing yards with Oregon and all I was doing was testing the zone reads and shotgun running. They pick up the back side block fairly decent and WR blocking seemingly is vastly improved, especially considering it was non existent on last years game.
I like to run options and they are really making poor decisions. The WR and the CB just stand there and then the WR runs and misses the LB and the CB AND LB blow up the play. Same with the WR bubble screens. im also seeing poor reactions, there so close, but they still don't takle.
Player awareness took a big hit, I user control more then ever (to takle). They run away from the ball????. user control is much easyer to control. Bad blocking in my opinion. And once again Play action doesn't work, and in some (rare) cases they still KNOW YOUR PLAY.
Are you reading the defense when you run the option, or are you running it straight into waiting defenders? Just because it's been improved doesn't mean you can just run it without fail. I was able to run for 150+ yards and 3 TDs with Oregon's QB and RB combined because I read the DLine and make the correct decisions. There was a time where I ran a read on the goalline and faked out the defense; they expected it to go to the RB for Oregon. I just walked right in with the QB.
As for bubble screens, I've only run one but all the blocking held up for me, I just couldn't shake one guy so it ended up in a short gain. That's usually how bubble's work to my knowledge. But why would you run a bubble screen when/if there are more defenders than blockers? It's gonna get blown up unless you break a number of tackles.
One quick note: Kansas State's quarterback really likes to run. Even on pass plays, he doesn't take time to read through his progressions, it seems like if the first option isn't there, he's taking off lol. It's kind of hard to defend because your expecting pass, plus the dude can break tackles.
Looks like players will play to the tendencies, which it didn't seem like they did in NCAA 12. I could be wrong though.