Hot! NCAA Football 13 : First Gameplay Information Revealed.

EA SPORTS released the first information surrounding the game play enhancements for NCAA Football 13 on GTTV late last night. It was a combination of game footage and narrated gameplay with designer Larry Richart. Here are the goods and some commentary from TSO in italics about how this could impact the game this year.

- One basic passing type before, now up to 25 different trajectories are possible with the new implementation.

Finally a real passing mechanic that we can manipulate based on the situation and throw the type of ball that we want to. I think this had a lot to do with the next item. It’s not so much that the LBs where coded as supermen, but that the passes where just too low of a trajectory and triggered his INT branching motions. I’m hoping that ratings dictate how well these trajectories are thrown and this will finally separate the really good QBs on the field.

- You can pass over linebackers and users can lead the pass with the left stick for that added accuracy needed to fit the ball into a tight space.

Lead passing with the left stick has been in the game before. Maybe this is a new more predictable version that we can utilize to throw the ball in unique areas of the same route… perhaps back shoulder? It could also be handy in stopping the WR on the crossing route instead of leading him into a LB or Safety. This could be a nice addition.

- There are 20+ new drop backs mechanics, all of them are based upon proper dropbacks depending on the routes in the play.

I’m not sure exactly what this means. Is this the cpu drop back mechanics? If your controlling the QB how would any different mechanic come into play? Is this related to the auto drop back that happens if you don’t touch the controller after a snap? Can’t wait to hear more info here. Sounds like you’re going to get a much more dynamic feel with the different drop backs and ball trajectories.

- QBs can throw on run without setting up, but throwing will be more challenging if off balance or throwing across your body.

I can’t tell you how many times I have died a little inside when my QB would scramble away from pressure, find the open guy.. then stop, setup and BLAAAAMO…. the DE would catch up to him and lay him out. Nice to know that I can get rid of the ball EXACTLY when I want to without triggering a long drawn out animation. And we can all hope that the challenge of throwing across your body extends to throwing off your back foot or while back peddling.

- Receiver icons will dim at the snap of the football and light up when the receiver is in the proper area of the route to receive the football.

Another real life mechanic makes its way into the game. No more quick passes off the line to the slot seam route… It looks like you will have to wait until certain points in the route to throw a successful pass. This could take some re-learning of the game. I know I’ve done the quick throw before on routes that weren’t really designed for it… will that still be possible? What type of failure to completion percent are we talking when the icon is dimmed vs when it is lit up? This will be interesting to see how it plays out.

- No more psychic defensive backs.

Can I get an “Amen”

- Both offensive and defensive players will “have to see it before they can make a play on the ball.”

You mean DBs will actually turn their heads and play the football? Wow… that will change the look and feel of the game for sure. Here is hoping that awareness and coverage ratings will really dictate that for CBs and Safeties. Could really bring those ratings back up to the level of speed and acceleration when evaluating defenders. This is a huge upgrade if it works properly.

So that’s the main meat of the information released last night on GTTV. There is going to be a full gameplay feature set release on the 17th. This is a good start though for sure.

Let’s discuss some of these and how they will impact the game as I see it.

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