http://www.operationsports.com/features/1524/five-reasons-to-hold-off-on-buying-ncaa-football-13/ First, a big thanks to I Peench for posting this article in his status and inspiring this rant. I would recommend you read that before this.. I'm going to deal with all this in bullet point for the sake of some organization, handling each part this Jayson fellow nit picks on its own. Total Control Passing- so essentially, he is convinced that if you call a post route from the left side and your receiver cuts to the middle, you can throw it to the left (behind the receiver) and it is magically a completion every time. Now I am no super human stick jockey, but I'm am almost 100% that if you throw a route like that behind the receiver, the trailing defender is most certainly going to make a play on that ball. He literally says the new passing system "allows the quarterback to reroute receivers on the fly" which in a sense you can, but this kind of over generalization runs rampant throughout this article. I had this broken down a little more, but firefox decided to crash (goddam work computer). Option Game - I won't begin to argue that the CPU can't run the option for shit-- they are terrible at it. However, he goes on to make it sound as if the offense is completely broke for a user which is a total farce. I know for a fact that there are a good population of users here on TSO that run this offense, many of which are successful (I just switched to it this year and been having plenty of success). Are there tweaks that need to be made here and there? Absolutely, and I expect EA will do so. To say that this is a reason one shouldn't purchase the game is pure lunacy. To even say the offense is broken and unusable is even over the top. He states: "Simply put, option plays are a mess in NCAA Football 13, and with most schools these days including some form of the I-option or spread option in their offense, these plays will kill drives and frustrate you whenever they are called." That statement is total and utter bullshit. Gameplay gimmicks - I'm just going to divide these up by themselves as well... Jump the Snap - This one really ticked me off. Do sum up his thinking: "It is bullshit that the cpu can jump my snap count, why shouldn't I be able to snap it on the first sound every time? Oh I can do a hard count and make them jump offsides? But won't that take like 2 seconds to do? Well my god I don't have 8 seconds to watch this penalty cut scene and accept my 5 free yards." Sure I lacked a little creativity there in summing up his words, but that is the just of it. The fact that his time is so precious that he can't afford to spend roughly ten seconds keeping the defense off guard makes me question wether he should play the game at all. Let's now even address how integral a strategy the hard count actually is (it is such a basic concept to me (and likely you) that I can hardly call it a strategy even). I mean really... the fact that this upsets him so much is just plain silly. Would I like to see gameplanning thrown out the window completely so the defense can't set themselves to aggressive pass rush? Sure, but it isn't so utilize the hard count feature and counter their aggressiveness just like in real football. Run/Pass Commit - *sigh* This one is a real doozy. He dissects this particular feature in an astonishing 9 sentences. In those 9 sentences he basically outlines what happens if you guess the play right- we all know what happens, your defense plays it well and it gives you a little boost ( I won't go deep into this part of it ). What upsets me is not ONCE does he bother mentioning what happens if you guess wrong. Everyone here that has the strategical prowess of Ty Willingham knows that if they guess left and you run right, it's a 20 yard run, if not a touchdown, the majority of the time. "Oh but Kasper what about pass commit- you can absolutely shut a passing offense down with that". Well yeah, if you throw the ball literally every play in real life any half defense worth half their salt will stop you. I use the pass commit feature a lot- I can't tell you how many times guys that have top tier QB's in the league have had RB's go off on me out of nowehere because I am playing their passing game. It is simple football, if the defense is playing the pass, run the goddamn ball. Finally, in there he states if the user wants to stop the run, why not make them call a blitz? Uh, call run commit and have the offense send a guy deep-- tell me what happens if that receiver is equal to or faster than Shaun. Reation Time - The fact that he even brings this into an article titled "Five Reasons to Hold Off on Buying NCAA 13" is completely f***ing dumb. 1) It is in a gimmick mode 2) You aren't even forced to use it. If you don't like it don't use it- it is literally that simple. Complaining about this feature is like complaining about custom conferences being fake-- just don't use the feature, some people will enjoy it so let them and quit your whining. Outdated Line Play - I agree, and as far as I know EA is over hauling this next year. To not buy the game because this, again, is just dumb. (that said we around here take NCAA more seriously then this guy apparently- as in we buy it to play with our friends and don't complain about sock length and facemasks like the "other" site.) Player Movement - He makes some points here, but I will pick a few out I disagree with (note you may need to refer to the article for the "Cause" to follow along with my "Effect" quotes): "Effect: Playaction, misdirection and fake handoff plays become less effective, as defenders easily redirect themselves to the ball without being penalized for making initial "false steps" in the wrong direction." Total BS, I run PA past safeties once a game I think- they take a step or two forward and my receiver is leaving them in the dust. "Effect: Defensive backs run at the same speed whether their hips are turned sideways looking in on the play or they are running blind with their back to the ball." Refer to the line above ^ "Effect: Wide receivers can instantly break away from their route and adjust to any off-target throws the moment the ball leaves the quarterback's hand." I want to say he basically contradicts himself, as earlier one of his effects listed was that defenders can adjust to balls quickly and make great interceptions/plays on the ball. I don't see how there is any unfair advantage given (I would assume that was the point he was trying to make with these) if both players can break on the ball (realistically or not) quickly. Nice to vent... What do you guys think of it?