I just got back from from the NCAA Football '13 Community event and I finally have gotten back and situated in front of a computer. Myself HackGolfer and Shaun Mason all attended the event as well. I did not say too much (on the site) while down there testing because I really tried to dig into the game as much as possible, take notes on everything I saw, and help find bugs/issues as well. This was my first time ever experiencing this and while I cannot go into detailed specifics on some things, I can tell you honestly this was nothing like what I was thinking in my mind in regards to how sports games are made...lol. Alot of time goes into these things and it's amazing how many hands/people/teams it takes to develop such a game. Obviously I knew it took time to create a game but some of these guys you wonder if they had even left the building when I would come in for the day, some serious hard work is going on at the moment and you can tell they are in overdrive to pump out a great football game in '13. From the "Experience" side of things it was really refreshing to know that most the ppl involved in the game knew the game of Football alot. We got to spend DAYS with these people so it did not take long to know that these are just not a bunch of programmers just shooting off the hip on a sport they do not know. They had several key guys involved with the game that played major college football which was a surprise and really nice to know as well. On top of that they are very kind and open minded, they listened to our opinions and ideas and really seemed to enjoy our feedback. They are very upfront and do not BS you on certain ideas and "wants"...if it just isn't doable at the time or maybe they do not agree fully/or have another vantage point they are upfront about it and that is refreshing because they are not just nodding or agreeing. Well the whole point of this is for me to share my impressions of what I got to experience in NCAA Football '13 this week. Some of it might be "repetitive" but just take that as me confirming what you have already been told from the EA release of gameplay and video. I'm SURE I have left things out of these notes so do NOT hesitate to tag me and ask me something specific that you are curious to know or even if you are looking form more detail into one of my impressions/comments. Long as it's GAMEPLAY related I'm allowed pretty much to talk about it. I just cannot delve into anything other than Gameplay at the moment. Many new catch animations -----I mean a lot! And the receivers relate to the type of throw and the players body positioning. Pitch relationship is much improved, cleaner, you must get it out early which is nice If the receiver doesn't see it he won't make the play—Same for the defense on ball play. DB/WR interaction is great, very realistic, doesn’t stick like glue and run step for step with the receiver Defensive backs do a much better job competing the jump balls, the interaction midair is great OLine/DLine interaction is tuned (not overhauled). The offensive linemen extend and grab, slide accordingly as well with the defender. Great playaction play is back for ’13! Defensive backs with good awareness trail receivers well and when they see the ball coming can make excellent plays on midair balls without warping thru the WR. Also when making a play or interception for example the DB catches stretched out and rolls across the turf like in real life Neat and new team celebrations between plays...not just an individual anymore (seemed like only “team” celebrations were TD’s in ’12). Guys will hug and jump bump midair. Especially on big downs or plays. Guys that leave players on one on one coverage and islands will be venerable because physic DB’s are gone and cannot just run hip to hip like before in coverage. The WR’s get much better separation especially the better the route runner he is. Drag routes are deeper and actually realistically pass thru the void between the DLine and linebackers. The new passing trajectories are great, you really need to practice to be very efficient with each type, and remember that it is going to be individually specific to the particular QB you are playing with (which is nice) But the moon balls are long gone and now a more realistic and perfect deep trajectory is in place, especially with a decent armed QB. The intermediate pass is my favorite because the way it comes off the QB and how when read correctly you can drop a ball between a zone or a couple defenders standing close. Also when throwing to a back out of the backfield it looks great as well When running a fade route, when the ball is thrown well a receiver will do a good job high pointing the ball and catching at its highest point. When it is thrown to the wrong shoulder the receiver sometimes will flip his hips and attempt to high point as well Unlike in ’12, speed in ’13 doesn't necessarily mean you will get by a secondary on a deep ball. While players will still get their fair share of “big” down-field plays in traffic and nice catches with good coverage it definitely is not as common this year. As mentioned previously, defensive backs that do a good job looking back and getting a “beat” on the route will do a great job running with receivers and making a play to swat them down or even snag an interception. Passers will have to make sure a receiver has a good step or break on a DB or they could be potentially in trouble often. Passers will need to find mismatches as well to help them push the ball down the field. The comeback route is a work of beauty if you read the defense and the defensive back correctly. I cannot tell you how happy I'm with the new look. Screens have been improved (slip, wide, and middle). The linemen react and block much better, and do an excellent job going down-field leading a back. Good and accurate pocket depth/presence will be rewarded. If you are dropping back too deep the ball loses power and accuracy will be lost. Quarterbacks throwing on the run look great IMO. It just looks alot more fluent As a side note I would like to boast that I won this signed RGIII ball playing great quality SIM TSO Football (Shaun can attest to this) in a small community tourney last night. I did it with Stanford as well. And for the record I'm the 1st TSO GC'er to win for us INFORMATION ADD's after answering questions: "I'm surprised nobody has asked this, but are there any diving catch animations? This is a catch animation that is sorely missing, it's so frustrating when a ball is just out of reach and the WR doesn't dive for it. Also, does it feel like there are 430 new catch animations? What I mean is...will you see the same catch animations over and over again? It seems like every year we hear about how they put in hundreds of new tackle animations yet we see the same 10 every game." ---------------------------------------------- Good question and the answer is YES! Now I did experience the dive catch in NCAA Football '12...you had to manually do it and you performed the animation/attempt at a stretched out dive using the square button (PS3). Now in '13 I was testing on a Xbox but yes the dive catch is in but I had to User catch to do it from my experience. There were a few that seemed a bit too out stretched so I submitted it for review as well so it possibly could be tuned a bit better. Yes on the animations for catches as well.....all the different ones stand out to you and you begin to realize how quickly they add up..for example On a simple comeback route now a WR depending on how the ball is coming to him can be caught SO MANY WAYS....down low and out...down low and in...out in up....him driving himself back towards the ball mid air extending out life in real life to make a grab and then cutting back up field. It get's me pumped just thinking about it in all honesty...lol. If I were the one doing that first game play release video I would have done the comeback because it looks so damn sexy. In the tourney I played amongst others several were being very aggressive @LOS and when I sensed a heavy blitz I was generally checking to a comeback on the outside and getting beautiful 8~10 yard snags.