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Old 06-12-2007, 11:34 PM   #1
cdj
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Utopia College Sports Community Day Report (6-12)

rhombic and I will post our thoughts and notes from the last two days in this thread.

For now, post your questions and thoughts in the other thread. We want the top portion of this thread to be loaded on our info and then have discussion; not info buried among discussions.

Thanks, guys.
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Old 06-13-2007, 12:08 AM   #2
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First off, I'd like to say a HUGE thanks to Will Kinsler and the developers/EA staff we met the last two days. As a community, we are really lucky to have Will as a Community Leader. He and EA really treated us extremely well and it was great meeting and discussing the game with the EA staff and the other community leaders invited to Orlando.

At EA, thanks to Will, Matt T., Mike J., Jeff, Ben, Rich, Ian, VJ, Larry, Zach, Eddie, Anthony, and Jeff for coming down and being open and honest in answering questions.

* rhombic and I played current gen first, and then moved on to next gen...

Current Gen:

* There is now an option to turn off the 'return camera.'
* New pre-game music
* SWEET new exclusive current gen feature: The Play Art bluff...with match-up stick gone, you now have the option on 'coach cam' to have the real play/routes show....or a random pass play, random PA play, or randomrun play. This is beneficial if you play versus humans in person. No longer do you have to say "Can you look away for a second?" As for defense, you can choose to have it show fake blitz, fake zone, fake man, or the real play.
* HFA seems the same with difficulties calling plays on the road.
* QB avoidance is basically a special juke/animation for the QB.
* Deep ball defense is improved. I'm not going to say it's good or even great yet, but it is improved. (Realistically, it would probably take a week or so of playing to determine how improved it is. However, one of the CG producers did state he worked to improve it.)
* Punts - return team will still go towards ball, no "call-off" feature.
* After TDs, there is a nice new 'Drive Summary' screen. IIRC, it's pretty much the same thing you see in the START menu under Drive Summary.
* Seemed to be some 'auto jukes' during run plays in some inopportune times. The CG producer we showed it to believed it may have been a hardware issue, so hopefully it is right.
* rhombic and I played the new 'Points Pursuit' mode for about 2 minutes...it's an arcade style game where you get mad points for everything on every play. IIRC, we were about a minute into the game and the score was 60-50. In the My Shrine on CG, the high score records for this game was shown as a thermometer with marks at 500 and 1000 points.
* After the game, players are also given a User Report Card that gives grades for Passing, Catching, Running, Tackling, Covering, and Overall. In My Shrine you will have an overall user report card.
* In the 'after game' menu, there is now 'My Skills' which shows your user plays for the game.
* The new Leadership by Example did NOT seem terribly overdone. From the few games we played, I thought it was OK as the most I saw a position get a boost was +2 to my DBs. Though, we did not get to play enough to weigh it in with momentum, HFA, IP, etc. to see how much ratings fluctuated.
* No Hail Mary formation. Hail Mary now in shotgun formations.
* I need to double check on this with rhombic, but the CG developer we talked to said that a couple of glitches have been killed. I don't want to state which ones until I am 100% certain.
* Unfortunately, did not get to test the new DE contain/smart zones as extensively as I'd like. From what I did see of it, it seems like a step forward, but I am unsure on how great. The likely test for it will probably come during online play.

EDIT - Forgot to add...
* Automotion is AWESOME. Finally all the plays that didn't work last year due to needing a player in motion will work. You guys will love it, guaranteed. Automotion is in both CG and NG.

EDIT 2 -
* In My Shrine, you unlock 'patches' for each team you defeat. This way, you can make it a personal goal to beat all I-A teams and keep track easily. Small feature, but very nice IMO. I think a lot of people here will enjoy it.
* The new 'guide your receiver' (sorry I don't know the official name), is a nice addition, but I am concerned on how it will stand the test of online play. However, if you play primarily offline, you'll really like it. Basically, you will take the right analog and guide the closest receiver, typically the HB. This way you can guide them to the open spot on the field.

Last edited by cdj; 06-13-2007 at 03:02 AM.
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Old 06-13-2007, 12:12 AM   #3
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Next Gen:

[Personal Note: This was my first time playing next gen, so my point of view will be as someone with no experience. I will not be able to say how much it differed from NCAA 07 on 360.]

* Not a fan at all of the playcall layout. I respect that EA tried to change some things and invent a new layout, but IMO this isn't the way to go.
* Automotion is AWESOME. (This is on CG and NG, BTW.)
* Some Auto stiff amr and break tackle
* Can get 'on the spot' verbal commitments in Dynasty recruiting
* 35 players you target is year-round...the pool of players exists for the whole year.
* No SI, instead espn.com. It is a 'hub' where you will see team-related info in addition to national news.
* In the My Shrine, you can have 5 videos and 10 pics. You will be able to view others pics/clips as they are sortable. IE: If you want to watch great UM/tOSU highlights from other players, you can sort by those schools. Video and pics will have an overlay reminding you of when the game took place, if it was MNC game, etc. Didn't get to see this, but did ask NG producer about it.
* Play challenge worked. Overturned a play ruled a fumble where RB was actually down.
* 116 stadiums in game. They look AMAZING.
* Player Ratings: I wrote down every rating that was NOT in CG and asked rhombic to state which ones were not in last year's. The new ratings appear to be: Ball Carrier Vision, Spectacular Catch, Catch in Traffic, Block Shedding, Pursuit, Release Rating, and Importance.
* Can control up to 12 teams in Dynasty Mode.
* In Dynasty Recruiting, you can sort players by Commitment Status. The choices there are: 10 schools remaining, 8 schools remaining, 5 schools remaining, 3 schools remaining, Soft Commit, Hard Commit.


I'll post my general impressions in an upcoming post. Above are just some of the game facts/info about CG and NG we didn't know about.

Last edited by cdj; 06-13-2007 at 12:21 AM.
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Old 06-13-2007, 12:22 AM   #4
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Current gen playbooks: Notice anything new? New formations, new plays, or same old same old with just updated rosters? In your opinion Is it worth it to buy 08 on current gen if you don't yet have a next gen system?
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Old 06-13-2007, 12:28 AM   #5
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Quote:
Originally Posted by MightyBruin View Post
Current gen playbooks: Notice anything new? New formations, new plays, or same old same old with just updated rosters? In your opinion Is it worth it to buy 08 on current gen if you don't yet have a next gen system?
That's a great question....to be honest, I don't know. My first question would be 'how much did you like 07 and what were your complaints with it?' They didn't reinvent the wheel with 08 CG. However, they did add some 'smaller' items, which do improve it IMO. Though, I'm not sure it's improved enough to satisfy all of us. I still think there will be some deep ball issues, but not as bad as 07.


Some personal thoughts/impressions...

Current Gen:
* I hate to say it, but CG is really becoming a tired fanchise. Anyone expecting a vast improvement will be disappointed. If you really disliked 07, I'm not sure I'd recommend 08. However, if you liked 07 (meaning you didn't play online ) 08 is more of the same with some nice little features added in. While the intelligence of the safeties in pass plays may not be terribly improved (still back-pedalling), it did seem that DBs weren't getting burned as badly as they did in 07. Though, there was still some holes and ability to User Catch. The little touches they added (listed above) are great and welcome to the franchise.


Next Gen:
* I really was cold towards next-gen the first 30 minutes or so, but it really grew on me.

The big question: Is NCAA 08 NG worth buying a system for? Right now, I don't know if any game is worth buying a whole new system for. However, if you already own a next-gen system, then yes - I recommend it. The consensus among those who owned NCAA 07 360 was that this game is significantly improved on NG. I didn't get a chance to play the Dynasty recruiting or enough games to truly get the hang of it. Those are what would make me (if I didn't have a next-gen system) possibly consider getting one. My socks were not immediately blown off - but that may be due to me being used to CG for all these years.

More NG general gameplay thoughts coming up...

Last edited by cdj; 06-13-2007 at 12:43 AM.
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Old 06-13-2007, 12:45 AM   #6
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Quote:
*Can get 'on the spot' verbal commitments in Dynasty recruiting
* 35 players you target is year-round...the pool of players exists for the whole year.
On the spot commitment. Is that the 1st week of in season recruiting? There are plenty of guys who commit to schools a year beforethey can even sign and guys who are big fans of the school.

35 players are locked in for the year or could you change all 35 the next week if you wanted? Is it still locked at 25 signed per year or did they add the SEC rule where you could sign up to 35?

Edit: didn't see your comment about not playing with NG recruiting too much. We'll find out soon enough.

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Old 06-13-2007, 01:00 AM   #7
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On the spot commitment. Is that the 1st week of in season recruiting? There are plenty of guys who commit to schools a year beforethey can even sign and guys who are big fans of the school.

35 players are locked in for the year or could you change all 35 the next week if you wanted? Is it still locked at 25 signed per year or did they add the SEC rule where you could sign up to 35?

Edit: didn't see your comment about not playing with NG recruiting too much. We'll find out soon enough.
* 25 signed, but 35 on the board.
* I'm under impression you can change the 35. IMO, that is like your 'big board', in NFL terms.
* Also my impression was that the 'on the spot' commit would happen when you immediately offer, perhaps for the reasons you stated above. Unfortunately, I didn't get into recruiting as deeply as I'd like. From what I did see, it looks great.

For example, I chose Buffalo as my school....did a search for all scrambling QB, but I forget the last parameter I put in. I do remember I had 19 matches and it shows that player's overall rank. The highest number on the list was in the 2000s, with the last 3 being ATH and not QBs. None of the 19 had very high interest. I didn't get to go any further, unfortunately.
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Old 06-13-2007, 01:05 AM   #8
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Also, if you get a chance, see if there's anyway to upgrade facilities and stuff of those sorts in dynasty mode this year, since a recruiting tool is "Facilities" and stuff like that.
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Old 06-13-2007, 01:05 AM   #9
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Some exclusive screens given to community sites today:

Current Gen:



Next Gen coming up.....
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Old 06-13-2007, 01:06 AM   #10
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Quote:
Originally Posted by MtneerManiac View Post
Also, if you get a chance, see if there's anyway to upgrade facilities and stuff of those sorts in dynasty mode this year, since a recruiting tool is "Facilities" and stuff like that.
Can't say with 100% certainty, but I'm pretty damn sure it didn't make it in. I have a lot of answers to questions from the Interview Thread and will try to get some of those up tonight yet.
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Old 06-13-2007, 01:08 AM   #11
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Current gen:

Basic impression - This is NCAA 2007.5. If you're expecting anything different than that, then you are going to be disappointed. The auto-motion really adds a lot to the playbooks and the game, and they improved a few aspects of the game that were annoying (return camera), but honestly this is going to be a game that a month or two into it, you will feel like you've been playing this game for 2 years. Do not expect revolutionary stuff.

- Spy glitch was not fixed. This was pointed out to a member of the production team who was surprised to see it, so maybe it will be fixed for '09.

- Deep ball was somewhat less effective, for a number of reasons. First, DBs wait a LOT longer to bail out of backpedal on cover 3 and cover 4 zones, so the bullet streak is more or less eliminated. DBs were also made more aggressive in terms of going for INTs and making some plays on the ball. The current gen gameplay producer told us that this was something that he really wanted to focus on this year.

However, the deep ball is still ridiculously accurate, and there are issues with DBs reading the play correctly and keeping WRs in front of them. It is also still embarassingly easy to user catch deep balls. This was pointed out to the production team, and they are aware of the issue, but it is unclear if it is something that EA wants to fix in the future.

- QBs running straight backwards was still a problem. Basically guys, this is probably always going to be a problem. The developers explained to us that they haven't found a satisfactory way to combat the problem without alienating casual gamers. Vision cone is dead to NCAA. Never going to happen. Was a collosal problem for Madden for casual gamers.

- DBs still backpedal away from a running play for no real reason at all. Again, this was pointed out to EA staff, and we were informed that they were aware of the issue, but had not fixed the problem. We actually had an interesting play where I ran an option play against one of the producers, and I was able to go into replay and show them about 4 things that were stupid. First, the Safety was backing up 40 yards from the LOS and not pursuing the play. Second, my offensive center ran that entire 40 yards without touching anybody and pancaked said safety. Third, the QB was getting drilled as I hit pitch and it was a perfect pitch. Fourth, a defender who was in position to make a play on the pitch man took a embarassingly retarded angle to make the play, and I scored an easy TD to the outside. Basically this is again a situation where they are aware of these problems, but at this point there doesn't seem to be a great deal of motivation to fix these issues. So again, this will be a year that you will have to manually control a Safety and play the run.

- Zone blocking was vastly improved (although I didn't get a chance to break it down and figure out why it worked). We talked to the playbook guy, and he made it clear that it was a major goal of his to get those plays up and running. I can tell you guys that the playbook guy that they have working on this game is arguably the most dedicated guy on the staff in terms of getting football stuff in the game, and he's definitely a person that I feel good knowing that he's working on the game.

- The auto-motion stuff was simply sweet. That's the bottom line with it. WhoUTestin, I know you asked about the flexbone. Yes, they now have plays where the wingbacks motion into the backfield and get a handoff from the QB. You can run iso plays from this, but they also have jet sweep motions where a guy runs directly behind the QB and gets handed the ball. Basically every flexbone play (even the passing plays) involve auto-motion. But the really cool thing about this is that they also have plays with auto-motion, where a WR or HB motions and goes out for a pass. Also, I found plays with auto-motion, where a blocker will auto-motion into the backfield and become a lead blocker. They also did a really good job of putting in complementary plays, so they'd have a auto-motion play that's a fake to the HB then a WR sweep, then an auto-motion where the ball gets handed off to the HB up the middle, then an auto-motion play action pass all off of the same thing. This is something that numerous producers highlighted to us, that they wanted to make sure that they put complementary plays for all of those plays. Also, just FYI, the auto-motion is in next-gen as well. Both me and cdj really felt like this was an awesome feature, and something that I think guys are going to look at next year as a really cool addition to the game. Basically this feature gives a whole new breath of fresh air to the playbooks.

- There was some confusion about whether it was a hardware issue or a software issue, but we had problems with guys auto-juking in the open field (I actually had a guy auto-juke twice and run out of bounds). One of the producers said that they did something where guys would sometimes auto-juke if there was a defensive threat, and I did notice it happining in situations where appropriate, but the major issue was that we were getting auto-jukes in the open field with nobody around. The first couple times it happened, we thought that we had accidentally hit a juke button or something, or that a controller was broken. The issue, however, was seen using 3 or 4 controllers, with multiple teams, in multiple situations. EA staff was made aware of the issue.

- cdj hit on it earlier, but the new bluff play art is a cool minor thing that guys who play head to head games in person will really love. You can show fake play art that misleads your opponent.

- The return camera is off in multi-player games, and is now optional for single-player game. As a point of interest, we specifically asked about getting on/off switches for other gameplay "features", and were told that EA did not want to do this because they feel that it undermines the feature. Basically the impression that I got is that they only do this when a feature is failed, but it's too big of a pain to remove it from the game, so they just turn it off by default or give the user a way to turn it off. Guess EA isn't ready to admit that momentum, jump the snap, impact players, and HFA are failed features. It was interesting to hear though, that we talked with some members from EA's staff that discussed some of their own views on those features, and without getting into any specifics, there are definitely people on staff that are sympathetic to our positions on those things. They have some guys on the production team that are doing what they can to look out for hardcore gamers, in terms of what new features they add, and even if they aren't able to always win the argument, it is a bit reassuring to know that there's at least somebody in the room arguing the point.

- No playbook editor. Basically what we were told is that they don't view this as an option that is worth the development time in terms of selling any more games. It causes all kinds of extra quality assurance strains, and they don't think anybody would really use it. So if you guys want to get a playbook editor, go out and get a bunch of people to email EA about how you need to have it in the game, otherwise it's basically a dead issue, in terms of current gen.

- We asked about momentum being toned down. What we were told is that momentum was basically unchanged this year. Again, EA is aware of our position on the issue, but at this point it is not going to be altered.

- We did not get a chance to play any human vs computer games, so I can't comment on jump the snap. Again, we explained the problems to producers, who were aware of the issue, but it is unclear if this is anything that there is a motivation to do anything about.

- Pulling blockers are still useless for the most part. We still saw multiple times where blockers ignored relevant defenders, or were unable to make any sort of block on a man. So short of read plays and the new auto-motion, the running game will be exactly the same on '08. Our position on this matter was made clear.

- We noticed a field goal get blocked from a guy coming up the middle, which is something that I basically never saw on the game last year.

- There appeared to be a slight issue with the clock. At least twice we had a situation where the game was paused and one of us called timeouts, but a full second ran off the clock after we unpaused the game before timeout was called. In one instance this happened with 0:01 seconds left in the half. Producers were present when this was discovered, so they are aware.

- Still have an issue where if there's an auto-replay, you cannot challenge the play. This appeared to be something that producers were sympathetic to finding a fix for in the future.

- I did notice a few new running plays, which were called "power" plays. I called them a few times and did not experience tremendous success, but they are new to the PBs. They also had play action off of these plays. We didn't have a chance to dive into playbooks too much, so I can't really comment on how different things are. I did notice a bunch of new things in the flexbone playbooks, and in some of the next-gen playbooks that I saw, so there probably will be some things. Hook 'em, I know you were concerned about the I form option. I checked today and both Ohio and Buffalo have the same crap version of I formation. Texas aTm still has it in their PB. I wasn't able to go through everything and look for the I form option, but if I had to guess, I'd say that it's going to be the same as last year.

- We hammered very hard the concept of custom playbooks online. We were told that there were concerns with cheesers, but after having a pretty frank discussion about how some of the previous issues have more or less already ruined the game on that front, I feel that we may have made some progress there. It was unclear where online play stands at this point, but we definitely made sure that they understood our confusion about the fact that online features have actually been taken OUT of the game since '04, as opposed to the opposite way around.

We were told that the LSU, white on white uniform glitch had been fixed, but we had no way to confirm that.

- Final synopsis on gameplay. It plays like a tweaked, more solid, but still retarded in a lot of areas, NCAA 2007. If you are sitting there hoping for more than that, it's not going to happen. And we definitely get the impression that current gen is pretty close to the end of the run in terms of improvements, renovations, or anything like that. So my advice to anybody considering upgrading at some point, is to just get it over with. And that brings me to....
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Old 06-13-2007, 01:17 AM   #12
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It sucks that you guys weren't given more/any time with online play. Considering how centric of an issue online features are for next gen gameplay, it's almost absurd that online features have suffered so much STILL to this point.

One thing, at least on PS3, that is nice is that developers are patching stuff. MotorStorm issues got bitched about and patched. Resistance is getting a patch soon to give more maps and stuff and they had one back in December to fix a number of bugs.

I just hope that EA is dedicated enough to the online play to be willing to listen to the players.
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Old 06-13-2007, 01:21 AM   #13
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Next-Gen Screenshots:





Tournament:

Today there was a tournament among those in attendance with the winner getting an X-Box 360 Elite. The winner of the tournament was Dan from maddenwars.com.

In the tourney, I played Packwolf from Madden Nation Season One. He played as Oregon and I played as Missouri. He was able to move the ball well early on with his mobile QB and possessed a 3-0 halftime lead. Finally after running some Spy plays, he was unable to move the ball with the mobile UO QB in the second half. However, poor Mizzou was also unable to do anything as I lost 3-0. Being that Packwolf is a former Madden Nation competitor, I told him before the game it would be an honor to lose to him.

This was my first experience with the 360, so I wasn't 100% comfortable with the controls so I did not get into running any DE audibles, hot routes, etc. However, I was very glad to see the spies work considerably more successfully in next-gen NCAA versus current-gen.

I did note in my NG games and in others, not a lot of big plays. Though, given all of our limited time playing, I am unsure if that was due to us or the game.

The DBs are aggressive in NG - getting in position to make plays, including INTs and tipped passes. It was a welcome sight.
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Old 06-13-2007, 01:37 AM   #14
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MadSci just said that there will be a downloadable demo in early July.
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Old 06-13-2007, 01:46 AM   #15
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Next Gen

OK guys, I have to somewhat apologize on this. I did not get a ton of time to play next gen, because we spent about an hour testing current gen stuff initially, then a bunch of current gen gameplay producers got there so we cornered them for about an hour and a half and unloaded our arsenal of complaints on them, and then when we finally settled down into next gen gameplay, the next-gen producers came by and we spent a lot of time talking to them. They had a tournament at the event on next gen, and unfortunately both of us got bounced in the first round because neither of us had even completed a single game yet, when other guys had been on the sticks for about 4 hours already. But this is what I got:

- Next gen gameplay is about 1000% better than it was a year ago. Again, they got the auto-motion in there, which is a huge get. One thing that I absolutely loved was seeing the deep ball. The deep ball on next gen is simply dead, IMO. I tried to get a couple cheap deep balls in my tournament game, and all were either incompletes or interceptions. DBs make some solid plays on the ball, plus they have balls that are off target. Somebody was talking about PI, but I didn't see it one time when I was there, so my impression was that pass interference is not a huge issue.

- We talked to them about field goals getting blocked, and they indicated to us that this was something they had addressed. Given that I didn't see one field goal blocked in my games, or any of the tournament games that I watched, this appears to be a fixed issue.

- The biggest thing about next gen, to me, is the blocking. I got a chance to sit down with the blocking guru and have him show me the new blocking system. They have double team blocks and cut blocks integrated into the game, which is really nice. They have an entire logic where linemen have a guy that they are assigned to block pre-snap, based on the alignment of the defense, but it is dynamic so that linemen can adapt if defensive players move around. For example, the guy showed me one time where a MLB came up to blitz, and the line aborted the double team blocking, and went to straight man vs man type blocking. One of the other things that he showed me was the improved lead blocking by fullbacks, who now do a really cool job of leading you through the hole, rather than making a beeline for the FS. I was pretty impressed. The other thing that he told me was that they now have situations where blockers make more dynamic decisions about who to block, and smarter players will make better decisions more often. They also have some interesting "win" situations for defensive linemen, where linemen recognize that they are getting double teamed and will either try to split the double team, or will actually go to the ground and take out both blockers, so that the LB can make a play unblocked. The guy also highlighted to me that they wanted the run blocking to be more set up towards people reading their holes and picking their way through traffic, as opposed to just sprinting outside. The producer showed me several times where he ran the same play multiple times, and chose an alternate hole different times. I'm not going to say that this is 100% realistic blocking, but it's a giant, giant step in the right direction.

- I do have a couple concerns with next-gen that prevent it from being a "this game will revolutionize football gaming" type of game. First, it seemed as though it was really ridiculously hard to get pressure on the QB with the front 4. I noticed a lot of games where QBs are sitting in the pocket for an eternity. So containing the QBs and getting pressure on QBs will be an issue to look at for sure.

- I saw a lot of broken tackles. Others said that they didn't, and I watched some games where it appeared to not be a problem. But in one game that I played, we had a ton of broken tackles that had both of us scratching our heads. I also saw a fair number of fumbles, so that's the another potential thing to look at.

- We had some issues with it seeming like speed burst wasn't really doing anything. Seemed like a lot of times where guys were almost jogging instead of running full out.

- There were a lot of "wow" moments with the game. Setting aside the player models and running animations, this game has a ton of really cool animations that are jaw-dropping. Stuff from WRs getting a foot in bounds near the sideliens, to blocking animations, to failed strip ball animations (where the guy actually makes an aggressive swipe at the ball, you see the ball almost get ripped loose, but the ballcarrier manages to hold on to it), etc...

- User catching was a LOT easier than last year, but again, I didn't see anybody having success with lob user catches.

- The fast twitch stuff is definitly back. I made some runs with McFadden that were reminiscent of stuff that I used to do on '04. I am not 100% sure how I feel about all of this, but it definitely brings back that sense of user control to the game. It also seemed as though this was an issue that guys with high agility/speed type ratings could do a lot easier than guys without it.

Bottom line to me is this. If you have a next gen system, this is a game that you should definitely buy. I would probably even recommend purchasing this over CG, if you played '07 extensively and are looking for a change there. But the game lacks a sense of polish and overall finish that makes it a game that I can't tell people to buy a next gen system simply to play this game. But we saw a lot of encouraging things, and we talked to a lot of guys that have some really cool thoughts about the future on next gen, so I think it's just a matter of time until they get this thing pretty tight. One of the producers, Ben, was telling us that they've really used the next-gen system as a way to re-examine all of the things that they did on current gen, so there are a bunch of things that they definitely have plans to do in the immediate future in terms of adding some of the features and things that current gen has, and then even expanding on that, but they want to get it right (because as another producer told us, when they have something in that's a failed feature, it basically has to be a complete disaster for them to take it out, simply because it takes so much effort). So it seems like the idea on next gen is to progress steadily, keep gameplay as tight as possible, and make incremental improvements where they avoid doing anything similar to NCAA 2005 or 2006 where they have setbacks and end up having to take things out of the game, or hear about fans talk about how poorly implemented things are.
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Old 06-13-2007, 01:51 AM   #16
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Did you get any sense that they were willing to patch the game? I'm thinking mostly along the lines of a giant chorus of "____ is really messed up online, it needs to be toned down" receiving a patch to adjust online sliders or something.
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Old 06-13-2007, 01:53 AM   #17
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Did you get a chance to see if the 360 version increased the amount of roster slots? (i.e. is it finally more than 70 so we can have all scholarship players?)
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Old 06-13-2007, 01:59 AM   #18
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The guys in attendance were very, very cool and great to chat with.

Here are some of their sites and they will/should have more NCAA info up very shortly:

VG Sports
Gamertag Radio
Madden Matrix
Madden Wars
Madden Planet
sportable.com

More to come....
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Old 06-13-2007, 02:00 AM   #19
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Quote:
Originally Posted by kella View Post
Did you get any sense that they were willing to patch the game? I'm thinking mostly along the lines of a giant chorus of "____ is really messed up online, it needs to be toned down" receiving a patch to adjust online sliders or something.
Yes....that sounds like it will happen.
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Old 06-13-2007, 02:01 AM   #20
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Ok, from the current gen screen of miami I see they did not include miami's new uniforms. Did they do forget to include the new uni's in next gen?
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