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#1 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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Utopia: Hands-On Impressions of NCAA 09 (5/1)
After NCAA 08, which most users found lacked lasting appeal for various reasons, I was very interested in seeing what NCAA 09 had to offer. This report includes thoughts from our hands-on time, as well as additional thoughts in response to community feedback posted within the last week.Before I get into this report, I’d like to thank EA Community Leader Will Kinsler for bringing his console and an early build of the game with him. Had he not, our hands-on time would have been greatly reduced, thus lessening our impressions and potential for feedback. Also, thanks to Producers Dave Ross and Ben Haumiller for answering questions at the Thursday night NCAA premiere event and for listening to feedback. PLEASE NOTE: It is worth noting that this game is not a final build. In the week between the build we played was created (April 18) and the Thursday night event, we were told that additional defender animations have been added as well as more gameplay tweaks, which will continue for the next few weeks. It should be said that until we see or play a final build, no impressions of 09 should be taken as the gospel. For example, in Practice Mode on this build, there was no Random Play selection, yet we know from the feature list it will be in the retail version. Also, keep in mind that I had the least amount of ‘stick time’ of the community guys in attendance due to travel delays. On day one, I held my own (1-1), on day two I was getting rocked (0-3) by Dave from psu.com, who was getting the controls and game down pat. For whatever reason, the guy who played 08 the least was doing the best, the guy who played 08 the most the worst. That should say something right there about the basic differences between 08 and 09. To give a brief synopsis before the detailed report – I believe that NCAA 09 is drastically improved over 08. Everything is back to a playable speed, ranging from on-field speed to menus and depth charts. The atmosphere of the game has increased dramatically via the Breakaway Animation Engine, and should only get better with the Customizable Music feature. For those who play online, Online Dynasties should reinvigorate the online community. I believe NCAA 09 is probably the first NCAA Football game that will truly be considered ‘next-gen.’ 07 lacked features and gameplay. 08 had some nice features, but the gameplay did not endear itself to everyone; not to mention the poor menu and depth chart navigation. 09 has those items fixed and I believe it will be considered the best NCAA Football game in years (for some, that’s not saying much, however). That being said, we were playing an early build and there were definitely some areas of improvement in which we made suggestions. The first item users will notice is that the menus run smoother than they did on NCAA 08. Included in this, the depth chart bug no longer exists. Users no longer need to fear making changes to their roster. Visually, the players (specifically the player models) are a significant step up over 08. No more pregnant offensive linemen, the shoulder pads are the right size – it looks like a football game. The Breakaway Animation Engine is very impressive. Player animations & celebrations look lifelike/realistic, flow together very well, and fit the situation at hand. The only two animation items to stand out were returners being too upright in running style, plus many players carrying the ball out wide with one-hand. Otherwise, all of the new animations are dramatically improved over NCAA 08. Honestly, they really put 08 to shame in that regard. To stay with the theme of animations & celebrations, after a score players can run up and interact with the mascot or simply let the player do his own thing. Players at certain schools have the option after a score to engage in a ‘Team Celebration.’ For example, after a big score, a player from Central Florida can look to the crowd and make the arm gestures for “U-C-F.” (Hands up for the U, to the left for the C, and again to his left for the F.) It seems like this ‘Team Celebration’ can only occur when playing at home. It is very clear that Tiburon put a lot of work of trying to have NCAA 09 reflect the atmosphere of college football. Gamers will want to use the User Customizable Stadium Sounds & Music Feature. While we were unable to upload any music to test this feature out first-hand, we were able to navigate the menus to learn more about how it works. There are 23 different situations in which music can be edited. They are: FG Kick is Successful, PAT is Successful, 2-Point Conversion Successful, Touchdown, Safety, Defense on 3rd Down, Defense on 4th Down, Kickoff, Timeout Home, Timeout Visitor, Start of 3rd Quarter, TFL/Sack, Defensive Stop on 3rd Down, Defensive Stop on 4th Down, Turnover, Defense takes field after Kick Return, 3rd Down Conversion is Successful, 4th Down Conversion is Successful, 1st Down Conversion on 1st or 2nd Down, FG Miss by Opponent, Challenged Play, Start of 4th Quarter, Penalty on Away Team. The music clips can only be in MP3 format. At this time, they are working to allow the music to be streamed via a network, however they are uncertain if that will be in the final retail version. Cutscenes after plays include players celebrating or showing frustration and also cheerleaders on the sidelines. The statistical presentation is improved by player stats (for the last play and for the game) popping up in the lower right of the screen. We did not see any stat overlays for team stats and noted it needs to be added. There are no team entrances. The stadium visuals and weather details look great. Snow games are now playable and the clouds during day games at stadiums look very realistic. As you can tell from reading above, the visuals and atmosphere really stand out from the get-go. However, it is the gameplay that dictates whether or not a game has lasting appeal for many, so let’s get to the core of NCAA 09. Immediately, it is clear that the game plays faster and smoother than NCAA 08. After just a few minutes of viewing Dave (psu.com) and Bryan (pastapadre.com) play, my thoughts were that this game looks like a combination of NCAA last-gen and next-gen. Players were pulling off moves reminiscent of last-gen (jukes, actual ‘control’ of players) with similar LG presentation, with the graphics and menus of NG. In the trailers and feature lists for NCAA 09, we have heard a lot about the “wide-open gameplay,” which has raised more than a few eyebrows. Having played the game, I can say that the wide-open gameplay was a much needed addition over the stiff, sluggish NCAA 08…however, it also needs some tweaks – which we have verbalized to Will. Unlike 08, it is possible to go over the top of the defense on pass plays – but I still saw defenders making a fair number of interceptions, most (if not all) which seemed legit. Bryan, Dave, and I have suggested they add in more deflections as well as more over- and under-throws. If you count INTs as a completion, the completion percentages have been pretty high in the majority of our games. To be fair, we did have some games where the QBs struggled, but most had high completion rates. In verbalizing our thoughts to the producers on Thursday night, they mentioned that it was now easier to hit WRs to keep them from holding on to the ball. Personally, I struggled with Hit Stick timing, but that’s understandable after one day. In my opinion, I feel that offenses will have the initial advantage in the game, and then we will see a shift once players get acclimated to what defensive strategies work most effectively. Some games have been low-scoring (40 or so combined points), some have been absolute shootouts (around 100 combined points). Players will definitely want to use good defensive teams. Using Minnesota (very poor defensive rating – 60 something I believe), I was torched on Thursday for 50 or so points. Using Nebraska Wednesday night in my first game (80 something defense), I was able to win and hold my foe around 20. None of us milked the clock and were frequently picking plays and hiking the ball early to try and get more plays in. That obviously didn’t help our cause. (Note that player & team ratings were not final in this version.) Along with this, there have been a decent number of big plays. However, occasionally a defender will be in position to make a play – but do nothing. I know people were critical of arm tackles in the early trailers, but they need to make defenders at least attempt them more often. They don’t always need to work, but defenders need to at least do them to occasionally slow down players on big plays. It is worth noting that when meeting with producers on Thursday night, it was mentioned that in the last week there have been some changes made on that side of the ball and within the general gameplay. User Catching may be an issue. Anyone who has played me knows that I don’t User Catch – however, I have had some limited success with it thus far in 09. It’s good that we finally have control over wide-outs, but the real issue will come when Johnny Wal-Mart gets the game and figures out possible User Catch exploits online. On defense, I find it not as easy to move the DB to get in position for a catch. It seems like they sometimes get stuck on a path I cannot pull them out of. When I have gotten them in position, I’ve overshot it. I would say that this game currently favors the offense more than the defense, but that can be said for almost every football video game. However, a few tweaks in the right spots would go a long ways. Talking with Pasta Padre, we believe we have seen about 1-2 INTs for touchdowns per game. Personally, I believe the game needs to add animations to the DBs where they can fall or stumble after an INT – we did not see that happen. On one kick return, we saw the return man muff the catch, stumble to grab the ball, continue to stumble, and then fall down. It’s clear they added some “stumbling” animations and it’s even more evident they need to add some of these to DBs, as after INTs they are in a position to immediately run to the end zone. It would be a huge improvement, in my opinion. Players who make interceptions seem to be able to ‘get up and go’ too easily. The actual turnovers did not seem to be an issue, as I felt every interception was from me making a bad decision and not super DB or LBs. It may be worth keeping an eye on the ‘Play Recognition Rating’ for players once the game is released with final rosters. During a brief look on Thursday, I noticed that on Nebraska’s roster, only 10 or so players had a ‘PRR’ over 45, with the vast majority in the 30s. (DBs had very high PRRs, in the 60-80s. After that, it dropped off considerably.) This may be why some players did not attempt arm tackles when the offensive player ran by. The rosters and ratings on this build of the game are a work-in-progress and may be responsible for some of the issues we’ve seen. The option game seems improved from 08. It is not quite as easy to make pitches while falling down; it happened a few times but not every time. The accuracy of pitches still seemed to be pretty on-target, but I did see defenses in position to break up pitches. Defenders (LBs) do still take some odd angles defending the option, such as a linebacker who should go through the line or outside, but cuts back or hesitates. In Practice Mode, I was under the impression I was able to pitch the ball way late once again. However, after using it in-game, I believe this has been at least partially addressed as I was not able to pitch the ball as late as could happen in 08. Keep in mind this was in limited testing. In more limited testing, QB Spy seems to work very well this year. The offensive line play seems improved in pass protection, IMO. I am not sure I would quantify it as a pure “pocket” like some of you have asked, but I didn’t got stomped by the defensive line as much as I did in 08. I do feel that the blocking AI overall has been improved. Super LBs & DBs: In the games I played and watched, I saw linebackers and defensive backs make interceptions, but most (if not all) seemed legit without any ‘warping’ like existed in 08. In 08, online play was hampered by gamers taking advantage of the lead blocking feature with offensive linemen. If you attempted pancake blocks with them, they would blow the DL several yards deep opening up a huge hole. This year, that does not seem to be the case. I worked on this several times and only saw one pancake, but it did not result in the DL getting blasted five yards deep – only two or three. The rest of the time the players were simply engaged in a tie-up. I did not attempt any cut-blocks, as I felt that played out fine on 08. In a human vs. CPU game on All-American, I did not see the CPU Jump the Snap effectively once. Unless the indicator does not show up for the CPU, it would seem this has been toned down greatly. (Thank goodness.) None of the four of us really tried to use it versus each other, so I cannot state how effective it is for human players. The four of us played in what I would call close to a sim-style. During the game, when users call a timeout they can choose what to have the current unit on the field focus on. Here are those options: OFFENSE – Ignore Crowd, Get Open, Block Better, Break Tackles, Protect Ball. DEFENSE – Pump Up Crowd, Shed Blocks, Lockup Coverage, Tackle Better, Get Ball Back, No Penalties. After an interception, users can play in an optional “Quiz the QB” mini-game in which they attempt to guess the play the defense was in. You can view the play from five different pics of the play in action. (Think of it as the QB on the sidelines looking at pics of the play and talking to his QB coach to find out what went wrong.) If you get it right, you regain some composure. If not, you lose composure. This feature will help users learn to read defenses better and figure out what a foe is doing. There is also an “Ice the Kicker” mini-game. When your foe is in position for a game-winning or game-tying kick following a timeout, the meter will be covered with ice. It is tougher to see the meter and the kick will go in slow motion. The controller will also vibrate. We only saw this once, so I cannot gauge the effectiveness of it. Its premise is to make game-winning or game-tying kicks more high pressure. Both the “Quiz the QB” and “Ice the Kicker” situations are optional and can be turned off. Home-Field Advantage: On the road, it makes your play-art tougher to see via the wavy “Ghostbuster-esque” lines. Composure ties in for both home and away games, while it seems to effect road QBs more. The more composed your QB is, the more icons he can see pre-snap. (They appear instantly as soon as the ball is snapped, however.) You can regain composure by making plays or by answering the question correctly on “Quiz the QB.” Also, ‘Home-Field Advantage Effects’ can be turned on or off. All of the games we played were on All-American difficulty. On Thursday evening, I played one series on Freshman to gauge its effectiveness, particularly after seeing the ease in which the player scored during the presentation. On the opening kick-off (on Freshman), I was able to return it for a touchdown, basically by just out-running the kicking team to the outside. I then held the defense to a three-and-out, and had success moving the ball down the field before ending the game. Freshmen mode is very easy for veteran NCAA players and is designed for casual fans or newcomers to the series. I can attest that higher difficulties (like All-American) are much more challenging and realistic compared to Freshmen level. Dynasty Mode: I was able to get a brief look into Dynasty Mode on Thursday afternoon. Recruiting has been streamlined and users no longer need to sit and wait out the duration of phone calls. When selecting a recruit, you can “Quickcall This Prospect.” Here you will select the length of time you wish to be on the phone (5-60 minutes, intervals of 5 min). You will then be told your results instantly. For example, during a ten-minute call to a recruit I “Unlocked Program Tradition (Low)” and (Unlocked Coach Experience (Low).” The Recruiting aspect of Dynasty Mode has also added more CPU assistance for those who do not want to do the work themselves via Recruiting Strategy. In this setting, the user can select Offensive & Defensive Style, Position Preferences, and Position Balance. This tells the CPU what to look for when doing the recruiting. CPU assistance in Recruiting may be turned off. The other noticeable change in Dynasty Mode was the addition of the Russell Athletic Top 100. Alongside editing your coach in Dynasty Mode (already in 08), there was an option to Create Coach. (I don’t believe that was in 08.) However, the game kept freezing when attempting to take a closer look at this option. Online Dynasty: This feature should not be called “Online Dynasty”, but rather “Dynasty with online integration.” Every aspect of the offline Dynasty will be available online. Users will be recruiting out of the same pool of recruits, they can win player awards, stats will be kept (some also on EASW), etc. Users online recruiting, checking for messages, or conducting weekly tasks will be able to voice-chat with all other Dynasty members online at the same time. Work has been done to eliminate the lag that affected online play last year. Users also have the option to ‘Convert Online Dynasty’, which will allow them to take their team from the Online Dynasty and use them in an offline Dynasty. In terms of features, there is no QB auto-pass, no Create-a-School, and no I-AA schools (though Western Kentucky is in the game). It was widely speculated that these features were not going to be in 09, but it’s still very disappointing, particularly the lack of QB auto-pass as all of the ingredients necessary for said option are already in the game. At the NCAA 08 Community Day, rhombic and myself spent a great amount of time talking up these three highly requested Utopian features, particularly QB auto-pass as it’s all but in the game. No matter how well the game turns out (and I’m pretty impressed thus far with it, including the possibilities with new features such as Online Dynasties and Customizable Stadium Sounds & Music), the lack of even one of these features will leave a black eye on the legacy of 09 among some in the community – particularly the lack of QB Auto-Pass since all of the necessary ingredients for it are already there; they just need to ‘wire it in,’ for lack of a better term. There are two new mini-games, HORSE and Special Teams Challenge. HORSE allows kickers to try to match each other’s best attempt and they can kick practically from sideline to sideline. Special Teams Challenge features players punting and returning the ball until someone either gets a TD return or in position for a field goal attempt. I do not know if either have long lasting appeal, however they will be beneficial for those who need help improving their special teams play and will aid users in getting acclimated to the speed & feel of the game. The same camera angles exist on EA Sports Highlights (EASW) as last year. I was really hoping they would add a ‘default view’ so gamers could revisit the play as they saw it on the field. In related info, there are no extra camera angles for the game, or at least not in this build. Even when highlighting a WR to move pre-snap, it does not pan out like it did on 08. However, the producers have stated this should be back to 08 form in the final version. Dave, Bryan, and myself were able to give some feedback to Will that will be passed on to the producers. To summarize some (but not all) of our feedback: More over/underthrows or at least make QBs not as on-target, more after-play cutscenes of players and less of cheerleaders (not a huge issue, but we could see the community not liking it), improve defensive side of play (include animations that would stop the frequency of INT returns and more arm-tackle attempts). The main features we stressed for addition next year were QB auto-pass (or a full-ledged ‘Coach Mode’), I-AA schools, and Create-a-School. This build of the game looks and plays better than what the videos show – even including tonight’s IGN clips. Linebackers are not acting goofy, spelling errors are fixed, etc. We have had it freeze several times. To keep track of some issues that exist now and to see if they get fixed in the final version: Helmets on Nebraska’s sideline players have Mississippi State logo, some cheerleader flags have wrong mascot name for some schools, inability to back out of audible menu. We’ve been told that this build (April 18) is much more advanced than the one they had just two weeks prior (~April 4). If true, it’s clear that a few weeks can make a huge difference. Aside from some occasional freezing, this version looks like it’s relatively close to done. I expect some thorough testing and more tweaks in the time leading up to release. Two miscellaneous items that don’t fit in elsewhere: - On returns, I was able to move the return man and deliver a block on the gunner coming down the field by hitting up on the right analog stick. This helps in keeping the gunner from being able to down a kick deep in my own territory and instead roll into the end zone. - The on-screen ‘control bar’ (telling user what buttons to hit for audibles, hot routes, etc.) can be removed by hitting the right analog stick pre-snap. At the Thursday night event, we were able to play both the 360 & PS3 versions of NCAA 09. IMO, they play identical, which is a huge relief after the 60 vs. 30 FPS debacle that occurred last year. So how does 09 compare to 08? Personally, I am more optimistic about 09 now than I was at this same stage last year for 08 and IMO I was the least-enthused person about 08 at the NCAA 08 Community Day last year – which is probably a shock to some. There are still some issues with the game, but hopefully some well-needed tweaks will be made before the July 15 release date. Keep in mind that this was not the final build and changes were made between the build of the game we played and the event one week later. 09 feels like a cross between last-gen and next-gen NCAA Football. We have control over players that didn’t exist at all in 08. However, that is tempered by the fact that some major features from last-gen have not been brought over yet, keeping some sub-communities from being able to fully enjoy next-gen NCAA. For those who didn’t like 08, 09 plays a lot differently. If you enjoyed the last-gen style of play, 09 will be very appealing. For those who asked for increased atmosphere, 09 should deliver via the new animation engine (more individualistic player animations) and Customizable Stadium Music. Given that this build is not the final version, I’d feel remiss to say whether or not people who firmly disliked 08 should rent, buy, or skip 09. I hope that people will fairly evaluate all aspects of this hands-on report and then compare it to news that comes out from a possible future Community Day event or from member reports via copies attained early. This version is drastically different in a lot (but not all) of on-field aspects. I have a feeling that some (not a huge amount) slider work may be necessary, but that once a user finds a set that fits their style of play, the game will become even more enjoyable. Personally, I strongly believe 09 will be considered a significant step-up from NCAA 08. 09 is not the slow, methodical, plodding game that 08 was. 09 has gotten the franchise back up to speed (pun intended) with the gameplay style & control of last-gen. As of right now, I feel there is a lot to be optimistic about in regards to NCAA Football 09. However, there were some aspects that were raised as possible red flags. It will be interesting to see how Tiburon uses this feedback in the final version of the game. |
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#2 | ||
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Sophomore
Enrolled: Apr 2008
Location: Dallas
Team: Kentucky
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I'm I ever glad that I didn't have to appease an audience like you did, lmao!
I think if mine were this long, I'd get axed, lol. I think my preview was the longest preview we've covered over at PSU. Last edited by Dave.Wales; 05-02-2008 at 12:17 AM. |
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#3 | ||
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UGA 30 GT 24
Enrolled: Feb 2006
Location: Columbus, GA
Team: Georgia
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Thanks for the impressions cdj. I've kinda lowered my expectations a little and I'm going to get the game if coach mode gets put in. But if that doesn't happen I'm not going to waste my money cause I only enjoy the game if I'm coaching.
__________________
Formerly GwoodGator47 Mark Fox for President |
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#4 | ||
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The Future: Geno!
Enrolled: Nov 2005
Location: West Virginia
Team: West Virginia
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Great to hear.
My main issues with last year's game was 1. Lack of environment (atmosphere, 2. Slow gameplay, and 3. Tedious recruiting (and I used to love recruiting ... like skip seasons just to recruit). Those three have all been addressed, and the gameplay improvements are plenty good enough for me, since I don't give a shit about online play (though online dynasties may change that). Also, cdj, when you say mp3 format and streaming, do you mean that you'll have to use a flash drive to get the custom sounds? Or if your PC is linked to your 360 (Windows Media Center on your 360) can you stream them from there? From the harddrive? Could they be hosted on an EA server? Thanks for the reports, man. ![]() |
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#5 | ||
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GO SKERS!
Enrolled: Jun 2007
Location: LINCOLN,NE
Team: Nebraska
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Great wirte up man! Enjoyed reading it!
So now that you can answer specifics here are my questions... -What is the max roster size? -Are custom playbooks/plays in the game? -Can you edit a player's year in school for the default rosters? -Is it possible to have 2 players with the same number ( 1 Off/1 Def )? -What did the EA people give for reasons why no CAS? -I know you said the rosters weren't final but is there anything worth knowin bout the skers roster yet? I know you prob wont have answers to all of these but a guy can dream right!?
__________________
"DAY BY DAY, WE GET BETTER AND BETTER! TILL WE CAN'T BE BEAT! WONT BE BEAT!!!" http://video.aol.com/video-detail/my...ast/2066039777 For FREE NCAA Football & NCAA Basketball 10 (2010) rosters, visit http://www.freecollegerosters.com |
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#6 | ||
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prowlin'
Enrolled: Oct 2003
Location: Birmingham, AL
Team: Auburn
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CDJ or Dave, I don't know if you guys had a chance to see, but is it still possible to change the controls to more of a last-gen style?
__________________
“You never see a dog barking at a parked car, they only bark when the car is rolling. When you hear people out there barking about what we are doing, you know we are rolling.” -Trooper Taylor www.freecollegerosters.com |
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#7 | ||
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Sophomore
Enrolled: Apr 2008
Location: Dallas
Team: Kentucky
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#8 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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Quote:
They are working to get streaming available to users can stream the music from their CPU to the console via a network. Quote:
CAS (among other features) are on the radar for the NCAA team. This year it sounds like they put their focus on making sure Online Dynasties work and work well. From all accounts, they are trying to get their bases covered with this new feature. |
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#9 | ||
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The Future: Geno!
Enrolled: Nov 2005
Location: West Virginia
Team: West Virginia
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There's the thing - you CANT store Mp3's on your harddrive, at least from a digital music source. The only way you can put music on your 360 is via CD, or if you have your PC and 360 connected together via the Windows Media (which allows you to play music you have in your Windows Media Player library).
So I'm not sure how that's going to work. I may have to go back a few years and burn a CD of the atmosphere songs. Also, cdj, whens that community atmosphere thread coming out? |
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#10 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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We have quite a bit of more info yet to come. Audio interview with Dave Ross, another with Ben Haumiller (the two producers in attendance last week), and something special in coordination with the 'Stadium Sounds' feature. We're going to space them out just so some of this info doesn't get lost in the huge volume of reports coming out. It'll likely come out every few days over the course of the next week or so.
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#11 | ||
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Sophomore
Enrolled: Apr 2008
Location: Dallas
Team: Kentucky
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Chris man, when you boys over here decide to test out the Online Dynasty, don't forget about my Wildcats of Kentucky, homie! lol
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#12 | ||
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Freshman
Enrolled: Jun 2006
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CDJ,
Thanks for all of the info, your reports are the best! Just wondering, is coach mode officially dead for 09 or is there still hope of at least the QB auto pass? If it is dead, did the producers shed any light on why it wasn't added when it seemed like they had a genuine interest last year? I'm still shocked that mascot mode and ice the kicker made it in over coach mode. To me, the game itself looks leaps and bounds better than the previous next gen games. The crowd reactions and the ability to import custom sounds is great as well. If I was a stick player, I'd be in Heaven Anyway, thanks again for all of the info, hopefully there's still a chance for us older gamers.Last edited by hamilton77fan; 05-02-2008 at 01:49 AM. |
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#13 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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Quote:
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#14 | ||
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Sophomore
Enrolled: Oct 2005
Location: Kingsville ON
Team: Michigan
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Thanks a lot CDJ! Great read and I'm pumped for '09!
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#15 | ||
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Sophomore
Enrolled: Jun 2005
Location: Columbia, MD
Team: West Virginia
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Did you notice any face mask penalties? If not, did the classic face mask animation happen with no penalty as it did last year?
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#16 | ||
![]() [D] Utopian
Enrolled: May 2004
Location: Nebraska
Team: Nebraska
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#17 | ||
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Junior
Enrolled: Nov 2005
Location: MoCo
Team: Maryland
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CDJ,
what you you tell us about the playbooks? |
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#18 | ||
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Freshman
Enrolled: Apr 2008
Location: Austin Tx
Team: Nebraska
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CDJ, were you able to view any editing options for players? If so can you edit show colors, dup #'s & are all the helmets & facemask in? Did you guys take some screens of the games you played? How is Memorial Stadium in Lincoln? Does the crowd rep a true red sea?
I'm glad theres alot of Nebraska fans on this board...Thnx |
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#19 | ||
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Where is My Mind?
Enrolled: Nov 2007
Team: Florida
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Thanks EA. Now I can play "Hells Bells" at every opportunity!
I don't have a problem with no CAS if it was going to be like the last-gen version. I'd like something similar to the APF 2K8 editor if it is in the game. But maybe next year. |
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#20 | ||
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Sophomore
Enrolled: Jun 2005
Location: Columbia, MD
Team: West Virginia
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Glad to see face mask is back.
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