The above trailer like a week ago during a period of time when the site wasn’t able to be updated; as a fan of NCAA, I’m remedying that right now.
The trailer shows off all these changes and it looks fantastic, but the question for a lot of people is will it live up to the hype or will it be a disappoint until after a few patches that fix everything (or most things)? I really enjoyed last year’s game and thought it played great; I didn’t have too many problems with it since I mostly play against the CPU (there were some online issues), and so I’m really looking forward to this years title (only a couple of months away!). Below is an article that is on the official NCAA Football 13 website written by Larry Richart, one of the gameplay designers.
With many teams around the nation participating in spring football it reminds us that the fall season is just around the corner. With that in mind, the development team here at Tiburon is busy at work putting the finishing touches on NCAA Football 13.
This year, we have placed a special emphasis on gameplay. In fact, we have doubled the size of our Core Gameplay team and made the most gameplay changes in the console generation. We started with an area of the game that has become a very popular trend in the college game today: passing.
Teams from across the nation are slinging the rock all over the yard at a record rate. Looking at box scores it’s not uncommon to see each team’s quarterback throw for well over 300 yards in a game. Depending on a team’s offensive style you may even see a quarterback throw the ball 60 times in a single game. With all this “pitching and catching” (like the ole ball coach likes to say…) going on in the real NCAA game, we wanted to re-invent the passing game in our version of NCAA Football 13.
Passing has been a strong part of our game for years, but we felt we could do more with it and make it an even better experience for the user. The first change we made was to re-do our pass trajectories. In years past, we only had one ball speed, which meant only one type of trajectory for every type of pass. So, for example, if you threw a lob pass on a streak to an outside wide receiver versus a lob on a swing pass to a running back, you would get the same type of trajectory, or what we called a “moon ball.” In NCAA Football 13, we have broken down the trajectories and ball speeds into more than 20 different zones. So now that swing pass to the running back can be completed in stride with enough time to turn upfield. We’ve also slowed down how fast bullet passes fly for shorter, medium and deep distance passes. When the receiver is only 10 yards away, you wouldn’t expect a bullet pass to be as hard as the QB can throw it because that would make for a very difficult catch. Therefore, the bullet pass in this case will be much slower than if you were trying to fire in a deep dig route in between zone defenders down the field.
The change to pass trajectories also allowed us to make it easier to get the three types of passes: lobs, medium/touch, and bullet passes. To get a lob pass, simply tap the receiver icon. To get a bullet pass, hold the receiver icon all the way through the QB’s pass animation. Finally, to get a medium/touch pass (and this may take a little practice to master) press the receiver icon and then release before the QB gets to the end of his animation. The medium/touch passes will be especially useful when trying to toss a ball just over linebackers’ heads and in front of the safeties.
Another change we have made to the passing game is our new Total Control Passing mechanic. You have always been able to lead the pass in certain directions by using the L-Stick, but in NCAA Football 13 we have re-tuned the L-Stick lead to allow the user to throw the ball exactly where they want to put it. One scenario where this is especially useful is when you have a slot receiver running a 10 yard dig route versus a Cover 2 defense. Normally you shouldn’t try to complete this pass, as your receiver will be running into traffic with the linebackers in underneath zones. However, with the new Total Control Passing mechanic you can now lead that receiver into space and the open part of the field (the deep middle between the 2 deep safeties) by holding up on the L-Stick.
Combining the new Total Control Passing mechanic and mastering the new types of pass trajectories can help turn you into an unstoppable passing machine!
Read the full article here.