
During the first day of E3 I played NCAA Football 10 on the default Varsity difficulty. I made the statement in my brief recap that the game had a very similar feel to 09 and it seems people ran with that as though it meant it wasn’t changed or improved which is not the case. The differences are just not as obvious as the ones Madden received. After bumping it up to All-American the improvements made to the game became more evident.
The adaptive AI has a strong presence and I’ll describe an example of that from the defensive side later in the article. Going up against the CPU offense there were instances of them throwing deep and mixing up the play calling better than seen in recent editions.
As witnessed in the UW-WSU video the CPU RB had a play where he probably would’ve run out of bounds last year but instead caught me off guard by pulling off a sharp cut and going up-field for about 15 more yards. There is more inaccuracy from QBs and a great deal of that is dependent on ratings. There is a pass rush and I actually encountered a CPU Missouri blitzing the crap out of me over a series of plays and I was not prepared for that to happen. Also a factor is if the QB waits too long and gets hit during the throw the potential is there for those waffling passes to be picked off.
One of the new additions to the game is the “linked” setup plays. Thankfully I learned about this more and experimented with it because it turns out I didn’t have a complete understanding of how the feature works. Running a play that is “linked” to another will build it up towards being setup. Generally they are run plays connected to play action passes. Interestingly the rate of build-up is based on the success of the plays. So if you run a dive play and get stuffed you may not increase the percent or it will be very minimal. However run a dive and get 15 yards and it might go up to 50%.
My first few times through I was trying out the setup plays when they were at 60%, 84%, and so on. I was prepared to say that I really didn’t see any difference in how effective they were. Only on the second day did I find out that a play has to be 100%, completely setup, for it to matter. When I ran the fully setup plays I did notice the defense bite but by no means did it mean I was automatically successful. Several of the attempts at fully setup plays ultimately resulted in incompletions. I noticed that the safeties will bite on the play actions when they’re setup, while on setup run plays the linebackers may not take that initial step towards the line of scrimmage which can open up opportunities. Again much of that is based on the individual player ratings.
It did become clear that using the run to setup the play action was far better strategy than using the PA to setup a run play. While you may be more likely to bust a run when it is setup I didn’t find much success in those situations. It made more sense to take advantage through the air. This feature also adds an element of strategy in deciding when to pull out those setup plays. Again though knowing it only improves the odds of finding the opening for the big play and doesn’t mean it will actually come through should be reassuring to everyone.
Forgetting the setup plays the defensive AI makes adjustments automatically based on your play calling. I noticed after having run up the middle several times (trying to build up a play) the defensive tackles pinched in pre-play and crashed. The linebackers and safeties also started creeping up. It’s one of those improvements that many people won’t outright spot but will make a big difference.
I did try out the player lock on defense from a few different positions. The camera angles work relatively well. There are still times where the perspective is difficult to deal with such as when a ball carrier runs past, it is tough to react and adjust. Having the option to click onto any player though is great if not completely practical except in a Road to Glory and hopeful online co-op in the future. Clicking the stick to lock in worked well but it also meant I couldn’t pump up the crowd and I do that religiously when playing defense!
Game planning is another addition that provides the user with a way to influence how the team plays. What I most like about this is since you can only control one guy at a time the CPU has in general just played a standard way in the past. Now you can set it to conservative, balanced, or aggressive for offense and defense. Set to aggressive and your players will go for strips and try to break tackles. Basically they look for the big play in all situations. Set to conservative and the players will try to avoid the big mistake and play it safe. This will affect both the CPU controlled players and the player being user controlled.
I saw the effects of this immediately in my first game when I set both to aggressive. This is likely how most people will begin until they realize the downsides. On the first two possessions I was called for three face masks. In another game I said the hell with it I was going aggressive again. On one of the kick returns my guy practically refused to go down which ended up resulting in a fumble. I would recommend aggressive for situational use as opposed to playing that way for a full game. Conservative fits my play style better anyway so I shifted back to that for the most part. Balanced would provide a similar style to how the CPU has generally played in the past.
Presentation wise there isn’t all that much new. The bands during pregame appear to have been the main addition. That does absolutely nothing for me except add something new to skip through. There are no team entrances or new style of replays or cut scenes that I came across.
Ultimately if you liked 09’s gameplay you’ll like 10. If you liked 09 but felt there were several issues then you’ll probably be satisfied with what they’ve done for 10. However if you had a strong dislike of 09 I wouldn’t expect that feeling to shift based on the gameplay related changes and additions.
Teambuilder is definitely the most intriguing aspect of NCAA Football 10. By all accounts that is already a smashing success on the web-end. The fun had with Online Dynasty masked some of the flaws with the game last year. Because those issues have been addressed and along with the potential of Teambuilder this remains one of my most anticipated upcoming titles.
June 4, 2009 at 2:07 pm
Good Stuff!
FIRST! for the 1st time ever!
June 4, 2009 at 2:14 pm
Great write-up, pasta. Thanks for playing on AA!
June 4, 2009 at 2:16 pm
Great post Pasta! I'm excited about adaptive AI and game planning. Those two features alone should make the game fell very different from 09.
June 4, 2009 at 2:19 pm
Great stuff as always Pasta!!
June 4, 2009 at 2:19 pm
Before, I even read it…THANK YOU for the Armando Allen lead photo… so many people hate on Notre Dame, but it was the only legitimate (and consistent) college football New Yorkers had to grow up with.
June 4, 2009 at 3:20 pm
Notre Dame is legitimate college football?
June 4, 2009 at 8:12 pm
Yes it is…As a Boiler fan, you already know it….
June 4, 2009 at 2:28 pm
Solid account on all facets. Game planning sounds especially interesting.
June 4, 2009 at 2:29 pm
Great write up, bro. Notice anything at all different about the crowds?
Have you had a chance to mess with TeamBuilder yourself yet?
June 4, 2009 at 3:12 pm
Not really. I think the crowds are blurred out more this year.
Not yet. Just been checking out the pastapadre creations in the forum which are awesome.
June 4, 2009 at 9:59 pm
Hey Pasta, did you get to see custom conferences cause thats what I'm targeting right now?
June 4, 2009 at 2:30 pm
PP, can you comment at all on playbooks? Did it look like they fleshed them out at all?
June 4, 2009 at 3:12 pm
Really didn't get a chance to go through them enough to say one way or the other.
June 4, 2009 at 2:30 pm
Hey Pasta, Do you know or can you tell if they fixed the penalties?
June 4, 2009 at 3:12 pm
In what regard? I saw a couple but nothing that stood out compared to last year.
June 4, 2009 at 4:57 pm
In the last few games the only penalties have been facemask, holding/clipping, and pass interference, and they were pretty random. I'm wondering if they added more penalties, or worked on the penalty engine. You mentioned in Madden you got called for a late hit out of bounds, anything like that?
June 4, 2009 at 5:11 pm
Penalties were hardly called on 09 thats what I was wondering will we some more of them and also did they add any new ones like unsportsman like conduct and late hit out of bounds.
June 4, 2009 at 2:36 pm
Very nice Pasta!
June 4, 2009 at 2:36 pm
Pasta, how was the cpu opponent's AI in pass coverage? I was one that felt last year's game would have been great had they not made playing offense vs the cpu a joke. I'm assuming based on your article, that the cpu covers the pass and stuffs the run better? Did you notice the egregious amount of big plays this year as in 09? Also, do they still have the player confidence meter? I didn't like how in last years game if the cpu QB was rattled, he couldn't complete a 5 yard wide open pass.
June 4, 2009 at 3:14 pm
They aren't advertising wide open gameplay this year but there is still a sense of that. Its tough for me to make those judgments based on such a small sample size though.
Not sure on confidence, there is still the choose from three plays thing after throwing an INT but don't know how much it affects performance.
June 4, 2009 at 2:43 pm
So no in-game saves?
No multiple camera angles, particularly a broadcast camera angle, to play from?
No refs or chain gangs?
Tiburon needs to bring in some new guys to make this game. That, or Tiburon has to go.
June 4, 2009 at 5:20 pm
True, only thing I look forward to is Team Builder
June 4, 2009 at 2:43 pm
No team entrances again man ea sucks madden get everything so i guess we will get madden upgrades next year.
June 4, 2009 at 2:44 pm
who want to see the band on the field why ncaa 10 get the same thing as madden is ea scared ncaa 10 will be better?
June 4, 2009 at 2:48 pm
How were the playbooks?
June 4, 2009 at 3:14 pm
Didn't really have time to go through them sorry.
June 4, 2009 at 2:55 pm
Damn can't the NCAA developers do anything right. I want my total control over Campus Legend back or do away with it. I want the composure ratings back to show a rattled or composed player. I really dont see the need of Homefield advantage without this implemented.
June 4, 2009 at 2:57 pm
Damn can't the NCAA developers do anything right. I want my total control over Campus Legend back or do away with it. I want the composure ratings back to show a rattled or composed player. I really dont see the need of Homefield advantage without this implemented. Can't believe Madden got the presentation aspect down but the NCAA people can't even comprehend on the concept. I see a lot of useless features that need to go to make the game better. The only reason I am buying the game is for the Team Builder aspect because I created 4 teams that I really want in the game.
June 4, 2009 at 3:04 pm
Hey Pasta. What happened when the game ended pontiac plays of the game and then cuts off?
June 4, 2009 at 8:46 pm
my guess…….maybe it was because pontiac now longer exist and they decided to scrap it. i'm also interested to find out.
June 4, 2009 at 3:07 pm
Pasta-
Are cpu QB's still completing 90% of their passes against you? Are the short crossig routes impossible to defend? Is playing offense still waaaay too easy? Can you actually get pressure on the opposing QB if you play as a d-lineman?
I liked 09, but the above issues killed the long term playability for me once the actual college season ended. If the above are corrected I think the game would be greatly improved.
Any word on if Bowl Patches are included.
June 4, 2009 at 3:17 pm
Just my initial feeling is that it will still fall in that direction. Not to the same extent as last year but offenses will be able to be efficient if they want to. It seemed like the scoring was down some from what I've heard and seen. Just don't know if it plays like a bend don't break giving up FGs instead or if scoring is down and balanced offensively and defensively.
June 4, 2009 at 3:42 pm
Pasta- you know where im going with this, any progressive lighting??
June 4, 2009 at 4:00 pm
cant wait for this game.. think im going to pre order it today
anyone know the official release date
June 4, 2009 at 4:50 pm
lol the release date is the same each year July 14th. Guess what to ncaa 11 is going to come out July 14th 2010 I bet u anything
June 4, 2009 at 4:27 pm
I guess my main questions left are about defense… ____Does it feel like if you have a team with a great defense you have a chance to dominate the offense? Can I bring the heat & get immediate pressure thus affecting what the offense is trying to do? Can I lock down the opponent's passing game if my players are significantly better? Will my All-American DT act like an AA when they run to his side?
Thanks for your impressions!
June 4, 2009 at 4:32 pm
pasta how exausted are you after these 3 days lol
June 4, 2009 at 4:41 pm
bummer on the no new presentation!
June 4, 2009 at 4:42 pm
any confirmation if the rosters on TeamBuilder are not final???
June 4, 2009 at 4:50 pm
Hey Pasta,
Are the aggressive/balanced/conservative strategies changeable throughout the game? It seems like you'd look to play aggressive when you're desperate for a turnover near the end of the game, while playing conservative if you're milking the clock near the end of the game.
June 4, 2009 at 5:51 pm
Yeah you can change it up at any time if I remember correctly. Also it will come up at each timeout for you to change it if you wish.
June 4, 2009 at 4:58 pm
Pasta,
So are you saying you can't pump up the crowd AT ALL on defense, or just when you're in player lock? Taking out pump up the crowd would be a huge mistake!
June 4, 2009 at 5:51 pm
Unless they put the pump up somewhere else on the controller, clicking in the left stick goes into or out of player lock.
June 4, 2009 at 5:01 pm
YES NEW FACEMASKS!!!! LOOK A CHRIS COOLEYS FACEMASK. IT IS A REVOLUTION SPEED HELMET AND FACEMASK. http://twitpic.com/6lh50
June 4, 2009 at 5:05 pm
This is not NCAA Football 10, it's NCAA Football 09 v2.0.
It'll be cool for folks who want to build their own team and stuff, but other than that, the game is one big yawner and an obvious pass, especially with Madden getting all the good stuff and NCAA getting scraps.
I knew there weren't going to be any big changes when EA started crowing about stupid stuff like field goal nets and wind socks.
Maybe with TeamBuilder out now, the NCAA folks can concentrate on actually making meaningful, exciting changes for NCAA Football 11, but I'll believe it when I see it.
June 4, 2009 at 5:08 pm
EA is doing a lot of work glad to see for a change…
June 4, 2009 at 5:08 pm
EA is doing a lot of work glad to see for a change…
June 4, 2009 at 5:19 pm
was erin andrews in the game? i thought that was supposed to add to the presentation!
June 4, 2009 at 5:52 pm
occasional sideline reports (audio) such as for injuries. But I think she plays a bigger role in Road to Glory.
June 4, 2009 at 5:28 pm
Weak effort by NCAA this year!
June 4, 2009 at 5:35 pm
where on teambuilder can you choose what system you wish to post for?
anyone??? thanks dudes
June 4, 2009 at 5:53 pm
I believe it works for both, the teams can be downloaded to either.
June 4, 2009 at 6:14 pm
Hey Pasta, appreciate the gameplay vids and the coverage. Anything you can say about the OL/DL interaction?
June 4, 2009 at 6:46 pm
wow. disappointing. i love the gameplay additions, but i really cant stand it when there is no presentation. i dont care about bands. i want player entrances and touchdown cutscenes. i dont really like NFL, but it seems that madden is my only choice this year for a good football game. tiburon stinks. i hav been obsessed with this series from 04-09 on ps2, but next gen is a wreck. this year will be the FOURTH FREAKIN YEAR that there is NO player entrances, or hardly ANY presentation for that matter.
– Pasta, thanks a bunch for the coverage
actually, i dont know if i can stand another year depriving myself of ncaa football. i love the next gen gameplay and graphics, but presentation is a big letdown
June 4, 2009 at 7:06 pm
i had those same exact problems with ncaa and madden. no matter the rating of the cpu QB's they always played like heisman winners. its not bc im a bad player, i mean ive playin for 12 or 13 years so i know what im doing.
on both games i want our players ratings to be of more importance and more impactful, not just meaning less numbers
June 4, 2009 at 7:37 pm
The Ray Lewis intro in Madden is sick! Check out Operationsports.com
June 4, 2009 at 8:52 pm
ITs FN AWSOME. thanks for the link
June 4, 2009 at 9:54 pm
That video is sweet!!! Not a Ravens fan but WOW!!!….
EA is going all out this year (at least in Madden). August cannot get here soon enough….
June 4, 2009 at 7:46 pm
"The posting tonight will have a bunch of Madden and NCAA vids. Including a full 4 minute acc clock half of Redskins vs Seahawks" Direct Quote from PASTAPADRE via twitter.
Will it be like the other vids where the camera only shows half of the screen or a whole screen video?
June 4, 2009 at 9:09 pm
Thanx for the info Ty! I'm at work so any updates are appreciated!
June 4, 2009 at 8:09 pm
Pasta,
Was there any improvement to the visuals? Last year's game seemed, at times, at tad pixelated and some of the team's pride stickers would disappear at a distance (Clemson and Michigan State are the two I recall). Any signs of improvement in this area?
Great info….Also, FG nets are in. What about refs and chain gangs? Just curious since these are now in Madden….
June 4, 2009 at 9:12 pm
I'm not sure why everyone says that you can't get pressure on the QB. I play as the DE on almost every play and end up with about 20 sacks a year. The secret is to jump the snap, which is very simple once you get it down. I play on Heisman and have no trouble beating teams with rankings in the 90's by 30 points or more. As for the CPU offenses, if you jump the snap they really don't move the ball well at all. I'm not some crazy person with no life, I only have 1 online dynasty and that's all I play. Hopefully this years game will provide more of a challenge.
June 4, 2009 at 4:17 pm
Pasta did they fix the overpowered FG's. I mean I can turn the sliders all the way down and the kicker can still boom a 60+ yarder thru the uprights with room to spare.
June 5, 2009 at 12:50 am
Pasta did they say or did you see anything about EA Locker? Can we still get rosters for free or do we have to go back to paying?
June 4, 2009 at 5:05 pm
YES NEW FACEMASKS!!!! LOOK A CHRIS COOLEYS FACEMASK. IT IS A REVOLUTION SPEED HELMET AND FACEMASK. http://twitpic.com/6lh50
June 5, 2009 at 1:27 am
Hey pasta bro…What’s your take on what ncaa football 10 doing this year
Quick pros and cons if you get time
June 5, 2009 at 6:43 pm
Them saying they were taking feedback from the community was just that. They didnt say they would use. Can you say Placebo?
June 6, 2009 at 7:03 pm
Pasta any word on when the NCAA demo coming out?
June 7, 2009 at 8:18 pm
Regarding the "linked" plays… One of my problems with EA is that they seem to think there needs to be a meter for everything. Everything! This is something that I honestly don't view as a new feature other than to dumb things down. In this past version you could "set up" plays (and especially your opponent) by running a play, then running the "linked" play if you will (that has the same motion but is a play action) – only it wasn't a "feature" and didn't have a meter telling you exactly when it was going to work. Therefore it was more organic and a better football experience than having all the information laid our for the gamer on a platter. Being a good playcaller is something that shouldn't just be given to you.
June 8, 2009 at 5:36 pm
From the videos it seems as if NCAA '10 was still running off a 25 second play clock rather than the 40 second play clock which took effect last year. Did you notice this Pasta?
June 9, 2009 at 2:28 am
I wish NCAA was getting a quality game like Madden, they need to change there "game planning" for NCAA Football 11.