Figured since I didn't see a thread started and with new info coming out figured I would post some of the blogs in here for other to see. Looks like it might be good, but like always I will take a wait and see approach. But glad to see them trying to fix some of the things that plagued NCAA 12.
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!
We have also made some other significant changes to the passing game revolving around the quarterback. Dropbacks are essential to both the timing of the play as well as keeping the QB protected in the pocket. For NCAA Football 13, we have added over 20 new QB dropback animations. These include 1, 3, 5, and 7 step variations from under center, dropbacks with pump fakes built in, and my personal favorite - brand new screen pass drops. The new under center drops are all designed to be timed out with the routes by the receivers. For example, on longer developing routes such as comebacks and the Cover 2 corner routes (or what I often hear referred to as “C” routes), the QB will take a 7-step drop. As he gets to the end of his drop, the receivers should be just about ready to make their last cut which is when you would want to throw the ball. The new running back screen dropbacks are also very beneficial to the user as they allow you to get the QB back quickly and in a much better position to get the pass off over the rushing defenders. We’ve also added some 1-step specific WR/bubble screen plays where the QB will immediately turn in the direction of the screen receiver. This also helps with the timing of the play to get the ball quickly out to your receiver and into the open field.
We’ve also improved the pass animations in general. We have added new deep pass animations that replaced the longer, slower deep passes that seemed to take forever to get off in previous games. We have also added several new rollout/throw-on-the-run animations that will trigger when your QB is on the move. We’ve listened to the complaints about the QB setting up too often when on the run and frequently getting sacked or hit during the release. In NCAA Football 13, if you attempt a pass while your QB is moving past a specific speed, he will trigger an on-the-move pass animation, which can trigger both in and out of the pocket. Now, if you are moving and still want to throw a standing set pass, you can simply let go of the L-Stick and wait a split second and the QB will set up to throw. Watch out though, because with these new throw on the run animations there is definitely some risk to trying to throw certain types of passes. For example, if you are scrambling out to the left with a right handed QB and attempt to pass all the way back across the field to the right, it’s going to be very difficult to complete. Those are the types of passes where you always hear the announcers saying “you should never throw late across your body into the middle of the field.” It’s a risk/reward when throwing on the run, but if you attempt the correct types of passes in these situations (i.e. throwing to the right flat when scrambling to the right with a right handed QB) you will have a much higher success rate when completing passes. Another addition to passes is the new shovel passes. Shovel passes will trigger when a receiver is a short distance away and facing the QB. These shovel pass animations will play instead of the longer, full wind up passes to help aid the user in getting rid of the ball quicker and in a more realistic manner.
Quarterback pocket movement is another important element to having a successful passing game. To help improve the feel of moving around in the pocket we have slowed down how fast the QB can move while in the controlled pocket state. This will allow users to move within the confines of the pocket in a more deliberate manner to keep the QB in a balanced state and ready to pass at any moment. Another upgrade is the addition of 8 new avoidance moves when in the pocket. When you see defensive pressure coming, you can simply flick the R-Stick in any direction to trigger an avoidance move. These avoidance moves can boost your chances of breaking out of a sack and allow you to get passes off when you thought you didn’t have a chance.
Pump fakes are also a good way for a quarterback to both escape pressure and to get a defender to bite on a double move route. In NCAA Football 13, we have replaced several of the older pump fake animations with smoother, faster and better looking animations. These new pump fakes are available both in the pocket and when scrambling. We have also added the ability to pump fake to a specific receiver by holding LB and the receiver icon. To have the best shot at getting a defender to bite on a pump fake, try to pump as the receiver begins his first cut of any double move route.
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!
We have also made some other significant changes to the passing game revolving around the quarterback. Dropbacks are essential to both the timing of the play as well as keeping the QB protected in the pocket. For NCAA Football 13, we have added over 20 new QB dropback animations. These include 1, 3, 5, and 7 step variations from under center, dropbacks with pump fakes built in, and my personal favorite - brand new screen pass drops. The new under center drops are all designed to be timed out with the routes by the receivers. For example, on longer developing routes such as comebacks and the Cover 2 corner routes (or what I often hear referred to as “C” routes), the QB will take a 7-step drop. As he gets to the end of his drop, the receivers should be just about ready to make their last cut which is when you would want to throw the ball. The new running back screen dropbacks are also very beneficial to the user as they allow you to get the QB back quickly and in a much better position to get the pass off over the rushing defenders. We’ve also added some 1-step specific WR/bubble screen plays where the QB will immediately turn in the direction of the screen receiver. This also helps with the timing of the play to get the ball quickly out to your receiver and into the open field.
We’ve also improved the pass animations in general. We have added new deep pass animations that replaced the longer, slower deep passes that seemed to take forever to get off in previous games. We have also added several new rollout/throw-on-the-run animations that will trigger when your QB is on the move. We’ve listened to the complaints about the QB setting up too often when on the run and frequently getting sacked or hit during the release. In NCAA Football 13, if you attempt a pass while your QB is moving past a specific speed, he will trigger an on-the-move pass animation, which can trigger both in and out of the pocket. Now, if you are moving and still want to throw a standing set pass, you can simply let go of the L-Stick and wait a split second and the QB will set up to throw. Watch out though, because with these new throw on the run animations there is definitely some risk to trying to throw certain types of passes. For example, if you are scrambling out to the left with a right handed QB and attempt to pass all the way back across the field to the right, it’s going to be very difficult to complete. Those are the types of passes where you always hear the announcers saying “you should never throw late across your body into the middle of the field.” It’s a risk/reward when throwing on the run, but if you attempt the correct types of passes in these situations (i.e. throwing to the right flat when scrambling to the right with a right handed QB) you will have a much higher success rate when completing passes. Another addition to passes is the new shovel passes. Shovel passes will trigger when a receiver is a short distance away and facing the QB. These shovel pass animations will play instead of the longer, full wind up passes to help aid the user in getting rid of the ball quicker and in a more realistic manner.
Quarterback pocket movement is another important element to having a successful passing game. To help improve the feel of moving around in the pocket we have slowed down how fast the QB can move while in the controlled pocket state. This will allow users to move within the confines of the pocket in a more deliberate manner to keep the QB in a balanced state and ready to pass at any moment. Another upgrade is the addition of 8 new avoidance moves when in the pocket. When you see defensive pressure coming, you can simply flick the R-Stick in any direction to trigger an avoidance move. These avoidance moves can boost your chances of breaking out of a sack and allow you to get passes off when you thought you didn’t have a chance.
Pump fakes are also a good way for a quarterback to both escape pressure and to get a defender to bite on a double move route. In NCAA Football 13, we have replaced several of the older pump fake animations with smoother, faster and better looking animations. These new pump fakes are available both in the pocket and when scrambling. We have also added the ability to pump fake to a specific receiver by holding LB and the receiver icon. To have the best shot at getting a defender to bite on a pump fake, try to pump as the receiver begins his first cut of any double move route.
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