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NCAA Football 13 Demo Is Out, Post Your Impressions Here

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Old 06-06-2012, 11:17 PM   #649
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

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Originally Posted by DickDalewood
Agreed. I actually owned both last year, hardly a difference between the two, if any at all.

I'll tell you one big difference though... this has been downloading on my PS3 since 6pm and is only at 57%.... F you PSN!
Been waiting since 3:30 mtn. time. My 360 demo didn't take this long.
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Old 06-06-2012, 11:17 PM   #650
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

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Originally Posted by Diggler360
Does anyone feel like the defense once the play is made, is in lock on mode? Like they feel like they are accelerated to the ball. Move a frame or two faster than the offense...

Seems like it's a cheap way for them to make up for the more offensive oriented changes to the game. LSU RB got ran down quickly in open field by a DE.
Do u play with autosprint on or off? The past couple of year in both madden and ncaa i found that using sprint on offense cause the defense to play alot better, shedding blocks quicker and playing faster
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Old 06-06-2012, 11:18 PM   #651
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

Yeah, worst part about this demo is damn PSN made it take 4 hours
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Old 06-06-2012, 11:19 PM   #652
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

Really wish the "Demo Now Available on PS3" thread wasn't locked. I think a couple people, including myself, were trying to share information on Demo download times just to compare notes and see if there may be a way to fix it and that talk really does not belong in this thread.

Would it be possible to delete/move the "impressions" from that thread to this one and then re-open it so those of us trying to download it can troubleshoot why time remaining sits at over 2 hours (having already been going for over an hour)?
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Old 06-06-2012, 11:20 PM   #653
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

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Originally Posted by slick589
Do u play with autosprint on or off? The past couple of year in both madden and ncaa i found that using sprint on offense cause the defense to play alot better, shedding blocks quicker and playing faster

You might be on to something.

What were the defaults for NCAA 2012 online? Does anyone know? I never played one offline game, lol.

Anyone else having a hard time getting instant reaction on the User Catch/Jump. I've had this issue in previous demos also...
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Old 06-06-2012, 11:28 PM   #654
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

After one game in the Heisman mode, I'd say this game sits at about a 6/7.

It's above average, but not elite. Reaction time for the hype it received is largely worthless. I actually played worse trying to use it than when I wasn't. Onto the gameplay, using a guy like RG3, I wanted to test out his legs and scramble a few times. D-lineman still have an insanely high rate of breaking blocks when a QB scrambles, I understand why EA does this but it isn't realistic. I scrambled more than I typically would and never picked up more than five yards.

On the plus side, from what I've seen the secondary is much more realistic and felt natural, cuts actually worked, throwing the ball on a receivers break yielded expected success. I was also able to throw it over a streaking receivers shoulders which was beautiful, last year it would've had the no-look one handed swat, this year it actually worked.

Obviously I can't touch the run game too much since the CPU only called three run plays, some alarming things though, on a HB inside run, the halfback had a wide open hole and instead ran the wrong assignment into two offensive lineman an ultimately a defensive tackle. Ratings aren't available, but if Ball carrier vision affects a HB not being able to run their proper play and hit the correct hole, than that's a huge issue, BCV should focus more-so on cutback lanes and open field running, not the first three steps after where they should be hitting a hole especially one so wide open. Small sample size so I can't overly be concerned.

Inside running worked in the two HB runs, one was a 17 yard touchdown the other a four yard gain.

Staying in the pocket gives a realistic amount of success, a lot of times a nice pocket will form around you, the issue is as soon as you start to move out of the pocket, it's a jail break. Mainly just trying to escape pressure from a DT and trying to roll outside is near impossible because the DE will usually follow suit and break his block. That and for some reason a DT could catch RG3 from behind by a good six yards?

Without replays I can't say too much for the awareness of the CB's, but their routes seemed to be more believable, they intercept the trajectory of the pass, not run for the marker on the field like they did in previous games which makes a much better result.

Graphics seem a bit darker, the opening was the exact same from last year, so I won't touch on that.

Once I finish all the available games I will throw out my last impressions.

Cliffs
- Reaction time seems worthless
- Scrambling on passes is extremely difficult
- No super LB's
- Pass trajectories improved
- Cuts and leading passes seems to be more efficient
- Option blocking improved
- Graphics slightly darker / opening presentations same as last year
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Old 06-06-2012, 11:32 PM   #655
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

LOVING the offensive line. Forms pockets, uses their hands, shuffles feet, gets back in the play, pushes the DE upfield if you try to speed rush. Amazing.
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Old 06-06-2012, 11:33 PM   #656
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Re: NCAA Football 13 Demo Is Out, Post Your Impressions Here

I find scambling to be effective.

But my problem with super speed shows big time with RG3.

I think I ran it 80 yards in about 4 seconds...

But scrambling should be effective. Excited to take Shoelace online vs. the world.
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