06-20-2008, 11:34 AM
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#8
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Banned
OVR: 9
Join Date: Jul 2006
Location: St. Louis, Missouri
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Re: Exploitable plays in the demo
This demo version is riddled with holes that did not seem to be present in the Community Day build in Orlando...not 100-% sure about it, but I would venture a guess that this demo is from an earlier build - probably closer to what was played in NYC (April) by Pasta / CDJ / Dave Wales than to what was shown in Orlando last month...
The roster errors alone (Perriloux is NOT in the retail game) tell me it is a different build...the only question is how much earlier...
BUT, that said, make no mistake about it, this game is tilted towards offense regardless of build or difficulty setting - I noted several defensive liabilities in the build that WAS shown in Orlando and down there I played almost exclusively on Heisman level. There are going to be money route combinations that are found and exploited - that is 100% guaranteed - but the critical question is whether or not people can find head-to-head counters to them or whether SP-gamers can be self-disciplined enough to NOT use them against the CPU...but there are definitely a few that I have seen so far:
* HB-out route from SG (ANY play, doesn't really matter) - hot routed out route and hot route the WR and TE to streaks to clear it out....if its man the LB has ZERO chance of covering a fast RB - in this demo even Lauranitis can't do it (at least in Orlando there was this problem but the better LBs SEEMED to be able to cover this better) Even zones don't work too well as the flat zone coverage in the demo version appears to be pretty much broken - the LB or CB in the flat zone will NOT aggressively play the ball and frequently you can roll the QB out and hit the RB for an easy 7-9 yards or more. This is MUCH worse against man coverage though...the HB has a HUGE advantage over the LB in both the initial move AND in the acceleration after the catch. In one game I played, I completed this EXACT SAME PLAY 15 time to Wells for 198 yards and 3 TDs...the CPU was utterly incapable of stopping it. It is almost a joke how easy it is to run this....
* Slip-screen is not so much a glitch as it is overly effective...I have not really done much with this yet though, so maybe I am off-base on that...
* Short passing (especially crossing routes) are damn near money all day and if someone stays patient and avoids sacks, you won't stop them all day unless you have extraordinary stick skills and can manually pick off passes...the patient, dink-and-dunk players are going to have a really potent offense this year as long as they don't get greedy...but in reality THAT's not all bad! Here's why - in real life, unless there is a simple physical mis-match, teams ARE hard to stop if they don't stop themselves! Think about what really kills drives - penalties, sacks, missed assignments, bad decisions....those are ALL killers in football games and this won't be any different. People are going to HAVE to force the issue on defense or die a death of a thousand paper cuts....
* Rocket catching is in this game and THAT sucks large....ANY catching that is unnaturally aided by the animations is just weak sauce and doesn't require "skill" as much as it requires "reflexes" and "repetition"...online and head-to-head there will be plenty of THAT to go around...
On the flipside of all that negativity though - I STILL like the game...I know that there are very real issue with the game, and I also know that by December the backlash is going to become conventional wisdom and people will be saying that NCAA 2009 was a step in the wrong direction because of all the offense, etc., etc. But ultimately, I think the game IS heading in the right direction...the producers and developer ARE listening and making changes and the retail version IS better than what this demo is showing.
I believe that 2009 is more FUN than 2008; it has much better player control than any previous XB360/PS3 version of the game - by a wide margin IMO - and it is an overall improved effort in gameplay (maybe NOT an accompanying leap in AI, but in the core gameplay mechanics)....throw in the huge addition of the user customization for stadium sounds (that ALONE is going to suck up a ton of time for me!!) AND the online Dynasty and other improvements and I can't see how anyone who likes NCAA in general WOULDN'T be buying the retail version in July....
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