I have a launch 60 gig, although I upgraded my hard drive to 500 gb, and am not having any issues that have been noticeable to me anyways.
NCAA Football 11 Demo Available Now, Post Your Impressions Here
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
Initial impressions:
- Pre-game presentation looks really good.
- Gameplay is improved from a skill standpoint, feels better
- Lighting does add a lot to this edition
- Much better between play cut scenes, which adds flow to the game
- I really like the game play camera and how it follows the action
- I really don't like the replay cameras that follow the players unrealistically
- Seen a little too much skating in various situations
- Seen a few redundant cut scenes back-to-back (It is a demo)
- Sidelines are still pretty dead with minimal animationsComment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
Anybody know if there's gonna be options for gamespeed this year?[NYK|DAL|VT]
A true MC, y'all doing them regular degular dance songs
You losin' your teeth, moving like using Kevin Durant comb
Royce da 5'9"
Originally posted by DCAllAmericanHow many brothers fell victim to the skeet.........Comment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
Just played a game of Mizzou/Clemson, and I have to say that I am impressed. I'll admit that I've been playing a good deal of a certain... other football game... so it took a bit of time to get back into the swing of EA football, but NCAA 11 is the best EA football game I've played recently.
The presentation was great, the graphics were amazing, and the gameplan feature was nice, although I had to opt out of it a few times when there was a certain play I wanted to run (mainly the Wildcat or option plays). Locomotion and the revamped blocking made the game great. Overall, I would say that the demo pushed me from not having any interest in NCAA 11 to seriously considering purchasing it.
My one complaint is player speed. The recievers move too fast when running routes (unless all of Clemson's WRs have 95+ Speed/Acceleration). I tried to call a simple slant play, but by the time I dropped back the WR was halfway acoss the field.Last edited by Dianwei32; 06-14-2010, 11:48 PM.Comment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
There's no stats to check, but everytime I have scored on an option, the announcers talk as if it was a passing play, even when the ball clearly went backwards on the pitch. I hope these aren't getting counted as passes/passing yards.Comment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
I think the game has improved a lot. The graphics and lighting are really cool. The movement is odd but im getting used to it. I like it though. I like the way the ball is thrown now, fades and corners can now be thrown how you think they should be thrown.
I also think the running is better in that you don't need to just hit speed burst and try to plow ahead, you actually have a second to read the blocks and short juke or side step into a hole etc. Speed burst seems to work best with timing it. Anyway its better then 10 for sure and I like where the game has gone and where its going.Last edited by Cito2009; 06-14-2010, 11:51 PM.Comment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
Wow. I wasn't expecting to like NCAA this much. But all the additions this year are adding up
1. The lighting on all four games was awesome. The Texas/OU game just looked HOT on the field, compared to OSU's sun in the Horseshoe. (will we actually get plain cloudy games now? UF/FSU cloudy evening game. Awesome)
2.The Run blocking is glorious. Though on AA i'm not that great running yet except for a few Read Options.
3. Pressure some guys say they don't see it, but i've gotten quite good bit of pressure making the QB throw early. But they started to adjust when i blitzed to much and called quick slants and streaks.
4. Locomotion makes reading D great, i like how safeties and corners can't cover the entire field in a second, AND how high ACC guys get open FAST. Not to mention fast guys getting seperation deep which leads to my next point. And they feel like they have weight somewhat.
5. INCOMPLETIONS. The CPU actually had passes off target and hit the ground or throw high and the defense making plays when it makes sense AKA no jetpack D.
and this doesn't even mention all the gear and badass look of the shoes with accents, plus i feel like i can PLAY defense that matters this year. If a few of the gripes get ironed out in the final build (hoping or a little more of a push up front on D, though star players PLAY like star players.
Man, what a jump. I'm all over this game when it releases and may be my only football game if the Madden demo doesn't wow me like this. Good stuff.HELLO BROOKYLN.
All Black EverythingComment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
A few impressions off the top of my head:
Game "feels" better overall than '10. This is coming from someone who thought '10 was leaps and bounds better than 09. '10 had it's problems without a doubt, but I was still able to have some fun with it. (More than I can say for '09). As with any product, you should definitely try it out and form your own opinions.
Now..some random thoughts:
Locomotion: I hate this word, if nothing else because I've seen it used sooo much. In my opinion, locomotion is just a fancy term for stopping and starting, or cutting (i.e. acceleration). Players' acceleration in the demo is much improved from '10. Some movements are jerky but you can no longer be running full speed as soon as you press the sprint button, or cut and turn on a dime. This alone contributes to a much better representation of football. It increases the realism but more importantly, the fun factor.
Run Blocking: As someone who likes to keep the ball on the ground, this is what I was must concerned with. There is definitely an improvement in this area. Linemen pick up their assignments much more often than previous iterations, although you'll still see the occasional "wtf" moment where a blocker misses his man. This happens much less frequently though. I dare say EA did a GREAT job improving this area of the game. The only negatives here is that every so often your fullback will still not even come close to the man he needed to block.
Presentation: I'm mixed here. I love the addition of entrances and pre-game stuff, but I'm a little worried about the broadcasting booth. I was by no means a fan of Corso, but his absence leaves the commentary lacking. There's quite a few moments of "dead air" that takes away from the broadcast feeling in my opinion. Is it better than hearing the same tired lines (many of which are still present)? Maybe, but hopefully the commentary will be amped up for the retail version. Same for stat overlays. It's nice to see little things like kickers warming up or players congratulating their teammates, very "Madden 10". Presentation is still leaps and bounds the best on next-gen thus far, however, and I'm happy about the strides that were made this year.
Pass Blocking/D-Line Success: Ugh. I'm not sure about this. I've read some impressions that say it's much improved, while others say it's mostly the same as last years. I definitely lean towards the latter. In my opinion, it's still very hard to garner any sorts of pressure with your front four alone. I've managed a few sacks, a few hurries, but in my opinion, nothing has really changed here. I'm hoping sliders will remedy this problem, but even they didn't seem to completely fix the problem of last year's version.
Now..some random thoughts:
The new catch and tackle animations are nice. It's nice to see refs on the field again. The replays, unfortunately, generally don't feel like "broadcast style" replays at all. The game planning feature is nice, but I still feel like the defense is underpowered. "Robo QB" will still present itself in some situations, although from what I've seen I believe it's been somewhat toned down.
I really enjoy the new no-huddle mechanic, but it is a bit disappointing that teams don't seem to look over to the sidelines for plays or anything of that nature. Once the cpu goes no-huddle, they go all-out. It definitely makes you pay more attention to the defense you call. For the user, it also adds a bit of challenge as you must choose your play relatively quickly. It's nice to see that it's no longer more beneficial to go the play select screen rather than the no huddle due to the time stoppage for the play screen vs. running clock for the no huddle.
Overall, the game is improved. But those who were not a fan of '10 may still have reservations about NCAA '11. The most important part is that you download it for yourself and check it out. I'm having a lot fun with it, but I don't see any revolutionary or groundbreaking additions that have completely changed the way EA football feels or works. The improved run blocking and presentation is great, though, and I think that the NCAA team is definitely headed in the right direction.
I'll still be buying on release day, but compared to most on this board, I consider myself relatively easy to please.Last edited by okstate19; 06-14-2010, 11:56 PM.Comment
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Re: NCAA Football 11 Demo Available Now, Post Your Impressions Here
Okay, here we go. I hope this isnt too long
I just played a couple of Miami (me) vs OSU games on Heisman.
The game is a marked improvement over last year, and it has more of a NCAA 06 feel then all of the other next gen NCAA titles put together..and that is a definite good thing.
The good
1) I like to play with edge pass rushers as much as the game's AI will allow me to. I played with the impact player Right Defensive End all game and I gotta say that I was pleasantly surprised.
I felt free, the moves were more responsive, and I actually had an impact on the game. I wasnt steered into vortex blocks, and I sacked Prior once and I had some pressures as well. The AI behind me held up "ok"
The pass rush moves werent automatic success though. The RT is rated in the 90's and he knocked me on my butt a few times.
2) Pryor scrambled on me a few times..and did it in realistic situations.
3) The AI QB attacked me deep! Robo QB seemed tamed.
4) Run blocking. Better. not perfect, but better.
5) No more hit sticking at will. I didnt land a single one.
There's still a noticeable amount of 'Same Ol EA" though
1) The CPU still cannot run a screen pass from under center, without getting the QB destroyed.
2) Pressure still doesnt effect throwing accuracy. I smacked Pryor with the Right Defensive End on his release and he threw a dart, across his body right into the endzone for a TD
3) the middle of the field is still a smidge easy to exploit..but it appears that the closing speed of the hook and robber coverage is bit better..which will save my sanity.
4) I was able to pull off a seamless shimmy, with Cooper, for a TD without losing any speed or momentum that I could notice.
5) Deep ball may be a smidge easy too pull off on the default AA levels.
All things together, it is a very noticeable improvement.Comment
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