04-03-2013, 11:21 AM
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#1
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Rookie
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What we know so far
NCAA Football 14
-Ultimate Team (GameStop preorder bonus)
-Option Game improved (“We went through every single option play and determined who every guy should block, and who they should leave unblocked,” Richart said. “We’ve totally revamped the logic to go with brand-new animations and plays.” )
-Numbers over defender's helmet for teaching
-31 Option Types (different veer options, shotgun full triple options, shovel options, the Pistol)
-New animations (defender shoot out or attacking the quarterback right away, so you’ll know right away what he’s doing in order to make the right play)
-Down field blocking (offensive linemen making it to the second level and targeting the safeties)
-Option pass is now simply a play-action pass
-Bubble Screen worked on (players finally block the appropriate defenders in front of you as you take off for the first down)
-New Spread Option play book (more than 20 new formations and 350 new plays)
-Option Skill Training game
-CPU ball carrier worked on (Added “NCAA 14” producer Ben Haumiller: “The computer is much smarter about using moves, getting to the outside, and timing the pitch.”)
-Infinity Engine 2.0 (difference is downright staggering (not to mention, smooth))
-Eliminated unrealistic post-play (randomly tripping over a foot and falling down (now they’ll actually step over random limbs), or teammates rolling all over each other, twisting their legs, and flipping around after the play was already blown dead)
-Truck Stick (much more forceful impacts where the ball carrier can deliver the blow and you’ll see the defender fall back in much more natural, organic reaction.)
-Better Stiff-Arming
-Ball Carier/O-Line Avoidance (running back will stick his hand out and sidestep the blocker instead of making things easy on the defense by falling backward to the turf.)
-Stumble Recovery System (flick either up or down on the right stick when their ball carrier trips. Pull back on the stick, and you can try to recover and keep running, or if you feel like you might be in jeopardy of taking a vicious Hit Stick from a nearby defender, you can simply flick forward to dive ahead while protecting yourself and the ball.)
-Locomotion improved
-Cuts while running (incorporate players making cuts as opposed to zigzagging their way down the field like past iterations)
-Acceleration Burst Mechanic (be able to burst when you feel like you need to hit that extra gear)
-Fatigue Meter (based on individual player ratings, and the more you do jukes, cuts and sprint, the more you’ll notice your meter drop dramatically.)
-New running animation (“At the end of a play, if you run out of energy, you’ll see it on screen in their running motion and style,” added Richart. “You’re basically out of gas.”)
-Return of "true" hit stick of old (There are a lot bigger collisions in the game this year, especially when you see a bigger defender square up on a little guy. You’re going to see train wrecks out there. The Hit Stick is back. I know people have felt that it has just been OK the past few years, and it wasn’t like it used to be, but with the new Infinity engine, you really feel the impact of the Hit Stick and dive tackles. Now when you dive at a runner, the force of the dive really exerts the momentum of the force, and the physics will take care of the rest.)u
-New Play Calling
-Call based on personnel (based on the number of backs, tight ends and receivers on the field)
-Locked Audibles based on personnel (gone are the days of audibling between goal line and five wide to gain an advantage over defensive matchups by having a receiver running routes from the fullback position)
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"YOU MAY ALL GO TO HELL AND I WILL GO TO TEXAS"
--DAVY CROCKETT
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