This year, I can honestly say that EA Sports has delivered a modest gameplay experience that is finally starting to reflect the missing fundamentals of football in the respective fashion that football communities have been demanding for over this generation of console gaming. It's only unfortunate that it literally took a generation to turn that corner toward realism and authenticity.This year, I can honestly say that EA Sports has delivered a modest gameplay experience that is finally starting to reflect the missing fundamentals of football in the respective fashion that football communities have been demanding for over this generation of console gaming. It's only unfortunate that it literally took a generation to turn that corner toward realism and authenticity. The upside to this is that we have a lot to look forward to when it comes to the next generation from this point in regards of gameplay progression. With that being said, here are my thoughts regarding NCAA 14:
Infinity Engine 2:
The gameplay has most definitely been revitalized due to the addition of the Infinity Engine 2.0. You can clearly see the improved dynamic physical interactions within the game (in comparison to its first implementation in Madden 13). The physics play out in a cleaner, more dynamic fashion. For those that may not recall, the Infinity Engine in principle, is a physics driven engine that's layered on top of all the animations within the game. So, sometimes you'll get dynamic physics-based interactions, as well as scripted animated outcomes, or get a mix of both in some instances, which brings out more organic gameplay. Couple this with the Force Impact System, and now you have the potential to have some of the most violent trucks and Hit Stick tackles occur to date in an EA Sports football title. The intent of the FIS is make that differential of collisions/interactions between players based on speed, weight, and mass respectively on offense and defense in relation to player skill ratings. It's very rewarding to see that big TE or power back bowl over smaller DBs or out of position LBs with trucks and stiff arm punches alike. As well as on defense laying that blind side hit on the QB, or that WR cutting across the middle getting blew up going for a catch by an LB or DB with a good speed and force behind them.
With all these good elements, there are issues along with it. Due to the confines of the animation-based principle of the game, you have situations where scripted animations do overtake the dynamic physical presence of other players, it especially happens the most with some of the scripted stiff arm animations. I've experienced numerous instances where the animation would run its full course up field for a gain of 4 yards even with defenders charging toward the ball carrier in the opposite direction. Their tackles are nullified and have no affect on the outcome of the play. This is an eyesore issue for sure that can hopefully be addressed via patch as this contradicts the principle of the Infinity Engine 2 and all its parts. Secondly, there's still a good amount of suction tackling taking place within the game as well. I've had instances where players would purposely get shifted into position as a tackle/stiff arm/Truck is supposed to take place in a particular part on the field. Which leads to unrealistically scripted gameplay outcomes on both sides of the ball, an issue that's been hindering EA football for years.
In the near future (hopefully), it would be nice to see EA have more dynamic physics based gameplay that rivals titles like the 2010 title BackBreaker. A game that's based on behavior based interactions with dynamic physics and no pre-determined animations in sight.
Hard Cuts, The Run Game, and the Option:
For the past few years there hasn't been a truly established run game in regards of precise player movement since NCAA Football 11, but even that game had some shortcomings when it came to the EA themed "Locomotion" technology. They definitely made a nice refinement with the addition of the hard cuts in regards to the directional changes made by the ball carrier. You can see and feel the difference between a power back and a speed back in regards to the ability and sharpness of cutback, juke moves, or just general changes of direction within the game. You still do see some sliding and gliding and players legs quick shifting to compensate for the respective footplant/cut move accordingly. With the "True-Step Locomotion" technology making its debut in Madden NFL 25 next-gen, we should see the quality of the overall player movement increase dramatically. In spite of the shortcomings, the addition of the new and various juke/spin move combos (utilizing the right analog stick) nicely adds depth and personality to a vital element of the game that has been long overdue.
In addition to compliment the hard cuts element, you have the revamping of the run blocking AI, so this aids in the blockers making more realistic and logical decisions when blocking downfield and addressing the nearest threat to the ball carrier on running plays as well as QB scrambles out of the backfield on passing plays. The of tandem pass blocking is still an eyesore, but the logic is improved and you see the most realistic pockets and blocking scenarios form in this game that haven't been seen since the Xbox/PS2/GameCube days of EA Sports Football. Needless to say, there's a lot riding on what's shown on next-gen, especially in this area where 2k Sports currently upholds the standard with NFL 2k5 and APF 2k8 respectively.
To expand on the QB scrambling out the backfield, the emphasis on the Option was major this year, with the addition of 30 new types as well as playbooks solely devoted to the option run/pass game. With the in-game pitch and read keys to look out for prior to the snap. It's nice to see that you have to pay attention to what the defense does whether it's the pitch, handoff, or keeper. Any wrong read and be a cost in yards or possible turnover on a bad pitch.
Defense:
With all the attention given to the offense this year, there still are some elements to highlight in regards of the defensive side of the ball. The "Heatseeker" control is a new element that aids the user controlled defender with taking the proper angle to tackle the ball carrier. Also, the revamping of the dive tackles that add that secondary attempt to stop the ballcarrier if they elusively slip past the defender or in a rundown effort to make that shoestring-esque leg sweep from behind tackle.
It is nice to say that FINALLY the war in the trenches is BACK!! The addition of the respective animations for both the O/D-Line interactions showcase that chaotic, yet violent battle that we've been looking for since best being done (at least in my opinion) in All Pro Football 2k8. Now, you clearly get to see the seperation between elite/mid-level/average/poor rushers as they fight to get in the backfield. Once again adding more depth and personality to the overall package.
The secondary didn't get that much attention this year. while it's slightly improved, this area needs to be overhauled altogether as you have defenders that legitimately don't react to the ball being thrown right over their head as they look at it. Now, the Read & React isn't bad, but it's most definitely the weakest link by far in respect to all that was done in this game. The DB/WR interactions need to be revamped, as well as the AI across the board. Hopefully, the next generation of NCAA Football gaming coupled with the IGNITE engine, will showcase a drastic change in the way players react in game with the dubbed "human intelligence" element to the way the secondary reacts accordingly to what the offense gives them.
Overall, NCAA Football 14 is a glimpse of the potential future of EA Sports football gaming, with Madden 25 on the horizon to be releasing on August 27 for current gen, and next-gen sometime this holiday season. This is a very nice offering for a soon to be ending console generation, especially for the collegiate football gamer.… Expand