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NCAA Football 10 News Post

NCAA FOOTBALL 10 DEMO AVAILABLE TODAY

Fans Awaiting the Release of NCAA Football 10
Create Over 80,000 Custom Teams via TeamBuilder

June 18, 2009 –Electronic Arts is proud to announce that the demo of NCAA Football 10 is available today for Xbox 360 and PS3. Fans who download the free demo will experience all-new gameplay features including:
  • Defensive Keys—Prior to the snap during the pre-play, hold the left trigger while pressing the analog stick in the direction you think will stop the run. If you think the offense will pass the ball, press upward. Or, you can press the icon associated with a receiver (X, Y, A, B, LB, RB) to spotlight that individual. This will focus the defense on making sure that the chosen offensive player does not make a play.
  • Defensive Player Assist—By holding A (on 360) or X (on PS3) on defense your player will be put under CPU control so you have time to read a play and decide the best course of action.
  • Enhanced Defensive Lineman Moves—With new animations, take control of your defensive linemen using the right stick to fight pass blocks and put pressure on the quarterback.
  • Gameplanning—There are six defensive and five offensive individual game planning options, or you can globally set your offense and defense. Each option changes the way your team will perform. For example, be aggressive and try and strip the ball every time and you run the risk of getting more facemask penalties.
  • Player Lock—Player lock allows you to lock on to a specific player in order to control that position during the play. When you lock on you'll get a whole new camera angle that puts you closer to the action.
  • Set Up Plays—Set up plays allows you to run one play in order to set up another. When picking a play, you will notice that some plays have a chain link between them, which indicates that one play can set up the other. Every time you use one particular play throughout the game, you are setting up for the play that is chain linked to it. Once the play is 100% set up (as shown in your playbook), the defense is at its highest likelihood to fall for that play action.
  • 1000 new animations like throw out of a sack, new shotgun snaps/hand-offs, WR/DB interactions, tackles, double team run blocks, catches, broken tackles, and slipping in bad weather.
In anticipation of the release of NCAA Football 10, thousands of fans have logged on to teambuilder.easports.com to create custom teams that can be shared and used in-game when the full product launches on July 14th. One of the year’s most highly anticipated video game features, TeamBuilder was announced and went live at E3 and has been a huge hit with fans ever since, generating over 80,000 user-created teams to date.

TeamBuilder is an all-new, online create-a-school feature that revolutionizes the user’s ability to produce personalized content for NCAA Football 10. With the capability to upload logos and numerous customization options for uniforms, fields, rosters, and much more, TeamBuilder gives users the opportunity to design completely original teams with infinite possibilities. Plus, preloaded logos for several Football Championship Subdivision schools will allow users to add more teams to NCAA Football 10. With its intuitively designed online database that is searchable across several fields, TeamBuilder allows users to share their unique, customized content with ease. A football fan’s dream, TeamBuilder will enable users to experience the excitement and pageantry of college football, defined by their own personalized creations.

The original packaging of NCAA Football 10 will contain a code that unlocks 12 TeamBuilder slots, allowing users to save up to 12 created teams to the console hard drive. Those who pre-order NCAA Football 10 prior to the July 14th in store date will receive a code for an additional 13 slots, allowing them to save 25 created teams directly to the console hard drive.

When the full NCAA Football 10 product hits stores on July 14th, the all-new Season Showdown mode will bring the excitement of college football to fans across the nation like never before. In this new mode, every game counts as fans declare their loyalty to a favorite school and give the ultimate show of support in a nationwide competition for pride. After choosing a school to represent, players will earn credits in-game through head-to-head online matchups and single player modes. Credits not only accumulate in-game but players can also earn credits for their school via new web-based games. Millions of college football fans around the country will be on a mission to prove their school is number one with NCAA Football 10’s Season Showdown.

With all 120 Football Bowl Subdivision schools represented in the game, NCAA Football 10 offers fans an exciting way to experience the thrill of authentic college football year-round. NCAA Football 10 brings the college football atmosphere to life with enhanced stadiums packed with school colors, cheerleaders and mascots. Enjoy the sights of game day with new field goal nets, flags waving in the wind and camera flashes exploding during pivotal moments.

Developed in Orlando, Florida by EA Tiburon, NCAA Football 10 will be available for the Xbox 360 video game and entertainment system, the PlayStation2 and PLAYSTATION3 computer entertainment systems and the PSP (PlayStationPortable). NCAA Football 10 has been rated “E” for everyone by the ESRB.

For more information, please visit www.ncaafootball10.com.

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Member Comments
# 901 acidraindrops08 @ 06/24/09 05:02 AM
Def renting after playing the demo. First time I've even thought about this game after making the mistake of buying it in 07.
 
# 902 countryboy @ 06/24/09 08:47 AM
Well...playing this morning...I had 5 sacks with Florida against Oklahoma and Bradford.
 
# 903 sportyguyfl31 @ 06/24/09 09:03 AM
I think I'm getting the hang of the speed of the game now, as well as the camera angle.

I'm getting much better results, and seeing better things now.

I'm gaving good success generating some LOS disruption with manual DL use and coaching keys.

I'm good for a couple of pressures and user sack or 2 a game with Dunlap, and also controling OU's impact palyer DT.

I have to keep on reminding myself to lay off turbo unless in the open.

After over a yearof playing APF like crazy and not really being into NCAA 09 and Madden 09 (hated them both..I was done inside of 6 weeks), I'm basically having to relearn how EA football works.

The game is slowing down to me, and I'm able to make better reads both running and passing.

I think this game is going to be pretty good come release date and post patches so we can fiddle with sliders.(grr.)
 
# 904 countryboy @ 06/24/09 09:28 AM
Quote:
Originally Posted by sportyguyfl31
I think I'm getting the hang of the speed of the game now, as well as the camera angle.

I'm getting much better results, and seeing better things now.

I'm gaving good success generating some LOS disruption with manual DL use and coaching keys.

I'm good for a couple of pressures and user sack or 2 a game with Dunlap, and also controling OU's impact palyer DT.

I have to keep on reminding myself to lay off turbo unless in the open.

After over a yearof playing APF like crazy and not really being into NCAA 09 and Madden 09 (hated them both..I was done inside of 6 weeks), I'm basically having to relearn how EA football works.

The game is slowing down to me, and I'm able to make better reads both running and passing.

I think this game is going to be pretty good come release date and post patches so we can fiddle with sliders.(grr.)
I'm in the same boat...I'm starting to become adjusted to the new camera angle as well as, in my opinion, the difference in speed from '09 to '10. Also, I'm learning the "tricks" of generating a pass rush.

The game is starting to become "comfortable" and like you, I believe the game will be solid when it drops in about 3 weeks.
 
# 905 dmac @ 06/24/09 10:06 AM
Overall I liked the demo a lot, though the speed of play definitely seems to have been notched up. I played on all-American and was able to get a solid rushing game going with Oklahoma with the game-plan set to conservative on O (less penalties, less big blocks). On D I was able to stop Florida on most drives (though not all 3-and-outs), and gave up one play on an off-tackle/end-around type play where I missed a tackle on the outside that gave him a wide open sideline to run. Things I was impressed with were the band formations (I think this will be pretty cool but I hope it is not restricted to just pre-game. It would be perfect for halftimes though), the ability to choose to re-sub an injured player at the risk of further injury (might be necessary if it is a bowl game, he is by far your best player over the 2nd stringer, etc.), the passing game was solid and not too easy. Still buying this first day.
 
# 906 RoyalBoyle78 @ 06/24/09 11:24 AM
Quote:
Originally Posted by sportyguyfl31
I think I'm getting the hang of the speed of the game now, as well as the camera angle.

I'm getting much better results, and seeing better things now.

I'm gaving good success generating some LOS disruption with manual DL use and coaching keys.

I'm good for a couple of pressures and user sack or 2 a game with Dunlap, and also controling OU's impact palyer DT.

I have to keep on reminding myself to lay off turbo unless in the open.

After over a yearof playing APF like crazy and not really being into NCAA 09 and Madden 09 (hated them both..I was done inside of 6 weeks), I'm basically having to relearn how EA football works.

The game is slowing down to me, and I'm able to make better reads both running and passing.

I think this game is going to be pretty good come release date and post patches so we can fiddle with sliders.(grr.)
When you say getting used to the speed, can you explain. Do you think it's faster then 09?
 
# 907 RoyalBoyle78 @ 06/24/09 12:05 PM
Quote:
Originally Posted by wookie48
It is faster, seems like the ratings also make a huge difference. Like if you have a player with 90 speed being chsed with a guy that has say 86 speed there is no way he catches him. I know in 09 there really wasnt a sperator. Angles the CPU take are also very nice.

Hey country bot, I noticed that if I set my D line to agressive that it makes it more able to get sacks across the board. At lteast on heisman
I have went back and forth 100 times with the 10 demo and 09, I don;t really see a speed difference at all. I do see the when the QB throws the ball in 10 it's like a bullet. That's the only speed difference I see.

Also, the roster issue, now is that for online only? Or are the roster screwed up for offline too.
 
# 908 rudyjuly2 @ 06/24/09 12:48 PM
Quote:
Originally Posted by FootballForever
Also, the roster issue, now is that for online only? Or are the roster screwed up for offline too.
The rosters on the disc are screwed up for offline too but they will have a corrected roster in the roster vault on release day so no worries there.
 
# 909 Chardon @ 06/24/09 02:00 PM
Has anyone seen these facemasks yet?

or did they just leave them out again?
 
# 910 jdrhammer @ 06/24/09 02:13 PM
I think it's significantly slower than 09. There is no "take-off" whatsoever. I actually feel like the jukes and initial cuts are too downplayed, too ineffective and too unresponsive. There should be short jukes and cuts but once you angle out on runs it should slow down and be less responsive. I don't think it should be as loose as 09 but they play a little too stiff on 10. I have only played Heisman and will only play Heisman though.

I absolutely love the over the shoulder catches. I got so sick of the floating DB's. You have to be careful not to get beat. I miss the floating dives in the corner of the endzones. I haven't seen one yet in 10.
 
# 911 J-Unit40 @ 06/24/09 02:26 PM
^ Oh, the floating dives are in this year too jdrhammer. Don't you worry.

I saw two new sick catches last night. One was by Aaron Hernandez (me) in the back of the endzone on a 3rd and goal. I ran Short Fades out of Gator Heavy to the back corner pylon. It was glorious. He snagged it as he stumbled and fell to the ground. The other was by Gresham (CPU) on 3rd down and about 7 or 8. Matched up against one of my LBs he ran an in route and jumped up, but caught it by his waist while shielding my guy. Very cool looking. He got the first down too.

I really enjoy all of the new animations this year.
 
# 912 jdrhammer @ 06/24/09 02:38 PM
Cool.

I hate the lame duck passes that only add to INT fest. There should be some darts to the dirt when getting hit but I haven't seen them.

I started out playing as UF because I'm not an OU fan but I've since moved to OU since they may be more similar to my Rebs due to the playbook. I know it's really easy for me to throw INT's but I've had so many hit my guys right in the hands only to drop. Looks like INT sliders will be set to 0 again. Hopefully they work.
 
# 913 J-Unit40 @ 06/24/09 02:52 PM
^ INT slider set to zero? You too. I have been doing as long as I havd had sliders for NCAA. I move it to zero before I even play my first game. LOL
 
# 914 jdrhammer @ 06/24/09 03:13 PM
Quote:
Originally Posted by wookie48
Might just be something I notice, I know what is really annoying, do you guys notice that the offense and defense side of the ball the players are normal speed but when you try to run a kick off return the player running the ball is kinda in a slow down mode. Its weird, hopefully its just me but take a look. When you return a kick off the return guy runs in a slower speed than everyone else. As far as the game speed, I meant that you can really exploit mismatches this year. PLay as OU for example, I ran a shotgun spread that exploited a UF LB with #4 WR for OU and UF got burned. Its like you can definitley tell the speed ratings between players. Jermaine gresham is a nightmare for all the LB's on florida aside from spikes. Thats the speed difference I am seeing. Game speed though is somewhat the same.
Nice call. I was thinking the same things. That's one reason I like the new over the shoulder catches. If you get a step you can definitely burn them. I had someone from UF beat on a flag but I had to get rid of the ball early due to a rush. I floated it out nicely but it was overthrown. I might could have taken control and sprinted but I usually don't do that and I wanted to see if hed overthrow.

The KO's do have a speed lag. All in all, I like how strategy and gambling can hurt you or your opponent. That's a big element of the chess match aspect.
 
# 915 Chardon @ 06/24/09 03:22 PM
Quote:
Originally Posted by JerseySuave4
chances are very high that EA left them out
But we got wind socks!!
 
# 916 Drocks @ 06/24/09 03:39 PM
Quote:
Originally Posted by jdrhammer
Cool.

I hate the lame duck passes that only add to INT fest. There should be some darts to the dirt when getting hit but I haven't seen them.
I've only had one pick when throwing while getting hit so far. I've actually had most of mine hit the dirt about 5 yards in front of me.
 
# 917 jdrhammer @ 06/24/09 03:47 PM
Quote:
Originally Posted by Drocks
I've only had one pick when throwing while getting hit so far. I've actually had most of mine hit the dirt about 5 yards in front of me.
From my experiences some of them float way to far out and hang in the air way too long. I haven't seen enough passes that would normally be line drives take an angle for the ground. It seems they all float and hang around forever.
 
# 918 Drocks @ 06/24/09 04:03 PM
Quote:
Originally Posted by jdrhammer
From my experiences some of them float way to far out and hang in the air way too long. I haven't seen enough passes that would normally be line drives take an angle for the ground. It seems they all float and hang around forever.
Hmm, interesting. That could be cause most of the time, I get hit when going for the big shot downfield, so perhaps it's cause of the power I'm trying to generate to get the ball down there? I don't know, just a guess.

I can see it being a problem though if they do typically hang in the air too long, a lot of times, QBs will direct their throws toward the dirt to avoid that.
 
# 919 Hunkerdown @ 06/24/09 04:45 PM
Quote:
Originally Posted by jdrhammer
Nice call. I was thinking the same things. That's one reason I like the new over the shoulder catches. If you get a step you can definitely burn them. I had someone from UF beat on a flag but I had to get rid of the ball early due to a rush. I floated it out nicely but it was overthrown. I might could have taken control and sprinted but I usually don't do that and I wanted to see if hed overthrow.

The KO's do have a speed lag. All in all, I like how strategy and gambling can hurt you or your opponent. That's a big element of the chess match aspect.
Have to disagree, playing as Florida, started the game off with a 95 yard kickoff return for a TD. Like how it is not as easy to return this year, have to actually look for lanes, not money. I always had returnewr of the year in NCAA 09.
 
# 920 jdrhammer @ 06/24/09 05:11 PM
Quote:
Originally Posted by jaa1980
Have to disagree, playing as Florida, started the game off with a 95 yard kickoff return for a TD. Like how it is not as easy to return this year, have to actually look for lanes, not money. I always had returnewr of the year in NCAA 09.
I think the new version on kick returns is better but the returner doesn't seem nearly as fast or responsive. The pursuit angles make it much more difficult, which is a good thing. I was playing with OU and UF returned a kick, then I returned the ensuing kick, and then they had a huge option play for a score when they got the ball back. 3 scores in 38 seconds to start off the 2nd half.

I like the new way better but they seem heavier and slower in KO returns than if he were a WR. It makes sense though since they had to start from a standstill.
 


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