NCAA Football 10 Hands-on Preview

To paraphrase one of our founding fathers: In this world, nothing can be said to be certain, except death and taxes and yearly installments of EA Sports' football franchises.

Since it is June, it must be time to start ramping up for another year of college gridiron madness, and the folks at EA Tiburon are doing their best to make us take notice of this game rather than brush it off as a yearly roster update.

READ: NCAA Football 10 detailed features on GP Sports!

Make no mistake, NCAA Football 10 is going to play fast. One of the biggest gripes I've had with football games on the new slate of consoles is that while the game looks extremely polished, the players seem to run on tracks, taking extended turns instead of being able to cut like the bipedal gazelles these athletes are.

In the recently released demo of NCAA Football 10, EA has addressed this problem - mostly. While the usual pathing problems seem fixed, it is coming at the price of pinpoint control. Most draw and dive plays available seem to feel like a vacuum of sorts in that once the ball is handed off, your player will advance forward and 200 of the 1,000 new animations will autopilot your player to a gain or loss via broken tackles, spin moves and eventually a gang tackle. However, sweeps and tosses felt much more natural which is encouraging for a demo.

One of the new features that really stands out is your "Gameplan." It is here you will set your team's tendencies on offense, defense and special teams for the upcoming game. Some of your options include whether or not your blockers will let a defender pass rather than risk a hold; whether receivers will anticipate an oncoming tackler to dodge the first defender rather than look the ball into his hands, or whether or not your defenders will go for bone-jarring hits instead of making the surefire wrap up tackle.

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