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NCAA Football 12 Preview

At this point in a console generation, it feels like sports games are at an advantage and disadvantage. On the one hand, developers should have an immense amount of understanding of the consoles they are working on now. This means adding those extra little elements of joy and polish can be more easily worked into the development of a game. However, it seems like it would be almost crazy to talk about installing an all-new physics engine or something else along those lines at this point in a console's life cycle. Changes like that just seem to happen more often than not at the start of a new console generation.

And NCAA Football 12 might epitomize that double-edged sword. Some of the tweaks that I was shown and was able to mess around with are immediately noticeable and mostly positive, but for folks wanting widespread change, a new engine or some masterful stroke of development genius that will create this all-new football game should probably reel in their expectations a bit.

Gameplay

We have seen a lot about presentation at this point, so why not lead off with something that has not been discussed nearly as much at this point: gameplay.

The tweaks to the gameplay that were discussed during the demo session seem to be cosmetic changes on the surface that act as guides for what is really going on underneath the hood. The best two examples of these cosmetic-but-actually-layered-changes involve zone defense and tackling.

Last year, zone defense was, well, awful. Defenders would protect areas where there were no players or seemingly ignore particular areas of the field that absolutely needed to be defended. This year, it seems like defensive players will now actually work as a team and try to figure out what zones need to be defended and figure out what player should be defending them at any one point.

Basically, last year every defensive AI player was oblivious to other defenders on the field. If a safety was supposed to protect one area, then that was the area that would be defended no matter what. This year, defenders will literally point to each other and opposing players to signify that they are handing off the coverage of that receiver to someone else. It's a clear visual cue, and it's an effective one. It seems like now you should know why a coverage was blown, and it's also a way to acknowledge that these defenders actually have some awareness of both teammates and opponents.

In addition to that tweak, zone defenders will also shift their coverages based on where the receivers actually are on the field -- novel concept. If the offense sets up with a flooded right side of the field, defenders on the left side will actually move to protect the farthest portion to the right of their zones. It does not mean they will abandon their coverage area, but rather they just now notice that the closest danger will be coming from the right side.


Man defense has also been affected by changes like these. Slant patterns were cash money last year, so this year's corners will actually be ready for those quick slants by leaning a bit on the inside. I don't think that means out patterns now will be money, it just makes sense that a receiver should not be able to easily get inside position right after breaking off the line of scrimmage.

When it comes to the flats, they also should be defended better this year. I am not ashamed to admit that I looked to the flats quite a bit last year; it was an easy low-hanging fruit when you wanted some easy yards. This year man and zone defenses both seem to be focusing on not allowing players in the flats to pile up YAC. I actually tested this out on quite a few plays during the two quarters I played, and this new-found defensive fervor in the flats seems genuine.

As far as tackling and other physics-related contact goes, the developers are trying their hardest to remove the much-maligned "suction" from the game. This year's attempt to remedy the issue deals with a change to the physics engine so that no animation begins until the players actually collide with each other. Whether that be while blocking or tackling, no animation should start until the players engage each other. It obviously sounds good, but it actually looks relatively good because players also seem to be able to engage each other from every angle. The suction blocking/tackling/whatever seemed to happen a lot of times because these mo-capped events could only be started from certain positions. So to make sure the animation synced up right, the game would suction your players to the proper positions.


The want to change and eliminate "suction" is genuine, but the change is still a work in progress. I still did see some suctioning on certain tackles, but it was far less noticeable. Hopefully by the time the game comes out, the developers will have this portion of the game looking even better. I also am not ready to say how much blocking will be helped by this tweaked interaction system. I did not run the ball that much, but I do know the developers are focusing more on blockers getting out to the second level of the defense this year.

Momentum is also a big deal this year, especially when tackling. Last year, certain animations just did not make sense. If your player was running full speed at someone on his heels, it should have ended with you hitting your opponent hard and pushing him back most of the time. But last year, sometimes the animations just did not make sense. In other words, guys should not be fighting for extra yards when they were not even close to top speed and being hit from straight on.

At the same time, gang tackling should also affected by this tweak to momentum. If your defender is engaged with the ball carrier, another player should now be able to come in from any angle at full speed and nail that ball carrier in a new direction.

Basically, this adjustment should lead to fewer instances of those jumbled sequences where a mass of bodies would just be falling all over each other. I don't think it will eliminate all the oddities -- "true" purely physics-based gang tackling is not present after all -- but it should help things out.

Lastly, a new tackling mechanic is being introduced this year. This year gamers will be able to use the "X" button on the Xbox 360 to wrap tackle. It's the safe way to try and grab a ball carrier and take him down. When you press the "X" button, your player will "bow up" so to speak, and then he will try to engage the player. It's hard to get a feel for how this will affect things, but it certainly seems like a logical middle-ground maneuver if you don't want to just run into the ball carrier or Hit Stick him.

Presentation

Many of you have probably already seen some of the content the NCAA Football team has been releasing in terms of the new pregame entrances and so forth. Whether it's all-new touch traditions, the inclusion of locker-room sequences like the one in USC, or just the addition of more of these entrances to the game this year -- a "smaller" program like Louisiana Tech received a unique entrance, for example -- it's easy to sense the developers love this stuff and want to please all the college football fans out there.

Personally, my favorite part of the entrances are the real animal mascots. They look amazing. When I asked about how they were created, I was told they were all handcrafted and animated -- guess it would be sort of tough to mo-cap a wild animal. Regardless of how the developers got them into the game, when I watch Georgia's Uga snap at an opposing player, it's going to be cool the first time and hundredth time I see it.


These changes go beyond the pregame ceremonies. Team bands are in the game now, and there is a new focus on the fans in the stands. The fans look much better this year because of the focus on making them 3-D so the thousands in attendance are not just a blocky blob of artwork. Generic coaches are also in the game, but the sidelines still seem a little bare because the players on the sideline still have not been updated enough or tweaked to have more varying animations and pixels.

Sounds within the stadium are also being focused on this year. The developers actually went out to capture more audio so it would be easier to gauge the level differences between the sound coming out of Michigan's Big House, and the sound coming out of much smaller stadiums.

On the "TV" side of things, there is no College Gameday portion to the presentation package this year, which is disappointing, but a lot of the other ESPN elements are in place. The NCAA team grabbed the exact package ESPN uses before the start of a TV game, as well as the graphic package for the end of quarters. The end-of-half package is really impressive because the game cuts to this flashy ESPN graphical package, and then going on within in it are some key plays and scenes from the half that was just played. In short, if something is a part of the ESPN broadcast graphical package, the NCAA team wants to try to get it in the game.


Grass, weather and lighting also received love. The grass is now 3-D, and it looks great. However, while it looks awesome to have your feet digging into this surface, it does not mean it will necessarily help foot planting and so forth. I still felt a little floaty when using players, so it's more a cosmetic change than a gameplay change right now.

But the grass kicking up and the overall change of the lighting helps highlight a lot of positives because the shadows and so forth change during the course of a game, which adds a ton to the overall look of the game. The team did not go through and update the entire graphical engine, but the lighting changes make it look like a ton of time was spent updating the game. And while I did not get to see the snow, I was also assured the field would not be completely covered in one thick layer of snow. Now it will look more natural rather than just a white blanket.

Equipment and jerseys are the last improvements on the presentation front I will mention here, but unfortunately I do not have an eye for this stuff. I do know the development team made somewhere around 140 new jersey tweaks, added some new helmets and implemented team-specific colors for gloves.

Custom Playbooks

Custom playbooks are in the game this year, and the interface to tweak your selected plays is really intuitive. Beyond just picking plays, you can even switch the three plays you see on each page of your playbook. So that means while you are in a game, you can flip through your playbook and know what three plays are on each page of that playbook.

Final Thoughts

Many folks feel like NCAA Football 11 was the version of the game that finally put the series back on the right track, and they think NCAA Football 12 just needs to keep pushing forward now. While it's hard to say how successful NCAA Football 12 will be at doing that at this point, it certainly seems like the idea was to follow through on last year's successful revival by trying to build on that success.

But again, at this point in a console generation, perhaps expectations need to be kept in check. It's awesome that I can now use custom entrance music, and therefore rock out to Metallica's Enter Sandman when Virginia Tech takes the field, but watching a linebacker look at a ball as it flies right by him might just be one of those things that just happens once in a while during this generation of consoles.

 

*Full disclosure: EA paid for my airfare during this trip. While it did not influence what I wrote here, I think transparency is still key whenever possible.*
NCAA Football 12 Videos
Member Comments
# 181 guttertalk @ 04/25/11 12:38 AM
So, in terms of gameplay, we're not getting any real new features. We're getting bug fixes. But instead of getting them in a patch, we're going to pay $60 for these fixes.

Screw it.
 
# 182 blackscorpion11 @ 04/25/11 02:11 AM
Quote:
Originally Posted by guttertalk
So, in terms of gameplay, we're not getting any real new features. We're getting bug fixes. But instead of getting them in a patch, we're going to pay $60 for these fixes.

Screw it.
Its funny u mention that, because how does fixing something that was broken become a "New" feature.. "This year we fixed zone coverage" Huh?

This is why i say that each year they need to focus on gameplay..not presentation etc. Maybe its not possible to create a physics based game with the engine theyre using.
 
# 183 blackscorpion11 @ 04/25/11 02:16 AM
Quote:
Originally Posted by Skyboxer
Hopefully the gameplay upgrades are actual upgrades and not more "Cheat AI" ie.. DB's knowing the routes of WR even more to get rid of the slants being money.

Here's hoping the game shines though as I'm getting to the point of really missing FB games.
exactly my thought..more psychic cpu defense...so now the AI adjust zone coverage pre-snap based on the play art?
 
# 184 cparrish @ 04/25/11 02:59 AM
I for one am glad they are fixing the zone coverages. They were un-usable in NCAA 11. I have found myself running man only all the time. As for people complaining about these fixes are not what they want, I have a solution for you; don't buy the game. It is simple as that.
 
# 185 PVarck31 @ 04/25/11 03:51 AM
Should they just leave defensive AI, and the tackling system alone? So many people say gameplay is the number one priority and when they are fixing core gameplay issues people complain.

I get the concern for how they are fixing it. I really don't think they would be touting these fixes if they just tuned the defense to cheat better. Thats just how I feel anyway.

I also think we need to keep things in prospective. We basically have seen one video and a few interviews. I am sure there will be plenty of info in the coming weeks.
 
# 186 cgalligan @ 04/25/11 07:13 AM
Do they still have the "tumble-weed" tackling?

ie- when the player is enganged in a tackle, can anothe player help? or does he just run over and fall down like in Madden and NCAA last year???
 
# 187 Skyboxer @ 04/25/11 07:24 AM
Quote:
Originally Posted by 31
Should they just leave defensive AI, and the tackling system alone? So many people say gameplay is the number one priority and when they are fixing core gameplay issues people complain.

I get the concern for how they are fixing it. I really don't think they would be touting these fixes if they just tuned the defense to cheat better. Thats just how I feel anyway.

I also think we need to keep things in prospective. We basically have seen one video and a few interviews. I am sure there will be plenty of info in the coming weeks.
If they are actual fixes of course I'll be all over it. I wish the crew the best of luck releasing a great game.
 
# 188 coogrfan @ 04/25/11 10:39 AM
Quote:
Originally Posted by guttertalk
So, in terms of gameplay, we're not getting any real new features. We're getting bug fixes. But instead of getting them in a patch, we're going to pay $60 for these fixes.

Screw it.
New tackling mechanics? Custom playbooks?

That's about as "core gameplay" as it gets.
 
# 189 Rhudey @ 04/25/11 02:38 PM
Quote:
Originally Posted by cparrish
I for one am glad they are fixing the zone coverages. They were un-usable in NCAA 11. I have found myself running man only all the time. As for people complaining about these fixes are not what they want, I have a solution for you; don't buy the game. It is simple as that.
When EA signed their exclusivity deal it eliminated the "don't buy it" argument.

On the other hand, I personally loved last years game and am looking forward to 12, but I remember playing hand held "head to head football" as my only football game, so I'm not as picky as others.
 
# 190 dan_457 @ 04/25/11 02:41 PM
Quote:
Originally Posted by cgalligan
Do they still have the "tumble-weed" tackling?

ie- when the player is enganged in a tackle, can anothe player help? or does he just run over and fall down like in Madden and NCAA last year???
I absolutely hated that, it's beyond unrealistic and just looks silly, I know I'd love to see that fixed.
 
# 191 PVarck31 @ 04/25/11 02:49 PM
Quote:
Originally Posted by Rhudey
When EA signed their exclusivity deal it eliminated the "don't buy it" argument.

On the other hand, I personally loved last years game and am looking forward to 12, but I remember playing hand held "head to head football" as my only football game, so I'm not as picky as others.
Quote:
Originally Posted by dan_457
I absolutely hated that, it's beyond unrealistic and just looks silly, I know I'd love to see that fixed.
This is basically what all the previews have been about. You can see better tackling in the video. Now I am not saying its fixed, but they are saying it is, along with sliding and suction.
 
# 192 dan_457 @ 04/25/11 02:58 PM
Quote:
Originally Posted by 31
This is basically what all the previews have been about. You can see better tackling in the video. Now I am not saying its fixed, but they are saying it is, along with sliding and suction.
The previews have shown off a much improved tackling system so I'm hopeful that fixed it, I know it hasn't been shown in any of the videos. It's a problem that happens when there's no room for defenders in the tackle animation, so they just roll over at the offensive players feet to slow his progress. I don't remember them explicitly saying that this was fixed in any of the videos though.
 
# 193 roadman @ 04/25/11 03:20 PM
Quote:
Originally Posted by dan_457
The previews have shown off a much improved tackling system so I'm hopeful that fixed it, I know it hasn't been shown in any of the videos. It's a problem that happens when there's no room for defenders in the tackle animation, so they just roll over at the offensive players feet to slow his progress. I don't remember them explicitly saying that this was fixed in any of the videos though.
Have you seen this video, yet? I feel like I'm showing it in every thread.

For the first 42 seconds, this video shows several consecutive hit tackles for momentum.

In the past, these would have been the "tumbleweed tackling" you've been looking for in 12.

http://ncaastrategies.com/utopia/top...-12-new-video/
 
# 194 dan_457 @ 04/25/11 03:59 PM
Quote:
Originally Posted by roadman
Have you seen this video, yet? I feel like I'm showing it in every thread.

For the first 42 seconds, this video shows several consecutive hit tackles for momentum.

In the past, these would have been the "tumbleweed tackling" you've been looking for in 12.

http://ncaastrategies.com/utopia/top...-12-new-video/
After looking at it more closely, it does look like it won't be an issue. You can see a couple instances of the 3rd guy to the ball carrier respond naturally, rather than just falling over.
 
# 195 SoulAssassin @ 04/25/11 05:32 PM
Nice.

Enough info to get excited at least.
 
# 196 tsooners @ 04/27/11 11:32 AM
Will we finally see the Sooner Schooner and Ruff-Neks in the game?
 
# 197 The GIGGAS @ 04/27/11 11:33 AM
Quote:
Originally Posted by tsooners
Will we finally see the Sooner Schooner and Ruff-Neks in the game?
I believe the Schooner is. As I'm not an Okie fan, I don't know what Ruff-Neks is, so I can't comment on that.
 
# 198 tsooners @ 04/27/11 11:57 AM
Thanks. Not seeing pic or link though.
 
# 199 tsooners @ 04/27/11 12:14 PM
Quote:
Originally Posted by JohnZapp
you dont????
Nope. Not seeing it.
 
# 200 falconfansince81 @ 04/27/11 12:20 PM
Quote:
Originally Posted by PatriotJames
All this won't matter if they never get PSN back up and running...


R.I.P. PS3
yes the outage his pretty much killed off our online franchises but i'm PRETTY sure it'll be up by july 12th lol.

as for the video, i love seeing the focus on gameplay and presentation. two core elements that deliver realism and authenticity. there are both positives and negatives, but i already enjoyed the game thoroughly last year and any improvement made to the AI and gameplay fundamentals will be a bonus on top of added presentation. there is still a lot of room for improvement but it looks to remain headed in the right direction.
 


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