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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
# 161 da ThRONe @ 04/22/11 05:54 PM
It really seems like the formula for making a successful football simulation game finally arrived at EA's door step.

This whole gen their idea was ignore the basics of football and add eye catching features. Have those features be poorly implemented therefore poorly received. Only to scrap that feature add another poorly implemented feature and repeat the cycle over and over again. There is no way any sport series can be successful unless they find a way to represent the basics then go from there. Welcome to the 21st century EA let's try and stay here this time around.
 
# 162 coachchris @ 04/22/11 05:55 PM
Quote:
Originally Posted by WildcatDawg
Amen! It is as if everyone else has forgotten the things that had made dynasty mode so frustrating because "Look! Wow! Dreads and silly team openings that I will skip past after seeing them for a week!"
Amen! Every year they add something new presentation wise that is nice for the first week. After the initial excitement wears off it's about gameplay and dynasty longevity.
 
# 163 sportzbro @ 04/22/11 06:09 PM
Quote:
Originally Posted by mrMagic91
Same here. Its like when a kid finds out like they arent getting that Christmas present they've been wanting.

COLLEGE GAMEDAY!!
I'm pretty sure on The Gaming Tailgait they said its not in and was something the dev. team really wanted to do, but ran out of time....

Quote:
Originally Posted by illwill10
Chase,
Is the Menu format and screens look the same as last year? I didnt have a problem with it at all
I'd like this to be answered too. Nothing like some new menus... hopefully brighter and stream-line... like the old Xbox days (2006 had great menus)
 
# 164 hkwforAUTigers @ 04/22/11 07:38 PM
So happy to hear about the Auburn entrance.... thank you much to whoever mentioned it.
I REALLY want to see some upgrades to dynasty (RTG is cool, but 9/10 people probably prefer dynasty in the long haul). Would it be too hard to have gameplanning or even a spring game? I hope that they fixed all the little things that have been bugging down dynasty mode. However I'm optimistic about the videos and info released so far that the game will be better.
 
# 165 pmurray20 @ 04/23/11 12:41 AM
Quote:
Originally Posted by PatriotJames
people are asking for dynasty mode.

over

and

over

look at the OS poll on the front page. 57% (as of now) play little to no online. That means up the gameplay (which would improve online play as well) and UP dynasty mode!! Nobody is listening to the offline gamers and IDK why but it royally pisses me off.

i agree about 99 percent
 
# 166 illwill10 @ 04/23/11 12:51 AM
Quote:
Originally Posted by PatriotJames
people are asking for dynasty mode.

over

and

over

look at the OS poll on the front page. 57% (as of now) play little to no online. That means up the gameplay (which would improve online play as well) and UP dynasty mode!! Nobody is listening to the offline gamers and IDK why but it royally pisses me off.
I dont play onine at all. It is rare for me to play a game fully with out any distractions or having to get up. Cheesing doesnt help either.
What made Last Gen games great was Online was a minor priority, so Offline features was the main priority. Now that Online gaming is popular, devs are forced to put Online in one of the top priorities for games(Gameplay, Art and Audio, Offline, Presentation).
 
# 167 Exonerated @ 04/23/11 12:53 AM
The people who play offline games will frequent forums.

The people who play online games do not frequent forums.

A forum poll will poll people who play offline games.
 
# 168 pmurray20 @ 04/23/11 12:57 AM
I love to play online only for the dynasties. I hate playing 1v1 b.c if its not close at halftime they quit ALL the time and i get tired of wasting and hour of game time if they just quit
 
# 169 dan_457 @ 04/23/11 01:04 AM
Quote:
Originally Posted by Exonerated
The people who play offline games will frequent forums.

The people who play online games do not frequent forums.

A forum poll will poll people who play offline games.
Not sure if your joking, or if you were you trying for a logical fallacy. It's like a textbook example though.
 
# 170 LambertandHam @ 04/23/11 02:19 AM
Quote:
Originally Posted by PatriotJames
people are asking for dynasty mode.

over

and

over

look at the OS poll on the front page. 57% (as of now) play little to no online. That means up the gameplay (which would improve online play as well) and UP dynasty mode!! Nobody is listening to the offline gamers and IDK why but it royally pisses me off.
I loved Dynasty mode in 11, my only problems came from having to have three or four dynasties due to the tuner sets. Recruits coming in too low, teams tanking after a year or so, depth chart hoarding, etc.

As long as they polish it a little more, I'll be a happy camper.
 
# 171 hurricanefootball4 @ 04/23/11 02:29 AM
My problem between offline & online dynasty is schedule wise. I have a hard time committing to playing with any consistency, but when I get the chance I won't hesitate to binge for 12 hours and play through multiple seasons in an offline dynasty.
 
# 172 pmurray20 @ 04/23/11 02:31 AM
Quote:
Originally Posted by hurricanefootball4
My problem between offline & online dynasty is schedule wise. I have a hard time committing to playing with any consistency, but when I get the chance I won't hesitate to binge for 12 hours and play through multiple seasons in an offline dynasty.

haha yes!! ive played a whole dynasty season in a night before haha, but then not play it for like 4 days or so
 
# 173 hkwforAUTigers @ 04/23/11 10:26 AM
Quote:
Originally Posted by pmurray20
I love to play online only for the dynasties. I hate playing 1v1 b.c if its not close at halftime they quit ALL the time and i get tired of wasting and hour of game time if they just quit

Exactly my problem. 4 times in a row I was up 24-0, 28-0 or something like that and the other person quits. Those were the last 4 games I will play online for awhile. Why waste my time with people who will just quit?
They need to upgrade the part of the game that will be played long past the season is over: dynasty
 
# 174 Unmasked @ 04/23/11 02:42 PM
This game seems light years ahead of the Madden NFL franchise. Definitely going to be picking up NCAA Football this year for the first time since 09.
 
# 175 michigan21 @ 04/23/11 02:51 PM
Quote:
Originally Posted by Playmakers
zone coverage was not really a big issue in NCAA 11 IMO

just some people wanted perfect zone defense which isn't going to happen even in NCAA 12 no matter how much they hype it up as a big game improvement.

This preview basically confirmed my initial thoughts on NCAA 12 it's mostly a graphical facelift....

Most of the improvements came strictly on eye candy on the field which isn't a bad thing because i thought NCAA 11 was very good but NCAA 12 is not a huge upgrade of NCAA 11 based on what i've seen and read
I have to agree. Esp. if there is no Coaching Car.it will confirm that this game is just a facelift.
 
# 176 Eski33 @ 04/23/11 08:25 PM
WIth the new engine that EA implemented in NCAA 11, I wasn't expecting upgrades from a visual standpoint. Typically, based on trends, that when a new engine is brought about it usually gets abused for several years. However, I give the NCAA 12 team huge props. Not only did they up the ante in regards to the graphics, they are working on items that the community had issues with last year (i.e. defense)...

Not to mention that they bring the big guns in regarding more team-specific entrances including live mascots. With a great online dynasty offering and these improvements that they have already mentioned, I am pumped for this game's release....
 
# 177 koolaid2 @ 04/24/11 08:09 PM
better road to glory
 
# 178 hurricanefootball4 @ 04/24/11 08:43 PM
I guess I'm not exactly sure how to feel about NCAA 12 at this point.

Really hard to make a judgement based on what we have so far, but I really like the upgrades that they did make.

What will really tell the tale is what is to come, what upgrades have been made to RTG and dynasty.

I'm not real into RTG so I'm just waiting on the dynasty info to come out - hopefully this week? Or will it just be Madden info coming out this week?
 
# 179 illwill10 @ 04/24/11 08:49 PM
Quote:
Originally Posted by hurricanefootball4
I'm not real into RTG so I'm just waiting on the dynasty info to come out - hopefully this week? Or will it just be Madden info coming out this week?
I believe their will be info this week. It usually starts rolling around this
time. It will stop around E3.
Basing off of Madden's schedule, The Franchise and SS mode blog come after the Presentation/Gameplay blog. So hopefully NCAA follows the same path.
This is a huge week for football. SO Madden is trying to go with the hype of the draft and I think NCAA will follow.
 
# 180 Skyboxer @ 04/24/11 11:18 PM
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.
 


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