NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

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  • dlk90514
    Rookie
    • Mar 2010
    • 102

    #181
    Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

    Didn't get a chance to read the entire thread, but I thought the offensive and defensive line interaction wasn't that bad. Alabama's line did a great job early, but Auburn was only rushing three guys on a couple of those plays. The third play Alabama runs, was a stretch play to the left, and the offensive tackle ended up on the ground--leaving the front side inside to make the play. If you watch this play though; the tight end climbs to the third level and cuts a safety, which was a great block. On the roll out to the right the quarterback was flushed from the pocket. Even on the touchdown pass there was some leakage inside I believe a DT beat the right guard late. Auburn's line did a great job run blocking, but Alabama wasn't blitzing, and I remember at least once only sent three early on in the drive.

    Comment

    • The JareBear
      Be Good To One Another
      • Jul 2010
      • 11560

      #182
      Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

      For those that don't know since its not linked on the first post, there is a SECOND video on PAGE 10 of this thread that shows some great defense.
      "Successful people do not celebrate in the adversity or misfortune of others."

      OS Blog

      The Tortured Mind Of A Rockies Fan. In Arenado I Trust.

      Comment

      • sparkdawg777
        Pro
        • Jan 2008
        • 588

        #183
        Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

        Just wanted to post this for anyone who is still concerned about zone defenses this year. Of the 2 videos zone was only ran 7 times against the pass. Of those 7, 4 resulted in a completion which included (1:24 AUB/AL) a pretty nice gain which was because the QB saw the CB blitzing which opened a hole in the zone, (2:53 AUB/AL) Cover 2 vs 4 streaks, also was an odd situation because the WR1 was jammed so hard it created a huge gap between him and WR2 making it harder for the safety to cover both, (4:24 AUB/AL) was a Cover 2 with the OLB blitzing vs HB screen, and finally (4:47 NEB/OSU) Cover 2 with the Nickelback and LB blitzing, obviously if you don't get to the QB there will be holes, QB read it easily because the user blitzed with the Nickel.

        Now of the other 3, they looked very good all during NEB/OSU.. (2:33) Cover 2 almost intercepted by CB vs PA pass, (2:53) Cover 2 sink which has the MLB dropping deeper almost like Tampa 2 and he makes a great play by batting the pass to the post down, also should note the safety was right on the WR although may have been beat by a step, (5:07) Cover 2 spy which was knocked down at the line of scrimmage by DL.

        So in conclusion there is not enough evidence from these 2 videos to say that zone defense has not been improved. Of the straight up zones with no blitzes the defense was 3 for 4.

        Comment

        • sportzbro
          MVP
          • May 2008
          • 3892

          #184
          Re: NCAA 12 Gamplay Unedited

          ...the commentary. Nessler needs to go.

          Comment

          • TheTodd84
            Rookie
            • Oct 2008
            • 153

            #185
            I think it's about time that Cam Weber, the team producer for NCAA, made a phone call to the guys who make the FIFA franchise and ask to use their new "impact engine" for NCAA 13. This game could use a HUGE infusion of physics and real-time tackling and animations. Especially for the OL/DL interactions so it doesn't feel scripted. I liked NCAA 11 and will be picking up NCAA 12 for the sole purpose of running my own playbooks and being an OC. But, if you truly want to see different gameplay and QBs not being able to throw 40 yards bullets on the run or the defensive line getting a pass rush, then you need to petition Cam Weber to get the impact engine into NCAA and Madden for next year. IMO, that would make both games nearly perfect.

            Oh well, as long as the spread running and CPU AI are fixed, I can be held over until next year.

            Comment

            • jd20ne
              Rookie
              • Jun 2011
              • 6

              #186
              why is everyone complaining about weak defenses? obviously since its a demo at e3 its on the default settings to show off the game..im sure once u put it on Heisman the defense steps it up.

              Comment

              • JaySmooov
                Banned
                • May 2011
                • 1693

                #187
                If you've ever played a user v. user game wit ha friend who doesn't play realistically, then you know how bad a game could look/play.

                Again, I'll stress this, but we can't make a fair assumption until we can give the demo impressions.

                Comment

                • Pokes404
                  MVP
                  • Jun 2008
                  • 1720

                  #188
                  Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

                  I'm seeing some comments on here that I don't know if they're directed at me specifically, but they're directed at people like me. I feel like I need to demonstrate where I'm coming from and prove that I'm not just hating on the game because it's something to pass the time. My misgivings with the game are not an off-the-cuff opinion that I've formed. It's developed over a period of time from playing these games.

                  *I'm going to focus on the bad, but I give credit where it's due and try to be as fair as possible. I'm trying to help point out the areas that need to be fixed/improved. Telling the devs they got something right doesn't really help them that much.

                  First off, the player movement in this game still doesn't look very good. I thought they'd improve in this area, but it seems like they may have actually toned down locomotion from NCAA 11. The lack of footplanting doesn't help the cause. And from what I see, the 3D grass does not help to mask the "skating" problem very much. Players still don't lean into their turns. I can't recall seeing a player stumble or have to put his hand down to regain his balance. As long as players move like robots, this game is always going to have a stiff, unnatural look to it.

                  (These observations are from the Ohio State vs Nebraska game, embedded on page 10 of this thread)

                  :41 - Look at how static all of the blocking is on the kickoff return. No matter how big the defender is, or how fast he's running, as soon as he hits the blocker they "lock up" with each other. All of the defenders momentum is immediately negated and they come to a stand still. Blocking on punts and kickoffs is much more dynamic than this. Blockers should be trying to use the defenders momentum against them by knocking them off their lines (forcing them to overrun the returner). Defenders should be delivering blows to the blockers, because they have all the momentum, forcing the blockers to absorb the blow as best as possible and then redirect. Blockers also don't stay with their blocks in this game. It's like once their beat, they just give up (it doesn't help that they lunge forward about 5 yards when they lose a block, not sure what that's about). You obviously don't want to nail a guy in the back, but at least reach out and try to push him off his line. Give the returner a chance. The blocking assignment AI has gotten better over the years, but these stale interaction animations are what's holding this aspect of the game back.

                  1:24 - Both DE's "snap" into the "lock up" animation. That would have been a perfect place for an edge rush (where the DE ducks his shoulder to give the OT less surface area to work with and try to rip through with the engaged arm). There simply aren't enough interaction animations in this game, so they have to warp into the "lock up" animation.

                  After that, the DT makes a pretty good move in the middle, but once again, the blocker totally gives up once he starts to get around him. At least stay with the block, the QB might be able to step to his right and buy himself a little extra time. The current blocking system doesn't allow for dynamic outcomes or "partial wins." It's all or nothing. You either end up on the ground, get stonewalled, or completely beat the blocker. It gives the game a static and scripted feel when you continually see the same things happen in the trenches.

                  1:43 - I don't know what to make on that INT. I like how the corner jammed the receiver at the line, and managed to still position himself on top of the receiver. That's a good play by the corner. It was all looking good until the ball went into the air. First, how did he get the inside position that quickly? It looks like he warped over there, but it's hard to tell from the video quality and because of the camera turn. It's clear at the 2:02 mark that the DB was on top and to the outside of the receiver. Then he somehow picks the ball off inside and underneath the receiver ... something isn't right there. Second, why did the receiver not go fight for the ball? He should have cut the DB off, and the DB should have been in perfect position to knock the ball out of the receiver's hands. In any case, there should have been a battle for this pass, not an easy pick. Receivers, however, have no awareness of where the defender is. That's why they don't fight for pass, or try to break passes up when the defender is clearly going to get an easy pick.

                  2:09 - Nothing really wrong with this play from what I see. Any complaints would be pretty minor nitpicks. Obviously, the user should have gone up the middle, but that's not the game's fault. Blocking was pretty solid, defense reacted well, nice tackle ... pretty good.

                  2:32 - Another pretty good play. The line sees the blitz coming, picks it up pretty well. The pass rush looks a little weak here, but it's one play. Coverage looks decent other than a few weird moves. That's a gutsy move by the SS to take off at full speed over the middle. What if the B receiver had run a post-corner? It's almost like he knows what's coming. Maybe he just got lucky though. Nothing major here.

                  2:54 - Nothing terrible, but quite a bit of bad. DEs have to lock up before continuing, we have another "total win" by the DT (at least he doesn't bat the pass down though), and it sure looks like there was enough room to fit that ball in the back of the endzone. The receiver is 5 yards behind the safety, which means the ball should be landing at least 10 yards behind the safety. An elevated pass out in front should have been able to get in there, yet the DB swats it with ease. Could be a blunder by the user or just a bad throw from the QB; however, I've seen this for years now. This play makes me suspect that the pass trajectories still aren't right, making it practically impossible to drop passes in over defenders. I do like how the FS played that pass though. He got caught leaning one way when the receiver made his break but wasn't allowed to instantly catch up. Had the ball been in the right spot, he probably would have been beat on the play. Very nice to see.

                  3:20 - I don't need to comment on field goals or punts. Everyone knows the ease of kicks and lack of blocks is a problem. No sense beating a dead horse.

                  4:06 - Flawless victory by the DT. Instant blow by and the OG doesn't even seem to care. As if one isn't bad enough, then the other guard gets completely beat, as well. It's not that these things don't happen in real life, it's that it's the only thing that happens in NCAA. You don't see any sacks where the DTs push the guards all the way back into the quarterback (or at least so deep that the DT reaches out and grabs him), you don't see speed rushes off the edges (no "lock up" engagement first). Things look so repetitive because there's such a limited number of outcomes/animations.

                  On a positive note, the DEs had pretty good containment on the outsides.

                  4:27 - DB doesn't break on the ball before the receiver makes his cut. It's about time. Man that's beautiful. I wish corners had an actual "break" animation where you see them stick their foot in the ground to break on the route, but the play itself is pretty good. You have to wonder though if the corner wouldn't have gotten a major speed boost and swatted the pass away if the user hadn't switched to him. But that's all speculation.

                  4:48 - At first it looked like the dreaded seam route exploit, but in this case, it happened when it should have. The user dropped the DE into coverage and blitzed the nickleback (or it could be the dimeback). The safety over the top had to respect the outside receiver, and the middle linebacker just had too much ground to cover. That looked like a good playcall.

                  5:09 - I hate it when deep passes get knocked down at the line, but in this case, he's throwing a bullet pass to a short route, that's an appropriate time to get knocked down. Better tipped ball physics would be nice though. The ball reacts really unrealistically after tips and when the QB gets hit in the middle of a throw.

                  5:28 - No pass rush at all. Once again, the only way to get pressure on the QB or get sacks in this game is to completely beat the blocker, there's no way to dynamically drive linemen back and collapse the pocket around the QB. The blocking AI is better, but the actual interactions between the players is still bad in my opinion.

                  It looked like the safety should have gone for the swat, however, I like the fact that he didn't get to go for the swat AND deliver the big hit, as well. He made up his mind to try to separate the ball from the receiver, gathered himself, and made a nice hit (a two-man hit for that matter). Players don't make the correct decision 100% of the time, so that's very realistic.

                  This game has the potential to be outstanding, but there are so many nagging problems that have been in place for years that continue to hold this game back. They should have been striving for more realistic player movement and mo-capping as many player interaction animations as they possibly could. The main problems in the game really boil down to those two things. Twitchy, stiff, unrealistic player movement and a lack of animations. Is the game total garbage? No, of course not. Is it good enough to earn my money this year? I'll try the demo first.

                  Comment

                  • auburnfan2
                    Rookie
                    • Dec 2010
                    • 466

                    #189
                    Game looks good
                    “I just hate getting caught in the open field. That would be shameful of me.” -Cam Newton

                    Comment

                    • LambertandHam
                      All Star
                      • Jul 2010
                      • 8008

                      #190
                      Re: NCAA 12 Gamplay Unedited

                      Originally posted by BORN4CORN
                      ...the commentary. Nessler needs to go.
                      But where will I go for all of my Reese's Peanut Butter cup news now?
                      Steam

                      PSN: BigGreenZaku

                      Comment

                      • Rivals
                        Pro
                        • Apr 2008
                        • 512

                        #191
                        Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

                        The commentary isn't really bad, it's just old. I thought the flow of the Alabama/Auburn game was good, but the atmosphere of the game seemed dead.

                        Comment

                        • JaySmooov
                          Banned
                          • May 2011
                          • 1693

                          #192
                          Originally posted by dan_457
                          Waaay Friggen better



                          Like I said It's not perfect, but at least they look like people this year.
                          Haha it looks like a Wrangler convention.

                          Crowd DOES look better this year. That's not to say it's good, at best it's average. I'd give it a 5 or 6, but considering last year was probably a 1, that's exponentially better.

                          Comment

                          • blklightning
                            MVP
                            • Oct 2007
                            • 1294

                            #193
                            Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

                            Originally posted by jaredlib
                            For those that don't know since its not linked on the first post, there is a SECOND video on PAGE 10 of this thread that shows some great defense.
                            um, this is page 10.
                            My score for Madden 13: 4.5/10

                            3 points for graphics, 1 point for the passable commentary, and a half point for the boxart. I can give no further points since the all over the place gameplay would ruin it anyway.

                            Comment

                            • blklightning
                              MVP
                              • Oct 2007
                              • 1294

                              #194
                              Re: NCAA Football 12 Video - E3 Gameplay: Alabama vs. Auburn

                              Originally posted by JaySmooov
                              Haha it looks like a Wrangler convention.

                              Crowd DOES look better this year. That's not to say it's good, at best it's average. I'd give it a 5 or 6, but considering last year was probably a 1, that's exponentially better.
                              they can't do much about the crowd with this generation of hardware. with so much detail in the 22 players, refs, and the field, there's only so much ram and gpu power left to render a nice looking crowd. personally, i don't care what the crowd looks like outside of the cutscenes. change the depth of focus to the target player, and the result will be a nicely blurred out box of wrangler wearing chicken nuggets.
                              My score for Madden 13: 4.5/10

                              3 points for graphics, 1 point for the passable commentary, and a half point for the boxart. I can give no further points since the all over the place gameplay would ruin it anyway.

                              Comment

                              • JaySmooov
                                Banned
                                • May 2011
                                • 1693

                                #195
                                Originally posted by blklightning
                                um, this is page 10.
                                Click on the #192 by YOUR post. Technically, YOUR post is on page 20 on the thread, but 10 on the comments section.

                                The video, technically is on page 10 of the THREAD but at the end of 5 on the COMMENT section.

                                Comment

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