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EA Sports Football Gameplay Stuck
Posted on July 7, 2011 at 12:47 PM.
EA Sports Football Gameplay

The release of the NCAA Football 2012 Demo affirms my annual thoughts towards EA Sports Football titles. There are subtle gameplay advances, while other aspects of player animation and movement remain stagnant.

There’s nothing breakthrough on the field in control, but just enough improvement to keep me coming back.

Our Operation Sports Editor Chris Sanner strongly believes presentational elements can make or break realism in a title; I agree that presentation can add to a game’s polish, and overall goodwill impressions of the gamer.

My first time gaming with 2K sports, seeing action replays in NFL 2K and NBA 2K on the Dreamcast – I will never forget it. Slow, zoomed in, action cut replays on the most beautiful graphics and player models to date matched with excellent commentary never before heard. That was quiet a moment.

These broadcast elements are vital, but I believe game play mechanics are the most important aspect to all of our sports titles. I don’t think Chris would disagree. It’s a complex science to map world-class athletes to analog sticks.

Since the launch of our current generation’s football titles, EA Sports Football has been working to “catch up” every year, to fix game play issues and improve what most of us have considered a flawed core animation engine (among other game modes needing attention). The NCAA Football 12 Demo proves once again how great EA Football can potentially be, while simultaneously having core game play issues.

The Good

EA recently has been able to capture the feel of our PS2 Madden days, boasting quick paced and fluid control. Last year’s addition of varied game speeds showcased the improve line play and blocking schemes. I am huge advocate of the slower game speed as I wrote in last year’s Madden 11 review; it allows for plays to develop, and gamers to make the proper reads.

Bringing in a new tackling system over the past few seasons compliments the game speed changes. Different pursuit angles cause different break-tackle animations. The run game had a breakthrough in last year’s NCAA Football and Madden series.

The NCAA Football 2012 Demo improves on the tackling animations; carriers collapse more naturally upon contact. The biggest improvement with this new tackle button (x button) has been the ability to shed tackles as a ball carrier, and keep momentum; in essence, gamers can take on a weak-angle tackle and never break stride aside from a minor stumble.

I have been waiting for years for these natural break-tackle animations and it’s something that the 2K Football games did so very well. It almost would seem that this is technology that was developed in Fifa’s new collision system.

Gamers welcome new animations; more varied slips and stumbles of ball carries as opposed to the straight-up running style we see in the current football titles lends to a more enjoyable gaming experience.

Creating more dynamic running animations and balance for ball carries can differentiate the running styles of half backs and wide-outs; all we have right now to separate their skills are the player ratings; animation packages can help create signature styles.

The Bad

The NCAA Football 12 Demo left me disappointed, maybe even a bit jaded in the passing game. As much as I enjoy the run game, tackling, and beautiful graphics, the mid range to deep pass offense remains awkward and some could even consider it broken.

Our very own Christian McCleod believes that the zone play a.i. is vastly improved, and it may very well be, as he has played NCAA Football as much as anyone on the staff. I don’t believe the underlying problems vest entirely in zone defenses and defensive player recognition of wr’s hitting their zones.

I believe the defense has a deeper, more rooted issue – the animation design and timing behind defensive back footwork.

In my opinion, the defensive players in EA Sports Football titles defend the ball through animations on one axis; it’s as if they are grounded through an axis running through the middle of their body. Hips can’t swivel without the rest of the upper torso turning in a defensive swat or pick.

A turn, or change of direction requires the players to rotate their whole bodies awkwardly quickly at 90 degrees – the result is the strange skating effect we see in zones or when plays are made on the ball.

This heavily affects your window to throw passes. You never can read how a defender in the area can quite react to a precision pass. Defenders skate, slide, or glide their way in the path of a wideout quicker than their feet can move. Corners still are running routes for receivers before the receivers make their breaks.

This is what separated the PS2 EA Football with the current engine.

Another aspect of the game that left me disappointed is the football physics, weight, and flight patterns. Madden has improved the spiral variation and QB-WR timing. I believe NCAA is still a step behind here.

Both games have maybe three types of flight patterns for the football. A zip pass, a medium pass, and a float pass. To me, this is unacceptable. Again, the 2K football series features amazing QB differential, from throwing styles, to throw power, and accuracy. I believe the different arm slots, and varied flight patterns and speeds of the ball created a sense of weight behind the ball that we don’t feel in Madden or NCAA Football – which is a failure on EA Tiburon’s behalf.

I believe the developers at Tiburon need to spend some time closer to the game. They can attend NFL training camps; watch these world class athletes move in-person, capture video, recreate their movements. Maybe they can even spend some time with our very own TD St. Mathew-Daniel at NFL.com video captures.

There is something missing from the EA Sports Football titles keeping them from being truly great simulation titles. But the discussion of simulation vs. mass appeal is another conversation entirely.
Comments
# 16 BigRick47 @ Jul 9
NCAA and Madden both leave you wanting more, I'm amazed that people hop on one over the other saying it's better than the other when both games should have been farther along than they are but both are fun to play but can't say that they have warranted purchases every year since next gen. consoles.
 
# 17 SBartlett @ Jul 10
kingsofthevalley:

Well, I've felt this way about the series for a while now. And the run game has changes, player control and movement is better on offense - much better. On defense, I don't believe the players move quite the same, especially when making a play on the ball and that is very inconsistent. I was a huge advocate of the QB Vision and the Precision passing; I loved the passing game and picking a part defenses. I just can't do it as naturally anymore, even when I have matchups I want. Thanks for reading, though.
 

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