Submitted on: 07/12/2011 by
 Christian McLeod
Read all about our review process right here.
Day One: Gameplay and Presentation Impressions
One aspect of NCAA Football 11 that had the community in an  uproar during the weeks following the game's release was the progression  issue that found its way into Dynasty mode pre-patch. For those of you  unfamiliar with the issue, after multiple years the dynasty recruits,  specifically kickers, would enter the game with extremely low ratings.  The result was a sharp decay of a team's overall ratings as the years  progressed, as well as CPU kickers that struggled to hit extra points  and short field goals. Many rejoiced when the eventual patch was  released in August to fix this issue while also adding season player  progression. However, others were left disappointed after the patch,  claiming recruits still never seemed to blossom to their full potential,  and lower-tiered teams would fade into obscurity because they could not  recruit top talent. 
I spent the better part of two days dissecting Dynasty mode progression  this year, not stopping until the simulations reached the year 2025.  Well, what a difference a year makes. But before I dive into everything  related to NCAA 12's "career" modes, I first want to briefly  touch on the game's incredibly deep custom playbook feature. EA has  given would-be coaches the ability to create up to 30 playbooks that can  be packed with up to 377 total plays. This customization is incredibly  deep, especially considering these playbooks can be used in Dynasty mode  and online, allowing you to carve out an offensive or defensive  identity. This is especially important considering this year's game  contains the long-anticipated Coaching Carousel.
Coaching Carousel
The Coaching Carousel takes Dynasty mode in NCAA 12 to another level. Asked for by the community for years, this addition to NCAA's  most-played game mode is enough to justify a purchase for hardcore  college football fans. As many of you already know, when you first begin  your dynasty, you will either create a coach (via some extremely  limited creation tools), or assume the role of an existing coach in the  game. You are then given the choice to take the reigns as an offensive  coordinator, defensive coordinator or become the head coach of a  specific program. You are then able to import a custom playbook, which  is a great touch when creating a coach from scratch.
The final step in shaping your destiny is deciding what coaching  prestige you would like to start at, anywhere between one and five  stars. The prestige level you choose will determine the initial teams  lining up to offer you a job, so don't expect to step into the head  coaching role at Alabama if you decide to create a one-star coach. While  many will disagree, I do like the freedom of choosing your own destiny  by setting your starting prestige level. This system allows those who  want the challenge of taking over a three-star school like Central  Michigan to experience the rigors and challenges of advancing up the  coaching ranks without being stuck rebuilding a one-star school like  Eastern Michigan. In essence, the ability to choose remedies one of my  biggest complaints with coaching carousels in other collegiate games. It  is an awful feeling when you get stuck with a garbage team you have no  interest in, grinding out games until you get the opportunity to leave.

The coaching position you decide to accept will determine how much of  the actual on-field gameplay you will be charged with running. Offensive  coordinators will only play offensive downs, defensive coordinators  deal with defensive downs, and head coaches handle both sides of the  ball. If you are not controlling offense or defense, you can either  Super Sim or watch from the game's press box view.
Your coach will then be evaluated after each game, and each season,  based on a list of goals set by your school's athletic director. These  goals range from beating rivals to throwing or rushing for a certain  number of touchdowns in a season, all weighted differently should you  succeed or fail these goals. The more prestigious jobs come with higher  expectations, and a job security meter has been implemented into a  separate menu screen in Dynasty mode. From this hub, you can constantly  check in to see how your coach is doing, and you can also spy on other  coaches throughout the NCAA that may be on the hot seat. This is a great  tool should you be hoping a certain job becomes available at year’s  end, but make sure you are meeting your goals and keeping your AD happy,  or you will find yourself unemployed -- a truth I found out the hard  way after becoming the head coach of Wyoming and losing every game to my  rivals and top-25 teams by 20-plus points. 
At the end of each year, you will be taken to the Coaching Carousel  screen, implemented as the last item of business to attend to before  beginning a new season. From this screen, you will see every coaching  vacancy in college football, whether it is a coach’s contract expiring, a  coach outright being fired, or a job opening becoming available because  another coach left for a better position. To be perfectly honest, when  the Carousel was first announced, I was worried about the hiring/firing  logic, specifically that too many coaches would be fired on a yearly  basis regardless of their overall coaching rating. I'm very relieved to  say that the Coaching Carousel logic is top notch, and you can tell that  EA developers did their due diligence to polish this feature.
For starters, you will see firings that make sense: 6-6 is not going to  cut it at Florida State two years in a row, time to bring in  Connecticut's offensive coordinator who led the Huskies to a 10-2 record  and an Orange Bowl victory. CPU teams tend to consider candidates that  run similar styles of offense and defense, but don't be surprised to see  teams completely change things up. In my simulation, Wake Forest went  to a full-on Georgia Tech option attack by year five after hiring an  offensive coordinator from Navy. The best part of the Carousel is that  after a certain number of years you start recognizing the coach names,  so you either get to watch the mighty fall or witness young obscure  upstarts rise to the upper echelon of the coaching ranks. 
Jobs offered to user coaches make just as much sense as those offered to  the computer, and there is a certain sense of addiction to the mode  that I have not felt in years because there is always the thought of  where you might get an offer from next year. After starting as a  one-star, spread-happy offensive coordinator at Eastern Michigan, I was  offered the offensive-coordinator position at Hawaii after two years  with the Eagles. While at Eastern, our team struggled to win four games  each year, but my offense was dynamic enough that the Warriors took a  chance on me once their OC left for a head-coaching job at Bowling  Green. After my offensive schemes at Hawaii led the squad to a 10-2  season, I decided to leave the Warriors to become the head coach at  Wyoming. And, as I mentioned, the wheels fell off after year one, and I  was fired, eventually winding up as an OC at Indiana, which led to my  current head-coaching job at Pittsburgh. 
What I really enjoy about the Carousel is that my coaching rating is  tied directly into reaching my goals, with winning counted as a bonus --  no ridiculous hoops to jump through or head scratching advancement  logic seems to destroy the mode. Win, achieve your goals and I guarantee  you will be getting offers in the offseason and become an A-plus rated  coach/coordinator in a five-year span. Make sure you hold out for the  job you want as well because sometimes an offer may come across the  table with a personnel set at a certain school that does not match your  scheme, or worse yet, an AD with some unrealistic goals and a one-year  contract (like winning eight games with a C-minus rated Wyoming team,  what was I thinking signing that?). How you shape your future is  completely up to you, and as I said before, this is the most addictive  career coaching mode I have played in a sports video game.

I do have a couple very minor gripes about the revamped Dynasty mode.  The biggest is that while having the option to become an OC or DC is a  blast, you are given far too much control over your team. Coordinators  still are able to recruit, and you are even able to dictate the team's  coaching strategies, complete with offensive and defensive schemes and  aggressiveness. Call me crazy, but I'm pretty sure real coordinators do  not have this type of control over their team. It would have been nice  to see EA lock out these abilities until you are a hired as a head coach  -- you can ignore certain coaching elements if you want to "fake"  things to keep things realistic. I found myself setting recruiting to  CPU assist during my days as an OC, maybe making a pitch or two to an  offensive player I wanted to join the squad, and then just sitting back  and worrying about my offense. 
My other issue with the mode deals with a design decision made by the NCAA  team. As a coordinator, the game does not track your wins, losses, bowl  games, national titles or any other stats (these stats are tracked only  when you are a head coach). The only categories you will receive credit  for are winning seasons and if any of your players win an award or are  selected to the All-American team. I know coordinators typically do not  have their wins/losses tracked, it just would have been nice to have  some sort of documentation of your coordinator's successes/failures at a  certain school, or perhaps even a total yards for/allowed type of  statistic that could be included in a coaching yearbook. 
Recruiting
I have very good news on this front for hardcore dynasty fans, also  known as those OS posters with a billion posts. During all the years I  simulated in Dynasty, the only issue I witnessed was some small-scale  recruit hording at bigger-named schools. The best example of this was  that at one point LSU had three 90-plus rated quarterbacks on the active  roster: a senior, junior and redshirted junior. This really did not  create an issue with the integrity of the dynasty like in the past  because there seems to be a much larger recruiting pool this year. Even  with LSU's QB trifecta, I was hard pressed to find any big-name program  or mid-tiered school in a power conference with a QB rating lower than  80. There truly is an even distribution of talent in this year’s game,  and I expect to see some parody from year to year in the rankings.  Connecticut developed into a powerhouse, winning a national title, and  teams like Michigan State (YES!), Alabama, Oregon and TCU were all  hovering around the top five on a yearly basis. 
Scouring through depth charts, I was also very pleased to see that every  school had the required number of players as the years progressed, and  that these players had realistic ratings, even kickers. EA must have  taken the criticism of kickers to heart last year because kickers this  year are routinely some of the highest-rated players on a team, and the  highest-rated overall recruits each year -- no more botched 15-yard CPU  field goals or extra points.
Incoming position recruits typically max out right around an 80-82  overall if they are five-star prospects. Before you start complaining  that this is too low, realize that in-season progression coupled with a  well designed off-season progression system will have stud recruits  pinging the mid-90s by their junior year. If you really think about  this, it is incredibly realistic. Most freshmen in college football can  come in and make a solid impact on a team, but few would be considered  99-rated overall game breakers until they are in school for a year or  two. Several of the top players that came in as five-star recruits  walked away with the Heisman, and these same players were consistently  some of the best players statistically each year. Even two- and  three-star recruits that eventually maxed out in the mid-80s could be  found regularly in the top five of each statistical category, leading me  to believe there will be quite a few diamonds in the rough come signing  day.
Simulated Stats 
Realistic simulated stats is an area where EA has really found its mark  this year. I was blown away when reviewing the statistical leaders each  year of my dynasty because they were eerily similar to how the numbers  looked when compared to real stats. One stat that especially caught my  eye was QB completion percentages, which max out in the 65-70 percent  range (last year’s leader, Dan Persa, checked in at 73.5 percent).  Because of the robo-QB issue, past years of NCAA led to multiple  CPU quarterbacks routinely falling into the 75 percent and above range  versus the 66 percent range real quarterbacks typically fall into. Even  more impressive than the QB completion stats are the simulated QB  rushing statistics. It is now commonplace to see a spread or mobile QB  rack up 1,000-plus yards over the course of a season, which is a breath  of fresh air after last year’s lack of rushing CPU quarterbacks. 
In short, the statistics in NCAA 12's Dynasty mode are  consistently solid. Outside of one year where four quarterbacks rated in  the high 90s threw anywhere between 47-51 TD passes, and only five  players returned punts for touchdowns, I did not notice any anomalies  that immediately stood out. Simulation statistics are always the truest  testament to how a game's CPU AI plays, and NCAA 12 is on the right track. 
Complete Conference Customization

One of the hidden gems when it comes to NCAA 12's Dynasty mode is  the ability to completely customize conferences at the start of every  season. You will be able to create super conferences of up to 16 teams,  edit bowl tie-ins, protected rivals, determine if teams play on weekdays  and even determine the names of each division within a conference. The  entire experience is a dream come true for would-be college football  czars, and you can literally spend hours crafting the NCAA that  you determine. My personal favorite setup? Creating the old Southwest  Conference and then dumping Notre Dame into the Big Ten to bother my  wife, the Notre Dame elitist that she is. The combinations are endless,  and there is tons of fun to be had in both online and offline dynasty.
If any game mode received love from the team at Tiburon in NCAA 12,  it would be Road to Glory. Taking a role-playing game approach to the  player's career mode has added some much needed depth to a mode that has  been mostly forgettable in the past. You now must earn the trust of  your coach in order to audible, hot route and eventually call plays, and  you can upgrade your character's attributes and move sets once he  reaches college by spending XP points earned during practice and games.
I would not be doing my job if I did not mention my favorite addition to  the on-field portion of RtG: being able to play iron man football. Now  you are able to choose an alternate position on the other side of the  ball, and you will be independently recruited at each position. CPU play  calling has also been revamped so you will not see as many boneheaded  calls from your coach -- finally making positions like wide receiver  worth playing. 
For as many meaningful additions present in this year's RtG, by far the  most significant is the ability to import Teambuilder squads into the  mode. What EA has essentially created within NCAA 12 is a  completely separate high school football simulator. With the ability to  play a full 7-12 game season, importing your area's high school teams  means you can re-create your entire senior year to rewrite history. You  can even change the difficulty of each imported team on your schedule to  better represent your respective high school career.

It's difficult to describe the amount of joy I felt as my virtual player  suited up in my high school Birmingham Seaholm Maples football jersey  circa the year 2000 to take on the rest of the MHSAA OAA Division 2 and  other area teams. Thanks to the efforts of Kotaku's Owen Good, and a  dedicated Teambuilder user base around the country, you will likely have  no issue finding your high school already created on the service.  Unfortunately, I did not get the same rush of excitement once my created  player had made it to college. While the mode is still fun, and it's  great to see your player advance, nothing can compare to the high school  experience in my eyes. 
On the field, this year’s RtG mode feels like it has for the past couple  of years, gameplay enhancements aside. Even so, what the NCAA 12  team has done with RtG this year is a perfect example of how upgraded  immersion and player customization can trump actual on-field gameplay in  a career mode. Even if you have never been a fan of this mode in past  games, you owe it to yourself to spend at the very least a full high  school season playing. I've enjoyed this game mode so far, and I can see  myself going back and playing multiple positions before I buckle down  and stick with Dynasty mode. 
Make sure to check back tomorrow to get my brief thoughts on NCAA  12's online components, followed by my final review with score on  Thursday. Make sure to follow me on Twitter @Bumble14_OS to ask any additional questions you may have.


  




