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NCAA Football 12 Reviewer Impressions: Gameplay and Presentation

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Old 07-12-2011, 10:18 AM   #49
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I have a quick question that maybe you could address, bumble. Has the replay issue with the ps3 game been fixed? What I mean is that when creating a highlight montage post-game, a lot of the longer plays would be cut short and on an 80-yard run, say, you'd only see the running back from midfield on just running with the start of the play cut out.

Has this been fixed? Maybe it is a memory issue w/ the ps3? It was almost a game-killer for me.
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Old 07-12-2011, 10:53 AM   #50
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Quote:
Originally Posted by TheTodd84
I have a quick question that maybe you could address, bumble. Has the replay issue with the ps3 game been fixed? What I mean is that when creating a highlight montage post-game, a lot of the longer plays would be cut short and on an 80-yard run, say, you'd only see the running back from midfield on just running with the start of the play cut out.

Has this been fixed? Maybe it is a memory issue w/ the ps3? It was almost a game-killer for me.
I've been playing on the 360 version. This issue was fixed in NCAA 11 via a patch, so I am assuming it is fixed in 12.
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Old 07-12-2011, 03:17 PM   #51
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What good is it to publish the review on Thursday? I'll have had the game by then.
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Old 07-12-2011, 03:26 PM   #52
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Re: NCAA Football 12 Reviewer Impressions: Gameplay and Presentation

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Originally Posted by kingdevin
and was there a mention of whether there were multiple viewing cam angles this yr?
The fun part is that under OS's new review policy, the fact that this is, year in and year out, the only sports game on earth that doesn't allow you to change the camera angle can't be held against it.


But to your point, it's a bit ludicrous that we're stuck with the one. This has been industry standard for more than a decade.

Last edited by makaveli_Reborn; 07-12-2011 at 03:28 PM.
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Old 07-12-2011, 06:20 PM   #53
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I do have a question Sir.

I had thought that the CPU had at least a decent run game. I have played two games (I know that is a small sample) but the two teams (Maryland and OHIO state) have combined for NEGATIVE yardage. I play as the Miami Hurricanes although thats my Alma Matar, I can't believe that the 'Canes can hold OHIO state to -14 yards on 20 carries. Although the games were close and exciting, it felt very similar to last years games with 200+ yards by the CPU in passing and neg yardage running. I was playing on default sliders on AA. Any thoughts??

Thanks for your time,
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Old 07-12-2011, 07:59 PM   #54
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Where is tenn vols game day presentation at? You already have the band on the field, let em run the Power T like they do real life. Not that hard.. Patch it!
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Old 07-13-2011, 04:50 PM   #55
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To be honest, the one word that describes my impressions is... Unrealistic.

Sure, the game might "play" better than ncaa 11, but there are still so many unrealistic aspects of this game.

The defensive linemen are still WAY TOO FAST. There are few instances when a defensive lineman should catch up to my running back. Also, there is not enough randomness to the interactions.

The one thing that is close to being a game killer for me is the lack of a realistic running game compared to the passing game. What I mean is this... what EA has to realize is that not every team is a passing team and every time I play a good team, I should not have to be balanced. Look at Oregon for example. Teams knew they were gonna run the ball, but yet, still couldn't stop it. So, even if the computer knows i am going to run, they must be in the correct defense to anticipate the DIRECTION of my running play to stop it. If they guess wrong, I pick up a minimum of 5 yards. It's that simple. If the CPU linebackers are slanted over to the right side of my offensive line and I flip the play to the left and there are not more defenders than can be block, odds are i'm going to gain more than two yards. So why am I getting stopped for a loss of yards? It's because of the programming trying to even out statistics so it has to make certain things happen often...

It's just not realistic. Just because I run the ball 10 times in a row doesn't mean you can stop me. Same thing with passing, just because I throw it 10 times in a row has nothing to do with whether or not you can stop me... So, why does that work in the passing game, but not in the running game?

I coach football... and this is almost a game-killer for me. I'm an offensive coordinator, and I could care less if the defense knows I'm running because they don't know what run play I am going to run, same with passing.

Also, it seems as though if you decide not to use some sort of pro-style offense, the running game is non-existent. When it actually should be opposite. The spread and option running games should be MORE EFFECTIVE than pro-style attacks. Look at the NFL, and look at the top rushing teams in America. 16 of the top 20 rushing teams last year ran one of the following offenses... Spread, option, or pistol. So then, why in the game are the spread and option two of the least effective offenses? That just goes to show that it doesn't matter if you know someone is going to run the ball... it matters if you are in the right defense and have guessed the PLAY right. And even then, you still have to execute.

It's just so incredibly frustrating when I play with Oregon and I can't run for 200+ yards on people. Only three teams in 2010 held Oregon under 200 yards rushing, Arizona State, Cal and Auburn. That's it. And SIX TIMES Oregon rushed for over 300 yards. So why is Oregon's running game ineffective?

So, the word that comes to mind is...

Unrealistic.
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Old 07-13-2011, 05:22 PM   #56
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Re: NCAA Football 12 Reviewer Impressions: Gameplay and Presentation

Quote:
Originally Posted by TheTodd84
To be honest, the one word that describes my impressions is... Unrealistic.

Sure, the game might "play" better than ncaa 11, but there are still so many unrealistic aspects of this game.

The defensive linemen are still WAY TOO FAST. There are few instances when a defensive lineman should catch up to my running back. Also, there is not enough randomness to the interactions.

The one thing that is close to being a game killer for me is the lack of a realistic running game compared to the passing game. What I mean is this... what EA has to realize is that not every team is a passing team and every time I play a good team, I should not have to be balanced. Look at Oregon for example. Teams knew they were gonna run the ball, but yet, still couldn't stop it. So, even if the computer knows i am going to run, they must be in the correct defense to anticipate the DIRECTION of my running play to stop it. If they guess wrong, I pick up a minimum of 5 yards. It's that simple. If the CPU linebackers are slanted over to the right side of my offensive line and I flip the play to the left and there are not more defenders than can be block, odds are i'm going to gain more than two yards. So why am I getting stopped for a loss of yards? It's because of the programming trying to even out statistics so it has to make certain things happen often...

It's just not realistic. Just because I run the ball 10 times in a row doesn't mean you can stop me. Same thing with passing, just because I throw it 10 times in a row has nothing to do with whether or not you can stop me... So, why does that work in the passing game, but not in the running game?

I coach football... and this is almost a game-killer for me. I'm an offensive coordinator, and I could care less if the defense knows I'm running because they don't know what run play I am going to run, same with passing.

Also, it seems as though if you decide not to use some sort of pro-style offense, the running game is non-existent. When it actually should be opposite. The spread and option running games should be MORE EFFECTIVE than pro-style attacks. Look at the NFL, and look at the top rushing teams in America. 16 of the top 20 rushing teams last year ran one of the following offenses... Spread, option, or pistol. So then, why in the game are the spread and option two of the least effective offenses? That just goes to show that it doesn't matter if you know someone is going to run the ball... it matters if you are in the right defense and have guessed the PLAY right. And even then, you still have to execute.

It's just so incredibly frustrating when I play with Oregon and I can't run for 200+ yards on people. Only three teams in 2010 held Oregon under 200 yards rushing, Arizona State, Cal and Auburn. That's it. And SIX TIMES Oregon rushed for over 300 yards. So why is Oregon's running game ineffective?

So, the word that comes to mind is...

Unrealistic.

Seems to me you expect to much from a video game because exactly how you described your feelings is how I see all games but it does not bug me because no game is going to give you what you see in real life.

Not MLB the SHow, Not NBA 2K11 not Madden, all the games do is provide a simulation of some sort
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