Experience the pride and pageantry of gameday like never before with the NCAA Football 12 demo. With an enhanced in-game presentation, new traditions, and an all-new tackling system, make an impact by leading your team to victory. Play in two exciting match-ups as Alabama takes on Florida State and Oregon battles Texas. Get details on other great improvements to NCAA Football 12, and share the demo with a friend to unlock 5 Nike Pro Combat uniforms for use in the full retail version of the game.
I honestly think the game LOOKS fantastic. The visuals are great.
I know its hard to read a lot of negative comments on here sometimes but I feel its necessary, to me, there just are some really glaring issues that don't seem like they should be that hard to fix....
As someone else said, sliders cant fix online play and a number of us play online. My impressions so far are a good looking game, but a game that plays well enough but needs a lot of work. Most of this work I think has been done already, as this build is old.
EA hasn't learned from FIFA' success with regards to a new engine. Guess we will have to wait to next gen X2.
what i would love to know from a Dev is what are (if any) the changes between the demo and final build.
demo normally gets pulled out in late march or early april. so there will be alot of changes. thats why they are using tuners for demo so the demo might seem closer to the real game than last years.
I'm pretty disappointed, but not surprised. It seems to me that EA has become content in an arcade product. I have not noticed a single improvement in NCCA 12.
What's worse is that the defense is still just as bad as it was on NCAA 11 after the tuner sets. You can move the ball up and down the field all day (on Heisman) without much effort. Without any realistic challenge. Without having to think, or develop a decent strategy.
In my first game I went 11-15 for 185 yards, passing. Put this game on 5 minute qtrs, and I don't think anyone would have a problem throwing for 3-400 yards every game. The flats are still easy to abuse. DBs don't react well. Zone defense is awful. Overall, you can fit the ball into places and complete catches that you should never make.
Trench play is still very unrealistic and feels stagnant. Offensive line/D-line interaction feels and looks gamey. There's no realistic bull-rush, or block shedding. Sorry to say but APF 2k8 to this day and still more realistic in this regard. EA has had how long now?
Run blocking still needs a lot of work. Block logic isn't great, blockers are often times slow to react. Again, the overall realistic feeling to the run game and reading the field just has a gamey feel to it.
QB play, also still unrealistic. There's no momentum, no drop backs, etc.
For this game to be a sim, it needs a lot of work. I personally don't understand why they focused their attention elsewhere instead of fixing the gameplay.
Not only are we a fan of the same basketball team but my thought per NCAA 12 is exactly the same. I will keep it short. This is the same game as NCAA 11 Few changes, but basically the same game. Gents, it has come to the day EA is delivering us the same game!!
Played a full game as Texas against Oregon on AA. Game was very easy. Passing was automatic for me and stopping the run was a joke. Oregon never gained a positive yard when running, even on scrambles. They ran an option on the 3 that turned into an easy safety for me. Out of the 5 or so option plays, not once did I see the QB pitch the ball to the RB.
Played a half as Bama against FSU and quit. I was able to gain 5+ yards every run. I did like how inconsistent their QB was. Even with my feet planted he would miss some throws.
The good is tackling, graphics, and zone. The bad is how easy it is on offense. The terrible is the CPU's running ability.
I've been playing on Heisman too and Man seems a bit overdone, hopefully sliders will improve this. I will also say this, the Bubble Screen has been worked on... the WR actually runs the Bubble better, instead of taking an hour and a half to run the route and start moving upfield. And whilst I am no Texas fan, Bevo looks awesome!
How does the QB throw the bubble? In '11, the QB always threw it behind the receiver forcing him to turn around to catch the ball and lose all momentum.
Does the QB allow the WR to continue without losing momentum?
When are people gonna realize that this years custom playbooks is alot better and deeper then anything that was in a NCAA game before
you have alot guys that arent really football guys but just are football fans. getting formation subs last year and cutom playbooks this year are the best things that could of been added. but i coached and recruited for years so its probably a bigger deal for me.
Truer words were never spoken. I'm having a ball with this game and it's only the demo. I seriously can't wait
Like I mentioned in the other thread, we all expect something different from the game. Depending on what you're looking for, NCAA 12 may or may not be it. For me, the graphics and presentation stuff might be great, but I don't care for it. All that matters to me is gameplay.
Just Finished up my first game, and in all the games I've played of NCAA over the years, I don't think i have ever been beaten so badly as I was today. So I was actually pretty impressed. Playing the UT, Oregon match up as Oregon, I lost 24-0 on AA, considering 2 minute quarters, that's like a 56-7 blowout in a full game.
I couldn't do anything right. I couldn't run the ball out of the shotgun, no surprise there, but at least it wasn't because of physic play calling. Part of the problem being the read option hand off is still way too damn slow. I was caught of guard while passing, because the D plays zone well. Because of that I was expecting my usual routes to be open, and they weren't.
One of my biggest issues though is the play calling menu. It's even worse than last years. Whenever I went to scroll through the plays I kept switching formations, and kept picking the wrong plays all the time. Why do they need to keep screwing with this?
Other than that, no major issues here so far, but I like what I've seen.
Played a full game as Texas against Oregon on AA. Game was very easy. Passing was automatic for me and stopping the run was a joke. Oregon never gained a positive yard when running, even on scrambles. They ran an option on the 3 that turned into an easy safety for me. Out of the 5 or so option plays, not once did I see the QB pitch the ball to the RB.
Played a half as Bama against FSU and quit. I was able to gain 5+ yards every run. I did like how inconsistent their QB was. Even with my feet planted he would miss some throws.
The good is tackling, graphics, and zone. The bad is how easy it is on offense. The terrible is the CPU's running ability.
Texas won the flip and elected to kick! In '11 I had a house rule to choose to receive sine the CPU always did. I just told myself that the other team really won the flip and elected to kick.
Both my guys (Thomas and James) and Texas' HB broke the first tackle a lot resulting in 3 50+ TD runs. Texas' back steamrolled my corner.
The read option mesh is sped up. I gave it to James when in '11 I would've been able to keep it had I held it that long.
On another read option the read guy went for Thomas so I gave to James and the dude spun immediately and tackled James.
Thank goodness for custom pbs since Oregon's book was better in '11.
Texas beat me by 4 and there were a LOT of points for 2 minute qtrs. They were mostly big plays with no turnovers.
I don't think there was a sack in the game, but we both were committed to the run.
I wasn't able go stop toss plays, but I couldn't do that in '11 either.
Like I mentioned in the other thread, we all expect something different from the game. Depending on what you're looking for, NCAA 12 may or may not be it. For me, the graphics and presentation stuff might be great, but I don't care for it. All that matters to me is gameplay.
11 was the best ncaa ea has made and they fix the issues. you want a simulator. you have played video sports long enought to know how much progress can be made in a year.
but atleast we have alot of guys that know football on here that we can trust there opinions. J-Unit, playmakers etc.. football guys.
I'm pretty disappointed, but not surprised. It seems to me that EA has become content in an arcade product. I have not noticed a single improvement in NCCA 12.
What's worse is that the defense is still just as bad as it was on NCAA 11 after the tuner sets. You can move the ball up and down the field all day (on Heisman) without much effort. Without any realistic challenge. Without having to think, or develop a decent strategy.
In my first game I went 11-15 for 185 yards, passing. Put this game on 5 minute qtrs, and I don't think anyone would have a problem throwing for 3-400 yards every game. The flats are still easy to abuse. DBs don't react well. Zone defense is awful. Overall, you can fit the ball into places and complete catches that you should never make.
Trench play is still very unrealistic and feels stagnant. Offensive line/D-line interaction feels and looks gamey. There's no realistic bull-rush, or block shedding. Sorry to say but APF 2k8 to this day and still more realistic in this regard. EA has had how long now?
Run blocking still needs a lot of work. Block logic isn't great, blockers are often times slow to react. Again, the overall realistic feeling to the run game and reading the field just has a gamey feel to it.
QB play, also still unrealistic. There's no momentum, no drop backs, etc.
For this game to be a sim, it needs a lot of work. I personally don't understand why they focused their attention elsewhere instead of fixing the gameplay.
I haven't played the demo but i'm sure i would agree with you if i had. It's just this whole direction ea sports has gone compared to 2k. Ea thinks if they have an arcade football game then they will get the casual gamer which outnumbers the hardcore. But what they fail to realize is that the casual gamer goes to hardcore gamers for advice on whether or not the game is good.