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.
Is there anyway to turn the playart off when you pull it up right before you snap the ball?
its in the controls menu. then its in the "helpers" tab. then u can turn it off. i turned that off and auto strafe and auto sprint. the play art was bugging me and making me think my controller was sticking or something.
its in the controls menu. then its in the "helpers" tab. then u can turn it off. i turned that off and auto strafe and auto sprint. the play art was bugging me and making me think my controller was sticking or something.
Wow, really? Cool. I thought we basically had no options in this thing.
Played 2 games as Texas vs Oregon.
Wasn't happy with the 2 minute quarters which doesn't even add up to 1 real quarter, also wanted to see more of Oregon's offense. SO i decided to punt every time I got the ball on 1st down just to see them have more plays ( i didn't take any offensive snaps).
Saw the Oregon QB scramble once in each game. Crushed all but one of their option plays with ease.
QB seemed to think he had 10 seconds in the pocket and payed with getting sacked a lot. Same problem as in past with screens , CPU/AI will call the HB screen then not pass to him and get sacked or try to throw to a WR downfield when there is no pocket to step up in.
Only success they really had was in normal running plays.
First game was 10-0 to Oregon the second was 16-0 Texas (me) blocked a punt out the endzone for 2 pts when i had them pegged at the 1yd line , and returned two fumbles.
Now some of the above things can hopefully be fixed with sliders and patch. BUT here's the kicker.
I only played defense like i said but never took control of any player just called the formation and play, like a D coordinator.
But I only ever called the same play in every formation 2 under man.
If i can destroy the CPU/AI just calling the same play wrecking their option run game how does this bode for the final game. I scored 16 pts in one game without even taking 1 offensive snap, how can that be ?
It sucks that the Demo is available only the XBL Gold.
whatever.
You can get a free trial month of gold by creating a new account (new gamertag and different email address). You can do it up to three times per console.
If you've exhausted your three, they were offering a one-month gold trial for $1 over the weekend, which is what I did to download the demo.
Can someone who said that the demo looks good on the ps3 version give me a quick list of their display settings..i think i have messed up mine and that's why my demo looks so terible...please man..it will be apreciated...thanks
my BIG problem with this game after playing just once is ..the game is TOO FAST!what the hell happened from 11 to this demo? players are all on turbo mode?
also won 7-3 vs texas w a pick six...couldnt do much running w oregon and had a field day sacking texas qb....
There are some really nice things about this demo, don't get me wrong. But some of the same, easily fixable issues are still there. They honestly need to get rid of the superhuman linebackers making plays on receivers that are supposed to be open. I've seriously said, "he would NEVER make that play in real-life" at least 7-10 times while playing 5 or 6 demo games. That should never be. If a LB is in a middle zone and the QB throws it over his head to an OPEN receiver, 100% of the time, that is supposed to be a play made by the safety or the CB, but NEVER by the linebacker. The ONLY time that play is made by the LB is if the QB is under pressure and he throws it right at his chest. I think the problem is the ball trajectory. It is still off, which is why those LBs make those plays.
I thought warping to make plays like that was gone this year, . And last year, my play-calling was made easy and I could exploit the CPU because their defensive play-calling went like this... Blitz on first down, drop back into coverage on 2nd down... blitz on 3rd down. Wash, rinse, repeat. So, I could put up like 50 points on any CPU defense. It wasn't fun. This hasn't changed from what I have seen in the demo. Really frustrating.
Those are my two biggest gripes from the demo. If they fixed these two things and the psychic DBs that are STILL there in man coverage, I think this game could play infinitely more realistically.
10 yards on a slip screen (clipping called at the very end)
Very little pass rush except on blitzes (1 sack for me, 0 for them)
6 yards on WR mid screen
Plenty of time to throw on PA Jet Sweep
FSU vs Bama
I was Bama
Won 24-17
All-American
Had 9 sacks, they had 1 (I had 4 in a row in double OT, then 1 in triple OT so I had 5 straight sacks) and basically all of them were CPU controlled
PA Boot Screen is still terrible
I have only played the PS3 version, and I've only played it on Heisman, so my write-up here is only dealing with PS Heisman demo. I am normally very optimistic about this sort of thing, but I was very underwhelmed by this demo. I know it's a demo and there are lots of tweaks left to go...but this feels like a beta version of NCAA 11... I've read on here that the XBox version looks better, and I would hope so, because the PS version of the demo looks worse than NCAA 11's full game. I really do hope they plan on cleaning the PS version up graphically before they ship it... the lighting effects look grainy, the crowds look like zombies, the "3D grass" is nonexistent except in a few short cutscenes, and the game looks and feels even more "arcady" than it did before.
I am very disappointed so far, but not just because of the graphics. The gameplay took some steps forward...but also a couple steps back, and there are some of the nagging issues from before that were not addressed at all. Let me do a summary like others have done so far.
Graphics:
+ The warping animations that have plagued the realistic look of the game have finally been dealt with, and I saw several WR catches that impressed me.
- (I know, demo version) The lighting effects looked grainy on the PS3, some of the cutscenes actually seemed to have frame rate issues.
- The crowd looks just as awful as before (T-Virus in Austin, TX?), and the sideline (during gameplay) still looks like I'm playing the game on PSone with players jumping up and down in unison even during big plays by the opponent, all wearing the same number jersey.
- 3D grass is not there during gameplay, only in cutscenes. Gameplay grass still looks like just a flat multi-green colored surface.
Presentation:
I won't spend long on this, because I think intros are a waste of time and space, because I (make myself) watch them once and then press X to skip every game after that. They don't add to the broadcast feel, because you usually don't get to watch the team intros on TV anyway, they're just there to appeal to alumni, and even as an NC State alumnus, I'm not really interested.
I didn't get to see any stat overlays, but I liked the end of quarter/halftime highlights, though there are still some graphical glitches in it, and I'd like to have an announcer TALKING ABOUT those plays as we watch them...but it's a start. I do like the new outside menu, for what that's worth.
Gameplay (the important part):
+ Zone Defense took a BIG step forward. There's still an issue with middle of the field coverage, but this was at the top of my list and I'm very glad to see that they took the time to at least improve it some. I was very tired of 63-17 scoring games.
+ Tackling physics are really really good. This is what I was most impressed with, really. The lack of canned animations really adds realism to it, and several tackles I saw, I was like, "coooooooool."
+ Pressure by the d-line on a quarterback on Heisman difficulty?!? No waaaaaay.
+ Scrambling QBs? No waaaaaay.
+- Blocking is a bit of both worlds.
+ There were some improvements by taking out suction blocking, and no more of the animation that just looked like they were indefinitely hugging one another. Also, the fact that blockers continue to run with you when you break a long one stood out to me, because previously once you hit open field they would immediately peel away from you to go block the closest person behind you (worthless) However...
- In some ways, blocking seems to have taken a slight step backwards with the new physics, simultaneous pancake blocks are one of the ugliest things I have ever seen. WRs only block CBs for half a second. Most of all, it seems like the pass blocking AI is not quite intelligent enough now that suction blocking is no more, which is evident any time a blitz is called. Where before all the blitzers would be unrealistically picked up by suction, now too many of them are let through the line while o-linemen stand there and do nothing. The strangest thing is run blocking. It seems a bit too good for I-form, but not good enough for shotgun. I don't know how to better describe that (partially because I didn't get a close enough look at it without being able to analyze replays) but I do know it doesn't make sense.
- The ballcarrier movement is painfully unrealistic. The players turn on a dime as if you're playing a racing game with a one-wheeled car. Ballcarrier movement is one of the worst looking things I saw in the demo yesterday. Cuts NEED to reduce speed, otherwise running will be soooooo overpowered it's not funny.
- Computer AI is still awful, all facets of it. Their playcalling is still predictable and semi-********, ballcarrier decisions are still boneheaded, QB decisions are sliiiiiightly improved but still needs a lot of work, and defensive playcalling is still psychic (and therefore, easily exploited. This game will not ever feel sim until the AI playcalling on both sides of the ball is scrapped and completely re-built. The AI feels exactly the same as the AI from 2011 (and it probably is the same). The only difference I saw is that psychic defensive playcalling now sometimes audibles when you audible.
- Special teams is almost exactly the same as last year, with only minor blocking improvements, and of course, beautiful tackling.
- I did not experience leaping linebackers during the 7-8 games I played, but I still think they're in the game, because I did have a pass picked off by a DT, and to pick this ball off he had to leap (looked like warping a little bit...) almost 8 yards to the left to get his hands on it. If DTs are doing that, I'm sure LBs are too.
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These are only my opinions, but unless I see a huge improvement when I rent the game upon release, I will only be buying Madden this year (I usually buy both). Last year NCAA was the superior game to Madden, this year it looks to be the other way around. (Like in 2009 with Madden 10 vs NCAA 10) Are we taking turns now EA?
As some others have said, the game this year feels like a patch of 2011 (one of those patches that fixes some things and breaks others), and that is very disappointing, because you wouldn't believe how excited I was for a coaching carousel. *shakes head*
one issue I have its more of an art issue is why cheerleaders don't have team symbols on their shirts or initials of school . it looks goofy that they are flying flags with school name on them , but can't get any logos on the shirts of the cheerleaders.
Can someone who said that the demo looks good on the ps3 version give me a quick list of their display settings..i think i have messed up mine and that's why my demo looks so terible...please man..it will be apreciated...thanks
These are only my opinions, but unless I see a huge improvement when I rent the game upon release, I will only be buying Madden this year (I usually buy both). Last year NCAA was the superior game to Madden, this year it looks to be the other way around. (Like in 2009 with Madden 10 vs NCAA 10) Are we taking turns now EA?
As some others have said, the game this year feels like a patch of 2011 (one of those patches that fixes some things and breaks others), and that is very disappointing, because you wouldn't believe how excited I was for a coaching carousel. *shakes head*
After two or three run throughs on this demo I'm halfway considering cancelling my preorder as well for essentially these same reasons.
I will actually test later but I found many of the flaws with NCAA 11 last year in my statistics in sliders thread, and none of the AI issues seem fixed:
1)Can't run inside/can't PA/able to pass for 500 deep yards: The reason this occurs in NCAA last year is simple. EA didn't program their AI on defense to playcall correctly. The AI calls blitzes (defined by NFL terms as sending 6 or more men...not 5) as frequently with its supposedly low blitzing college teams as do most high blitzing NFL teams. In fact it isn't unusual for them to send 7 or 8 blitzers (Madden has the same issue). This kills PA since it overwhelms the line and these players don't react to the fake run. It also kills inside runs as usually the blitze comes up the middle. Finally because there are so few defenders in pass coverage due to the blitze the deep pass is almost always open as there is little or no safety help. This is the number one reason for NCAA and Maddens defensive woes. Hopefully just like last year this is fixable with sliders (I game tested to show it was). Unfortunately last year if you fixed this the AI then called more zones and then the coverage was so bad that the recievers were frequently open. Hopefully with fixed zone coverage this will now work. Incidentally without the 7 man blitzes the pass blocking is way too good.
2) Prescient AI defensive calling: I tested this last year too and it doesn't exist. The AI calls a lot of blitzes which makes it seem like they figured out your run and stuffed it or blitzed your pass. They also reset their formation any time you audible but will resume formation in a few seconds for a read (that is really crappy programming last year). You can read the AI defense and make the correct call if you learn how to interpret coverages, they are all authentic and not based on your play call.
Are you going to do a thread this year on how you fix the playcalling issue?
not a fan of the playcalling system this year. I got used to the one last year, and i really like the one in 09&10.
Also, the graphics on ps3, imo, look the same as they did last year in the retail version. I also like how after games when they are going through the photos taken by the game, you can skip through them now, unlike last year where you had to watch them slide through, which got very annoying.
After playing 2 games in the demo I feel like ncaa 12 is pretty much ncaa 11.5.
It just feels like last years version with a huge tuner set. Now this is not a bad thing in my eyes cause I think NCAA 11 is easily the best one on this current gen. I really enjoyed last years game and got my money's worth out of it.
I really love the new tackling system and the tweaks to zone defenses!! I can finally run zone! I love the improved cpu QB logic (at least on AA) as well. The cpu QB seems to "feel" the pressure and tries to avoid it with either scrambling or moving in the pocket. But it doesn't always work and doesn't feel robotic.
The cpu running game out of traditional sets has improved alot. But even though I have not played against Oregon just yet I can already tell that the cpu still doesn't have much success running out of the spread. Both Texas and FSU tried to run out of shotgun a few times and every time it was a loss or a minimul gain. User running out of the spread seems to have improved. Also cpu play call logic still seems questionable. 3rd and long (over 8 yards) and every time a draw. Not once but multiple times i saw this.
Team entrance stuff is cool just for the 1st time you see it. After that its immediate ok seen that.
I'm going to play with texas and fsu then bump it up to heisman and play with all 4 teams to get a good feel for the game.
After I turn down the game speed and find a good slider set. This game will be an absolute BEAST!!
I'm encouraged to see that a lot of folks around here are getting legit early copies of the final game and there's at least one thread up for that already. We'll get down to the skinny on this thing quickly.
- The running game feels so much more natural and realistic when running into players. Its going to cause a ton more aggravating and challenging 3rd and 4th and short situations but its way more realistic and less like the tacklers are block walls.
- Outside of a couple routes passing feels like its going to be a lot more challenging this year.
What I don't like:
- Seems near impossible to defend the screen pass. Luckily haven't ran into it all that often in the demo.
- There is an animation type thing I have gotten several times trying to get around the OL and when I do, its like regardless of where I am trying to run, my lineman has ran right back into the OL he just got past.
- I have had several instances where FSU's QB slid right through my LBers on scramble plays.
My understanding is this is a relatively old build on the game and overall I'm very impressed visually and for the most part gameplay wise. My complaint for OL/DL issue is relatively minor and I can live with but if I see the QB slide through my linebacker in the actual release I may lose it. Thats just frustrating to see a qb run straight to a LB and your are just waiting to get a good shot and he slides through and past for 3-5 yards like your guy isn't even there.
There is a lack of stiff arms being used by RBs and QBs when they run. This was the same problem last year. I mean not all runners spin and juke only to avoid tackles.
And when the user tries to stiff arm, there is no power behind it and it results in a tackle more often then not. Stiff arm suppose to push off.
Also what is with the that spring effect you get every time you engage with one of the OTs ??
Anybody else notice that ? You automatically bounce back 2 yards.