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.
Almost ran back a kick off twice in one game got to about the 20 before I got tackled each time, which was pretty awesome.
Also a pretty cool moment happend late in my Oregon vs Texas game. On heisman setting down by 1 score, with about 1:50 in the 4th oregon(CPU) broke a big run to the out side from around the 50 yard line. I was my Fs(using player lock)because I had cheated up a bit he slipped by me but not by much and I managed to turn quick enough to stay right behind him. After getting bumped by one my team mates he slowed down a little and right when he got to the ten I reached out for the strip and poked the ball out. It also wasn't the usual strip animation it really looked like he kinda punched it out from behind. I wish There was instant replay in the demo so i could have recorded. it was all just so beautiful with the lighting, the grass and smoother animations. I can't even imagine how great madden is gonna look with it's broadcast like camera angles
Got a chance to get more games in today. The main thing I wanted to see was if my initial impressions were tainted due to my eagerness to play the demo. After playing about 10 or so games, I just hope that EA does not cater to all the "doom and gloomers". Sure, there are a few things that can be tweaked here and there, but for the most part, I think it plays pretty well.
It's very noticeable that defense has been vastly improved in pass coverage which I hope EA does not mess with. It finally feels right. I have not seen the super LB jumps from last year, that honestly, got on my nerve as well. However, the switching off by defenders in zone is a thing of beauty. Donta Hightower picked off a nice pass against FSU by doing this and it felt very fluid...not the warp to the ball animation of years past.
Offensively, EA got the draw play working again...it looks pretty fluid also.
I did notice that slants against man coverage are still money.
Overall, I'm loving the demo and it should give me a nice fix til the 12th comes.
Those end over end flips players do when they get hit in the legs looks kind of cool. Still notice the cpu can't do WR screens very well. They get no blocking at all.
Oh yeah, EA actually added some videos to the EA On Demand on the Demo Thursday. 2 team entrances montages, volume 1 and volume 2.
Good game. I clipped full body only once. Didn't see problems with tackle animations. No speed bursts to catch the ball. Haven't notice ball morphing into hands. Had a nice double hit(player was engaged and then someone else just blindsides him taking the original tackler out of the equation and the new tackler and ball carrier just went flyin haha it was great.
Was a glitch with not being able to call a timeout using back button after a play with time running down.
My suggestion to add the illusion of weight would be to have the camera shift with the carrier as he gets tackled. If he gets blindsided have the camera shift sideways with the ball carrier as he flies horizontally. It gives you that feeling of loss of control and thus simulates the weight of being tackled.
its amazing that companies continue to basically stiff arm PS3 users by releasing everything to Xbox people first. Its annoying on COD that we always have to wait a month after the xbox people to get new map packs.
It's faster for XBOX users because the PSN is free. I've got to wait an entire week to download the demo all because Microsoft decided that only its online players matter. I'd kill to get my demo only a few hours after everyone else.
Myself, and probably the majority will disagree with you. Last year it didn't work that great. An improvement over past years? Easily, but so far from the demo all runs from the shotgun including reads, draws, etc. all feel great and play out like I feel they should.
If they sped up the qb reaction time it would be a great weapon. It was decent last year though if u knew what u were doing.
Oregon's option plays are useless , can crush them no matter what play i call on D. Their normal running plays are fine but the options plays are just not a threat.
First impression...frustrating game. You load it up and it both looks and feels pretty good. The commentary is in need of a serious facelift, but you forget about it quickly as the gameplay is smooth and for the most part realistic. Then you have your first 3rd and 5, have a wide open WR/TE 15 yards down the middle of the field, let the pass fly and "SUPER LB" skies 10 feet into the air and bats down the pass. I had this unrealistic B.S. happen 4 times in my first 2 minute quarter game. Talk about a deal breaker. This just kills your drives, is completely not needed in what could be a pretty good game.
The DB's also cover your receivers like glue and force you to attack with quick hitting routes and crossing patterns through traffic. You can still attack the flats and gain large chunks of yardage though.
The graphics, lighting and tackling are nice. The running game continues to be solid from last year. Unfortunately the negatives outweigh the positives for me since the same negatives continue to pop up on a yearly basis in this series. I will wait until I can play the Madden demo to decide where my football gaming dollars will go this year.
After playing some more I have to agree with the posters who have cited the read option being highly ineffective, at least on All American and Heisman. Obviously don't expect good gains all the time, but it shouldn't get blown up at such a high rate when the correct read is made. I would say about 70-80% of the read options I have called, have been blown up in the backfield and resulted in a 4 or 5 yard loss. Most of those have been with the defense having few guys in the box, as I have audibled out of any read options where the defense has come out with a lot of guys in the box. There is obviously something wrong with the read option, when the correct read is made against a 4 or 5 man front, and the play is still getting blown up at such a high rate. Hope this is tweaked in the retail version.
Played my first game as Oregon on AA. First of wow, the game feels SO much better with the new tackling. It's hard as hell to pass the ball, and it is way to easy for my line to get pressure on the QB. I thought the CPU D-line pressure was great, I found myself having a good 3-4 seconds to make a decision. Only complaint so far has got to be the user Dline getting way too much pressure, and sometimes the CB's run the routes again before the WR. Super LB has been hit and miss for my games so far, but its way better than last years version.
Tried the demo...to me it feels too much like "NCAA 11.5" too much to warrant a buy for me, at least at this point. Maybe down the line when the price drops and NCAA fever takes hold I'll buy, but definitely not a release day buy for me. Then again NCAA has never been, so that's not saying much coming from me.
But the same frustrations I have w/ this game are still there. Sure some things are better, but overall there's still the same issues year after year that aren't fixed in either Madden or NCAA. DOn't get me wrong I bought NCAA 11 used and liked it, but the big jump that I look for from year to year in sports games just isn't there in this game.
Line Play
I'm going to echo what some have said here. The rate at which the OL puts the DL on their backs is beyond unrealistic. Furthermore I've seen many of the animations for the pancakes completely match in both trigger time and the animation itself. It's strange to see 2-3 DL go down at the same time in the exact same way. That in particular doesn't happen SO often, but it's still an issue. Also, the D-Line seems to only get decent pressure when you use finesse moves rather than power. I wonder if this takes into account the mismatch in strength and the various ratings involved in DL vs OL interaction. I'd be interested in some in-depth info on this subject.
Repeat Animations
I've also seen multiple instances of players doing identical TD reaction animations in the endzone at the same time. In 6-10 games I've seen it 3 times.
Offense
The rate at which the OLs in the demo pancake defenders is downright unrealistic, in my opinion. Also, whatever's controlling how and when the CPU QB scrambles seems a little off. I've seen QBs sit at the LOS with 10+ yards of open field in front of them, and some eventually eat a sack. I'm a Bama fan and even Greg McElory, the Ginger Ninja himself, knew when to take off. On the good side, I like seeing the CPU throw the ball away when nobody's open rather than taking a coverage sack. Still, the mechanism that decides how and when one happens vs the other doesn't seem consistent.
Defense
I've seen people mention that they think passing is difficult. I agree but as a personal preference I like it. Still, I think this may lead to cheesing as people try to find exactly what works and what doesn't.
I'm LOVING that we can now get pressure up front. On Heisman I haven't seen the "Garaunteed sack" on blitz plays.
I've seen players bite on play action as well as different types of routes intended to fake out a defender. I actually saw a blitzing LB fooled for a second on a play action, which was GREAT! However agility seems to be an issue as it only took him another second to turn around and waste my QB.
Along the lines of movement speed with regard to DL and LB's, it seems that the closing speed of some DL and LB's is unrealistic, but that could be due to settings in gamespeed and all that. I'm interested to see what the retail version has in store on that front.
Also worth noting that I LOVE the fact that I feel under so much pressure when trying to throw. Getting sacked so much at first has gotten me better at making reads and getting the ball out quicker. I love having to react instantly to a blitz. I love having to adjust to how the pocket forms around my QB, as much as I've loved noticing the CPU QB adjusting to pressure, moving up in the pocket, and scrambling. I love that I can't sit back in the pocket for much more than 3-4 seconds.
Graphics
I've played on the PS3 as well as 360. I haven't particularly noticed the difference in graphics, but I'll take some peoples' words for it. The 3D grass during replays and highlights is nice. It was a good aesthetic touch and really makes a difference in overall experience. I actually noticed the pylon physics at a point I didn't expect to. Again, a nice little touch. I hope, however, that the field texture that shows during regular gameplay can be touched up somehow. Of course I don't expect full on 3D grass all the time, but the current field leaves a little to be desired.
Atmosphere
Crowd noise is lacking, but I think I've noticed swelling on big passes which is awesome. However, crowd noise overall seems to be lacking. People have attributed that to the fact that this is a demo, compression, etc. which I want to believe. The intros also look good, but I wonder how many people are skipping them. I am. Then again, if BAMA had a custom intro I'd watch it every game. Need for and usefullness of this feature is in the eye of the beholder I suppose (Texas fans, Auburn fans, etc).
Summary
There are things that people have complained about here that I haven't seen. It seems we're either getting a varied experience overall, or some people are overstating situations.
Overall I believe EA has a solid product here. They took many good things from NCAA 11 and expanded on them. Furthermore, the greatly reduced suction seems to have really opened up the run game as well as punt/FG blocks and establishing solid QB pressure. Still it's worth nothing that some of the "dive tackle" animations will trigger suction sometimes.
Regarding suction, I can't count how many times I've gotten that "I'm about to get tackled/suctioned" feeling, to be pleasantly surprised when it doesn't happen! Though it's still not perfect all the time, it's a HUGE step in the right direction and a definite game-changer! The run game is so much more fun.
Passing has become more difficult, and pressure on my QB feels as though it's been ramped up. I find this fun and challenging and have so far adapted okay. I just wish that when the QB got hit the ball didn't flip out so much as incomplete when it appears or would realistically appear to be a fumble.\
I'll be buying this game. Some say it feels more like "NCAA 11.5" because of how things have been tweaked and improved. It seems like little has been done in this regard. I feel I have to disagree because of the effects the changes have had on gameplay overall. Many things feel different, regardless of HOW much was done to change them. The improvements made were needed and have made a difference in a few ways. This to me justifies purchase. For some people to say "These things should've been implemented into NCAA 11" is irrational. While that may or may not be true, the fact remains they weren't. The changes made and implemented in NCAA 12 have made the game play better, look better, and feel better. While it may not be a MUCH different game, it's a different game and the gameplay experience will be different on the whole.
Great post Crimson Pig... that is pretty spot on to my impressions so far (except I haven't seen the pylon physics yet) - I definitely think the demo does way more right than wrong.
One graphics issues that I have seen was the thing with player shadows after a lighting transition takes place. I'm sure that will be corrected in the full release.
While not the jump from '10 to '11, I think it is worthy of a full year increment, and is indeed NCAA 12.
•Two handed shove tackles are overdone. On the sidelines, fine. But between the hashes this tackle animation shouldnt happen so frequently.
•Cpu defense FINALLY looks to have correct personnel on the field, ex: 1st & 10, I come out in 5 WR, they no longer play base 4-3/3-4, the came out in qtr defense. Hopefully this wasnt an anomaly.
•PA works, only when the play indicates "setup" in the playcall screen, otherwise its a throwaway down.
•Cpu pursuit is great and the cpu sets the edge against outside runs exceptionally well. Counters, Powers, Stretches, and Toss plays are nowhere near as effective as they were last year.
•Blitzing is so money, OL and RBs just act as human revolving doors, no matter who I usered, DL, LB, or DB. Sacks were plentiful.
•Passing game is NOT wide open for me on AA or Heisman. Zone is really tight and I like it, if its tweaked, tuned, or "fixed" ill be unhappy. However, I rarely, if ever hotroute or abuse route combos. I call play, run play, hot routing only one player, not "butchering" the original play.
After its all said and done, game went from midnight purchase to weekend rental and TBD purchase. I was beginning to get bored after my 6th or 7th game, hopefully retail version changes this.
•PA works, only when the play indicates "setup" in the playcall screen, otherwise its a throwaway down.
What level are you playing on? Basically the only PA pass I've had trouble with is PA Boot Screen. On all the others, I've had time to pass and none were setup. This was playing on All-American.
The juke move seems really bad. Maybe its just me, but it seems the only running back special move worth anything is the spin. Well that and just plowing over people, lol.