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NCAA Football 12 Preview

At this point in a console generation, it feels like sports games are at an advantage and disadvantage. On the one hand, developers should have an immense amount of understanding of the consoles they are working on now. This means adding those extra little elements of joy and polish can be more easily worked into the development of a game. However, it seems like it would be almost crazy to talk about installing an all-new physics engine or something else along those lines at this point in a console's life cycle. Changes like that just seem to happen more often than not at the start of a new console generation.

And NCAA Football 12 might epitomize that double-edged sword. Some of the tweaks that I was shown and was able to mess around with are immediately noticeable and mostly positive, but for folks wanting widespread change, a new engine or some masterful stroke of development genius that will create this all-new football game should probably reel in their expectations a bit.

Gameplay

We have seen a lot about presentation at this point, so why not lead off with something that has not been discussed nearly as much at this point: gameplay.

The tweaks to the gameplay that were discussed during the demo session seem to be cosmetic changes on the surface that act as guides for what is really going on underneath the hood. The best two examples of these cosmetic-but-actually-layered-changes involve zone defense and tackling.

Last year, zone defense was, well, awful. Defenders would protect areas where there were no players or seemingly ignore particular areas of the field that absolutely needed to be defended. This year, it seems like defensive players will now actually work as a team and try to figure out what zones need to be defended and figure out what player should be defending them at any one point.

Basically, last year every defensive AI player was oblivious to other defenders on the field. If a safety was supposed to protect one area, then that was the area that would be defended no matter what. This year, defenders will literally point to each other and opposing players to signify that they are handing off the coverage of that receiver to someone else. It's a clear visual cue, and it's an effective one. It seems like now you should know why a coverage was blown, and it's also a way to acknowledge that these defenders actually have some awareness of both teammates and opponents.

In addition to that tweak, zone defenders will also shift their coverages based on where the receivers actually are on the field -- novel concept. If the offense sets up with a flooded right side of the field, defenders on the left side will actually move to protect the farthest portion to the right of their zones. It does not mean they will abandon their coverage area, but rather they just now notice that the closest danger will be coming from the right side.


Man defense has also been affected by changes like these. Slant patterns were cash money last year, so this year's corners will actually be ready for those quick slants by leaning a bit on the inside. I don't think that means out patterns now will be money, it just makes sense that a receiver should not be able to easily get inside position right after breaking off the line of scrimmage.

When it comes to the flats, they also should be defended better this year. I am not ashamed to admit that I looked to the flats quite a bit last year; it was an easy low-hanging fruit when you wanted some easy yards. This year man and zone defenses both seem to be focusing on not allowing players in the flats to pile up YAC. I actually tested this out on quite a few plays during the two quarters I played, and this new-found defensive fervor in the flats seems genuine.

As far as tackling and other physics-related contact goes, the developers are trying their hardest to remove the much-maligned "suction" from the game. This year's attempt to remedy the issue deals with a change to the physics engine so that no animation begins until the players actually collide with each other. Whether that be while blocking or tackling, no animation should start until the players engage each other. It obviously sounds good, but it actually looks relatively good because players also seem to be able to engage each other from every angle. The suction blocking/tackling/whatever seemed to happen a lot of times because these mo-capped events could only be started from certain positions. So to make sure the animation synced up right, the game would suction your players to the proper positions.


The want to change and eliminate "suction" is genuine, but the change is still a work in progress. I still did see some suctioning on certain tackles, but it was far less noticeable. Hopefully by the time the game comes out, the developers will have this portion of the game looking even better. I also am not ready to say how much blocking will be helped by this tweaked interaction system. I did not run the ball that much, but I do know the developers are focusing more on blockers getting out to the second level of the defense this year.

Momentum is also a big deal this year, especially when tackling. Last year, certain animations just did not make sense. If your player was running full speed at someone on his heels, it should have ended with you hitting your opponent hard and pushing him back most of the time. But last year, sometimes the animations just did not make sense. In other words, guys should not be fighting for extra yards when they were not even close to top speed and being hit from straight on.

At the same time, gang tackling should also affected by this tweak to momentum. If your defender is engaged with the ball carrier, another player should now be able to come in from any angle at full speed and nail that ball carrier in a new direction.

Basically, this adjustment should lead to fewer instances of those jumbled sequences where a mass of bodies would just be falling all over each other. I don't think it will eliminate all the oddities -- "true" purely physics-based gang tackling is not present after all -- but it should help things out.

Lastly, a new tackling mechanic is being introduced this year. This year gamers will be able to use the "X" button on the Xbox 360 to wrap tackle. It's the safe way to try and grab a ball carrier and take him down. When you press the "X" button, your player will "bow up" so to speak, and then he will try to engage the player. It's hard to get a feel for how this will affect things, but it certainly seems like a logical middle-ground maneuver if you don't want to just run into the ball carrier or Hit Stick him.

Presentation

Many of you have probably already seen some of the content the NCAA Football team has been releasing in terms of the new pregame entrances and so forth. Whether it's all-new touch traditions, the inclusion of locker-room sequences like the one in USC, or just the addition of more of these entrances to the game this year -- a "smaller" program like Louisiana Tech received a unique entrance, for example -- it's easy to sense the developers love this stuff and want to please all the college football fans out there.

Personally, my favorite part of the entrances are the real animal mascots. They look amazing. When I asked about how they were created, I was told they were all handcrafted and animated -- guess it would be sort of tough to mo-cap a wild animal. Regardless of how the developers got them into the game, when I watch Georgia's Uga snap at an opposing player, it's going to be cool the first time and hundredth time I see it.


These changes go beyond the pregame ceremonies. Team bands are in the game now, and there is a new focus on the fans in the stands. The fans look much better this year because of the focus on making them 3-D so the thousands in attendance are not just a blocky blob of artwork. Generic coaches are also in the game, but the sidelines still seem a little bare because the players on the sideline still have not been updated enough or tweaked to have more varying animations and pixels.

Sounds within the stadium are also being focused on this year. The developers actually went out to capture more audio so it would be easier to gauge the level differences between the sound coming out of Michigan's Big House, and the sound coming out of much smaller stadiums.

On the "TV" side of things, there is no College Gameday portion to the presentation package this year, which is disappointing, but a lot of the other ESPN elements are in place. The NCAA team grabbed the exact package ESPN uses before the start of a TV game, as well as the graphic package for the end of quarters. The end-of-half package is really impressive because the game cuts to this flashy ESPN graphical package, and then going on within in it are some key plays and scenes from the half that was just played. In short, if something is a part of the ESPN broadcast graphical package, the NCAA team wants to try to get it in the game.


Grass, weather and lighting also received love. The grass is now 3-D, and it looks great. However, while it looks awesome to have your feet digging into this surface, it does not mean it will necessarily help foot planting and so forth. I still felt a little floaty when using players, so it's more a cosmetic change than a gameplay change right now.

But the grass kicking up and the overall change of the lighting helps highlight a lot of positives because the shadows and so forth change during the course of a game, which adds a ton to the overall look of the game. The team did not go through and update the entire graphical engine, but the lighting changes make it look like a ton of time was spent updating the game. And while I did not get to see the snow, I was also assured the field would not be completely covered in one thick layer of snow. Now it will look more natural rather than just a white blanket.

Equipment and jerseys are the last improvements on the presentation front I will mention here, but unfortunately I do not have an eye for this stuff. I do know the development team made somewhere around 140 new jersey tweaks, added some new helmets and implemented team-specific colors for gloves.

Custom Playbooks

Custom playbooks are in the game this year, and the interface to tweak your selected plays is really intuitive. Beyond just picking plays, you can even switch the three plays you see on each page of your playbook. So that means while you are in a game, you can flip through your playbook and know what three plays are on each page of that playbook.

Final Thoughts

Many folks feel like NCAA Football 11 was the version of the game that finally put the series back on the right track, and they think NCAA Football 12 just needs to keep pushing forward now. While it's hard to say how successful NCAA Football 12 will be at doing that at this point, it certainly seems like the idea was to follow through on last year's successful revival by trying to build on that success.

But again, at this point in a console generation, perhaps expectations need to be kept in check. It's awesome that I can now use custom entrance music, and therefore rock out to Metallica's Enter Sandman when Virginia Tech takes the field, but watching a linebacker look at a ball as it flies right by him might just be one of those things that just happens once in a while during this generation of consoles.

 

*Full disclosure: EA paid for my airfare during this trip. While it did not influence what I wrote here, I think transparency is still key whenever possible.*
NCAA Football 12 Videos
Member Comments
# 41 bonannogiovanni @ 04/21/11 11:05 AM
Chase can you tell me if at last broadcast cam made it in? Thanks
 
# 42 BlueNGold @ 04/21/11 11:05 AM
Here's a gameplay question I forgot to ask in my post, if it can be answered:

How is the DB/LB pass defense? Are we still going to see those super-swats we've seen in the past, or is that more realistic now?

Also, this kind of ties into the first question, but is pass trajectory changed at all? I think that probably played a big part in the super-swats.
 
# 43 blkprince04 @ 04/21/11 11:07 AM
good write up chase, everything sounds good so far, i was expecting some sort of gameday feature i guess that will be in ncaa13....great article.......
 
# 44 shanew21 @ 04/21/11 11:11 AM
Does the CPU AI actually scramble this year? Do running QBs exist? And how does the commentary sound?
 
# 45 COACH WEBB @ 04/21/11 11:14 AM
Also ELATED to hear that they worked on the zone defense! Man, I had too many blown coverages in 11 and still do.
 
# 46 ChaseB @ 04/21/11 11:14 AM
Quote:
Originally Posted by chen_sc
the espn ticker that updates scores out of town is in?
I can't say at this point since I didn't see it during my regular exhibition game. But are you looking for real-life scores or like other games going on within your dynasty on the ticker?

Quote:
Originally Posted by poopoop
The part about gameplay sounds like a tuner set not a new game.
I think that judgment would be a little unfair.

Quote:
Originally Posted by mm boost
Chase, here is a question. When conference games are played, is there presentation tidbits that let you know that you are playing an ACC game vs. say an out of conference game? I feel like these types of things really add to making each game you play feel authentic.

Oh, and can you elaborate a little more on these ESPN presentation packages? So we will have end of the quarter highlights, and a half-time highlight show? Will there be commentary, and in the build that you saw/played, was there commentary included yet?

Thanks for the write up!
What stuff are you looking for in that department in terms of in-conference vs. out of conference?

As far as packages, there are highlights within like this really professional looking ESPN overlay between quarters -- as well as some of the cut scenes. I wish I could find a picture of it, but it's really nice. I also know the NCAA guys went right to ESPN and asked them to give them their whole pregame package from start to finish so they could mimic it down to the last detail. It was not yet final when I saw it, but was getting close.

I don't think there will be a highlight "show" though, no. Commentary was in the build I played, but sound is usually low and you're also talking with the developers and all that so it's not worth mentioning at this point since I don't really have an opinion I could back up right now.

Quote:
Originally Posted by MaizeHaze
Chase, can you go in depth on the espn presentation being more like a real espn broadcast this year? ie. starting lineups at the start of the game, more stat overlays etc.
I don't remember starting lineups, but honestly, that makes sense because it's just generic numbers and faces. In a game with player licensing it makes more sense to have that. It would look dumb in NCAA I think. In terms of stat overlays, I only played a half so it wouldn't really be a good judgment yet of how often they show up or anything. I tend to just write about stuff I see rather than what I'm told etc., so this is why I don't want to really speculate or anything.

Quote:
Originally Posted by MHammer113
Chase - Did you feel like the crowd reacted to situations and at the end of the game if you're winning does the game just end or do players finally make motions of winning?
Only played a half so can't say for end-of-game stuff.

Quote:
Originally Posted by Dr Death
Thanks for the honest write-up Chase! Your comment about Mo-Cap'ing wild animals made me laugh! I have a couple of questions... and am praying that your answer is not what I am expecting... did you see/use all the new plays and if so, is the Shovel Pass in the game?

And... what of the Leaping Linebackers? Are they still so prevalent in this years game from what you played? From your article it sounds like you passed a lot... just wondering on these things!

Thanks again!
Sorry brudda, didn't really mess with new plays much so didn't see if a shovel pass is there.

As I said in the preview, I actually threw a ball past a LB's head and he didn't react. The developer I was playing with (Ben Haumiller) was noticeably displeased about that and the tuning with reactions and so forth seems to be ongoing because of the other coverage changes that were made in this year's game. But, no, I didn't see the leaping linebackers, although I personally made a fantastic leaping swat play with my safety on a deep ball.

Oh yeah, and speaking of leaps, NEW DIVING CATCHES. I'm looking through my notes and realizing that was something I probably should have mentioned. Saw two of these new animations, and they looked good. One of was a catch where the player fell down to the field to make the catch, and another was near the sideline.

Quote:
Originally Posted by Legend Killer
Good right up Chase. I love that NCAA 12 is getting Custom playbooks aswell. The updated defense and the new tackling system sounding good. It might not be perfect. But it is getting there. Presentation seems to be heading in the right direction again this year. But one thing kind of caught my eye about the defense part of the blog. Where it said the CBs will play a little more inside to make it much harder to complete a pass on the slant route. I'm all for that and all. But I really hope the AI does not mirror image the WRs routes like it does in madden 11. If so then I'm going to hate it. But overall great write by you ChaseB. Keep up the good work bro.
Yeah, seems more like a positioning thing now rather than reading the route. They will lean that way by default basically.

Quote:
Originally Posted by rgiles36
Chase,

You touched on the TV side of presentation. How is the presentation handled in-game? Are there more statistical overlays? More variety to the camera work in between plays?
There are certainly some camera cuts and different angles, and these go to the pregame ceremonies as well to help keep them fresh. There also seems to be more of a focus on making sure replays play a lot during the game.

Beyond the ceremony, the commentators do highlight a player to watch before the game. However, it's honestly been a while since I played NCAA and sometimes I get things that were in NCAA mixed up with what was in Madden and vice versa. So if that wasn't in last year's game, it's new this year?
 
# 47 chen_sc @ 04/21/11 11:19 AM
[quote=ChaseB;2042326987]I can't say at this point since I didn't see it during my regular exhibition game. But are you looking for real-life scores or like other games going on within your dynasty on the ticker?


the other games that are going on in my dynasty...
 
# 48 Bumble14 @ 04/21/11 11:22 AM
Chase-

Can you give me the ratings for Michigan State ;-P

Can't wait for those posts to start coming..haha.
 
# 49 Dr Death @ 04/21/11 11:24 AM
Quote:
Originally Posted by ChaseB

Sorry brudda, didn't really mess with new plays much so didn't see if a shovel pass is there.

As I said in the preview, I actually threw a ball past a LB's head and he didn't react. The developer I was playing with (Ben Haumiller) was noticeably displeased about that and the tuning with reactions and so forth seems to be ongoing because of the other coverage changes that were made in this year's game. But, no, I didn't see the leaping linebackers, although I personally made a fantastic leaping swat play with my safety on a deep ball.

Oh yeah, and speaking of leaps, NEW DIVING CATCHES. I'm looking through my notes and realizing that was something I probably should have mentioned. Saw two of these new animations, and they looked good. One of was a catch where the player fell down to the field to make the catch, and another was near the sideline.


Thanks for the answers!
 
# 50 roadman @ 04/21/11 11:24 AM
Quote:
Originally Posted by ch46647
I did read that. However, I wasnt sure if this was just an extension of "Pro-tak" or not. I am not a fan of the pro-tak system they developed. It looks good on occasion but for the most part it just looks like players morphing into a canned group hug....
Then you need to go to the IGN video thread.

Double hit tackles are in the game.
 
# 51 WildcatDawg @ 04/21/11 11:34 AM
Chase - what about option teams not recruiting mobile qbs? Did they fix that? A couple years into dynasty and many option teams just fall apart because they only recruited pocket qbs.
 
# 52 COACH WEBB @ 04/21/11 11:35 AM


FSU will get our revenge on these guys this season!
 
# 53 RGiles36 @ 04/21/11 11:35 AM
Thx for answering my question Chase.
 
# 54 ChaseB @ 04/21/11 11:37 AM
Quote:
Originally Posted by roadman
Consecutive hit tackles are sort of what you alluded to in the article. The expression bowling pin tackles has also been used. It's when one tackler wraps you up and other tacklers in the same area fall over like tumbleweed.
Right, that's what I thought, I perhaps should have just used different jargon. Anyway, yeah, I didn't see many of those wild scrum sequences where guys are just falling all over. I'd say it was most noticeable on kick returns where there were a couple times where guys got blown up without it turning into a mess. I feel like what maybe happened once or twice was an extra guy would get there and have no reason to get involved so he'd just sort of stand around. I'm sure what ideally would happen is he at least pushes on the pile etc. rather than just staring, but it certainly looks better than the SNIPER ON THE GRASSY KNOLL! stuff.

And, again, it's not perfect either. They're still tuning it, and there was at least one instance where one player slightly sucked into another for a tackle attempt.

Quote:
Originally Posted by volstopfan14
Chase can you tell me anything about Tennessee's team entrance?
There was a sizzle trailer with just entrance after entrance in it that I saw that seemed a bit different from the sizzle trailer released to the public. I do remember the Tenn. players banging on a T but can't recall beyond that. From what I gather, I think if you are a "major" school with a worthwhile entrance, it probably will be there. But I'm not that familiar with Tenn., so what's significant about it that would perhaps stop it from being in the game in its "true" form?

Quote:
Originally Posted by ch46647
Chase, you did mention the crowd noise got some attention. Is it dynamic to what it going on the field? Is it much louder and more exciting then previous years? EA football games have always struggled with the "Ebs and flows" of a real crowd. That is why it sounds so generic and not exciting.
I can't speak for sure about the dynamism of the crowd throughout a game yet, but, in general, the crowd was a major focus. The only real info that I can 100% confirm and talk about is how they captured different audio levels to better show off the loudness of one stadium vs. another. I agree with your assessment though of why it has sounded generic in the past.

Quote:
Originally Posted by Scrapps
Chase, appreciate the info. Did you happen to find out anything about the possibility of new camera angles? Anything at all?
You know this is my bad because I know it's a big deal to folks. I just plain forgot to ask about camera angles you could play from.

Quote:
Originally Posted by DubTrey1
Tremendous write up. Thanks for the info.

Chase, one quick one - on the gameplay side of things, how did the flow and feel of the game differ from 11? Did you notice the CPU calling blitzes every other play? CPU offense ? Notable things?
Played against a human so can't say. Haumiller seemed to enjoy sacking me though.

Quote:
Originally Posted by Legend Killer
I'm just wondering will we see any gameplay footage today or will it be a while before we can see some??
It won't be from us because no footage was allowed to be captured there. So if it comes from anyone, it will be from EA.

Quote:
Originally Posted by ch46647
I did read that. However, I wasnt sure if this was just an extension of "Pro-tak" or not. I am not a fan of the pro-tak system they developed. It looks good on occasion but for the most part it just looks like players morphing into a canned group hug....
I think Pro-Tak is here to stay for now. They might try to rename it or something to sort of get away from some of the "stigma" that some fans feel is attached to it now, but I think you'll just see a progression of that engine. Having the players able to come in from every angle for tackles does clearly help.

Also, at the end of the day, they want to be a game driven purely by physics-based interactions, but as their stance has always been, they want to do it right and in a way they think looks good.

Quote:
Originally Posted by BlueNGold
Here's a gameplay question I forgot to ask in my post, if it can be answered:

How is the DB/LB pass defense? Are we still going to see those super-swats we've seen in the past, or is that more realistic now?

Also, this kind of ties into the first question, but is pass trajectory changed at all? I think that probably played a big part in the super-swats.
I made a good swat attempt on a fly route with my secondary. I didn't feel like it was a super swat, but I assume you're more talking about when the CPU does it versus when a human does it?

The trajectory question is a good one where I think the data is inconclusive for now. I was more doing a vertical-style passing style while playing, so there were not too many passes over the middle. I don't recall any pass being swatted down at the line though. Linebackers slapped away a couple throws, but they were not of the jumping swat variety.

Quote:
Originally Posted by blkprince04
good write up chase, everything sounds good so far, i was expecting some sort of gameday feature i guess that will be in ncaa13....great article.......
Yeah, I want to expand here that the developers reallllllyyyyyyy wanted that in this year, but they just ran out of time in terms of squeezing it in. While it's a bummer, perhaps it's better that way than doing it half-arsed like the Madden halftime show from the past.

Quote:
Originally Posted by shanew21
Does the CPU AI actually scramble this year? Do running QBs exist?
Good question. I asked about it that issue, and Ben did say tendencies and players acting like they should is a bigger focus this year. Again though, I played a human so can't talk about first-hand thoughts on the topic.
 
# 55 COACH WEBB @ 04/21/11 11:40 AM
Zone coverage

 
# 56 mvb34 @ 04/21/11 11:40 AM
Thanks Chase for the preview!!
How was the OL vs DL play?
How was the pass rush?
Thanks
 
# 57 ChaseB @ 04/21/11 11:42 AM
[quote=chen_sc;2042327004]
Quote:
Originally Posted by ChaseB
I can't say at this point since I didn't see it during my regular exhibition game. But are you looking for real-life scores or like other games going on within your dynasty on the ticker?


the other games that are going on in my dynasty...
Since I did not get into that mode, I can't say.

Quote:
Originally Posted by Bumble14
Chase-

Can you give me the ratings for Michigan State ;-P

Can't wait for those posts to start coming..haha.
Breaking news: Dynamic game-to-game player ratings are in the game BUT only as it relates to bowl games for Michigan State. In this year's game, the Spartans all drop to ratings of 30 when the bowls roll around.

Quote:
Originally Posted by tweezy90
reading that they went out and recorded the sounds to all the stadiums has me really excited...any team specific chants in the game??
I didn't say they recorded the sounds to all stadiums, just that they captured some to better ensure they create an experience that is more true to real life. Can't say if team-specific chants are in there.

Quote:
Originally Posted by WildcatDawg
Chase - what about option teams not recruiting mobile qbs? Did they fix that? A couple years into dynasty and many option teams just fall apart because they only recruited pocket qbs.
Again, Online Dynasty, TeamBuilder, Dynasty Mode and modes in general were not shown or discussed. And anything I do know is still embargoed until the future.
 
# 58 thomasgentry @ 04/21/11 11:44 AM
chase , can you tell us they did not put the chain gang in the game this year.
 
# 59 brza37 @ 04/21/11 11:45 AM
Quote:
Originally Posted by ChaseB
Good question. I asked about it that issue, and Ben did say tendencies and players acting like they should is a bigger focus this year. Again though, I played a human so can't talk about first-hand thoughts on the topic.
Do you mean that detailed player tendencies like in the Madden teaser will be in NCAA 12? And if they are will they be editable?
 
# 60 COACH WEBB @ 04/21/11 11:45 AM
 


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