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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
# 121 ChaseB @ 04/21/11 06:00 PM
Quote:
Originally Posted by chen_sc
is the grass degenerated during the game?
I would think so. Not sure if it's based on real-time degradation or not, but the wear and tear should be there.

Quote:
Originally Posted by TheShizNo1
Chase,

What was your experience with running out of the shotgun and play action passes?
Didn't really do many Shotgun plays, but were you looking for out of the play action?

Quote:
Originally Posted by tomymac23
Chase I think he's referring to them being on the sidelines. In the shots I've seen I don't see the chain gang working the sidelines either. Can you remember if they were even there? Thanks man.

TMAC
Yeah, I mean if you didn't see them in the screens, then I would say assume they are not there.

Quote:
Originally Posted by joshuat8210
chase can you tell me or did you even notice if they added a madden version of a accelerated clock? or if they have one in this yr? thanks man and thanks for your article
Sorry, no idea here.

Quote:
Originally Posted by Jonsco28
Is the lighting progressive, or did they just make it pretty? Hopefully it doesn't stay the same all game long.
No, it's progressive. The shadows change during the game, and part of the focus was on making sure the game doesn't become so "dark" during these points in the game.

Quote:
Originally Posted by labguy
Chase I am very excited to hear about the improvements in pass defense. Any improvements for defense in regards to the run game? Counters and stretch plays were virtually money last year even if you ran them multiple times in a row or continually throughout the game.
Fair question but one I really couldn't answer at this point. Feel like I was really running more on the inside to see how blocking was going in there.

Quote:
Originally Posted by 31
Chase,

Did you notice or were you told about any line play upgrades? In the trailer it looked like they formed a better pocket, but the animations looked the same as in the past. Thanks.
Yeah, I'm not sure about the addition of animations, but with the adjustments to the player interactions, the hope is the player engagements make sense and improve the line. As far as the pocket, I did feel like it was enveloping me a little more, and since I was under pressure much of the time, I really tried to step up into the pocket to avoid the rush.

Quote:
Originally Posted by sparkdawg777
So Chase, did you notice about how much longer the pre-game presentations were? Last year it showed pretty much showed the team entrance, and then a quick spotlight on 1 player. Also it seems like they may have added the away entrance, did you notice?
It's funny, I take a ton of notes and try to write everything down more completely as soon as I leave an event, but even so I still sort of blank or forget some things. They definitely spotlighted at least one guy, and obviously it's dependent on the team, but they start from the locker room all the way to the field. As far as away teams go, I saw Uga snap at an opposing player as he entered, so maybe some teams will have away entrances depending on the stadium?

Quote:
Originally Posted by fb121
you mentioned the floating feel of the players while running and moving around. In the video, i also noticed the sliding around and the running animations are HORRIBLE. did they mention anything about those fields or did you point this stuff out to them? because everything looks good except the running animations and the floating around!!!
Mention anything about the fields? Not sure what you mean there. As far as the players feeling a little floaty still, I assume I probably mentioned it.

Quote:
Originally Posted by gogators
Please answer first haha. I heard FGs were basically the same. I just want to know if there is any chance of actually blocking punts/FGs without "cheating" the game?
Yeah, you know I did not ask about it and none were blocked.

Quote:
Originally Posted by Gotmadskillzson
Excellent video, some concerns I haven't seen answered yet though.

3. Screen plays actually working.

5. Punt returns. Last year punt returns was awful because the gunners all had 4.2 speed and were always in your grill as soon as you caught the ball. Didn't matter if it was a high arching punt or direct low punt.

6. Bad snaps due to center or QB being rattled or low awareness. Last year it didn't matter at all, they were never bad snaps.

9. Are dual threat QBs truly dual threat. Meaning they should at least have 15 running attempts per a game.
3. I ran a WR screen that went for a nice amount of yardage.

5. Ben ran one back a nice distance on me, I was not as fortunate.

6. Did not see any during my time.

9. Like the other AI questions, it's just not something I played with since it was human versus human. I mentioned earlier that the team does have a focus on trying to make players go to their strengths more though.

Quote:
Originally Posted by Playmakers

Tweaking the Zone coverage is great but if they just stopped there and didn't bother to fix AI QB logic or CPU being a threat to return a punt or kick off how much does zone coverage really being tweaked help the overall gameplay?

I just think they (EA) are trying to sale the game this year more on cosmetics as opposed to actual gameplay fixes.....

I'll take a CPU QB scrambling or a CPU AI running the option correctly over team entrances any day of the week.....

The review mentions those who are expecting major gameplay improvements will be dissapointed......i wasn't expecting major gameplay improvements but i was expecting gameplay improvements in more area's than just Zone Coverage being TWEAKED!
I respect a good high-horse statement as much as anyone but let's pump the brakes a bit. It's a preview not a review, and I don't want to be misrepresented here. I mentioned more than zone coverages as well. Again, I think I outlined what the philosophy is behind the game this year, and I don't think it should really come as a surprise.

Beyond that, again, why would I talk about certain CPU aspects if I had no exposure to it myself. I played a human, so I will talk about stuff that pertains more to that area of play. It does not necessarily mean the CPU was not improved.

----------------

I've been checking other threads and it jogged my memory a bit for a couple other things. The Jon Robinson ESPN preview highlights the montages for players having big days and so forth. I saw one of these for a Texas d-lineman because he had sacked by QB a couple times in the first half. It cut to replays of my QB basically getting mauled. Also, yes, the coaches do get shown more in cut scenes. You'll see them clapping and so forth. As far as player emotions, there is more of a focus on gauging excitement. My player swatted away a ball on third down and got more of a tame high five than a more excited play. And, in general, it seems like the emotions will not be riding as high in every game. A big conference game might lead to more excited player reactions, while an early-season cupcake might not get the players going as much after plays.

I read about Erin Andrews highlighting some big plays coming out of the half. Unfortunately, I only played to the half, so now I wish I had stuck around to see the start of the third quarter to see what that's all about.
 
# 122 Gotmadskillzson @ 04/21/11 06:43 PM

Bam I just posted the video instead.
 
# 123 SteelerSpartan @ 04/21/11 06:59 PM
Chase.....Did they switch to the Strategy Pad

Specifically can we do our DLine/DBs Shifts with the left analog???
 
# 124 statum71 @ 04/21/11 07:46 PM
Was there still a blog coming today? They said Thursday right?
 
# 125 statum71 @ 04/21/11 07:51 PM
Quote:
Originally Posted by Playmakers
I'm not saying i'm not happy about the sound and graphics upgrades....

I'm just saying i wish more time would have went towards the actual gameplay in several area's

Tweaking the Zone coverage is great but if they just stopped there and didn't bother to fix AI QB logic or CPU being a threat to return a punt or kick off how much does zone coverage really being tweaked help the overall gameplay?

I just think they (EA) are trying to sale the game this year more on cosmetics as opposed to actual gameplay fixes.....

I'll take a CPU QB scrambling or a CPU AI running the option correctly over team entrances any day of the week.....

The review mentions those who are expecting major gameplay improvements will be dissapointed......i wasn't expecting major gameplay improvements but i was expecting gameplay improvements in more area's than just Zone Coverage being TWEAKED!

We all know EA has a way of showing us FLUFF in their football and basketball games then on the field or court when actually start playing there are issues that make you scratch your head because the videos don't show that before release
I think by the look of things they did a good amount of improvements to gameplay. Unfortuantely, there are some people who think EA should've put their ENTIRE development team on just gameplay.

Gameplay is number one, yes. But if thats all they had to sell it would be pretty shallow.
 
# 126 Rules @ 04/21/11 07:59 PM
How can they go another year without updating the commentary????????? This is getting ridiculous having to hear the same stuff for 8 years straight if not longer.
 
# 127 Solidice @ 04/21/11 07:59 PM
Quote:
Originally Posted by statum71
Was there still a blog coming today? They said Thursday right?
there were 3 blog by EA today. Presentation, Gameplay, and a community events blog.
 
# 128 statum71 @ 04/21/11 08:04 PM
Quote:
Originally Posted by Solidice
there were 3 blog by EA today. Presentation, Gameplay, and a community events blog.
Yeah I found 'em Sol. Thx man.

I was looking for 'em here on OS. They're on EA's website. I guess nobody's posted it yet.
 
# 129 geetarguy @ 04/21/11 08:22 PM
Hate to be a negative Nancy, but did anyone notice that horrible touchdown at :37 on the second vid?
 
# 130 TheShizNo1 @ 04/21/11 08:56 PM
Chase,

As far as PA passes, where you able to get the pass off with the defense breathing down your neck? Or were you sacked as soon as you faked the hand-off
 
# 131 georgiafan @ 04/21/11 09:09 PM
Quote:
Originally Posted by TheShizNo1
Chase,

As far as PA passes, where you able to get the pass off with the defense breathing down your neck? Or were you sacked as soon as you faked the hand-off
another site said that was fixed and worked great
 
# 132 sportzbro @ 04/21/11 09:34 PM
Interesting... sounds like we are continuing in the right direction with what they started in NCAA 11. The presentation is going to be unreal... As far as gameplay, "momentum" mattering is great, but I hope we can actually "feel" the players weight/speed influencing outcomes - if you get what I mean.


I've been pretty harsh on the series in the past, but this is looking good, even with no news of Dynasty improvement yet. The only cons I see so far:

I have to assume commentary is going to be the same ol' same ol'
No chain gain from all vids/pics released.
Boring sidelines still.
No College Gameday (but sounds like this will be a main goal for 13)

I can live with that. They have a good thing going here, and I'm looking forward to more info.
 
# 133 jmik58 @ 04/21/11 09:50 PM
Good info.

I think the presentation/gameplay would take a huge leap forward if the developers would work to create a lifelike sideline.

The field should be SURROUNDED by players, press members, visiting recruits, celebrities, etc.

There's something about playing a game without this realism that makes the game feel less "real" and more like a glorified practice.
 
# 134 Mr_Riddick @ 04/21/11 09:53 PM
Quote:
Originally Posted by ChaseB

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.

Read More - NCAA Football 12 Preview
First let me say, good review Chase, this looks promising. Now that I have that out of the way here's MhO.
At this point the shananagains of previous versions shouldn't JUST be LIMITED, they should be eliminated. We shouldn't see any tumbleweeds at this point. And I'm sure many would agree.. Overall I must admit, I like what I've seen so far. Crowd atmosphere, new gameplay mechanics... Let's pray this pans out like it should. I give the team a thumbs up so far..
 
# 135 Dazraz @ 04/21/11 10:56 PM
Hopefully the menu navigation is alot slicker than last years effort. The commentary needed attention to so I will looking for upgrades there too.
 
# 136 baufan2005 @ 04/21/11 11:05 PM
"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. "

Too late to overhaul the engine? The game is basically using the same engine as last gen. NCAA games. I predict we will actually see some good engine overhauls when either A)They clean house and put a whole new staff working on the game or B) Xbox 900 is out in about 20 years.
 
# 137 COACH WEBB @ 04/21/11 11:15 PM
Great news for AUB fans from one of the EA GameChangers over at The Gaming Tailgate

Quote:
As well, we also saw Auburn's War Eagle as part of their entrance, however it was still a work-in-progress when we saw it so they didn't really want us to capture any images of it.
 
# 138 sonn @ 04/21/11 11:17 PM
Quote:
Originally Posted by baufan2005
"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. "

Too late to overhaul the engine? The game is basically using the same engine as last gen. NCAA games. I predict we will actually see some good engine overhauls when either A)They clean house and put a whole new staff working on the game or B) Xbox 900 is out in about 20 years.
I agree its quite obvious that the Devs aren't trying to improve the game at all and just come in to work for their paycheck.
 
# 139 sparkdawg777 @ 04/21/11 11:24 PM
Does anyone know if there is any new info/videos being released tomorrow?
 
# 140 illwill10 @ 04/21/11 11:26 PM
Quote:
Originally Posted by sparkdawg777
Does anyone know if there is any new info/videos being released tomorrow?
Maybe a pic. I think this is what we are getting till next week
 


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