• IGN LiveStream of NCAA Football 12 - Video & Recap

    On Wednesday, IGN hosted a LiveStream event with the NCAA Football 12 developer Ben Haumiller. The LiveStream event provided the community with their first in-depth look at gameplay and presentation improvements. Also stated were that Dynasty and Road to Glory improvements will be made at a future date.

    Continue on to watch the show here at The Gaming Tailgate and then share your thoughts with the community.

    Update: Thanks to xMrHitStickx904 for capturing the footage of today's streaming event to give us a sample of the full thing. IGN has now updated their Youtube page to include the live stream in three parts.


    Part 1

    • IGN Editors Peter Eykemans and Greg Miller are joined by Producer Ben Haumiller
    • First game features Florida State to show off new team entrance (Renegade & Osceola) and gamplay improvements
    • New opening featuring ESPN wipes, rival team entering field, and players warming up are shown
    • Some of the approximately 30 new team traditions (entrance, touch tradition, etc.) include Auburn, Florida, Florida State, Georgia, Georgia Tech, Louisiana Tech, Oklahoma, Ole Miss, Oregon, Tennessee, Texas, and Wake Forest.
    • New in-game sponsors include Nike SPARQ, Lowe's, and from last year Coke Zero.
    • The first game played featured Florida (CPU) at Florida State (Haumiller). The new field art changes for Florida State are visible as well as the updated playcall screen (three button playcall selection). Florida (CPU) won the coin toss and elected to Kick. (Typically, CPU teams almost always elect to Receive.)
    • What is the most difficult part of maintaining a yearly franchise? 'Making it fresh, making it new, making it something that you feel you need to go out and buy the new version of it...'
    • What goes behind the research to figure out what these teams are doing? People know the obvious ones such as USC's Tommy Trojan, but there are some we work with schools - such as Tennessee's "T" touch sign. Most UT fans do not know it exists. 'Message boards and forums are a great resource. They'll tell you what you did right and they'll tell you what you did wrong, too.'
    • Miller asks if Missouri commentary bug (mispronunciation of 'Faurot' Field) has been fixed. Neither confirmed nor denied by Haumiller - likely something not in his area of development focus.
    • Miller then highlights the 3D grass, very visible during replays. Haumiller: The art team mantra was to "touch every pixel." Grass and turf pellets can be kicked up, also added are new gear, dreadlocks, and 3D crowds.
    • Eykemans: "What other engine and graphical elements were pumped up this year?" Lighting-wise, the new addition is HDR Lighting.
    • What new improvements have been made to Road to Glory, Dynasty Mode, and online modes? 'Those are things we have not announced yet, so look for Dynasty [info] later this month, Road to Glory around E3, and along that same timeframe will be our online announcements there as well.'
    • Haumiller shows off the new X-button (Square on PS3) feature to allow users to initiate a wrap tackle.
    • On PAT attempt, we now see that the sponsor on the field goal nets is Allstate Insurance.
    • Haumiller then discusses the Enhanced Tackling & Collision System, where the tackle does not occur until the point of impact to help eliminate 'suction.'



    Part 2

    • How does a players Awareness [rating] factor into zone coverage? 'Awareness does have a factor into it, but it's really more about Zone Coverage rating, that's the big key. We added a lot of different ratings over the last couple years to break it down so Awareness isn't the one rating that held the keys to all the different parts of the game. You have that Zone Coverage rating which will factor in a lot to how that zone coverage is played which is a big upgrade for us this year. We did a lot of work to zone coverage to really improve how that's run in the game.'
    • What other improvements were made defensively, aside from the zone coverages? Zone coverage defense, tackle animations, tackle changes and collision system were the big ones. Also some updates to man coverage (defenders more realistic), new plays (4-2-5 specifically with huge upgrade).
    • Any range or date on when the demo may be out? Demo is in process of going through certification. Just received word from Microsoft.
    • New quarter break shown. Will feature highlights of game as well as vignettes of players, coaches, etc.
    • How are entrances different an neutral sites versus home games? Neutral site entrances will be more generic (no Ralphie for CU-CSU), update to bowl presentation (US Flag on field for BCS Games).
    • Next game: Oklahoma State (Haumiller) at Missouri (Miller). Picked to show off conference wipes.
    • Does CPU QB actually scramble this time and can you block kicks? QB will scramble more in appropriate situations this year. Blocked kicks are tough as you don't want to
    • Haumiller and Miller discuss commentator Brad Nessler and his ability to deliver lines consistently. Haumiller announced that this year's intro video will be more ambitious than last years.
    • How often do you update rosters before game is released? Yearly update. Updated for team style, not individuals. Full-time gig for roster creator.
    • What is the potential of the game given the NFL (lock-out) situation? With the NFL and their situation, you're seeing more of a push for college football in the real world. College football will be on the forefront and we want to be on the front lines with them.
    • Any chance of NCAA Football in Europe? Maybe down the line....we get more demand for that each year than you would expect.



    Part 3

    • Haumiller also discusses using the X button (Square) to perform a user-controlled Dive catch attempt.
    • Will there be multiple deadlock length and player faces? There is the one dreadlock length, we will get to more in the future.
    • Have pass trajectories receoved any changes? With other game changes, we did have to change pass trajectory. You will be able to lead receivers more.
    • Is the gameplay faster? It is the same speed as last year, but users have the option to customize game speed.
    • Is weather constant throughout the game or will it change? TWC feed still exists, but during the course of the game there is not dynamic weather.
    • Viewer recommend Mills not drop back so far when passing the ball. Miller counters with his admiration of Brad Smith
    • Any new playable camera angles? They have some news in this regard and it will be announced later on.
    • Any specific crowd color games? (EX: White Out at Penn State, Gold Rush at Mizzou) Not in this year, but look for it in the future.
    • Any changes to playbooks? A lot of research goes into each playbook, based upon coaches and coaching changes made at each school.
    • How does the pass rush feel? In the past it seemed lacking. Miller said it was not as much as he would like. Haumiller commented that with the new Collision system, offensive linemen will no longer 'slide' to get into place, which should allow for users to generate more of a pass rush.
    • Any new ratings or sliders this year? None added this year.
    • Are roster sizes the same this year? With 120 school and 70 players, there are current limitations with roster size and file. They are looking into it for the future.
    • Miller commented that he is excited and looking forward to the point where he can talk about currently undisclosed features.


    For another recap of the event, check out this article from our friends at MaddenMatrix.

    Keep visiting The Gaming Tailgate for all the latest NCAA Football 12 news and visit our NCAA Football 12 Information Central for all game info and media.
    Comments 325 Comments
    1. JBHuskers's Avatar
      JBHuskers -
      Quote Originally Posted by psuexv View Post
      Then what was the gameplanning button on the left for?
      On the left of?
    1. psuexv's Avatar
      psuexv -
      Quote Originally Posted by gschwendt View Post
      Do you mean the "Choose Style" (B)?

      If so, that's for playcalling style such as "By Formation" (normal), "Ask Coach", "Recent Plays", etc.

      If not, point me in the direction of what you're talking about.
      Ok yeah it's choose style... I couldn't remember exactly what it was. Just found it again in the vid.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      another livestream tonight I presume.


      http://www.gamespot.com/shows/on-the-spot/

      saw it on FB.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      I'll admit, when Madden and NCAA played the same on the PS2, I thought those were glory days we wouldn't see for awhile. I feel like both games have taken their own identity, especially with how they play, and it looks great. Definitely looking forward to th demo when it comes out, just to get a feel of how it plays. It looks like it plays like NCAA 11, but 09 and 10 did as well, and we saw how that turned out.
    1. rhombic21's Avatar
      rhombic21 -
      Quote Originally Posted by psusnoop View Post
      I'll add in on the sacks comments as well because in the FSU vs FLA game there were only 14 plays and of those 14, I think it was 9 of them were pass plays. Just not enough to gauge whether there is or isn't an effective pass rush in my opinion.
      You guys are focusing on the wrong statistic. Most defensive coordinators don't just care about sacks, they care about QB pressures and hurries. In watching the videos, there are basically 3 possible outcomes on passing plays. 1) Somebody beats their man immediately and gets virtually instant pressure, 2) The defense blitzes and somebody comes in untouched and gets immediate pressure, or 3) Nobody beats their man immediately and the QB has virtually all day to pass.

      The issue is not the lack of sacks. That has NEVER been the issue. The issue is that it's completely all or nothing. On the non-sack plays, the QB has virtually all day to pass and is rarely even forced to reset in the pocket or evade pressure. He has nobody in his face and is not forced to make a quick decision (unless the defense blitzes, in which case there is a hole in the coverage that can be exploited easily so long as the blitz is properly identified).

      The issue is that the front 4 on this game rarely does anything to disrupt the passing game. Aside from a handful of times when they get instant pressure due to rare "win" animations playing out, most of the sacks that you see on this game are coverage sacks, or are generated via blitzes that result in an unblocked rusher. In real life dominant defensive lines affect the game on EVERY snap, not just the ones where they actually sack the QB. They do so by forcing the offense to execute the passing game under pressure and without a lot of time for deeper routes to develop. What's really missing here is the ability of the DL to force the QB to get rid of the ball before he wants to. That is what the issue is, and that's what the issue has always been.

      Stop focusing on sack statistics as the only metric to judge the pass rush.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      EDIT : disregard.
    1. xMrHitStickx904's Avatar
      xMrHitStickx904 -
      Quote Originally Posted by rhombic21 View Post
      You guys are focusing on the wrong statistic. Most defensive coordinators don't just care about sacks, they care about QB pressures and hurries. In watching the videos, there are basically 3 possible outcomes on passing plays. 1) Somebody beats their man immediately and gets virtually instant pressure, 2) The defense blitzes and somebody comes in untouched and gets immediate pressure, or 3) Nobody beats their man immediately and the QB has virtually all day to pass.

      The issue is not the lack of sacks. That has NEVER been the issue. The issue is that it's completely all or nothing. On the non-sack plays, the QB has virtually all day to pass and is rarely even forced to reset in the pocket or evade pressure. He has nobody in his face and is not forced to make a quick decision (unless the defense blitzes, in which case there is a hole in the coverage that can be exploited easily so long as the blitz is properly identified).

      The issue is that the front 4 on this game rarely does anything to disrupt the passing game. Aside from a handful of times when they get instant pressure due to rare "win" animations playing out, most of the sacks that you see on this game are coverage sacks, or are generated via blitzes that result in an unblocked rusher. In real life dominant defensive lines affect the game on EVERY snap, not just the ones where they actually sack the QB. They do so by forcing the offense to execute the passing game under pressure and without a lot of time for deeper routes to develop. What's really missing here is the ability of the DL to force the QB to get rid of the ball before he wants to. That is what the issue is, and that's what the issue has always been.

      Stop focusing on sack statistics as the only metric to judge the pass rush.

      Completely agree with you 100 % here, I rather hurry the QB and get hits at a good ratio, rather than the "hit or miss" tactic for sacks right now.
    1. Jayrah's Avatar
      Jayrah -
      Quote Originally Posted by xMrHitStickx904 View Post
      Completely agree with you 100 % here, I rather hurry the QB and get hits at a good ratio, rather than the "hit or miss" tactic for sacks right now.
      Yup this is definitely the issue. Not the sack count
    1. Rudy's Avatar
      Rudy -
      I agree with Rhombic about the all or nothing pressure. That's why they need to reduce pancakes and knock downs and find a way to keep the players moving while blocking. A DT that gets a bull rush up the middle that just slowly pushes the guard back into the QB is good. Having the right ratio between a player quickly beating his opponent vs. a gradual win or lose is the important thing. It would also help the spread-option running game.

      That said, I suck at passing. If I only got 3 seconds to throw the ball against the cpu I would never get anything going. I can usually get this area pretty good for me with sliders. I honestly haven't cared that much about the pass rush the last few years for offline play. 90%+ of the complaints come from the online community.
    1. psusnoop's Avatar
      psusnoop -
      Quote Originally Posted by Jayrah View Post
      Not a whole lot of blitzing going on either. Also some pretty good O-line's involved. Would you like to see more bull rushes? LOL! Will have to wait it out on the pressure thing. However I will say that pressure is not a huge concern for me at default level, as long as I can tweak it in sliders to allow for better pressure, that will be fine.



      One sack in 10 minutes of play is not good pressure. However to account for scrambling qb's and again, not much blitzing, it's not bad.
      Quote Originally Posted by Deuce View Post
      I will watch them for sure...

      Am I the only one that thought the rush was good? I feel like there was a good amount of pressure. Some plays had no pressure but others had a guy breaking thru as the pass was thrown. There is not necessarily pressure in real football on every play. I think I saw 1 sack in 2 qtrs played. ...not bad.
      Quote Originally Posted by rhombic21 View Post
      You guys are focusing on the wrong statistic. Most defensive coordinators don't just care about sacks, they care about QB pressures and hurries. In watching the videos, there are basically 3 possible outcomes on passing plays. 1) Somebody beats their man immediately and gets virtually instant pressure, 2) The defense blitzes and somebody comes in untouched and gets immediate pressure, or 3) Nobody beats their man immediately and the QB has virtually all day to pass.

      The issue is not the lack of sacks. That has NEVER been the issue. The issue is that it's completely all or nothing. On the non-sack plays, the QB has virtually all day to pass and is rarely even forced to reset in the pocket or evade pressure. He has nobody in his face and is not forced to make a quick decision (unless the defense blitzes, in which case there is a hole in the coverage that can be exploited easily so long as the blitz is properly identified).

      The issue is that the front 4 on this game rarely does anything to disrupt the passing game. Aside from a handful of times when they get instant pressure due to rare "win" animations playing out, most of the sacks that you see on this game are coverage sacks, or are generated via blitzes that result in an unblocked rusher. In real life dominant defensive lines affect the game on EVERY snap, not just the ones where they actually sack the QB. They do so by forcing the offense to execute the passing game under pressure and without a lot of time for deeper routes to develop. What's really missing here is the ability of the DL to force the QB to get rid of the ball before he wants to. That is what the issue is, and that's what the issue has always been.

      Stop focusing on sack statistics as the only metric to judge the pass rush.
      Rhombic, I wasn't saying that I think the rush is perfect by any means either just to be sure we are understanding each other. Nor was I pointing out that hey there was 1 sack in the game in 2 quarters it should be fine. I saw some posts that could have been taken that way by some and wanted to share my opinion that it may be a little early to jump to that conclusion.

      I also saw where you said that there were to many Defensive Lineman falling down and I think I counted 6 players falling or being pancaked in the first quarter we saw of FSU vs FLA and that number didn't stick out as to much to me. Twice the DT was double teamed, once it was a user. But again it is such a small sampling to even think about drawing a comparision on that level that it isn't fair to anyone to do so.
    1. psusnoop's Avatar
      psusnoop -
      Quote Originally Posted by Rudy View Post
      I agree with Rhombic about the all or nothing pressure. That's why they need to reduce pancakes and knock downs and find a way to keep the players moving while blocking. A DT that gets a bull rush up the middle that just slowly pushes the guard back into the QB is good. Having the right ratio between a player quickly beating his opponent vs. a gradual win or lose is the important thing. It would also help the spread-option running game.

      That said, I suck at passing. If I only got 3 seconds to throw the ball against the cpu I would never get anything going. I can usually get this area pretty good for me with sliders. I honestly haven't cared that much about the pass rush the last few years for offline play. 90%+ of the complaints come from the online community.
      I think I'm the worst passer in the damn game. I feel that way at times atleast.
    1. Deuce's Avatar
      Deuce -
      I'll focus on whatever I want. Judging the game on 10 minutes of gameplay is dumb...good or bad.
    1. rhombic21's Avatar
      rhombic21 -
      Quote Originally Posted by Deuce View Post
      I'll focus on whatever I want. Judging the game on 10 minutes of gameplay is dumb...good or bad.
      Let's be honest, here. I'm judging it on more than just 10 minutes of gameplay, because I played hundreds of hours on NCAA 09-11, and for all intents and purposes the line play on '12 is similar to what it was on those games. That much is clear after watching the videos that have already been released, and after listening to what people who had hands-on time with the game had to say.
    1. psusnoop's Avatar
      psusnoop -
      Quote Originally Posted by Deuce View Post
      I'll focus on whatever I want. Judging the game on 10 minutes of gameplay is dumb...good or bad.
      Absolutely that is the great thing about a game with sliders, you can adjust things to ones liking. What you may like as far as pressure and time to release the ball may and probably will be different from me or anyone else for that matter. Doesn't mean you or me are wrong, just different in things we enjoy out of the game. Which is why appeasing one set of people may upset the cart for others which makes EA's job all that much more difficult to balance.
    1. rhombic21's Avatar
      rhombic21 -
      Quote Originally Posted by psusnoop View Post
      I also saw where you said that there were to many Defensive Lineman falling down and I think I counted 6 players falling or being pancaked in the first quarter we saw of FSU vs FLA and that number didn't stick out as to much to me. Twice the DT was double teamed, once it was a user. But again it is such a small sampling to even think about drawing a comparision on that level that it isn't fair to anyone to do so.
      I guess I disagree. If we're talking about 6 players falling down in less than 20 snaps of play, that's a fairly high frequency of defensive linemen getting blocked completely to the ground, which doesn't happen all that often (on passing plays in particular), in real life. In the OK State-Missou vid, there is one play on Ben's second drive where 3 of the 4 defensive linemen end up on the ground. That just seems over the top to me.

      But again, it's not about specific animations, though the animations they have in the game are pretty poor which probably contributes to the poor line play. The broader point is that the front 4 does not generate anything that resembles a realistic pass rush in terms of affecting the offense's timing in the passing game.

      As for the people saying that they can't pass in under 3 seconds, my reaction to that is that you either shouldn't be playing on the default difficulty or you should be the ones adjusting sliders. The default settings should not cater to people who self-identify as horrible passers. Further, if you were routinely forced to throw it quicker, you'd probably adjust eventually and get better at making good pre-snap reads and learning how to quickly progress through your reads.

      Sliders do not apply for online play (ranked games or dynasty), and thus the default settings are important for head to head competition, which is supposed to be geared towards rewarding the better player. It doesn't do that when the settings are such that gameplay is not accurately represented in terms of certain things being too easy or hard relative to how real football is played.
    1. I OU a Beatn's Avatar
      I OU a Beatn -
      Quote Originally Posted by rhombic21 View Post
      Sliders do not apply for online play (ranked games or dynasty), and thus the default settings are important for head to head competition, which is supposed to be geared towards rewarding the better player. It doesn't do that when the settings are such that gameplay is not accurately represented in terms of certain things being too easy or hard relative to how real football is played.
      Couldn't have said it better myself.
    1. psusnoop's Avatar
      psusnoop -
      The amount of gamers online in rooms are not looking for a sim game they are looking for W's and there lies the difference. Where as in an online dynasty you have players that want a great game without all the cheese and adjust the sliders to help in those areas.
    1. Deuce's Avatar
      Deuce -
      This is a pointless discussion for me. I look at the game differently than most people. I choose to enjoy the game...I do every year. I figure if I'm paying $60 bucks are so then I better have fun. I use my imagination and try and justify most glitches, bugs, or cheats. If there is a play that works too well...I don't call it. Never called verticals last year b/c it was obviously money. All those little things that bug most people usually doesn't bother me.
    1. rhombic21's Avatar
      rhombic21 -
      Sliders don't even apply for user v user online dynasty games, so even if your argument about ranked games were valid (and it isn't), there's still no excuse for having the pass rush be so ineffective on the default settings.

      People playing online games who only care about Ws will maximize to whatever the game allows. If the game forced them to play more realistically, then they'd play more realistically and have the same amount of fun. But the rest of us would have more fun too. And just because people play ranked games doesn't mean they want arcade football with ineffective pass defense. There are more people who play ranked games but still want a "sim" experience than you realize.
    1. Rudy's Avatar
      Rudy -
      Quote Originally Posted by rhombic21 View Post
      As for the people saying that they can't pass in under 3 seconds, my reaction to that is that you either shouldn't be playing on the default difficulty or you should be the ones adjusting sliders. The default settings should not cater to people who self-identify as horrible passers. Further, if you were routinely forced to throw it quicker, you'd probably adjust eventually and get better at making good pre-snap reads and learning how to quickly progress through your reads.

      Sliders do not apply for online play (ranked games or dynasty), and thus the default settings are important for head to head competition, which is supposed to be geared towards rewarding the better player. It doesn't do that when the settings are such that gameplay is not accurately represented in terms of certain things being too easy or hard relative to how real football is played.
      I understand that online play has to play on default. I've never liked an EA football game on any default settings. The cpu run game is usually brutal and needs a lot of help on AA. That's usually the one area that needs the most work. I recognize the fact that I may have to adjust sliders offline but I'm OK with that as an offline player.

      I do get annoyed when people tell me that I should suck it up, practice and get better. I've been playing football games for years. I'm not going to get much better. End of discussion. I have the same annoying argument about the pitch speed in MLB The Show. It's too fast and the slider doesn't work well. I get frustrated and I've given up on that game because of it. I'd rather play MLB 2K11 and not be so frustrated.

      Quote Originally Posted by psusnoop View Post
      Absolutely that is the great thing about a game with sliders, you can adjust things to ones liking. What you may like as far as pressure and time to release the ball may and probably will be different from me or anyone else for that matter. Doesn't mean you or me are wrong, just different in things we enjoy out of the game. Which is why appeasing one set of people may upset the cart for others which makes EA's job all that much more difficult to balance.
      Totally agree which is why I love sliders and why I'm pushing for a separate man vs. zone coverage slider which should be very easy to implement.