How about the pass rush in the 3-4? I enjoyed using it in powerhouse but it is tough to get pressure even with All-American OLB's.
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While I was there I paid more attention to the defense and gave a lot of feedback on certian areas. The new defensive plays work as they should, the biggest thing I wanted to see was proper coverage assignments and the ability to generate a pass rush and I liked what I saw.
The new wipes--which are conference-specific instead of generic "ESPN" if you play as conference rivals--are really cool to see. The overall presentation package is much closer to the actual ESPN TV package than NCAA 11 was, so it's really great to see that level of connection between real-life and the game. There are also some cool highlight packages after quarters and at halftime which help to "mask" the loading of progressive lighting, which I know was a bit of a bummer to people in NCAA 11.
It's also awesome to see all of the new "tradition" elements that have been added this year, even for really small schools that you wouldn't expect to see that level of focus on. NCAA 12 is going to be a great tool for people to use to find out about the history and gameday experience of a lot of the schools in Division I football.
I ran Kwizzy's Spinner play on 3rd and long and it got my D off the field. I also confused JeffHCross with a play that had a lot of pre-snap movement and looked like 7 or 8 were rushing, but only 3 or 4 actually blitzed (in overload fashion). I don't remember the play though.
I definitely tried out a few of the plays they have posted... The one that stood out to me was the one I sent in to be added "Spinner Buck Dog 1" out of Nebraska's playbook. I called this play against Steeler in a 3rd and long situation & took the pick he handed to my FS 50 yds to the house. Very cool. Perhaps you have a specific play or two you were really interested in hearing about?
This seems like a good place to post something I wrote about presentation but wasn't sure where to post it.
As a gameplay first guy, I have often overlooked presentation in NCAA as fluff. Having attended the NCAA ’12 community events for the first time this year, and seeing firsthand the tremendous improvements made to the game this year in recreating the realistic sights and sounds of college football, I can say that no longer will I overlook the impact these details can have on the game. Simply put, the additions to the presentation in NCAA ’12 are a game changer.
In addition to the new lighting system that has already been discussed, things as simple as 3D grass, improved crowd models, and bands in the stands increase the immersion factor ten-fold; making you feel even more like you’re actually watching a real game of college football. It honestly took me a half a game or so to quit staring at the crowd instead of the plays on the field. Pre-Game entrances, warm-ups, team touchdown celebrations, and other various cut scenes have all been improved upon and are a very nice touch. Also, the crowd sounds are brand new and sound more realistic and immersive than they ever have before. Finally, though I’m sure I am forgetting about something, the authentic ESPN presentation has been taken to a completely new level complete with authentic telecast wipes, animations, and style.
All of this, combined with the enhanced gameplay and other little details make this the most vivid NCAA Football Game to date IMO.
I mainly played with the 3-4 defense just for that reason and was able to get after the quarterback. I think the first game I played (remember we were all adjusting to the new zone coverages) I was able to generate 10 sacks. Now, everyone will gasp at that number but we were all used to spot dropping zone defense and a slow developing pass rush. Once we got used to the new coverages the number of sacks fell inline with what would seem reasonable.
Things are definitely looking good from what I've read here and have seen.
A few questions:
-How is man-coverage? Is it still flawed, in the sense that the defense knows the routes of the receivers?
-Is the new double-hit tackle system properly implemented? Do they rarely occur, or do they happen as they should (basically every play when a ball-carrier is in traffic)?
-How are the player models? Do players look properly proportioned?
-Is the offensive line and defensive line interaction improved? Is there an occasional bull-rush, and not the traditional, "patty-cake, patty-cake, patty-cake - swim move", instant pressure? Do defensive linemen actually use leverage, and not a "quick" move to get off a block?
Thanks in advance fellas.
On that second tackle image, I can tell you that the defender falling by himself was probably holding up the ball carrier and the actual tackler came through and knocked him off his feet. That's part of the new enhanced tackling engine.
-Gameplay wise the thing that really stood out to me was the new animations. There are so many new animations that just look fantastic (sideline hits, blow up shots, normal tackles...) I had a blow up shot where I cleaned up a WR who was about to break a tackle that everyone within 20 ft, including the devs, was like "OHHHH!!!!!". Very good stuff.
Man coverage is definitely improved/fixed in that respect. That was my single biggest problem with defense in '11 (defenders breaking before WRs) so I watched that closely and did not notice it happening. Comebacks and outs are definitely an option now though not in any way overpowered.
See my last post about the double hit tackles. They are great, plain & simple. Don't happen in unrealistic situations either from my experiences with it.
Player models looked good to me. Did you have a specific complaint in the past?
The Presentation is very nice. More was added in what I saw last week than I had anticipated based on what we were told in January. Obviously, there are more important things than grass and such, but wow - the game looks good! The pre-game is a little longer, there is more going on now. There are some cool "wipes" that show highlights between quarters and sort of a recap of the first half's highlights right after the second half starts. Some of the entrances (not sure if it's all or some, but definitely some) have variations based on the opponent being a rival. Very cool.
If you played 11 though, zone defense and the new tackling are impossible to miss. I really like what I've saw in those areas and I'm very excited to play defense in 12!!
One thing I noticed in the new video G posted, the defenders seem to move laterally a tad bit quick when trying to get in position to make a play. The one that stood out was the Oregon(I think) defender who makes the pick as the QB threw into like triple coverage. It seems like he is moving laterally rather quickly in that play.
I edited my previous post, but I believe that the question was missed. I'll re-post it below:
-Is the offensive line and defensive line interaction improved? Is there an occasional bull-rush, and not the traditional, "patty-cake, patty-cake, patty-cake - swim move", instant pressure? Do defensive linemen actually use leverage, and not a "quick" move to get off a block?
For the record, Kwizzy and I went out of our way in January to replicate "psychic" Man Coverage and we could not do it. I did not see on example of it in 40 or so hours on the sicks between the trip I made in January and the trip last week. I feel safe saying it is GONE.
I really like that tackle animation in the first vid, where the defender kinda rolls over the HB after making the play. The continued motion was really cool to see there.
All great news! I cant wait to hear about dynasty. I liked last years game but it got old fast. All the little things that they added to the game really help to keep the game fresh. I hope the dynasty mode is good this year.
A few random thoughts.
I spent several hours playing the game with headphones on last week (mostly to avoid JB's rants, lol) and I must say the game sounds great. There are lots of new drum lines that play throughout the game that give you atmosphere. The PA guy also says, "Penn State FIRST DOWN". Nice little add.
Just hearing this stuff about the new presentations and upgrades to defense and whatnot, this just quickly moved up from questionable to preorder status. I can't even begin to dream of what stuff we'll hear about regarding dynasties and stuff.
Special teams, especially kickoffs and punts -- any improvements you guys noticed?
There are a LOT of new celebrations throughout the game and also new ones in postgame. At the March event, Greg sat down with Tommy and I and showed us a bunch on the devkit. The USC celebration from the Sizzle vid is an example of one. After a TD, you will get the ESPN wipe to a replay of the score and then it may cut to a scene of the players celebrating. It flows very well and looks great.
In terms of ball physics, the team worked on eliminating the 'pinball' effect of when the ball bounces amongst a group of players and also how it lands and moves on the ground. You shouldn't see the ball flipping around on the ground this year.
Something they are working on now, but I can attest to leaving feedback on some aspects to help make the CPU more 'naturally competitive.' The team did work on some of the AI script for NCAA 12, but I'm guessing that happens every year.
The running joke from the events is that we'll be seeing a lot of 'the game is broke' comments on forums the first week (or month) as users adjust to the defense as they (at least on higher difficulties) shouldn't be able to wing the ball all over the field.
In the tournament last week, I played RynoAid and lost 7-3. He was Oklahoma, I was Alabama. Neither one of us could mount drives against the other's defense. For comparison's sake, last year he defeated me in the tourney 27-14, most notably by running with the QB. That didn't work for either of us against OU/Bama.
Presentation - All of it is great. In March, Tommy and I played with the new Stadium Sounds briefly and that adds so much to the team entrance. Like steelerfan said, I also get a kick out of watching and seeing all of the team specific entrances, stadium nuances, etc. GameTrack is a feature visible in Play Now that no one has mentioned yet. After the opening kick-off of the third quarter Brad will toss it to Erin and she will give an update from the coaches or on the game while the big plays of the game are shown. While I did not listen to the in-game audio nearly enough, the little I heard was impressive and the devs themselves (non-presentation) were very pleased with the commentary improvements this year.
The animations are impressive. My favorites are the new ones when it comes to hitting the quarterback. It actually feels like you have weight and can level the guy as compared to year's past where you kind of wrap him up and slow roll to the ground.
In an earlier event, I had the CPU deep in their own territory and wanted to get a safety. The QB was able to get the ball out but my D-lineman absolutely crushed the QB. On replay, he hit him, wrapped up, and tackled through him as taught - the two actually slid on the ground for a couple yards, making it look like a monster hit.
I saw it once in January, but when I ran the same play 10-20 more times in Practice Mode I didn't see it again.
Anyone mess with trying to run out of spread shotgun playbooks? I.e. Mizzou and other spread no huddle type offenses. Any difference/improvements to the option and read option blocking/run game?
Is it going to be possible to play 7-8 minute quarters to get the realistic # of plays and keep the scores down? I know in the past we have said the defense is improved but then it takes most of us only a couple of weeks to learn the new plays and then the scores are back up in the 40s and 50s.
A little note regarding the new zone defenses... they mentioned to us back in January that they brought in some of the NY Jets coaches to teach them how THEY run zone defense. What they do is a bit different than spot zone coverage... instead what they do is play a man/hybrid to where a guy has a zone assigned to him and he basically plays man while a receiver is in his zone. As he leaves his zone, he passes him off to another defender. It works out really well for defenses in 12.
Great info guys on presentation...but the one im looking for is MULTIPLE PLAYABLE CAMERA OPTIONS... are there any this year?????? I've searched all over the net and no one responds to this one question. thnx in advance
Yeah, that was disappointing to see... However the devs are well aware that special teams is a big request. And we made sure to hammer that point home. Hopefully in the near future it will be addressed.
sucks about the lack of camera angles, but it's not a gamebreaker at all. last time I played with Broadcast Cam was in like 05 lol.