I don't know why everyone doesn't like the heisman challenge mode. I'm a dynasty guy but I still really enjoyed it.
I don't know why everyone doesn't like the heisman challenge mode. I'm a dynasty guy but I still really enjoyed it.
its only one season and there's nothing that gives you some kind of historic feel to it, nothing emersive. Nothing accomplished or rewarding about it or trully identifyable about their attributes.
Putting jim Plunkett in tighter shoulder sleeves just misses the mark, amoung other things.
Basically, they should have just given us the videos becaues anyone can use create a player and put him on any team...
I saw my first "Illegal Touching" penalty today.
It was on a comeback route. The USC receiver ran out the back of the endzone before turning around, but my corner tipped the ball first so it really shouldn't have been a penaltyJust glad to see that they put that in the game.
I have played 5 games and its time for my impressions in bullet style(sorry there is a ton of them).
I think this demo feels slightly slower than 12' and the movement is a little more realistic still too much zig zagging and instant change of direction, but it's better than last year.
The camera is a little more pulled back making the players seem a little smaller on the field than they looked in previous next gen NCAA games.
The black outline on the numbers of the player you're controlling look nice.
I like the quickness of the new throwing motions this is a huge improvement over 12' where the QB throwing animation was always long and drawn out which was highly unrealistic.
The juke is ugly if you do it running straight like a bunny hop to the side, it is an arcade animation. Plus it is still way to ineffective in the open field 1 on 1 situations. I tried doing the juke early, late, and correctly timed all with no success using both HB's from Oregon. I see that the defender just ignores the juke entirely and instantly tackles me 99% of the time.
The stiff arm and trucking animations are quicker which is nice (I used the stiff arm on the SS in a 1 on 1 situation with the LB's chasing me were about 5 yards behind and I was able to get an additional 15 yards before being tackled that wasn't possible in 12').
I love the new diving catches and the effort the defenders are showing on trying to swat passes by diving, it looks realistic.
User passing and the read and react system is going to be too easy once I have been playing for awhile (I went 24-32 and 27-36 in back to back pass happy games for K-State).
I better bold the following since I never did it in 12', I returned 2 punts yep 2 for TD 52yds and 84 yds using Punt Return Middle. I simply found a lane to the right and off I was both times thanks to great blocking.
The spread option is deadly for the User thanks to the sped up animations and reading the EMLOS like in NCAA 11. I had many huge gains running QB Wraps, Read Options, Speed Options, and Load Options.
The shotgun run blocking for the User is much improved as well leading to many long runs on HB Sweeps, HB Off-Tackles, HB Counters, and HB Draws.
I had one instance of a psychic DB in my last game which really came to my surprise since it didn't happen in any of the other 4 games so I was loving that it was completely gone (Lee Corso "Not so fast my friend."). I ran a corner route (bracket corner from ace set) and the Def was in zone. The DB let my WR get run past him and while looking at my QB the whole time strafed sideways (psychic ability to know where the WR was going despite never looking back at my WR who was 5 yards behind him) all the way to the sideline and swatted it away at the last second. Having said that I haven't been able to replicate it since using the same playcall so maybe the DB was on fire that one time who knows.
I still don't get it and I and others have talked about it in the past on other sites, but the changing of offense to special teams happens instantly in the game. I gave EA Tiburon feedback on this issue ever since NCAA 11' when my brother went from the offensive huddle to FG kick formation despite there was only 3 seconds on the running clock to nail a game winning FG as time expired. Just ridiculous that its still in the game since we have all seen the massive scrambling in real-life when the offense has to run off the field to get the special teams and kicker onto it in time for a FG attempt. This is why teams spike the ball in reality, yet in the game no spike required just huddle up call FG and voila instanly all lined up for a FG attempt, lol way way unrealistic(a 10-15 second run-off should be automatic in those situations that the clock is running).
I would like to see more time on the screen for the stat overlays during the game and for the player of the game. It is too easily skipped by pressing X and it is only on screen for 2 or 3 seconds if unskipped(make it 5 seconds and hold X to skip please).
I liked that i could finally run over those smaller weaker DB's with my FB, HB, and TE's pretty consistently. This was very much needed for realism sake since we all watch football and see these big guys breaking arm tackles and high tackle attempts of smaller defenders all the time. If the defender uses poor tackling techniques they should be punished with a break tackle animation.
I like the Rece Davis updates adds depth to the Dynasty experience. He might not sound like he does in real life but its just a video game so I give them a B, good addition EA Tiburon. I got plenty of variety in my updates from conference, to top 25, and relevant games for my school. The only problem I have is the timing wish these would come after failed 3rd downs, after change of possession following boring play(fair catch or short returns), and at the end of each quarter. I didn't like the updates after a big play by my team at all it stole my replay from me to give me another update, no thanks.
Speaking of end of quarter highlights, where are they? All I ever see in the end of quarter transitions are player celebrations, bands, crowd reactions, and pre-game huddles. Maybe this is a demo constraint, but I don't like it. If it is like this in NCAA 13 then I will be upset since I look forward to those end of quarter highlights of the biggest plays that quarter.
Bad news about a WR changing his route into a streak on 3rd or 4th downs from 12' it reared its ugly head for me twice in this demo. On 1st play I thought the WR was going to run his assigned Curl route nope ran a streak my QB threw a pick. 2nd one I WR was suppose to be running a deep out, didn't happen ran a streak instead leading to another pick very frustrating.
Passes still hitting my HB and TE's in the head or shoulder despite the icons being completely lit up. Also multiple time on PA screens the HB icon never fully lights up leading to a sack.
Had only 1 Pass Interference called on me in the 5 games despite there being a few cases where it should have been called. On that 1 I got nailed for, the pass was whipped out of bounds by ten yards completely uncatchable even for Shaquille O'Neal. Like the addition of Illegal Touching and it gets called.
DT's intercepting passes too easy had 2 picks for DT's dropping into zone(both were CPU picks not user controlled). It looked funny since they used the new catch animations looked like big old TE's snagging a high pass.
No calls on blatant Intentional Grounding still. I mean hut and throw ball almost instantly into the stands type away from any receivers. Disappointing that EA Tiburon can't get these penalties too work properly why have them listed if they are NEVER called.
Play action bombs are way too easy almost everytime I call them the safeties bite leaving my WR wide open for an easy TD. Aggressive zones glitch again? I sure hope not it ruined 12' for me please EA Tiburon have the CPU leave the gameplan adjustments alone like I do every game. I hate this feature and Madden never added it for a reason.
Had 1 misalignment issue with CPU staying in Man the CB backed up like he was playing soft coverage despite my team being in Twin TE Slot the WR ran an out route and the CB tried to run all the way across the field to cover him at the snap. I didn't get a replay but it appeared the Def was in somekind of 4-3 set.
I had the clueless DB issue on one load option play. I kept it with the QB and the CB just stood there even as I ran past him. I hated when this happened in 12' feels so cheap.
HB screen works nice for the User if the ball doesn't bonk off my guys head, lol. The CPU just refuses to throw it 80% of the time and when they do it usually is for a lost. Garbage play for the CPU.
Strange comments from Brad about timeouts and score updates. He said something like K-State is confused they called a timeout. Lol, it's the first half I was driving for a score before time expired I'm not confused you are Brad. The others are score mishaps like 7 point game here ah no scoreless game Brad. Or the really bad one "They win the game 14 to 14." Lol that would be a tie Brad. The latter came after my OT win 34-28.
Squib kicks work better had a couple nice bouncing past the returner touchbacks.
I had no problem swithcing the L1 pass icon to R1 since I look at the icon before I press the button. I don't like the throw the ball away button being switched to clicking the right analog. I also hope that the controls aren't all locked like Madden since I like to switch some things around to my liking like strafe.
Not really a demo issue just an issue with the hot/cold player identification in the game using R2 and pressing down on right analog. Mostly I wish that EA Tiburon would bring back the match-up stick, but in the meantime why can't the game show both teams hot and cold players instead of only my team. I think this would be easy and definitely help with exploiting mismatches and giving help to my cold defenders.
Edit*- One more I forgot and it is a huge mistake by EA Tiburon. I was on Def and my lazy DT was offsides as time expired after a CPU hurry up despite the previous play was a 7 yard pass, lol unrealistic and dumb. Anyways the CPU throws a Hail Mary and it falls incomplete. Ref calls defensive penalty for off-sides and get one untimed down like in NCAA 11, nope Game Over you lose CPU. C'mon EA Tiburon how come you didn't fix this issue from 12'. The game can't end on a defensive penalty fix this for retail please for realism sake.
Overall I do feel it is an improved game and worth the pre-order price of $45. Again sorry for the long read, but I had taken quite a few notes while playing.
Last edited by WolverineJay; 06-07-2012 at 04:39 PM. Reason: Forgot a big one about end of game penalty situation
Wow longest post so far this year in a none scheme related thread.
Sent from my A500 using Tapatalk 2
Agreed! Have never liked it. Stupid Mario power-up type of shit.gameplan adjustments alone like I do every game. I hate this feature
Oh I agree and I think it is the real reason behind all the long runs I've gotten. I think we're going to see tons of open space running leading to huge gains on runs to the wide side of field (counters, off-tackle, stretch, and sweeps). The call a twins or trips set AND flip the play to the open side or the side where you have the numbers advantage is making the running game too easy. The old take what the defense is giving you taken to the extreme. I think by varying it up by giving different coverage shells to confuse your pre-snap read would work without best on best always make it look like its man defense stuff.
One thing to realize, as someone else pointed out, you can hit triangle/Y and then right on the d-pad and it will give you what you saw last year (CBs stay at home against 4WR Trips). The only issue, and I'm still investigating is that when on the hash, the WRs spread their alignment better but the DBs stick to the old alignment (closer to the middle of the field).
Just took a PR for a touchdown with K-State.Blocking in the PR game is MUCH improved.
Ok, some of these running animations are horrible. I just saw a running animation for a WR on K-State where it basically looks like he's moving one arm, and the arm with the ball is dead.![]()
Yep #86 is very good and the blocking really opens the field up for some nice returns. Only thing that is a little bothersome is when I ran my 84 yard return in for a TD the screen was pulled way back and looked as if I was watching the game from the other side of the field while taking it in for 6. Really noticeable since the camera is more pulled back this year during gameplay.
Ok, is anyone finding the Swat ball and Catch buttons unresponsive at times? It's like I'd press the button but nothing will happen. I've given up so many deep balls and TDs solely because of this. Is swatting and catching more timing based this year, where an animation wont happen unless you time it right? Because last year even if you weren't in position, when you pressed the button you did SOMETHING.
I've yet to play the demo much but from what I hear about these punt returns I LIKE IT. I think in real football if the defense forces a punt and they have a good punt returner that should part of the game. If you don't want to give up a TD on a punt return kick it away from the returner. They do this all the time in real life. I'm glad it adds something to the strategy of the game. Of course it's nice that returning them isn't a given, but it's nice that it's a threat, enough to make you second guess if you REALLY want to kick to this guy.
I like it.
I'm just saying it's nice that the punt return is enough of a threat to make you think about it. In years past, in real life they return multiple punts per Saturday across the various games played, but on NCAA I would be lucky to get 1 out of 20 returned, unless I was playing on the beginner level.
EDIT: I will say I downloaded the PS3 demo last night, it took some time. I think around 2 hours not sure why it took so long but I loaded it up, installed it and fired that puppy up around 1am. I played for a few minutes but couldn't keep my eyes open anymore. It was nice though, haven't had NCAA for a few months, it's nice to have it back! It's like that one last cold beer you find hidden behind all the other stuff in the frig, YES IT'S HERE!
Last edited by gigemaggs99; 06-07-2012 at 06:21 PM.
Wide receivers do widen their alignment to the field, this is something I spoke with Anthony White about back in January. That being said defensive alignment is completely off pre-snap when the ball is on the hash, especially safety alignment. Don't play Cover 2 on the hash, the field safety will never be able to get over to the sideline in time to play the fade - It'll be wide open every time. This is nothing new as this has always been the case but with the wider alignments by the wide receivers it has magnified these problems.
Another issue is that the Mike always opens to the field with the ball on the hash while in zone coverage. An easy way to create a numerical advantage for your offense, put the strength of your formation into the boundary - the defense will have a four on one\two advantage to the field, but the numbers will be even to the boundary.
Is there any talk or thoughts out there that disabling the gameplan feature would/could be an option? I too think it's too much like Super Mario power up stuff.
If we can change the difficulty, edit our controller layout, turn coaching tips on/off, etc etc...can there be an option to turn this gameplan thing on/off?
Tiger Woods gives you the option to turn putting grid on/off, caddie tips on/off, etc....it would be nice if this was atleast an option.
With 438 comments ahead of me, you think anybody will read mine? lol Anyway, I can't for the love of Mike figure out why people jump ship because NCAA won't have the RTP engine. I got to play the demo last night (PS3) and it's a 1st day midnite buy for me.I skipped last yrs offering because I'm a hugh G & G (graphics & gameplay) fan, and for me, nc12 wasn't as good as 10 or 11. This years tweeks are impressive, the run game is smooth, the passing engine allows me to put the ball in open spaces and lead the reciever to the spot I'm throwing to. I threw to recievers who weren't looking (or open) and sure enough, the ball fell incomplete, or got picked.So for me, I'm looking forward to this yrs game, and believe me, I'll be playing the demo until 11pm July 9th!
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