NCAA Football 12 and Madden 12 Early Thread
The NCAA 12 Flik'd Impressions:
NCAA 12 isn't exactly the same as NCAA 11. There are many things the same. The teams, the playbooks (albeit tweaks), and the stadiums, but the gameplay has changed a bit from last year. Not enough like say what Madden is, but enough that you'll definitely notice it.
So what exactly has been changed? The run game, the tackling, the QB/Run Blitz, the defense zone, and CPU AI have been improved from a game play perspective. We'll start from run game and work from there.
The run game used to be, smash and smash some more. You couldn't use Option very effectively, nor could you utilize Nevada's Pistol at all (it was broken, badly). This year that has changed. Instead of suction cup linemen, each linemen will have a specific assignment and actually go to it and protect the QB a hell of a lot better. There have been instances where the linemen screw up, but I've noticed that if I wait till the lines for the linemen go away, I rarely had a blown assignment. You'll also need to get to the actual holes, because trying to ahem, lack of a better term here, "bullshit" your way through, isn't so easy anymore.
The option actually works if utilized correctly. If you fake out the defense, you'll put up some nice yards. Conversely, you'll also have your HB tackled nicely if you don't option correctly. Not like 5 feet in the backfield, but more you'll get stopped. And for you people who like Run and Shooting or Spread offense, you can get a run game going without resorting all the time to drawing the fuck out of the defense. I unfortunately at the time of this review have not used a QB dominate team, so I can't say for certain how well they will be able to run. If it works out like the option, if its a QB that can actually scramble, they'll be able to do it, but the 80s guys won't get too far.
Speaking of the blocking, you'll actually get to have a pocket now, so you'll be able to have a brief second or two more when making a throw. You will absolutely love this, because if you are a passing person, that extra second or two allows you to see those brief pockets in zones or mismatches in one on one coverage. You can't exploit the zone coverage with slants, but they still will be an effective tool against zones.
Tackling has received a minor upgrade. I say minor because they haven't gone to true physics based tackling, but its pretty damn close. When a tackler makes a tackle, it will no longer suction to the tacklee and bring him down in a horrifically stupid fashion. If you make a tackle and its in front of the player, you'll have a better chance of bring down the player. If you don't though, you will have various things that could happen. In my Nevada vs Boise game, I had my HB break away from a tackle from behind, where he grabbed hold, but slid off because he didn't have a good grip. When I played as Hawai'i against Boise, I had one of my receivers nearly break free on a long bomb, but instead of the TD, he got dragged down by a single foot and it actually showed that. Again, its not real physics based, but its close enough that I'll let it get away with it.
The QB/Run Blitz is something you'll need to work at as well. No longer can you exploit the defense with FS or SS type blitzes, or overload on the box and get a sack that way. You now need to think and plan out your blitzing pattern. Though you also can't let it become noticeable otherwise you'll be the one getting burned. Also linebackers will notice if the QB is about to run and actually pounce on you, instead of getting a "oh, suddenly I'm coming after you". In my Nevada game, I even was given the opportunity to go to a big hole, but the linebacker recognized me and took me out. I still got some yards out of it, I think 1 or 2, but I didn't feel like "why the fuck is he there"; you'll actually see him realize what's going on.
The defense AI has been improved as you can tell from what I show above, but I'll add a few things here to really tell you how well its improved. When running zone, your safeties will go ball hawking and they do come down with it. The same is also in reverse, so if you notice a zone and you know the safety you want to throw near is good, it might not be so wise. If you put a CB on a HB and they throw a screen or a flat, if the CB realizes the play, he'll be in prime position to prevent the HB Screen or Flat. This also works with a good coverage linebacker too. I only had two jumped snaps in my game of Nevada vs. Boise and both were my own fault, instead of them getting a head start on you all the time.
Finally, the AI isn't overall the same anymore either. Whilst its not the greatest (nothing ever is), it will exploit match ups that it notices. I was playing really good defense on Boise, but the moment I had a deep bomb thrown on me by Boise to WR #82, WR #82 became Boise's biggest reason for nabbing another 20 points and bringing a game that was looking to be out of its league to back within reach. It will also do the same defensively, if it knows it can stop you. Changing up your play calling is almost a necessity, running the same play 15 times and working, just instead happening unless you are Cam Newton and Alabama.
There are many other editions as well that are a welcomed treat. There's the Custom Playbook, back from a long hiatus. You can take any team's playbook and change it or modify it out right into your own play book. Hell, I'm looking at some of the basic formations that you can run and its insane. You can choose up to 40 different formations for your playbook, and there's things like Shotgun: Gator Heavy, Shotgun: Wildcat Spread (there IS such a thing?), Wishbone (Normal, Tight, Wide), Ace: Tackle Over, Far: Pro, and well, you name a team that has a playbook, its in. There's a total of 375 plays you can have in the playbook. Yes, that's right. THREE HUNDRED AND SEVENTY FIVE.
There's a gotta be a downside to all this choice right? Yup, there is. You can not make a play itself. It must come from all the plays that every single team runs in the game. But when every single Formation's got at least 20 plays, I think we can survive, right? Still wish I could make my own plays, but I'll wait for NCAA 14 for that.
Coaches have been included into NCAA, and I'm happy they included them. Problem is, they are not named correctly. So for realism sake, you'll need an update for that. Me, I don't mind having a fantasy one. It let's me enjoy it. I have not noticed a huge difference playing other teams with worse coaching, but that might be restricted to Franchise (which I'll be heading into soon).
Dynasty is different in that you create your coach and work from there. But I'm fiddling with the ability to make super conferences and stuff. Its quite fun and I got an achievement called "On Second Thought" for doing this. Anyways, what you can do is you can put teams in any conference, set up the rules for them and what not. The only downside is that all the conferences must have a minimum of four teams (sans Independents), which if you are like and wanted to make a bunch of super conferences, you can't do. You can set up if they are BCS qualified or not.
So I'm letting Franchise sim, because I'm also curious if the simulations actually distribute things better. I took over Western Kentucky for the hell of it. I stopped at Week 13 of my season to check out the stats, and I got some amazing results.
My team managed to go 6-5. Which I think is pretty damn good, considering I used a Pro playbooker, and 4-2-5 for defense. Passing wise, the team just sucks. 1934 yards fo rmy main QB, which is 65th overall in the league. Amazingly though, my halfback is actually second in the league in rushing with 1245 yards. Only Air Force's HB is ahead with 1380 yards.
But that's not truly what you care for, what you care for is how the hell did an option team like Georgia Tech do.
Well, here's the results:
Top Rusher - HB Clint Fry - 189 Attempts for 1105 yards, 5.8 avg, for 9 TDs. Longest was 16.
Second Rusher - QB Jonathan Williams - 135 Attempts for 759 yards, 5.6 avg, 2 TDS. Longest was 16.
Third Rusher - HB Pat Anderson - 164 Attempts for 747 yards, 4.5 avg, 7 TDS. Longest was 14.
And before someone goes "well 1105 yards sucks" its good enough for 8th in the NCAA. In fact, as of Week 13, there are only 14 players over 1000 yards rushing. There's at least 20 with an outside shot of making it, 10 of those for sure will. You'll get a good division of players from the 15-25 range, 26-45 range, and then 45-max range. Though in this season, the longest run was 87 yards (so far).
For those wondering how many QBs as of Week 13 are over 4000 yards, only Aaron Williams of Houston is over 4000 (4110). The next closest is Yusef Peterson of OSU, and he's at 3507. Only 10 QBs are over 3000 yards.
Seems like the WRs are really good though, as there's around 15-20 over 1000 yards receiving. Not a single one of the those 15-20 are on the same team, so you don't need to worry about that. There's a lot within that range of 1000 yards though.
So how goes the Top 25 in Week 14 (I simmed by accident, my bad)? There are only two undefeated teams. Texas A&M with 12-0 a perfected 1500 for points. The other is Boise State with 11-0 with 1369 points. Virginia Tech, Ohio State follow that with 1 loss each. Houston is also a 1 loss team, but is sitting around 20th overall, getting hurt because its Houston and it doesn't have the bribery going on.
So the team goes 6-6 and we do not get a bowl game. So did I get fired? Well, let's see!
Nope. But holy shit, this new contract blows. Its a two year contract, but some of the negative ones are a bitch. Must beat a rival opponent each season, or basically take a huge ass hit for each loss. Finish each season in the Top 100 (taht's not so hard). Must win 4 games in one season or take a huge hit. The others in the contract aren't bad, but seriously, fail the ones you have and you are toast.
Can you customize conferences while in progress? Yes, but you can only do it after you cut players. So if you want to move a team to say, B1G, go for it.
Recruiting during the off-season occurs just like how it always has. For those hoping for something different, not happening. And that's pretty much everything you want to know about Franchise mode.
Road To Glory is hilarious fun. You can also set up a secondary position as well, but it will only be a defensive position, so choose that wisely if you must. I decided on doing HB and MLB, because that sounds like me. I wish I could've picked HB/WR, because I was a hybrid player. You'll then get to make 3 choices of school you'd like to go to. I picked Boise State, Nevada, and Georgia.
Apparently I attended a SPARQ combine (WTF?) and got an official rating of 83.00. Whatever that means. You will play one actual season of High School Football. You need to acquire scholarship points to get a chance at being signed by one of those three choices you made. With Boise requires 700, Georgia requires 750, and Nevada requires 475. Let's see how this works out. I'm beginning to think I should not have picked dual positions now.
Played two games. First one I underperformed, but the second game I did really well at least as a halfback. Hopefully I can keep this up and become a wanted player. As playing dual positions keeps things interesting as if you are out there a lot on either side of hte ball, you'll be subbed out on the other.
Its definitely an improvement over NCAA 11.