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๐ Own the gridiron journey from rookie to legend โ donโt just play, dominate!
NCAA Football 12 for Xbox 360 elevates college football gaming with a momentum-based tackling system, deep Road to Glory and Dynasty modes, and authentic gameday traditions. Customize conferences, coach your way up, and experience realistic gameplay physics that reward strategic play. Perfect for millennial managers craving immersive sports simulation and social bragging rights.
| ASIN | B004P8GL60 |
| Best Sellers Rank | #18,382 in Video Games ( See Top 100 in Video Games ) #425 in Xbox 360 Games |
| Compatible Video Game Console Models | Microsoft Xbox 360, Microsoft Xbox 360 E |
| Computer Platform | Xbox 360 |
| Customer Reviews | 4.3 4.3 out of 5 stars (573) |
| Date First Available | February 24, 2011 |
| Global Trade Identification Number | 00014633195378 |
| Is Discontinued By Manufacturer | Yes |
| Item Weight | 2.56 ounces |
| Item model number | 19537 |
| Language | English |
| Manufacturer | Electronic Arts |
| Number of Players | 1 |
| Product Dimensions | 7.52 x 5.31 x 0.59 inches; 2.56 ounces |
| Publication Date | July 12, 2011 |
| Rated | Everyone |
| Release date | July 12, 2011 |
| Type of item | Video Game |
| UPC | 014633195378 |
J**Y
Best NCAA game yet, good job E.A.!
I'm always worried about buying a game that comes out on a yearly (and annual) basis. You always think we're gonna get 2nd rate garbage with that, but E.A. again has impressed me and I don't regret spending 60 dollars, yet again. First of all, this game is awesome. Yep, it's awesome, no matter how you cut it. I love it and if you love college football in any way shape or form, you will too. I think we're always all worried about the gameplay not having really noticeable improvements, but there ARE a few things. First thing I noticed was the "Tackling". The biggest problem with all past football games by E.A as you know, when a tackle animation was in motion with 2 player, no other players could interact until the tackle animation was basically completed, basically leaving the 2nd tackler who wants to be involved on the play out of the equation. That's now fixed. One instance I remember on a kick off, my computer Teammate was going head on with the ball carrier, he grabs him by his dreadlocks and the ball carrier was in the middle of escaping, I come out of nowhere and lay into him with a big hit and he fumbles. You couldn't do that with NCAA 11. So basically you can have 1, 2, 3, or 4 guys interact on a play as long as they're positioned right to make an effect on the ball carrier. So those who complained about the "bouncing" off ball carries in past games, can now put that to a rest. Passing feels really good, and people who abuse the QB will have a harder time this year, you can't pass very well if you're running on a full sprint getting chased by defenders. They really seemed to alleviate the problems of people abusing that in years past with faster QB's. You'll throw many arrant passes if you choose to play unrealistically and I think that's the best part of this year. Running feels wonderful and you feel really rewarded running and finding holes on the defense. The jukes, the spins, the stiff arms, they feel better than ever. The game plays at a great pace and you the game is completely adjustable with human and CPU sliders. I thought the default pass protection was a bit week, I was getting sacked left and right so I upped my sliders a bit and seemed to make the game a bit more enjoyable for me. That's the major improvement I saw on defense in NCAA 12 this ear. (on top of the defensive A.I. being way smarter) . ' The A Button, while seeming cheap on paper, can be helpful if your defender (usually on pass defense) is disoriented. Hold down A (Called Defense Assist) puts your player in better position to make a tackle then you release and take over again. I use it 50% of the time, usually when I'm guarding a receiver on defense and at the last minute I'll release to make a user swat. X button is no longer dive on defense, basically just called "tackle" depending on the play that is occurring, X makes the decision for you what type of tackle to do. As long as your close to the ball carrier, the X button will position the defender accordingly to make a play. That's a nice aspect of the game I really dug. Speaking of the defensive A.I. it's way better this year, and finally Zone defense actually works. Corners and safeties seem light years smarter and keep in position to make plays. I battled a guy online and our final score was 10 to 6 with me scoring a TD on a freak kickoff. So high scoring games, while still out there, aren't as common as they used to be thanks to the awesome A.I. Nice new feature I noticed was the ability to take your created teams online on TeamBuilder. So classic and retro teams rejoice, this will be nice! I also noticed you can "create your own plays!" And each team has team specific plays, so not one single team has the same plays as the next team, pretty nice having this much of a variance of plays for everyone ya know? Online dynasty looks as deep as ever, nice Road To Glory mode starting your player in high school and working your way up to the college game, and of course we still got hot Erin Andrews! Graphics are obscenely good. While not important, seeing those guys in dreadlocks on the field give the players more personality than ever. The fans in the stands look real for a change, and the stadiums are rocking more than ever with the best atmosphere I've ever seen or heard in a video game before. Some teams have team specific entrances and E.A. got with each of the schools to make them look and feel authentic. They did an excellent job on presentation, so I really can't complain about anything in that department. If you throw in your custom soundtracks, you're going to be in hog heaven. NCAA is not a NBA 2K killer for best sports game ever, but it probably gets my #2 vote of all time sports game. Fans need to seriously give it a chance! For those of you who can get online, the rosters are already available, go to team rosters and download! And have fun!
K**S
Improved Game Modes
With NCAA 12, EA has finally given more attention to the Road to Glory and Dynasty game modes. Road to Glory is actually worthwhile now, as you can play through your whole senior year of high school as you get recruited by different schools. Also in high school, you can choose a position to play on both sides of the ball. After you choose a school you then use your 25 practice reps (a week) and Saturdays to earn your coaches trust (which can go up or down depending on performance) to move up or down the depth chart and earn experience points (which you can only gain, not lose) to spend on attribute boosts. Dynasty is improved as you can now create custom conferences (as well as using Team Builder teams in them) and start your coaching career at the coordinator levels (tho you still get to do all the recruiting and roster mgmt). As well as a host of new online dynasty features (see EA Sports/NCAA 12 website). Gameplay also feels better with momentum and physics-based tackling being introduced this year. This year's game is a good solid step forward from the past.
M**8
Best Game Ever
NCAA 12 is a awesome game. The graphics are amazing showing every little detail. The gameplay takes you out of your seat as you feel the intensity. The sound of NCAA 12 makes the game real as you hear the crowd roar when you are up by three points and two minutes left on the clock, with your defense ready to stop the drive. NCAA 12 also got great things to play such as mascot mash up where you play as the mascot. Though NCAA 12 is not perfect as you get bored with the selections. NCAA 12 really needs something from Madden and that is the mini camp. The mini camp gave the gamer real fun as you mess around. NCAA 12 is an awesome game though and there are lots of selections in the game. The hits the players make, make the gameplay awesome as well as the sound. NCAA 12 is an awesome game that i give a 10 out of 10. You will not be dissapointed if you buy this game.
M**L
Solid Showing, but not much that's new
You've probably read better reviews elsewhere, but, nevertheless: NCAA '12 is a solid game, through and through, but it doesn't introduce very many new exciting "back of the box features," though it does improve on the core gameplay, Dynasty, and Road to Glory modes from NCAA '11. Without a doubt, the game is MUCH better "shipped" than NCAA '11 was -- which had recruiting glitches, tuner necessities, patches, and all sorts of stuff before it even became playable. NCAA '12 is solid out of the box. The changes to Dynasty mode are appreciated, mostly, the Coaching Carousel enhancement which really let's you live out as a certain type of coach -- working your way up from a coordinator where you only control half of the on-field action, all the way to a head coach. The mode isn't completely flushed out, but it's fun and rewarded, with a 'goal oriented' design that rewards you not just for long term success, but for small in-season successes. Perhaps next year it can be improved with micro-enhancements within each game, like rewarding your team for playing with good sportsmanship, spreading the ball around, or bringing in other players into the offense. Additionally, full conference editing is a great addition, which will allow history junkies to recreate conferences and matchups from year's past, or replicate future changes. Conveniently, this also allows for better custom team integration. Other than that, Dynasty mode hasn't dramatically changed, which isn't a bad thing -- NCAA 11's dynasty mode was the most addictive that the series has ever had. Road to Glory is fine, but still lame... it's not "Road to the Show," from MLB The Show series, but it's not bad either. It takes very little work to quickly become the best at your position, and so the challenge really isn't there, but at the same time, you never quite feel like you're "grinding" like you do in the expansive, but tedious, Road to the Show. Unfortunately, some modes got completely left out. Online play is identical, Online Dynasty is relatively unchanged except for the additions made to offline -- and the only new additions to online dynasty itself are either locked until August 1st (lame?) or sit behind a pay wall, which is similarly lame. Adding new features but making you pay small amounts for them is really not okay, because consumers are still paying $60 each year -- it's not like we're only paying $4 here and there for new features like Coaching Carousel, and not paying ~$50 for the features that remain the same from NCAA '11. I'd appreciate it if EA thought about this mentality more: IF they're going to charge additionally (on top of the $60) for "enhancements" and "new features," then it would be consistent for them to NOT charge for the features that stay the same. I understand they're trying to maximize profits in unique ways, especially in a down economy, but, c'mon, stop nickle and dimming the hardcore customers. To casual players, gameplay won't feel changed, but to those who have played these games a lot, you'll notice key differences. A new tackling engine removes suction tackling, which is a great addition that pays immediate dividends for the game: The game feels more organic than it ever has, which is really nice. Still, this engine makes for a few new 'skating' animations, where players see a burst of speed breaking free from a tackle. It's not the end of the world, but it's noticeable occasionally. Other than the tackling, the defense has been balanced so you'll need to mix up zone and man coverage, as opposed to NCAA '11 where zone coverage was completely useless, so you could play a Cover 2 for the entire game. Zone coverage works and it's refreshing. The defensive line pressure is effective, the most effective perhaps in the history of Tiburon-engine football games, so you see far more d-line sacks, which is really refreshing. Offense hasn't wholly changed, but everything feels good... QB's aren't as accurate, but at the same time, DBs don't mirror routes anymore. Playcalling is still EA's broken playcall philosophy where the CPU has psychic abilities to read your plays, and then randomly chooses their play based off of what you pick. This is still obvious in any fake situation, any goal line run or pass, and any situation where you're trying to 'trick' the CPU with a clever playcall. It's all psychic playcalling with built in randomized "mistake" generators, which is lame. But, this is par for the course with EA games and if it's never bothered you before, it won't bother you now. Graphics are excellent. This is the best looking football game ever, probably. Improvements to grass, replies, presentation, and everything else, are much appreciated. The sound is, still, terrible. Stadiums sound good, crowds are nice although mostly unchanged, but the commentary is the same that it has been since the PS2 era, and it's basically identical to what it was last year. The same canned remarks, the same lousy analysis of plays, the same things you've come to hear thousands of times. If you've never played one of these games, you'd think that the commentary is fresh and great. But if you've played any NCAA Football game in the last 5 years, you'll hear lines recorded from 5+ years ago just recycled ad nauseam. I'm hitting some negatives in this review, but honestly, the game is an improvement over NCAA '11, which was the best NCAA Football game -- perhaps -- ever released, and the best football game from last year. It's still an EA engine game and it's still got some of the same frustrations that have plagued these games, but really, its an improvement on an already solid product, and so if you've liked these games before, you'll still really like NCAA Football '12.
R**N
Very Good
Really Good College Football Game
K**S
I really want to like this game more than I do!
Each and every year I have this internal debate about whether I will buy the latest NCAA football game. I have this same struggle when deciding to buy the yearly Madden. The last NCAA football game I bought right away was the 2009 version, and I thoroughly enjoyed it, even with its flaws. I've since played full versions of 2010 and 2011, and wasn't wholly impressed enough to take the plunge and buy them outright. So what led me to buy NCAA Football 12 right off the bat? I can't explain the reasoning behind it. I just had the itch to fully immerse myself in a college football game. I'm a lifelong Texas Longhorns fan and they had an abysmal showing last year. What better year could there be to buy this game and capture a sense of redemption through a dynasty or a "road to victory" character? As for the review, now that I've played it for over a week I feel as though I can personally provide a decent review. In all fairness to the overall experience of the game, I'm sure I haven't delved as deeply as most have. In light of this fact, my review will focus on the online matches and the "road to victory" mode. There are several options available when trying to play online. Most notably is the online dynasty mode. I did not play this mode, but it looks promising and rewarding if you have several friends who want to league play with you. I stuck to the online ranked and unranked matches. The gameplay mechanics are much the same as past versions of the game. In fact, the controls might as well be exactly identical. Why fix something that's not broken? Yes, the controls are fine. The gameplay itself could use some work. Even on the hardest difficulty, you can throw hailmary bombs with ease into double coverage as long as you position your receiver in such a way that allows him to get under it and do a straight-up vertical jump for the catch. That's just plain clunky and ridiculous. And when I say you need to position your receiver, here's the thing - most of the time your quarterback will underthrow the longball so you have to stop and do a vertical jump to catch it. Very rarely will you catch your receiver in stride unless you make the pass extra early. Why is it so difficult to fix this mechanic once and for all? The online play itself is also pretty much the same as it always has been. You pick a team, your opponent picks a team, and generally the team with the better rating will have the advantage. I see a lot of Alabama, Florida State, Ohio State (pre-suspension/terminations) users hitting the top of the ranked match statistics. The gameplay experience is hit-or-miss. At times you'll be paired off with somebody who seems to be from Zimbabwe, seeing that the lag is atrocious. At other times, it'll be smooth as butter. Overall, it's an average experience, not great, not poor. How about that "Road to Victory" mode? This was a mode that caught my attention in NCAA 09, though I believe it was called something different back then. I thought it was pretty cool to simulate the college (unrealistic) experience - it's very RPG'ish in that aspect. I'm halfway through my sophomore year and I've found that this mode is less addictive than it was in previous versions. One cool yet unpolished feature is the ability to play through your very own high school career. At the same time, Electronic Arts is pushing downloadable content that automatically makes your "road to victory" player a 5-star caliber recruit. This DLC essentially makes your high school career pointless as you can sim through the whole thing and still walk-on to any school and be accepted. If you opt for the high school experience, you pick three schools at the beginning that you would like to play for. Then you simply play 10 or so easy mode games before starting your college career. You earn points while playing and your star caliber rating will go up each time you perform well. While doing this, colleges will eventually offer scholarships to you. Random schools will start trying to recruit you. It's kind of cutesy, but you can tell it's a pretty hollow feature overall. Once you pick a college team, you then have to earn the coach's trust, beat out a starter for their position, and earn points to put towards improving your player. You do so initially by performing well at practices. Then you beat out the starter for their position (which is very stupidly implemented by the way). To top it off, I don't know if this was the same as last year's "road to glory", but I find the player enchancement mechanics to be dumbed down. No longer do you have to run drills to improve certain skills/abilities. Instead, you go to practice and run plays and earn the coach's trust, as well as experience points that you can randomly spend for permanent or single game enhancements. The skills you can get vary from week-to-week and sometimes there are discounts placed on some skills. I found it arbitrary and lazy of the game's developers to have random stat enhancements to choose from, some of which will make your player a permanent 99 overall rating within the first 5-6 weeks of his freshmen year. It's a rinse and repeat game mode with very little depth. I definitely liked previous years because there had to be some skill involved with "leveling" your player by doing drills. Despite the shortcomings, I can't help but like this game. There's no better feeling than juking or just plain steamrolling a human-controlled player. In the future, I plan on building an offline dynasty with downloaded real life rosters. The recruiting aspect in dynasty games are usually top notch, so hopefully this NCAA 12 isn't the exception to the rule. If you are looking for a perfect football game, this is far from it. However, it is fun, and you will get your monies' worth if you enjoy football games in general.
J**1
dam good game
you puppies are so spoil this is a foot ball game if you cant hack it dont buy it i havent had any trouble out of this game what you want to jump in the screen and play it your self if you win all the time you say the games to easy just figure out the defense throw the ball head of your man he will run under it dont throw the ball right to him the defense will knock it down lead your receiver like in real game like throw the ball before he make his cut he will catch it this is for the ones who having little trouble pratice makes perfect just dont give up losing some time makes next time more fun when you win thats whats wrong wit you young people today no patiece
C**I
So close, yet so far away...
Where to begin? OK, before you all "dislike" my review, let me state my NCAA credentials. I have owned almost every iteration of NCAA football from EA sports since 2002. That's ten years of NCAA experience. So, believe me I am a lover of NCAA (mostly because it is college football, NOT because of EA's game). My review is going to be about the core mechanics of the game, not so much about the different modes and such. Of course those are a fun/cool twist on the game, but if the actual gameplay is lacking it doesn't matter how many cool game modes you have, the game still sucks. Graphics - OK, let me first say I am a HUGE graphics guy. I love nothing more than a beautiful game/movie. Let me say the graphics on this game are top notch. I would say 4/5 stars for graphics. The movements of the players, the tackles, catches, etc. are great. I take one star away because there is always room for improvement and some tackling/catching/throwing sequences don't look that great. Overall college environment - Good. I like that they brought back the intro to the games with all the mascots and fans cheering. That's fun and adds to the overall college football feel. 4.5/5 stars. New tackling system - Great. This is a much needed improvement; no more sliding to make a tackle/get tackled. HOWEVER, the game has other ways of getting around this (see my AI section). 4.5/5 stars. The tackling really is this good and there are what seem like endless ways for a player to be tackled. I also really like that you have the option of performing a low or high tackle. For instance, if you are controlling a DB and a big running back comes out of the backfield and you don't hit him low, your guy is gonna get run over. JUST LIKE IN REAL LIFE. I like this touch. One drawback is that you really have to be spot on with your tackling with this new system. I can't tell you how many tackles I have missed by simply running right by the ball carrier. If you press "x" before you get to the runner the game will help you with the tackle but this doesn't really help either because you have to press that button at exactly the right time or you will fall flat on your face if you press it too early, or you will completely miss the tackle if you press it a hair too late. This gets annoying but I'll take it over the previous slide tackling system. Running - Great. I like the current running system because it is doable but difficult at the same time. If you're good and can spot holes or see potential holes getting ready to open up, you will torch defenses. But, if you come across a stellar D you will be hit in the backfield many times because your linemen can't sustain their blocks long enough. 4.5/5 stars. Passing - Terrible. 2/5 stars. It seems NCAA will never get the perfect combination between the passing and running game. Some years the passing is amazing and the running is ridiculous. This year the running is fun, the passing is horrible. This section will leak a little into my AI discussion but oh well. So, first off the thing I can't stand more than anything is how high the linebackers can jump. It's laughable. If the AI decides it won't let you complete a pass over the linebacker's heads, even if you're guy is wide open down the center of the field and there's no possible way the safety can make it to him, the linebacker will LITERALLY jump at least 3-4 feet in the air to knock the ball away or intercept it. It is probably (emphasis on the probably) the worst part of the game. And this isn't new to this edition of NCAA, it has been a chronic problem that still hasn't been addressed. Second, if the AI has decided you will not get a first down/win the game/score a touchdown what they'll do is send 5-7 guys on a blitz and drop back the rest into coverage. So, let's say you have a couple deep patterns called, the game will have one DB covering two receivers (that ARE NOT close to each other by the way) and it doesn't matter who you throw to because the DB will have just enough time to make it to either receiver to knock the ball away or intercept it. How is this accomplished you ask? No, the defender does not warp to the ball or fly or anything crazy, he just has eyes in the back of his head and instantaneously starts running toward the receiver whose button you just pressed. Oh, and his back is turned to you the whole time because he's running with the receivers. No exaggeration at all. How is that fun? How is that realistic? Do DB's know exactly where the ball is being thrown on every play especially when their back is turned? Hell no! It's completely stupid and makes the passing game ludicrous. So, long story short, if the AI has decided against you when you call a pass play, there is LITERALLY NOTHING YOU CAN DO. OK, some of you might say, "Well that happens sometimes, some teams just have good D!" I say to you no, defenses can't see with the back of their heads. There are way better ways to make the passing game more difficult. Defense - Fine. Defense is fun. It is fluid, has good plays, and in my opinion has never really been the weakness of NCAA. The AI is terrible though but I'll save that for later. 4/5 stars for defense. AI - OK, EA if you are reading. PLEASE MAKE YOUR AI BETTER. Easily the worst part of the game. No question. 0/5 stars and I do no exaggerate. I could write 4-5 pages on how bad the AI is. It makes the game a 4.5/5 stars to a 1/5 stars in my opinion because the AI IS the game. The quality of the AI makes or breaks the game, period. OK, so it's pretty simple. The AI has an agenda. Every game you play is predetermined who will win. I guarantee it. So, if you are playing a dynasty mode, your entire dynasty is planned out (probably even if you play 50 seasons). The computer probably has your win/loss record already mapped our for you. Why do I say this? Because there is no beating the computer. The computer is in complete control of the game. Every aspect of the game besides you is 100% controlled by the AI. Every QB pass (accuracy/distance), every receiver's route, every linebacker's step, EVERY PLAY. If you don't believe me, when was the last time you played EVERY SINGLE PLAYER'S POSITION ON THE FIELD? Exactly, you play one guy and the computer plays everyone else including the guys on your team. So, let's say you're on offense and you call a run play during a game where the computer will not let you win. What happens? Missed blocks, fumbles, holding penalties, defensive linemen that are as fast are your 99 speed RB. So, let's imagine it's 2nd and 4 and you call a run play on a crucial possession (you have to score or you lose). You bust through the line and make a beautiful few moves to get a 12 yard gain, but the AI doesn't like that, so they call a holding penalty pretty much as you're getting tackled... On a LINEMAN!!! The guy that is 10 yards back and you have already long since passed him? That would NEVER happen in real football, it's just the computer calling back that 12 yard run because it would make it so the computer wouldn't win. Haha, and this is only the beginning. So, this morning I played a game (pretty much the reason why I finally decided to write this review) and I had 5 turnovers in the first quarter. FIVE. 3 fumbles and 2 ridiculous interceptions. All but one turnover resulted in a TD for the other team. I was down 31-0 by the end of the first quarter. And my team was ranked no. 2 in the country and my team was AMAZING. That never happens either. I could rant for hours, but let's just say the AI blatantly cheats when it isn't going to let you win. Fumbles, interceptions, dropped passes, penalties, missed blocks, passes smacking the receiver right in the face without them even raising their arms to try and catch it (happens a lot actually), defender's starting speed (if I'm playing safety and instantly recognize the run or pass play the AI makes my guy run ultra slow-mo until it knows I don't have enough time to get to the ball and then it lets me go), EVERYYYYYYYTHING is controlled by the AI. Even the great passes and runs you make, those are because the AI held up someone so you could make the play. I have had countless bomb TD passes where I go to instant replay after and see the DB covering my guy just slow down midway through the play which gave my receiver that extra step and led to the TD. The only game you win is the game the AI lets you win. End of story. So, how do you make this better? Make the defense better! Make the players faster, the coverage tighter, the D linemen shed their blocks fast! Make it so I literally have NO receivers to throw to! Make the linebackers read plays faster! Just make it so player skill is actually a part of the game. If I'm an amazing NCAA player, then I should beat the computer sometimes legitimately (without it letting me win). Player skill has no place here because AI decides it all. Summary - I would give this game a 4.5/5 stars if it weren't for the horrific AI. That easily brings this game down to a 1/5 stars because it makes it not fun to play. DEFINITELY PASS ON ALL SUBSEQUENT VERSIONS OF NCAA FOOTBALL UNTIL EA DECIDES TO MAKE THE AI MORE REALISTIC. Sorry this is long-winded but it all had to be said.
L**Z
Llego en buen estaod
Llego en buen tiempo y forma! El juego Funciono correctamente
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