06-07-2010, 01:00 PM
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#18
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MVP
OVR: 13
Join Date: Jul 2007
Location: Twin Cities, MN
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Re: Is progression order the problem?
I haven't really paid attention to what the CPU does for progressions...it seems like a lot of the time, they stare down one receiver and then the QB gets smacked in the face if that one doesn't work.
I will say that the focus/progression concept in BackBreaker is actually kinda cool, and far better than the Madden '06 vision cone. However, the execution of that concept (much like 2k5's failed First Person Football) is terrible.
People argue a lot whether or not this is an attempt at a sim game or arcade game. I don't think there's any question this was meant to be a "sim" game, and a hardcore one at that. Yes, the playcalling is bare bones, and some of the controls are meant to be simplistic. But any time you limit the amount of information you're giving the game player in an attempt to recreate what a real football player would experience, that's a clear effort at a simulation experience, in my book. The casual gamer expects to have all the information, and wants it spoon-fed to them through God cameras, button press labels, etc.
Passing in Backbreaker is very hardcore, but the controls stunt it from working the way it would in real life. Looking from one receiver to the next (even if it is just one at a time) is something a real QB could do in a fraction of a second. In Backbreaker, it takes time for the camera to shift and for you to get reoriented. Sometimes, the R stick inputs for switching WR's don't even register.
As much as I hate Natal, if ever there was a game where I felt some elements of Natal could be incorporated, this is it. It might feel more like a series of "passing" and "running" mini-games, but you could imagine rotating your head or body to view the field, and then doing some type of throwing motion when the right guy is highlighted and open.
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