Well anything Madden related can be discussed?
How about EA/Tiburon bring these guys in for a round table discussion.
They go on to mention that they would like to co-exist w/ EA/Madden.
http://www.destructoid.com/preview-b...r-137186.phtml
Euphoria takes over.” In other words, no collisions are canned; they’re all procedurally generated by Euphoria. So at any given moment, Euphoria is doing physics calculations for up to 22 players’ muscles, nerves, and bones.
In all other games, collisions are determined by so-called rolls of the dice -- when players come together, the game takes their ratings into account and figures out what will happen. But in Backbreaker, collisions are “real” -- the players’ arms and bodies, as well as the ball, are all objects with real physical properties, and the game calculates an outcome of a collision based on factors like the speed and angle at which the players crashed into each other, as well as their bodies (height, weight, etc.). There’s no such thing as a “fumble animation” in this game; if, for example, the ball carrier is switching his ball hand as he gets hit, the chances of a fumble will be much higher than normal.
As you can imagine, Euphoria also produces incredibly varied tackles, and as NaturalMotion likes to say, no two plays will look exactly the same. Players literally have “intelligence,” too. Just like someone whose car you’re stealing in GTA IV will hang onto the door for dear life, defenders are “actual physical beings trying to tackle” you. The animation blending -- the transitions from motion-captured animations to Euphoria-created collisions -- is being tweaked to be as smooth as possible, as a few hitches occur from time to time. But what I saw of Backbreaker was a pre-alpha build; there’s no firm release date yet. As Donald told me, the game will be out “when it’s done” -- since this is NaturalMotion’s debut game featuring their flagship technology, they want to make the best first impression they can.