"Seemingly, the major issue with Frostbite is that it was an engine built for a specific purpose: first-person shooting and multiplayer. The problem is manyEA games obviously aren't first-person shooters: BioWare builds RPGs, Ghost Games makes racing games, and Madden and FIFA are sports sims."
I pulled this quote from an
article by gaming journalist Mike Williams from usgamer.net.
Does anyone else feel that gameplay will never feel "authentic" until a realtime physics engine is implemented.The frostbite engine is a beautiful engine for games that were intended for it such as the Battlefield franchise, however there have been numerous mentions from developers of the issues faced in their titles when using the engine.
In comparison to Backbreaker's Euphoria Engine which is based on real time physics, Madden's usage of Frostbite is simply not comparable. Maadden's usage of Frostbite has shown a lack of momentum, force, weight, velocity (acceleration & deceleration), and other elements related to physics with interactions between players. But don't take my word on it, simply look at the interaction of players and the physics between the
Euprhoira engine used in Backbreaker and many Rockstar titles used in their R.A.G.E engine (backbone/source code is from Euphoria).
Bonus
video on ragdoll effects from Backbreaker. Great demonstration of how the RB doesn't simply morph through the blocker, but instead is also interacting directly with the player regardless of who's team they are on. Here is another
great moment where the receiver catches the ball and barely posses it, and the defender aims for the hands of the player, and his momentum and force make the ball jolt the opposite direction of the receiver.