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AFL Evolution - Out May 5 - (Cont in LAUNCH THREAD - link in OP)

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Aussie Rules Footy on the NES looked better than this crap! Let EA or 2k make these games in future.

'Let' EA or 2K make these games. Not really how it works m8. You think the AFL knocked back big offers from EA and 2K to go with Wicked Witch?
 
Hard to tell. Looks okay, although I worry about goal kicking at Etihad with no wind.

The flick up then forward seems similar to NBA shooting, which is a pretty good (and tricky) mechanic. Hopefully, like for NBA, the amount of pressure you are under affects your kick accuracy, and not just your timing.
 

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Do we know if you can change our position after a while in the my career mode or whatever it's called?

Sent from my MHA-L09 using Tapatalk
 
Do we know if you can change our position after a while in the my career mode or whatever it's called?

Sent from my MHA-L09 using Tapatalk
From what I remember reading, you cannot change your default position, but your coach can and will play you in positions that are not the default position you chose. I assume this means if you choose midfielder you will rest forward or back depending on factors, and things like that. You might even start on a half forward flank at the start of your career as you might not be in your team's best starting midfield. I don't think a forward pocket will end up in the ruck - well at least I hope that's not the case!
 
Screen_Shot_2017_04_26_at_13_42_17.png


You can see on the radar at the bottom (I think the play is currently on the left) that players seem to stick closely to their positions. You can see the half forwards and deep forwards on the right, i.e. away from the action, are closely in formation. I understand that you can't have everyone around the ball like in real matches as it would be too slow and congested, but I hope the game has some fluidity in player positions, and isn't just an elaborate kick to kick with pairs of players.
 
From what I remember reading, you cannot change your default position, but your coach can and will play you in positions that are not the default position you chose. I assume this means if you choose midfielder you will rest forward or back depending on factors, and things like that. You might even start on a half forward flank at the start of your career as you might not be in your team's best starting midfield. I don't think a forward pocket will end up in the ruck - well at least I hope that's not the case!
Also when you are captain you can choose everyone's position.
 
From what I remember reading, you cannot change your default position, but your coach can and will play you in positions that are not the default position you chose. I assume this means if you choose midfielder you will rest forward or back depending on factors, and things like that. You might even start on a half forward flank at the start of your career as you might not be in your team's best starting midfield. I don't think a forward pocket will end up in the ruck - well at least I hope that's not the case!
Interesting cheers. Have this idea of being a 193cm forward or something then transitioning to midfield but I suppose I'd be better of setting my starting position as a mid!

Sent from my MHA-L09 using Tapatalk
 
Interesting cheers. Have this idea of being a 193cm forward or something then transitioning to midfield but I suppose I'd be better of setting my starting position as a mid!

Sent from my MHA-L09 using Tapatalk
Yeah I would assume you'd be better off choosing midfielder as your default position, and given your height, you might find the team slot you in to a key position when required, whereas if your default position is say CHF, I don't think they'd swing you into the midfield.
 
Screen_Shot_2017_04_26_at_13_42_17.png


You can see on the radar at the bottom (I think the play is currently on the left) that players seem to stick closely to their positions. You can see the half forwards and deep forwards on the right, i.e. away from the action, are closely in formation. I understand that you can't have everyone around the ball like in real matches as it would be too slow and congested, but I hope the game has some fluidity in player positions, and isn't just an elaborate kick to kick with pairs of players.
I remember that the team tactics screen had an option for "pressing" for spacing or something. Hopefully when that is on players position themselves more realistically.
 
I remember that the team tactics screen had an option for "pressing" for spacing or something. Hopefully when that is on players position themselves more realistically.

Let's see, but I wouldn't be surprised if a lot of those tactical options had very little impact.
 

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Hmmm, definitely not as impressed as most others here. Animations look very stiff and unnatural.

Speed of the gameplay looks good though. Hoping the controls feel smooth. Still, would love to see an unedited clip of a stretch of gameplay and not just the few highlights.
 
Hopefully they patch it after, if they get complaints from the public.

Sorry but it won't happen. Animations are a huge part of the game and heavily hardcoded into it.

Patches are for:

1) New additional content
2) Small bug fixes
3) Minor gameplay tweaks

There is no way that the animations will change, in this version of the game at least.
 

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Hard to tell much from that really but looks like the game play will be enjoyable
 
Lastly, I have some concern about the set shot mechanics - it seems too easy, in my opinion, if it's simply "pull back stick to power up, push forward to kick". Back when AFL Live 2 was in the making, I floated an idea whereby pushing forward on the left stick controls the run up, and then the right stick functions in a similar way (pull back to charge it up, push forward to kick). This adds another layer of complexity so that it isn't a simple "meter charge" mechanic, since you would need to not only time your kick correctly in the meter, but also with respect to kicking it at the right point in your run up (too early and you won't have enough momentum/be kicking unnecessarily long, or too late and you may kick into the man on the mark). I very much fear that, if the mechanic is too simple, then it will be mastered within a week.
The IR Gurus games used to have overcharge on the kicks. That's something that was missing from set shot kicking in the last couple AFL games (though can't remember if AFL2 had it to be honest). Even something simple like that would be a good addition.

Just that extra element of making sure you don't over kick the ball. You shouldn't be able to kick at 100% power every time, and trying to should be a risk. The IR Gurus ones overdid it a bit, poor kicks would go about 5m. But just having them spray wide or drop short would be good.
 
Sorry but it won't happen. Animations are a huge part of the game and heavily hardcoded into it.

Patches are for:

1) New additional content
2) Small bug fixes
3) Minor gameplay tweaks

There is no way that the animations will change, in this version of the game at least.
Wasn't there an animations patch on AFL Live 1? May have been a year after it came out along with the new years lists.
 
Put me in the impressed camp.

There are obviously a few little issues but it actually looks FUN. That's all I want, i don't need accurate ground sizes or stats every second of the game, i just want the damn thing to be FUN!

I feel sorry for WW now... they should have been allowed to show this weeks ago.
 
The thing that I absolutely hate about the games Tru Blu publishes, is that the first gameplay footage that comes out is always of people who are playing the game for the first time. It is ridiculous because it means that it becomes very hard to judge whether something is just a player error or whether it is a fault of a game.

It also sells the game itself short. People complain about things that they see in the videos and assume there is a problem with the game, but really its because people don't know the controls.

For example with DBC 17 the first game play footage that game out was from a play session. Afterwards people were complaining about fielders doing relay throws when it was completely unnecessary. But that was caused by humans pressing the wrong button when fielding.
 
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