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AFL LIVE 2011 - 360, PS3 & PC - Part 10 - READ FAQ BEFORE POSTING

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awesome article mate.....ross sounds like an absolute champ, must be the fact he loves the blues. my boss at work keeps chipping me about checking this forum everyday and saying that the game will suck as all other afl games have, but the obvious thing here is that big ant put in a hell of alot more effort then any other dev has....so my boss is going to be eating his words.

im like everyone else here, wish it would just come out already, but i guess we keep waiting and looking forward to the preview clip and any other related media releases.
 
i want to be put into a induced coma becuase i really dont want to wait for this game
 

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A very well written article top job!

Sounds like you had good fun, when I read about the natural kicking fade I got ever so more excited a small thing like that will make the goal kicking a whole lot more enjoyable.

The dynamic '360' spoils sounds intriguing could be a spoil into space to set up a game winning goal or maybe a game saving moment.
 
Could we get a small video on goal kicking or could you explain it? Is it still like the original games where you had to use the yellow - orange power range and the arrow over the top into the goals? and when running into the goals do you have to wait for the footy to land inbetween the goal posts on the small goal post chart?
 
I just played black ops with a guy called Dan the Ozzy and his emblem was the bigant logo(looked really good) does he by any chance work for Big Ant?
 

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I'm going to be honest and say that this sort of thing is unlikely to get fixed. The game is made to be in motion, and in motion you wouldn't see it.

I understand that but what about future versions when we have the ability to save replays? We'll surely noticed this sort of thing then.

It's the balance between getting players to instantly change their mind on what they want to do and snappng the animation, and having real-world inertia and frocing players to what before actions can begin. (Hope this makes sense?)

Well, I've got to be honest, for the sake of realism some of us would prefer having real-world inertia rather than players snapping out of an animation. Don't get me wrong, I understand that making the choice you did enables us to make those split second movements, but the trade off is there's often a "hitch" in the animation that just looks awkward. I noticed this in the otherwise impressive Ablett clip, when he made the transition from carrying the ball under his arm to kicking.

This isn't a major gripe, just a nitpick. Overall though, that write up make this game sound very promising. I look forward to seeing more. :thumbsu:
 
So glad the Judd style handball in tackle is included in the game. I always felt like the last few games were so disjointed because you were either breaking tackles incredibly easily or just getting mowed down with no resistance.
 
Well, I've got to be honest, for the sake of realism some of us would prefer having real-world inertia rather than players snapping out of an animation. Don't get me wrong, I understand that making the choice you did enables us to make those split second movements, but the trade off is there's often a "hitch" in the animation that just looks awkward. I noticed this in the otherwise impressive Ablett clip, when he made the transition from carrying the ball under his arm to kicking.

This isn't a major gripe, just a nitpick. Overall though, that write up make this game sound very promising. I look forward to seeing more. :thumbsu:

You realise that this means that the game is made up of longer player animations that can't be broken. In practice that greatly diminishes your control.
 
the quick whistling umpires are gonna give me the shits

I was thinking that as well. I guess we won't be seeing much ground level play this year. I just hope this game isn't played at a breakneck speed, there's such a thing as too fast.
 
You realise that this means that the game is made up of longer player animations that can't be broken. In practice that greatly diminishes your control.

Yeah I understand that. I suppose there has to be some sort of trade off to allow for more responsiveness. Again not a big deal. :)
 

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sounds like its going to be a bit too arcadey speed wise

It isn't too fast, and certainly doesn't feel like an arcade game.

It just flows much better than previous iterations. Just like Aussie rules itself has quickened over the last half a decade, we finally will be getting a game that closely emulates it as best a game can.
 
Oh at this point, they couldn't possibly change it before release. I was merely putting that forward as a suggestion for future iterations should folks seem to think umpires are a bit quick on the whistles this time around.

Couldn't hurt to have some kind of ground struggle system should you get wrapped up, give you a chance to get the ball loose to avoid a ball-up? I dunno. Just mulling it over.
 
Fantastic article - congrats! A fine effort.

I am interested in the comment about State of Origin (Big V vs All Stars). Wil we have the option of using state jumpers for create a team...?
 
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