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Multiplat AFL 23 - PS/Steam Releasing May 4, Xbox TBC

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WHEN CAN I PLAY? READ BELOW:
  • PlayStation (Physical): Thursday 4 May
  • PlayStation (Digital): 8:01am AEST Thursday 4 May
  • Steam: Currently 8:01am AEST Thursday 4 May, may be moved to 12:01am AEST
  • Xbox (Digital or Physical): TO BE CONFIRMED, unlikely to be 4 May

Those that pre-ordered PS versions will be able to play on Thursday, disks will have already been mailed by retailers, they will also be available in-store.

Steam will also be available Thursday.

Stating the obvious, we are still having issues with XBox.

Seriously, anyone that looks hard knows there’s issues - why do you think there are so many exclusives for a particular platform that are not marked as exclusive, but are only on that platform.

If I took that road, life would have been a lot easier.

Xbox digital and retail will release at the same time - that is not a decision we get to make.

It applies now and I will no doubt pay a price.


Re: commentary team
Hamish is still there, Daisy didn't make it into the final version of the game.

We added Gary and increased the workload of Harf.

Re: game availability/release dates
I can never give 100% guarantee about anything in the future, but as it stands today, the statement I am prepared to make it that all stock that is at retailers on 4 May will be available for sale.

As to the amount that will be there for sale, and whether it is enough, that is a question I cannot answer.

It will be made digitally available on the various platform holder electronic stores.

Clarifying, the game will not release prior to 4 May 2023.

I am vague as there is one platform that has had sufficient stock at retailers and the other has not, and I cannot name them (contractual reasons).

The game will not be further delayed because of the numbers of units in stock.

Re: Steam listing
I've already put in a request for the screenshots to be replaced with current ones, they'll probably only be there for a day.

As much as the feedback has generally been positive, these are old, meant to be placeholder only and were not meant to go live.

Re: playing lists
All playing lists are accurate for the 2023 season.

Re: content creator footage
This is all prior to day one patch (as some have noted updates like numbers etc are apparent)

Re: Career mode
A head's up on Career mode.

At the AFL 23 Launch night I mentioned the non-team based Individual Career Mode in an interview with Dean (Twistie3). As alluded to at that same event, we were working with the AFL and AFLPA to include as many past legends in the game as possible.


The great news is that we have received approval for far more AFL legends than were previously envisaged, but this has meant that we had to make the tough decision to divert resources away from the Individual Career mode development. The individual Career Mode function will not make it into AFL 23, Career Mode will be entirely team based. I expect this mode to be include in future iterations of the game.

Re: microtransactions
You do not have to make purchases, things can be earned.

Re: general development
So fundamentally flawed, in so many ways, it’s bananas.

We are doing AFL as it’s a passion project, without us doing it there would not be one being made.

So much more upside with making games that are played internationally, let alone one that will not even be played in every state in this country.
 
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I'd be perfectly happy to focus solely on gameplay and not even have commentary. I know that won't happen, but I guess this is to say I don't really care about commentary.

The Cricket games have come on leaps and bounds after a terrific first entry of Bradman 14. But one thing that in my opinion has never been great is the commentary. It started poor in 14 with a couple of no-names (I don't think they ever actually commentated cricket in real life) and even though they now have proper folks, I've always turned it off. Cricket is a harder beast though for commentary... games are super long and open in real life commentary = random stories, and those are bound to get old and repetitive on a cricket game.

An AFL game where the commentary was little more than yelling out he player names at an appropriate tempo/excitement level would be enough for me.

I just want a little bit more. If say Geelong and Sydney play acknowledge it's the Grand Final rematch and that Sydney got flogged etc, if a player is racking up the touches acknowledge that during the game, if its the second time two teams have played that season, talk about the result of the first time they played etc.

Combine that with through the roof excitement levels with the commentary and deafening crowd noises if it's close in the last quarter, and I'll be really happy.
 
I'd be perfectly happy to focus solely on gameplay and not even have commentary. I know that won't happen, but I guess this is to say I don't really care about commentary.

The Cricket games have come on leaps and bounds after a terrific first entry of Bradman 14. But one thing that in my opinion has never been great is the commentary. It started poor in 14 with a couple of no-names (I don't think they ever actually commentated cricket in real life) and even though they now have proper folks, I've always turned it off. Cricket is a harder beast though for commentary... games are super long and open in real life commentary = random stories, and those are bound to get old and repetitive on a cricket game.

An AFL game where the commentary was little more than yelling out he player names at an appropriate tempo/excitement level would be enough for me.
Cricket 19 is better than real life cricket because real life cricket doesn't have the option to turn off Michael Slater's voice.

But yeah, it's a tough thing because no matter how much you record, with the nature of sports you'll be hearing the same thing twice by the second time you play it. I would also be perfectly happy with "Smith, kicks long, Sloane marks, plays on, handballs, Dawson, short kick, Walker! He'll line up for a set shot. Straight through the middle!"
 
That's is where fending off is vital in higher difficulties. Afl live 2 did it well. RB at the point of tackle fends them off. Simple and easy. But can't be abused since you can easily fend off one but if you try to again success rate goes down. Tackles getting a speed boost is fine in high difficulties. That was one of the things that made the higher difficulties challenging. Without it I would have been able to easily win legendary difficultly
Even as a Big Ant fanboy I must admit I liked the evasion/tackle breaking of Evo 2. Using the stick for evade worked very well, kind of like madden how a quick flick will juke left or right.
 
Here are just some of my points
  1. Personally i'd really love the option to have simplistic kicking similar to a fifa style, whereas passing is somewhat guided (with and option to disable) so you can maintain control of the ball if need be (it would depend on the selected players kicking accuracy) as it would make good ball users much more valuable.

  2. I was looking at in AFL live 2004 and it had player tendencies and I really like this as a feature that would make for better simulated stats and make each player slightly more unique when playing in game (like Dusty attempting a fend-off , A player being hungry when they are near the goals or attempting a snap instead of a drop punt....)

  3. I like EVO 2`s sliders as an option as you can tailor your experience but not necessary.

  4. Historical stats/records and player profiles I loved these in older games and would love to see then re-introduced

  5. A tagging option would be fun with levels of strictness

  6. An actual training option rather than simulated skill improvements so you can try different scenarios and game plans

  7. Player ratings that fluctuate based on game time, injuries, age and overall morale
 

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Here are just some of my points
  1. Personally i'd really love the option to have simplistic kicking similar to a fifa style, whereas passing is somewhat guided (with and option to disable) so you can maintain control of the ball if need be (it would depend on the selected players kicking accuracy) as it would make good ball users much more valuable.

  2. I was looking at in AFL live 2004 and it had player tendencies and I really like this as a feature that would make for better simulated stats and make each player slightly more unique when playing in game (like Dusty attempting a fend-off , A player being hungry when they are near the goals or attempting a snap instead of a drop punt....)

  3. I like EVO 2`s sliders as an option as you can tailor your experience but not necessary.

  4. Historical stats/records and player profiles I loved these in older games and would love to see then re-introduced

  5. A tagging option would be fun with levels of strictness

  6. An actual training option rather than simulated skill improvements so you can try different scenarios and game plans

  7. Player ratings that fluctuate based on game time, injuries, age and overall morale

I posted something similar a while ago, I reckon a ball control system like Fifa is the go for sure. Let players dictate possession, chip it around easily but with the chance of a missed target based on pressure + player's attributes. Have the defender corral most of the time and only tackle when balanced and on the right angle. If go for a tackle but miss, the player with the ball can race clear.

Obviously easier said than done, but people love FIFA and love feeling like they have control, the best way to implement ball control I think would be like this - will be interesting to see what Big Ant come up with.
 
Alright this is my idea for the set shots, let me know what you think. BigAntStudios

So my suggestion is based around the driving meter they use on PGA 2K21.

I'd love to see when walking in on a set shot you have pulse vibrations through the controller to mimic the heart rate of the player.

When you're about to kick the ball you pull back on the right analogue stick as if you were bringing your leg back and release it forward in a kicking motion.

This is where the similar driving meter comes into play, based off kicking accuracy, weather, fatigue determines how narrow or wide the room for error is on the meter.

I feel this would bring a lot of skill into the taking of set shots.

Happy to hear what you guys think ?

If you've never played it here's a couple of screen shots of how it would look.




View attachment 1518935View attachment 1518936

I actually don't mind this as an idea, probably too late to implement now.
But you could have a skinnier line for harder shots, pressure moments or someone like Dangerfield who is a gun everywhere else but struggles with set shots
 
To anyone partial to Evo 2, I'm right there with you actually for the PC version. 2k 144hz Evo 2 with slider adjustments is arguably the best AFL we've had to date. I think it's a big drop off playing on console but I've played it so few times I'm happy to leave it alone.

Hopefully Ross Symon's AFL 2023 (tm) with Jesaulenko on the cover gives us 120hz on the PS5 / XBo.
 
To anyone partial to Evo 2, I'm right there with you actually for the PC version. 2k 144hz Evo 2 with slider adjustments is arguably the best AFL we've had to date. I think it's a big drop off playing on console but I've played it so few times I'm happy to leave it alone.

Hopefully Ross Symon's AFL 2023 (tm) with Jesaulenko on the cover gives us 120hz on the PS5 / XBo.
PC version is much better than the console version still doesn’t compare to Live One though.
 
I
I posted something similar a while ago, I reckon a ball control system like Fifa is the go for sure. Let players dictate possession, chip it around easily but with the chance of a missed target based on pressure + player's attributes. Have the defender corral most of the time and only tackle when balanced and on the right angle. If go for a tackle but miss, the player with the ball can race clear.

Obviously easier said than done, but people love FIFA and love feeling like they have control, the best way to implement ball control I think would be like this - will be interesting to see what Big Ant come up with.
Big Ant should take gameplay influence from Pro Evolution Soccer (eFootball) instead of just FIFA. FIFA the players feel so weightless, by comparison to Pro Evolution Soccer where the players have much weight and gravity to them. A lot of people call FIFA's Soccer games the arcade version, while Pro Evolution Soccer is the simulation version.
 
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To anyone partial to Evo 2, I'm right there with you actually for the PC version. 2k 144hz Evo 2 with slider adjustments is arguably the best AFL we've had to date. I think it's a big drop off playing on console but I've played it so few times I'm happy to leave it alone.

Hopefully Ross Symon's AFL 2023 (tm) with Jesaulenko on the cover gives us 120hz on the PS5 / XBo.
Sorry, but that doesn't fix not being able to peel off the mark or run out of the goal quare (unless you unrealistically press a button to play on) and bad physics and ai.
 
Cricket 19 is better than real life cricket because real life cricket doesn't have the option to turn off Michael Slater's voice.

But yeah, it's a tough thing because no matter how much you record, with the nature of sports you'll be hearing the same thing twice by the second time you play it. I would also be perfectly happy with "Smith, kicks long, Sloane marks, plays on, handballs, Dawson, short kick, Walker! He'll line up for a set shot. Straight through the middle!"
AFL 99 had the best commentary from Bruuuuuuce. It feels less choppy.
 
Sorry, but that doesn't fix not being able to peel off the mark or run out of the goal quare (unless you unrealistically press a button to play on) and bad physics and ai.
I had an Evo 2 rant somewhere earlier, I had to stop myself.

There are some pretty cheap and nasty design decisions under the covers (infringement probability zones always come to mind) but it's so easy to forget that Live 1 broke wide open when drawing the man and goal kicking was a dead set snooze fest. It was great overall of course and it's ridiculous that a 10 year old first attempt is arguably better than another developer's recent 5th attempt so it all comes down to personal preference in the end. Live 1 doesn't touch Evo 2's list of features - understandably so - and WW never for a second looked like they were getting a firm grip on the core mechanics of the game. That was a huge worry for future releases.

I have no doubt Ross is chuckling reading these posts. Live 1 with updated graphics and Evo 2's customisation would be twice as good as anything we've played so far. And that is a very low bar to work from.
 
May I ask, is there anything from that series that you think awesome and worthy of influence?
I'd like to keep the ability to play a spare man in defence, as most teams do this now. However, in Evo 2 your spare had to be your left wing, which made no sense.

It would be good to have tactics that allow us to do things like have a starting mid push forward like Dusty does, or have half forwards immediately push up as extra mids after the centre bounce.
 

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I'd like to keep the ability to play a spare man in defence, as most teams do this now. However, in Evo 2 your spare had to be your left wing, which made no sense.

It would be good to have tactics that allow us to do things like have a starting mid push forward like Dusty does, or have half forwards immediately push up as extra mids after the centre bounce.
The spare man in defence shouldn't be hard to program.

Given the AI is controlling both then in theory as soon as the AI has the ball and charges forward via kicking/handpassing.

The spare man in defence will already know where to run to. If the player has like 99 ability at intercepting then we can assume he will get to the right spot 99% of the time. A player that is either unproven or not a Def will read the play about 30% of the time.

How you implement it VS non computers is another story. I'd imagine the player will have fine grain controls forcing the player to prefer left wing more. Or just give the AI backman boosted running to compensate.
 
There are good bits in all of the AFL games (at least from ~AFL 99 onwards as that's when I started playing them. And even the NES one gave us the OOB on the Full meme). AFL 99 let you pick centre square and kick in tactics and I'm not sure that's been seen since. We had it 23 years ago, and nonsensical randomness (especially in the ruck) since :oops:

Granted, some of them have very few good bits compared to others, but I hope you don't dismiss the Evo games out of hand just because you have issues with the publisher.

No AFL game has managed to put it all together, and I wonder how much of that is because each new developer dismisses out of hand what came before, convinced they know better, and don't want to be seen as "borrowing" from previous games?

Hoping we see a bit more humility going forwards in terms of acknowledging what came before and :eek: what actually worked well. I mean, it's not like there is a shortage of issues will every AFL game ever made either, so adapting what worked well could even save a bit of time and effort on fixing the long list of genuine issues.

In short, I like this video:



Holy shit Finals Fever

I think I had that
 
The footy academy already has me excited just for the chance to be able to download the 3D anchor and original anchor to use.

Oh baby it'll be Retro Round every round if I have it my way.

Change that to 2008 swooping crow and I'm right there with you.
 
The footy academy already has me excited just for the chance to be able to download the 3D anchor and original anchor to use.

Oh baby it'll be Retro Round every round if I have it my way.
Yeah I’m really excited for this side of things….

Download some retro teams, build Subiaco oval in the stadium creator and you could even play entire retro seasons
 

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I hate it that you can’t move in the goal square after a point when your kicking out. You can only stand there and as soon as you move it’s called play on. Would love big ant to fix this.
 
It would also be cool feature if we could set the amount of people in the crowd. For example if it was two lower teams or raining you could set it to a lower crowd if you want. This could be added After you choose your Gurneys that your wearing for the game you adjust the crowd to suit the match.
 
It was mentioned earlier, but the way your player is forced to run the ball out of bounds when close to the boundary always pisses me off.

Soccer goals should be an automatic thing too if you're close to goal and running onto a loose ball. The number of times I've stuffed that up wrestling with the controller only to see my player pick the ball up near the goal and run across the goal line derp. Automate that shit.
 
Two of the biggest things crowd wise I would love to see are:
Changing attendance: Hated playing what would be meaningless games (State league at a big ground) infront of a sellout crowd. Give us the option to change from Suburban, to State, and National. Just something that would really make atmosphere in the game that little bit better. Maybe even have the crowd get smaller and smaller if the home team is losing late in the game.
Riding the bumps: One thing that Live 1 did well with was the crowd noise rising as play moved forward. Bring that back, as well as the rousing applause around the ground when you pin someone holding the ball. Damn that sh*t was satisfying to hear in Live 1.

Really looking forward to the customisation tools too, unlimited possibilities with stadiums has me excited for the games release.
 
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