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Rl2 Constructive Criticism - Bad Points?
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<blockquote data-quote="NZL Fan" data-source="post: 42833"><p>Agree with all the above............</p><p></p><p>The BIG thing for me (and yet to be mentioned surprisingly) is the lack of individuality of the players. This is due to the small amount of player abilities, and also the lack of range (ie. 1-10) whereby the bulk of the players are very similar.</p><p></p><p>This really affects franchise mode for me where "star' players are have little/no real effect on the game on harder levels, and players seem to be all the same (eg. all able to step well, kick well, and beat the first tackle with ease).</p><p></p><p>Compare this to PES5 (sorry in advance for bringing up this game again), but every player in PES5 feels, and plays differently. Some have less first touch control, others are less capable of "special" moves, some pull out something amazing when you most require it - all have weaknesses and strengths to their games.</p><p></p><p>On my current PES5 game I have a striker that I use mainly as a "go to" man when I need a goal. If I start him he tends to have no impact on the game at all, but in a tight game if I use him off the bench late in the game he more often then not turns a half chance into a winning goal, or does something magic to set someone else up.</p><p></p><p>In rugby league 2 I never get this feeling, and therefore you never really feel that involved emotionally in what is happening on the field in your virtual rugby league world.........to me I start to feel like I am directing small blobs around the field after a while.</p><p></p><p>I think the game developers have fallen into the trap of "fence sitting" when trying to decide if their game is more of a "sim", or an "arcade" style. In the end they have produced neither, and therefore fail to please people who prefer one form of gameplay over the other.</p><p></p><p>For instance;</p><p></p><p>Sim: Ball stripping, all the licenses/competitions/play likenesses, realistic franchise mode, pass to playmaker ability, sin bins/send offs (though poorly implemented), video ref etc</p><p></p><p>Arcade: "floaty" impossible passes and offloads, backs able to easily 'run over" players (even Stacy Jones), held up in goal 5+ times a game, fast backs unable to run long distances without being tackled etc</p><p></p><p>I'd prefer a "sim" myself, but if SIDHE announced that they were producing an "arcade' game of rugby league then at least I would have the right impression at the get start when deciding to buy their game or not.</p></blockquote><p></p>
[QUOTE="NZL Fan, post: 42833"] Agree with all the above............ The BIG thing for me (and yet to be mentioned surprisingly) is the lack of individuality of the players. This is due to the small amount of player abilities, and also the lack of range (ie. 1-10) whereby the bulk of the players are very similar. This really affects franchise mode for me where "star' players are have little/no real effect on the game on harder levels, and players seem to be all the same (eg. all able to step well, kick well, and beat the first tackle with ease). Compare this to PES5 (sorry in advance for bringing up this game again), but every player in PES5 feels, and plays differently. Some have less first touch control, others are less capable of "special" moves, some pull out something amazing when you most require it - all have weaknesses and strengths to their games. On my current PES5 game I have a striker that I use mainly as a "go to" man when I need a goal. If I start him he tends to have no impact on the game at all, but in a tight game if I use him off the bench late in the game he more often then not turns a half chance into a winning goal, or does something magic to set someone else up. In rugby league 2 I never get this feeling, and therefore you never really feel that involved emotionally in what is happening on the field in your virtual rugby league world.........to me I start to feel like I am directing small blobs around the field after a while. I think the game developers have fallen into the trap of "fence sitting" when trying to decide if their game is more of a "sim", or an "arcade" style. In the end they have produced neither, and therefore fail to please people who prefer one form of gameplay over the other. For instance; Sim: Ball stripping, all the licenses/competitions/play likenesses, realistic franchise mode, pass to playmaker ability, sin bins/send offs (though poorly implemented), video ref etc Arcade: "floaty" impossible passes and offloads, backs able to easily 'run over" players (even Stacy Jones), held up in goal 5+ times a game, fast backs unable to run long distances without being tackled etc I'd prefer a "sim" myself, but if SIDHE announced that they were producing an "arcade' game of rugby league then at least I would have the right impression at the get start when deciding to buy their game or not. [/QUOTE]
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