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Getofmeland's Review of Rugby World Cup 2011

Thank so much for answering these questions HB-AJ. I don't know about the rest on the forum but I am still a little confused on how the rucks work, the option of putting fowards, backs, balance, in the ruck is done by a tactic system or manually on the fly. If you don't mind can you give an in game description of how it works, with what buttons you would press at the ruck breakdown and what happens on screen??(doesn't matter ps3 or 360) Can you choose to go super aggresive if you get isolated at the ruck to try to retain possesion? In the old rugby games if you went a little wide and got isolated you would turn the ball over every time on offense. In the old games you got the feeling that you were scared to break to many tackles because you would get to ahead of your forwards and end up losing the ball at the breakdown, is this feeling gone from Rugby 2011 game?? And have mauls been improved at all??
Thanks, cheers
 
sounds good! Thanks! :)

the TMO is in the game? :)
 
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Big thanks to Alastair for answering our questions. Don't think I've ever looked forward to a game as much.
 
How fast is the ruck tapping, bordering on mashing, or rhythmic?

(This is a preview, not a review.)
 
No SBW is bad, even worse is no player editor,please at least say you added DLC options for the future?or game life span will not be very long.
 
No SBW is bad, even worse is no player editor,please at least say you added DLC options for the future?or game life span will not be very long.

He said there was a player editor ...
 
No SBW is bad, even worse is no player editor,please at least say you added DLC options for the future?or game life span will not be very long.

He said there is a player editor. Just not a player creator.
 
I'll repeat what alot of others have said and thank Alastair for coming on and answering those questions put so far, its great to hear it direct from the horses mouth as we say.

Now, I've a bucket load of questions (to equal my level of excitement!)

I do like the sound of the ruck play, but would like clarification on when the Nearest Man/Balanced/Forwards Only option is selected. Is it an option that's chosen in the main menu, or can it be modified during a match on-the-fly (via the d-pad or whatever)?
I'd also like to hear what happens if I take the ball into contact but choose not to apply that much intensity to the ruck, will I always loose possession if the AI/other player use alot of intensity? Or do the stats of the players count and therefore if I pick and go with my hooker and props, I'm likely to keep possession with my limited intensity used regardless (more or less) of what opposition intensity is applied?
Does using intensity have any adverse affects e.g. on a players stamina/condition during a game (if you go hammer and tongs early in a match, will it become harder to apply that same intensity in the 75th minute with the same players)?

Alastair - I appreciate that you have advised the unlicensed unions that you won't take the **** with likenesses and ways around it but can you tell us that NZ (and similarly for Aus) will still be the best team in the game, with the best loose forwards, a supreme fly half and best rated backs division (etc, etc) in the game. That is, have you given your stand-in players (red-haired Joe Bloggs the NZ flyhalf for example) the equivalent stats and rating of his probable real world counterpart? (okay, so he can't look like or have a name like Dan Carter, but can he kick/play like Dan Carter?) Or are the unlicensed teams randomly rated to avoid upsetting any unions?

And a final question for Alastair, (I really don't want to seem nit-picking or negative with this one, so please take it the right way) but where the community might discover a bug/flaw/rules inconsistency in the game, will HB Studios be able and be interested in follow-up game updates or patches to resolve these? (I know this might sound cheeky prior to the game actually being released and I do appreciate the blood, sweat and tears that have gone in to it from you, but some things can be missed accidentally and as this game has been your own project I am confident to think you will want to support it at least until your next iteration)

Getofmeland, some questions direct for you from your gameplay experience...

1. Alastair mentioned that scrums and lineouts are largely similar to past versions of the game - did you find they play exactly the same way as R06, R08 or was there some slight variation or addition to their mechanics?
2. Who did you play as?
3. Is it still possible to infringe? If I don't want to give up what seems to be an inevitable try coming, can I spoil a ruck to conceded a penalty instead (or some other player controlled infringement that will cause a penalty to be blown, I don't mean an offside that might lead to an adv and still end up conceding the try)?
4. Did you play against the AI at all? If so, on what difficulty level and how well did they "play" rugby (could they score against you)?
5. If you played against the AI, did they ever infringe? That's one of the things about the last ***les I didn't like, the lack of penalty opportunities against the AI as they played to much within the rules to infringe.
6. Did you encounter any mauls in your game time and if so how did these play out?
7. Do quick lineouts/quick tap pens still feature?
8. Has the kicking game changed much/at all? If so was it an improvement? I primarily liked the core kicking options and controls from R06/R08 so interested to know if they felt anything needed to change.

I must have missed a post or thread somewhere along the line, but where did that screenshot of NZL v RSA appear from, and are there others?

Anyways, I'll catch a breath now and let these questions sink in (and sit constantly refreshing this page to see if any answers are forthcoming!)

Once again, I feel like this great info has justified my decision to pre-order in April... HB you have my money, now show me the rugby!
 
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I'm slightly concerned at the button-tapping to secure/turnover rucks. I can see it becoming a button bashers heaven. I'd rather it be more of a button combination to set-up a jackal, e.g. PS3, You'd make the tackle, then hit L2 to release the player (or not to slow the ball down, which could/should lead to a penalty), R2 to get to your feet and finally hold in L3 to try and steal the ball, you would have to stop when the ref calls "Ruck, hands out", continuing to hold L3 could lead to a penno for hands in the ruck. All the while pressing or holding O to add as many of the fatties to the ruck as you think necessary. This may be a stupid idea but it's mine. I can't comment on the new breakdown system as I'm yet to try it, but as I stated I'm concerned it may be too button-bashy. Only first hand experience will tell.
 
I do like the sound of the ruck play, but would like clarification on when the Nearest Man/Balanced/Forwards Only option is selected. Is it an option that's chosen in the main menu, or can it be modified during a match on-the-fly (via the d-pad or whatever)?

This is selectable during the match on the fly with the d-pad
I'd also like to hear what happens if I take the ball into contact but choose not to apply that much intensity to the ruck, will I always loose possession if the AI/other player use alot of intensity? Or do the stats of the players count and therefore if I pick and go with my hooker and props, I'm likely to keep possession with my limited intensity used regardless (more or less) of what opposition intensity is applied?
I think is does depend on several factors, there were points where I used lower intensity than Alastair and still won the ruck, so I think its a balance of player stats as well as position of the defence etc...
Does using intensity have any adverse affects e.g. on a players stamina/condition during a game (if you go hammer and tongs early in a match, will it become harder to apply that same intensity in the 75th minute with the same players)?

I am not sure on this one, this is one for Alastair or Glen

1. Alastair mentioned that scrums and lineouts are largely similar to past versions of the game - did you find they play exactly the same way as R06, R08 or was there some slight variation or addition to their mechanics?

I didn't really notice too much addition to the Scrums and Mauls, there may have been slight differences but this could be to with the attribute based gameplay engine.
2. Who did you play as?

I played Alastair as South Africa and he was England
3. Is it still possible to infringe? If I don't want to give up what seems to be an inevitable try coming, can I spoil a ruck to conceded a penalty instead (or some other player controlled infringement that will cause a penalty to be blown, I don't mean an offside that might lead to an adv and still end up conceding the try)?


I saw Alastair manage to do it, so Yes it is still possible to pull down a maul. (Correct me if I am wrong)
4. Did you play against the AI at all? If so, on what difficulty level and how well did they "play" rugby (could they score against you)?

Didn't play against AI, however, I saw the differences of the AI, Easy you get the gaps in the line and they make mistakes, whereas Hard the gaps disappear and its very difficult to play against, I know this is something that HB Studios were keen to get sorted.

5. If you played against the AI, did they ever infringe? That's one of the things about the last ***les I didn't like, the lack of penalty opportunities against the AI as they played to much within the rules to infringe.


I didn't play against AI, but I believe there is more chance that they will infringe especially with the Ruck Intensity.

6. Did you encounter any mauls in your game time and if so how did these play out?
Mauls have pretty much stayed the same, it depends on the attributes of the team, if the team has some good forwards then the Maul is going to have more strength to drive you forward, you are able to wheel the scrum as well, which is something I managed to do with SA against Alastair.

7. Do quick lineouts/quick tap pens still feature?

Quick Lineouts do feature, I am trying to remember whether I saw a tap and go pen, but guessing as it is part of fast flowing play it won't disappear. The one thing I liked about Quick Lineouts is the fact they now seem to work, they are faster than Rugby 08...

8. Has the kicking game changed much/at all? If so was it an improvement? I primarily liked the core kicking options and controls from R06/R08 so interested to know if they felt anything needed to change.

Kicking game has changed slightly with the addition of a chip kick, it allows more flexibility and opens up the play, but also the Grubber kick has changed to the point where rather than have a power meter, you have a standardised length of kick, so it will suit some but not all, it allows for more attacking rugby at least. Other than that the kicking game has not changed too much.

I must have missed a post or thread somewhere along the line, but where did that screenshot of NZL v RSA appear from, and are there others?
Unfortunately I didn't get a chance to get the info up in time to beat the Facebook Page, but there were a couple of images which went live on there, there will be more and more images over the next couple of weeks.

Hope that helps :)
 
How exactly does the online gameplay work? Does it include a 'world rankings' according to the performance online players from each country?
 
Good point, but I'm pretty sure it'll be there. Although I do know for sure that the competitors forward play is almost entirely strategic. Actually, I only used the word almost in that last sentence as some sort of caution, it really seems to be entirely strategy. Who knows, something that extremely basic may end up being peoples preference. :D

Don't know what you mean by strategic, strategic would be good thing, I think, instead of blindling just mashing the buttons to get as many players there as possible. I don't know why they cant just use a system where, if you feel a vibration(on the control) or you see a bar light up or you get the metter at the right time in the graph you win the ruck, the better the rucking player stats and amount of playesr the larger the window of oppurtunity with the offense having the advantage most of the time, sort of like reversals on a smackdown vs raw game but with more variables in place, if you miss time it then you miss the oppurtunity and your opponent gets a chance at stealing the ruck back this does not have to be lengthy sequence. Ah, who knows(well I guess some do:) ) maybe one of the rucking systems may be similar to this, as long as it's some what better then rugby 2008 we will really enjoy this game. By the way I am going to start a new club called GFFRP, (GAMERS FOR FORWARD RUGBY PLAY):). What an exciting year for Rugby.
cheers and thanks
 
so will the new zealand players look anything like them in real life? sorry to keep asking the same question but i really want to know :L
 
@ Getofmeland... cheers dude for the quick response, appreciate it! All sounds good to me.

Although some may give off that its not the purest's way to play, intentional infringement is an important part of gameplay, even more so if the AI has got to the stage where they can break you down and you want to take a 3 point hit as opposed to 5 or the full 7.
Would love to know if hands in the ruck is still possible even with the new breakdown mechanics and if it is, how variable your chances of being punished are, and if punished, if its auto yellow card time or if there's there some lenience with the referee in that regard. (variable referee strictness in FIFA11 is quite good I think)

Once again, cheers for the replies!
 
so will the new zealand players look anything like them in real life? sorry to keep asking the same question but i really want to know :L

It sounds like they will not, I think HB didn't want to upset the unions they don't have licences for, just in case in a future release they wish to acquire them. Alastair said they did not want "to take the ****" out of the countries regular rosters.

I am however wondering about a question which was posted earlier will the NZ #10 have similar stats/ abilities to his real life counterpart Dan Carter, or will they be based on a random equation.
 
im a bit gutted with this but it wont stop me from buying the game. if hb could clear this area up for us it would be great and there are some new screen shots up on the facebook page wich are worth taken a look at.
 
Alastair is talking to the crowd on the mountain top

Little Child: But Alastair, will I enter your gaming studio?
Alastair: There are many rooms in my gaming studio, I must now go to prepare a place for each and every one of you.

And a cloud descended upon Alastair and he was taken to the Canadian gaming studio, to be seated at the right hand of Rugby World Cup on PS3 and XBOX

how long did it take u 2 come up wid that quite funny:D
 
By the sounds of it, HB seem like they are really respecting the teams they don't have the license for, so I can't imagine the unlicensed players will look anything like their real life counterparts.

Quick question for you Getmeofland. On topic of the grubber kicks, you mention there isnt a power meter anymore and the power is set. That great, because I always found building power for a grubber in previous games to be ridiculous and really make the kick useless. But can you still control the direction of the grubber? I assume you can, but figured Id ask anyways.

Thanks for the preview
 
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