Played the new update last night, and I was pleasantly surprised by how much the game has progressed. Congratulations to the team, it truly looks, feels, and plays better than ever before.
Positives
The improved graphics and cutscenes are particularly impressive. The player models are excellent, making it easy to recognise players at a glance, which adds a lot to the experience. The lighting, player movements, especially in cutscenes, sound design, and overall atmosphere make the game far more enjoyable and immersive. The stadiums look fantastic too.
Previously, I mentioned that Ulster’s home ground resembled a generic stadium. It was a wonderful surprise to log in last night and see a stunning Ravenhill, complete with detailed player likenesses under floodlights. Even small touches, like the war memorial near the entrance, were present. It was a real pleasure to see and a feast for the eyes. I’d be happy if these graphics were used upon release; others might have different expectations, but I was thoroughly impressed.
Gameplay
There are definite improvements here, and it’s fantastic to see feedback and suggestions being taken on board. This engagement with the community makes the process of offering feedback feel both rewarding and crucial to the game’s development.
The stadium creator is a lot of fun, and I’m looking forward to more assets being added in future updates to expand the options. For example, I tried to recreate Rugby Park in Invercargill. While Ravenhill’s main stand is quite similar, I couldn’t access it for my creation. Additionally, there were no hill or large terrace options, which are essential for many rugby grounds. Hopefully, these features can be added over time.
Forwards
I was really pleased to see forward pods and passing options implemented, but there’s still room for improvement. Many of the options aren’t labelled correctly or feel unrealistic in a real game. Passing needs more variety to enable manipulation of the defensive line. Creating space for teammates is a fundamental part of rugby attack.
For instance, holding RT or LT could trigger a straightforward carry, but additional options should keep the defence guessing.
For example:
Y and B: Different options within the pod to exploit gaps or defensive errors.
A: A pass out the back to the fly-half in the pocket.
The timing of these actions should be critical. The player could delay the pass to draw defenders in, but if no teammate is positioned correctly, the ball should go to ground.
Structure
There is currently no real structure in the game, and it’s vital that options like 1-3-3-1, 3-2-3, or 3-2-2-1 are implemented. These formations dictate how a team plays and would add depth to coaching modes, especially if users could customise their structures.
Passing
Passing has improved significantly, but there’s still work to do. Making breaks feels rewarding, with support players arriving more effectively. However, I encountered two or three situations where a break resulted in the ball being passed directly into touch, despite minimal pressure.
An optional visual aid, such as faint passing lines that strengthen when a pass is more likely to succeed, could help users master the mechanics. This feature could be turned off as players become more confident.
There’s also a need to improve 9 and 10 positioning. These are key playmakers and should stay out of unnecessary action unless deliberately involved. Additionally, backs tend to run directly into defenders, wasting overlaps. It’s frustrating when passing to a back (e.g., using RB or LB) results in them charging into contact instead of exploiting the space.
Defence
The defensive system needs significant work. At present, I feel like a passenger rather than an active participant. Defensive manipulation should allow space to be created or closed. Teams should be able to transition their defensive shape depending on the situation.
For example, the D-pad could be used for:
Left: Narrower defence.
Right: Wider defence.
Up: Deeper kick coverage (dropping wingers back).
Down: Line speed.
Using line speed should drain player fatigue faster. Activating this could allow the player to time a defensive rush, with good timing yielding rewards, while poor timing creates gaps or incurs penalties. This would be activated by pressing the Down button on the D-Pad and then RB+LB being pressed together at the right time to put on line speed. Incorrectly, as stated, will result in gaps or penalties - especially if activated before the ball is out of the ruck.
I would also potentially change the attacking options. I would have options that can be activated and use L2 to enter the kicking stance. This would free up the face buttons rather than the generic toggle stick.
A + Right directional stick - Side Step
X + Right directional stick - Offload
B + Right directional stick - Fend
Y + Right directional stick - Hard carry
This would then allow for tackle options, similar to FIFA’s system, to add depth. The player could choose specific tackles based on the situation:
Y: Big hit.
X: Chop tackle.
A: Smother tackle.
B: Choke tackle.
So if a player goes for a big carry and the defender reads the situation well, perhaps with distinctive movement, then this becomes more satisfying as a defender. This would make defence more meaningful as a player. I have to watch the player and the width and narrowness of an attack.
Kicking
Kicking could benefit from more preparation mechanics. Players with higher kicking stats should react faster and perform with greater accuracy. For instance:
L2 + A: Spiral kick.
L2 + X: Grubber.
L2 + B: Drop goal.
L2 + Y: Bomb.
When L2 isn’t held, players could use the face buttons to prepare manoeuvres like sidesteps or offloads. These actions should be limited to prevent overuse, with player skill levels dictating success rates. But when L2 is held the player enters the kick stance, as hitting drop goals are hard, very hard. This should be reflected.
Jackals
There is nothing more satisfying than ripping the ball off a player in a jackal. This is a big part of the game and should be in there more. I have noticed that the steal option is back but it is hard to see. The X button, or some icon, should appear over the ruck. When X is hit, then the player latches onto the ball. Another user suggested this and upon reflection I think this is the best option. A slider with a sweet spot that a player must get in to steal the ball, using the Y button. The higher the skill, the bigger the area. the referee could give verbal cues indicating if the player needs to release. Ignoring these cues could then result in a penalty.
Crowd Reactions
I loved playing as Ulster, but crowd reactions felt lacklustre. A Friday night at Ravenhill has a unique energy, and it would be great to see the crowd leap to their feet with loud, prolonged cheers when tries are scored. This isn’t a critical feature but would enhance immersion.
There is also work needed on the Set Piece and a few of these suggestions, like kicking stance and visual passing lines I can live without. However, the others are a must.
Great work, more feedback to follow.