Firstly, thank you for responding to community feedback and working to improve the game based on our input. The most important aspect is that improvements are made, and our feedback is genuinely considered. For that, thank you—it is much appreciated.
I haven’t played much of this update yet, but my overall impression is that it feels more like a sideways step than meaningful progress.
Passing
The button mapping for players is a pressing issue. R1 and L1 should control the backs, while R2 and L2 should manage the forwards. I shouldn’t have to hold down a button to pass to a forward pod; a simple press of L2, for instance, should suffice. Holding L2 while pressing a face button could then allow me to pass to a specific part of the pod or execute a pop pass to a back in the pocket. The same logic should apply to the backs: a simple press of L1 or R1 would pass to the fly-half, with face buttons used to select a centre or full-back. This current system feels clunky and frustrating and needs to be addressed. For some reason today my hooker was by far the main first receiver and my start playmaker just stood out away from the action. This, of course, only applies from the base of the ruck.
Another feature to consider is adding running lines for the backs. For example, pressing L1 or R1 could send the ball directly to the fly-half, while holding L1 or R1 along with a face button would provide options for backs to run different lines, such as the inside centre running direct and the outside centre running an overs line.
Pass accuracy also needs improvement. Too often, passes go to the wrong player. For instance, in a 2-on-1 overlap, instead of passing to the nearby player, the ball is often thrown to the winger, sometimes straight into touch.
Additionally, the distinction between floating and bullet passes needs to be addressed. Currently, passing feels unrealistic and unpredictable, which detracts significantly from the immersion.
Structure: Attack
Some features have been implemented, but many haven’t been executed particularly well. For example, you’ve incorporated feedback about the d-pad being used as responsive tools in attack and defence, which is excellent to see. However, this feature has been implemented poorly.
Take the example of attack: players now have options such as wide, narrow, and split, which reflect varying structures like 1-3-3-1 or 2-4-2. In real rugby, most teams employ one of these structures and adjust the width of the pods based on the flow of the attack and the defence used by the opposition. High-level teams may use different structures in different areas of the field, but this level of complexity isn’t necessary for the game.
My advice would be to allow users to select specific structures in the team management section and then use the width/narrow settings to adjust the positioning of pods accordingly. For example, playing a 1-3-3-1 structure would allow for more open play and wing attacks, while the d-pad could be used to bring the pods in or out depending on the attack strategy.
Defence
On the defensive side, there seems to be little noticeable change in the width, narrowness, or speed of the defensive line. As a user, I still feel very passive and more like a passenger in the game. Defensive lines should feel dynamic and reactive, with a user-initiated line speed option. I’ve previously suggested that a combination of R1 and L1 could trigger line speed. If timed correctly, the defence could press aggressively; if timed poorly, it could result in penalties or a “dog leg” defensive line. This feature should also increase player fatigue significantly when used.
But overall, I feel that the defensive options do little to nothing. I want to see a game where I need to react to how a team is attacking against me. For them to get into my 22 and play up the jumper, so I pull in tight for five to ten phases. But I want to see visual differences, this patch there seems to be little difference.
The defence around the fringes of the rucks is overpowered. If I employ a narrow, forward-heavy attack against a wide defensive structure, I should be able to make easy metres at the ruck fringes, particularly with heavier forwards running against a thinly spread defensive line. The idea should be to use big forwards to draw in the defence and then exploit space out wide with backs. Currently, this isn’t the case, and many tries come from running sideways and offloading unrealistic, floaty passes.
Animations
The animations remain a significant issue. They feel simplistic and lack impact. For example, players running onto the ball at high speed often catch it behind their body rather than in front, resulting in dominant tackles and minimal yardage gained. While this might make sense against a talented defender, it happens with every tackle, making it impossible to build attacking flow or momentum.
Player control also feels limited. Frequently, players run straight into contact after receiving the ball, wasting overlaps or failing to exploit space.
The steal animation could also be improved by incorporating a counter-ruck feature. A jackal is a specific action that should have its own animation, triggered by a deliberate in-game action, as it is a highly specialised skill not all players possess.
Positives
These comments are intended to be constructive, and I want to acknowledge the many positive aspects of the game. The graphics are still excellent, and some of the stadium builds are outstanding. I particularly enjoyed an interception try scored against me recently—it was a genuinely exciting moment.
The cut scenes and new kicking mechanism are also great additions. One small suggestion for immersion: in the kicking tutorial, instead of having two teams on a training field, consider just having one player with a bag of balls practising their kicking.
Apologies for the overuse of pictures and points I have already stated in other posts. I hope that feedback in responded to and the game is improved. I would be willing to pay full price for a good game. In its current state I wouldn’t buy it.
Merry Christmas, I look forward to seeing your continued hard work.