Rugby is an incredibly complex sport to translate into a video game, and I hope all giving feedback can understand that and keep it constructive in here. With that in mind, there are several aspects of the gameplay that feel rigid, unintuitive and lacking in realism to me. I think improvements need to be made to collisions, AI behavior across the board, the ruck system, kicking mechanics, scrummaging, camera angles, referee logic, crowd engagement, and the tutorials for the game to pass as adequate, to be frank. Here’s some thoughts in detail:
- Player Collisions Feel Unnatural & Lack Fluidity
Tackles and impacts feel unpredictable—players sometimes clip through each other, bounce off unnaturally, or fall in ways that don’t reflect real-world physics.
Suggestions:
• Ensure momentum-based collision resolution, so size, speed, and body positioning affect the outcome of contact.
• Implement blended animation transitions instead of abrupt animation shifts.
• Improve ground interaction effects (divots, sliding, dust particles) for immersion.
• Use ragdoll blending instead of full ragdolls, which can sometimes look too chaotic.
Question for the team:
• How does the engine handle collision detection and force calculations? Could impulse response curves be tweaked to improve realism?
- Player involvement in rucks feels limited & unresponsive.
The ruck system doesn’t provide enough control, making contesting feel passive and unpredictable.
Suggestions:
• Allow manual ruck commitments—players should be able to choose how many forwards enter a ruck.
• Implement quick bind mechanics, so nearby forwards react instantly rather than standing idly.
• Add a power gauge to reflect pushing force, giving control over whether to compete aggressively or conservatively.
• Improve AI ruck behavior, ensuring forwards closest to the ruck react realistically.
Question for the team:
• Is there a way to introduce dynamic ruck control mechanics or even tactics that can be changed in the fly, mapped to the D-Pad, allowing players to dictate engagement levels rather than relying on automation?
- Kicking Assignments Must Be Strictly Enforced
Forwards should never be taking conversions or penalty kicks—this completely breaks realism and is pretty cringe when it happens, which has been frequent.
Suggestions:
• Implement a strict kicker hierarchy, ensuring only designated players (typically fly-half, fullback, or a specialist) take place kicks.
• Make sure the game updates the kicker role dynamically when substitutions occur.
• Prevent proximity-based kicker selection—the correct kicker should always take the kick, even if they need to reposition first.
Question for the team:
• Does the engine currently support predefined kick taker roles? If not, could this be a simple fix by adding position-based restrictions?
- Scrummaging Mechanics Feel Clumsy & Unintuitive
The L2 and R2 controls in scrums feel awkward and don’t provide a smooth, responsive experience.
Suggestions:
• Consider remapping scrum engagement to a single-button timing mechanic, similar to other rugby games.
• Provide more visual feedback during scrums, indicating when to push or hold engagement.
• Improve the binding mechanic, so scrums feel like a contest of timing, positioning, and power balance rather than just button mashing.
Question for the team:
• Are there alternative control schemes being explored for scrum mechanics?
- Up-and-Under Kicking Feels Awkward & Unreliable
Up-and-under kicking doesn’t seem to work well, and the control scheme feels unintuitive.
Suggestion:
• Consider Rugby Challenge 4’s approach, which provides a better blend of kick height, timing, and chase mechanics.
• Improve kick targeting mechanics, so players can place high balls with more precision.
• Ensure AI teammates react dynamically, sprinting onto the ball rather than standing still.
Question for the team:
• How does the current system determine kick power and trajectory? Could a manual aiming mechanic with visual ais improve accuracy?
- Camera Angles Are Not Helpful – Dynamic Zoom Needed
The default camera views make it difficult to track play, particularly during rucks and attacking phases.
Suggestions:
• Implement a dynamic zoom system, which automatically adjusts based on field position and attacking phases.
• Provide custom camera settings, allowing users to adjust height, zoom, and angle.
• Add a wider tactical view to help users plan ahead and read defensive structures.
Question for the team:
• Would it be possible to introduce a player-relative zoom system, similar to other modern sports games?
- Tutorials Are Clunky & Dated
The tutorial system is frustrating to navigate, requiring players to exit to the main menu to access different tutorials. Of course, the tutorials are only going to be as good as the gameplay they’re helping you to understand, and it’s evident there’s lots of work still be done.
Suggestions:
• Implement an in-game tutorial overlay, so players don’t have to keep returning to the menu.
• Provide a progressive tutorial system, where players can flow seamlessly from one lesson to the next.
• Add contextual tips during gameplay, reinforcing mechanics as situations arise.
Question for the team:
• Would an interactive in-match tutorial be possible, rather than forcing players to navigate back and forth in the menu?
- Referee Interactions & Advantage Rule Must Be Implemented Properly
Rugby relies on strong referee presence, yet in-game, referees feel underdeveloped.
Suggestions:
• Implement referee voice lines, calling out penalties, scrums, and advantage play. Appreciate this might be a pain to record having done all of the audio already, but wouldn’t take much effort. Hell, I’ll record them myself for you if you want.
• Ensure advantage is played correctly, allowing teams to continue if they gain forward momentum before a penalty call.
• Add referee positioning mechanics, so referees move naturally with play.
Question for the team:
• How does the current system handle advantage rules? Would a real-time logic check help determine if play should continue?
- Crowd Atmosphere & Reactions Need to Be More Dynamic
The crowd feels static and unresponsive, failing to react appropriately to key moments like big tackles, tries, or referee decisions.
Suggestions:
• Add crowd reaction logic to trigger animations and sounds based on gameplay events:
• Big hits → audible gasps & fans standing up.
• Line breaks → crowd noise swells in excitement.
• Tries → dynamic celebrations, flags waving.
• Missed kicks → audible groans or frustration.
• Controversial referee calls → boos or applause.
Question for the team:
• Is there a way to link crowd audio/animations to specific in-game triggers better?
Plenty more to feedback, but these are my thoughts after a few games on PS5. Happy to report no crashes thus far. Thanks for reading if you did.