Backbreaker Preview
Every play is different
Jun 11, 2009 By BrianEk, Gamespot
While the makers of Backbreaker are loathe to make direct reference to the Madden series when talking about their game, the very fact that they're creating a football game in 2009 means that such comparisons are inevitable. The unlicensed football game, under development by the folks at NaturalMotion (better known for its behind-the-scenes game technology, namely the Euphoria 3D simulation engine that has been used in such games as Star Wars: The Force Unleashed and Grand Theft Auto IV), is not just the first stand-alone retail game from the company, but one that is being carried as a football sim--one that looks to try to take back some of the market share dominated these last few years by EA Sports' juggernaut sports franchise.
It's an uphill battle, to be certain. Not only does EA possess an exclusive stranglehold on arguably the most valuable sports license in the country (if not the world), but the Madden series has more than 20 years of development momentum behind it, with a loyal fan base of hardcore football experts and casual armchair quarterbacks alike. Announced several years ago, Backbreaker has only been seen behind closed doors--I last saw a very limited tech demo of the game back at the 2008 Games Convention in Leipzig. Last week, in Los Angeles for E3 2009, NaturalMotion representatives showed off the latest build of the game for the press; one that shows promise but still has a way to go before it's ready to be taken seriously as a Madden contender.
The one aspect of Backbreaker that intrigued me above all else was the development team and, in particular, the team's country of origin. NaturalMotion is based in Oxford, England (though it does have a San Francisco office), and during the E3 demo, NaturalMotion CEO and cofounder Torsten Reil (originally from Germany) and Backbreaker associate producer Rob Donald (a Brit) showed off the game. One of my most pressing questions to Reil and Donald was this: How aware of American football was the team before this project began?
"We had some awareness, but I've certainly become a lot more aware ever since then," said Reil. "I've also become, interestingly, a bigger American football fan than I am a soccer fan. For some reason, I find it a much more interesting sport. I shouldn't say this as a European, but I never really got into soccer that much because, to me, there's just not enough happening; there's not enough information during the game. Whereas in football, obviously, there's a lot of stuff that always happens. Every play is different."
So how did a British company headed by a German CEO decide on American football as its retail debut?
"The initial reason why we wanted to do American football is because we were quite familiar with the football games that were out there and we thought there is a completely different way of doing it," Reil told me. "That basically was the initial idea: the different camera position and [to] make everything properly live."
By "properly live," Reil refers to the game's Euphoria-engine-powered gameplay, which, according to the company, ensures that contact between players--be it a quarterback sack, a potential strip of the ball by a cornerback on a wideout, or two beefy linemen working it out in the trenches--is unique every time the ball is snapped. From the looks of the E3 demo, which featured a first glimpse at actual 11-on-11 gameplay, these promised unique moments are not in short supply
Even better news: Unlike the tech demo shown at Leipzig last year, Backbreaker is now starting to look more like a game than ever. The Tackle Alley demo once again kicked off our demo, but now, instead of feeling like a technical display, it looked and felt more like a traditional minigame, with you running your player through a series of increasingly difficult challenges as you try to evade tacklers and get to the end zone. The number of defenders increases as you go, and, in some challenges, you'll only be able to navigate through a specific chunk of the field. Also, the game now features a traditional front end, complete with a rotating mix of game modes. From the looks of things, there's going to be more to do than the Tackle Alley and simple exhibition games, but the developers are keeping the full game mode list under wraps for now.
After spending some time in Tackle Alley, the demo moved on to true 11-on-11 play which, though still tightly controlled for the demo, marks another milestone of progression for the game. The first glimpse of full-team play was shown via Training Camp mode. The mode on hand had six available plays (three offensive and three defensive) to choose from and served not only as an introduction to how Backbreaker will be played from a control standpoint, but also as a way of showing how Backbreaker works as a football game.
The most noticeable aspect of the game is its camera, which is set down low near the quarterback (or other ball carrier), giving the player an on-field perspective that's quite a bit different from the traditional top-down Madden view. As quarterback, you can switch focus between primary receivers, first by entering "focus mode" when you press the left trigger and then moving the right stick left or right, scanning the field to find another receiver. Once the ball is snapped, "focusing" on a player will cause the pass to be more accurate than a non-focused pass, and the quarterback will automatically track a "focused" receiver as he continues across the field on his route. When focused in on a receiver, your field of view will shrink considerably, which will make it tougher to spot defenders coming around for a sack, offering a classic risk-versus-reward scenario for using focus when passing.
To throw the ball, you simply flick the right stick forward, and though the game didn't differentiate between different pass speeds in the build we saw, that variety should be in the final game, with different controls for different types of passes. Bullet passes, for example, will be controlled with a quick flick, while deep bombs will require moving the stick down and then up.
The passing system is a significant departure from the traditional button-based passing in other football games. In fact, with its focus on the responsibility of the quarterback (and thus the player) to manually sweep and scan the field for open receivers, it's a bit reminiscent of the passing cone system that was so controversial when it was introduced in Madden NFL 06.
The lower camera angle, the icon-free passing system, the manual sweep of the field for the quarterback, and even the Gears of War-esque "roadie run" camera angle the game uses when you hit the "aggressive run" button while carrying the ball are all part of NaturalMotion's intent on making the player feel like he is a much bigger part of the action. And while the intent is plain as day, it brings with it an entirely new set of problems for the team to solve. For instance, during the pre-snap routine, you can scan the field left or right to choose and set your primary receiver. Based on what I saw of the game, the "head tracking" from right to left is a bit too slow to be efficient, especially when you're working against the clock in a real game situation. After suggesting a quicker head pan, the developers agreed and said it was something they're still balancing.
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