![]() ![]() Couple this with the need for strategy in the pro mode and the customizable A.I settings, Backbreaker can imitate a Madden title quite easily, despite the lack of detailed plays and diversity in your playbook when on the field. The control-scheme allows players to do all the normal tricks you would expect from a football game, juking, diving, tackling and stiff arming those in your way to break free from tackles and gain a few extra yards on the field. The benefit though is tighter action, which gives the game a more casual twist to the play by play, despite offering a fairly detailed tackle game.īackbreaker does offer a pro mode as well, which in turn makes the controls more akin to a Madden title. This ironically makes the game harder to play, since rush and pass plays are difficult to pull off with the closer camera. ![]() Gameplay wise it was simpler and more action-heavy one noticeable change compared to Madden included placing the camera closer to the action after the ball snaps. Thanks to the Euphoria engine, the title had more simulated animations than the Madden series. In total, there was enough in the toolkit to even faithfully recreate professional NFL teams, something many in the Backbreaker community did the moment they got their hands on the game.īackbreaker would include more arcade-like elements than other football games, including an arcade-style mode for fast action and less strategy. All the teams featured in Backbreaker were created by the team and logo editor, so everything in the game has been crafted from the ground up, with 32 extra slots for more customized teams. Instead, NaturalMotion provided a robust customization toolkit, so that players can create their own teams, leagues, players and statistics in its place. By that time, NaturalMotion would create their own game studio and release an iOS version of Backbreaker in 2009.īecause of the exclusivity license held by EA, Backbreaker would not have any professional football teams. Originally planned for a 2008 release, the game would be delayed until mid 2010. Using both the Euphoria and Morpheme engine, the game was designed to provide a dynamic tackle engine, showcasing the technology NaturalMotion is famous for. In 2007, NaturalMotion began work on a full-scale game of their own, titled Backbreaker. The company essentially provided their technology for a few private contracts, making the engines scarce outside of a few studios. Their engines were not available for public use either from 2001-2011 the engines were not considered middleware by NaturalMotion. The company early on only used their engines as consulting tools for bigger companies, in particular Rockstar and Lucasarts, for a fee. The use of NaturalMotion's animation engines is not widely popular, primarily due to NaturalMotion itself. ![]()
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