Much has been made in the media of the particular kind of rugby that wins knockout competitions like the Rugby World Cup. While New Zealand's style - running rugby and an emphasis on tries - might be easy on the eye, we fear that the All Blacks lack the ability to 'win ugly'.
The first time I played Sidhe's All Blacks Rugby Challenge, a couple of weeks back, it felt like New Zealand and Australia at Eden Park this year: big game atmosphere, attacking flair, exciting battles all around the park... and afterwards it looked like there was daylight between this kiwi outfit and the competition. Coming back to the finished game, though, I'd had time to digest things a little more, and I wanted to look beyond the flash and pomp and hype. Is everything really as immaculate as it seems, or does the first play through airbrush over some imperfections? Does the flashy experience hold up game after game? And does Rugby Challenge's wealth of features really deliver what rugby fans will be anxious for?
For the first few games, it's all upside. As expected, given the series of sliders employed to control team tactics and dynamics, different teams play differently. It's not something you're likely to notice too much when the Hurricanes take on the Blues, but playing South Africa and then the Wallabies... wow! After grinding out a kick-fest against some carefully renamed Boks (contrary to earlier reports, Sidhe have used fictionalised versions of real players - although the fake names at least sound plausible), Quade Cooper and Co. completely tore my All Black defense apart with some lightning-quick passes and offloads that even had Sonny Bill Williams impressed. Australian glee at scoring and the dismayed body language of the defenders were captured brilliantly. I'm happy to say that 'Normal' difficulty still poses plenty of challenge - so hopefully the two harder levels will prove satisfying even over a longer period of time.
Even working together in co-op, we were struggling with the pace at times. But that's not to impugn Rugby Challenge's two-player experience - indeed, this is one area where I think it clearly rises above many rugby games of the past. Whether competitive or cooperative, the feel of multiplayer is great, and maybe of the game's little touches really come into their own when there are mates around to get into the spirit of things. While in single-player, the pretty lens flares will go unnoticed, and the Haka will probably get skipped after the first time, these peripheral things definitely add a touch of spice to a real in-the-room rivalry. The TMO is particularly cool in these circumstances, giving you moments of real tension in close matches (and it seems to be invoked at sensible times, which is a pleasant surprise).
Under the crisp surface, though, after the flash of such things starts to wear off, I can start to see the game's issues breaking through the defensive line. It started with the graphical glitches: the occasional ball bouncing weirdly and then popping to where it should be - nothing that seems to seriously affect the game, but enough to make you go 'huh?'. Then it's the defender bouncing off a try-scorer's diving animation, or a rampaging scrum that looks like it might actually be on wheels... The next thing you know, the opposing James O'Connor has literally walked right through one of your defenders on his way to the try-line.