With the Rugby World Cup almost upon us, it is no surprise at all to see rugby video games on the horizon as well. After having a play of the rival title, Rugby World Cup 2011, I've been given my own chance to play a bit of the nearly-finished All Blacks Rugby Challenge.
There is a real air of quality here. Sidhe have clearly put in a lot of work on presentation in Rugby Challenge. The screens and interface are well polished, and the game as a whole looks very slick. Asynchronous loading means players can have a free run around the pitch while waiting for matches to begin (as in FIFA), and you can even use this time to go through training drills. Attention to detail and an intense original score really raise the emotional impact, too - the first time you play really brings out the big-match feelings.
I don't want to get too much into the general gameplay, since James Nokise covered that quite nicely in his preview. There's a reasonable amount of challenge in the rucks and mauls, and the lineouts combine tactics and timing rather well also. But the biggest on-field coup, to my mind, is the scrum system, which involves both sides pushing up on the thumbsticks repeatedly when prompted. Timing is everything and, particularly in competitive multiplayer, the scrums can become an epic battle - almost a mini-game in themselves.
At the team level, things get even more interesting. A team's performance is not only based on the sum of its players, but also on team attributes and tactics. Team attributes measure the side's overall cohesion on attack, defense, set-plays, et cetera. The tactics screen allows you to adjust the style of play, moving sliders to set the balance between passing and driving up the middle, offloading or taking the hit.
These settings introduce character to the teams: English and South African sides will be more likely to play conservative rugby, whereas Australian and New Zealand teams will look more towards the high-risk, high-return game (and I can only assume that the All Blacks have drop goals turned all the way down). Obviously, when a team is human-controlled, these elements are going to be less obvious, but they will still have an important effect on the decisions of AI-controlled friendly players in real time. And all this is driven from real game statistics.