AFL's latest gaming attempt is a devolution

By LeKoupa / Roar Rookie

I consider myself a connoisseur of AFL video games, going right back to the first console AFL game – Aussie Rules – which appeared on Nintendo way back in 1991. While the technology has improved, the game playing has not.

Just released last week is the new AFL Evolution, which might’ve been more aptly entitled AFL Devolution. It seems such a hybrid of its last two predecessors – AFL Live, and AFL Live 2 – and you’ll question if they’ve ported those games for the new consoles, and then spruced up the graphics and the interface.

They certainly haven’t spruced up the commentary, which sounds as if they bought the rights to all Dennis Cometti’s sound bites, and then added some inanity.

Now I have no problem being outplayed in any game. That’s why you play: that vicarious thrill of playing a sport you love, the competitiveness of the battle, and the desire to win the contest. But it becomes problematic when you’re continually undone by the game’s idiosyncratic gaming engine.

Here are some of the supremely stupid things AFL Devolution will subject you to…

Firstly, to mark the ball, you’ll need to push L1 to change to the player closest to the ball, use the left analog stick to run the player to the ball, use the right analog stick to out-body opponents, and then hit triangle to take the mark.

Could this have been made any more complicated? As an aside, the game suggests in its tips during loading screens to hit the right analog stick (for body positioning) as early as possible to give yourself the best chance, but this seems to predominantly result in free kicks against you for charging and pushing, not to mention that a misstep sees you careening out of position. Often, you’ll be out-marked by opponents well behind you.

Opposition are also able to constantly break tackles with embarrassing ease. It’s not unusual for an opponent to break three tackles, so the opponent runs on unimpeded, while your players are left sprawling.

There seems an amazing preponderance of one-sided free kicks. Your player is tackled, they’re penalised for holding the ball or throwing it. You lay tackle after tackle, and you either give away a free for too high or a push, or the umpire calls no prior opportunity (even when there has been).

This might be a result of holding sprint (thus modifying your tackle as aggressive), but surely the programmers would have to understand that when you’re chasing an opponent down, you do have to go as fast as you can.

Kicking takes an eternity to wind up, and quick kick buttons don’t do anything useful but almost dribble the ball to an opponent. So, if you’re in congestion, you’re doomed. Handballing is vastly unreliable and often intercepted.

As an aside, why do these games put such a qualifier on kicking distance, and that kicking too hard results in a shank? Kicking power is relatively instinctual. It shouldn’t be such a chore.

The opposition are prone to chip the ball around, which is fine. But often some of their chips can’t be going more than a few metres. It’s as if somebody forgot to put a qualifier on how far the ball had to go before it could be considered a legal mark. Compounding this is given the short distance, even if you’re manned up and/or in better position, you just won’t have time to respond.

Typical to these games, the AI is also bewildering, players spreading when they should remain manned up, and manning up when they should be spreading.

And the accuracy in front of goal is problematic. A number of times I have run into open goals (right into the goal square), not done anything untoward, and yet my player will hit the post or kick it through for a behind.

I played this on a 55-inch screen, and was mindful of picking kits that didn’t clash, and in congestion you’re still lost as to who has the ball. Surely they could’ve found a better way to mark the ball-carrier?

Then, there are so many button modifiers (push one button while you’re doing something else for a different result) and accessories, you’ll need a photographic memory to keep track of them all, and inhuman reflexes to recall what you need to be pushing in the heat of a contest.

And finally, some of the players look nothing like their real-life counterparts, there are several blond players that are actually brunettes.

Australian rules is a complicated game to interpret and represent on consoles and computers, but it doesn’t do you any joy when they further complicate gameplay, and then introduce double standards – something a number of these games have been guilty of as a means of creating competitiveness, or increasing difficulty.

Going back to Aussie Rules on the Nintendo, players had substance – just by holding your position, you could hold an opponent out. You didn’t need a second analog stick to signify that you were bustling for position. AFL 98 for the PC gave you indicators as to where teammates were, so you could string together chains of possession, whereas here (as in a number of these games) often you’ll just be kicking in hope.

I didn’t check out career mode, since I was primarily interested in gameplay. But I was disappointed that there wasn’t something as basic as letting you select a default line-up, so you didn’t have to pick your ideal team line-up over and over.

It’s just little details like that which make you realise that for all their efforts, for all their hard work, they’ve created what’ll ultimately amount to just an okay game (like the predecessors). You’ll forgive the game’s idiosyncrasies simply due to your hunger to play Australian rules, but it’s a game which has failed to learn from issues of the past and will ultimately frustrate you.

The Crowd Says:

2017-05-11T01:26:19+00:00

me too

Roar Rookie


It's just to complex a game to accurately replicate. I've always thought a top down from behind 'sensible soccer' type view would allow a simpler, faster game. one button per action. in possession - kick, handball, bounce; ball in flight/ ground - mark/grab, punch, block; ball with opposition - tackle, corral. shoulder sprint button; stick for direction of player and ball; length of press for height and power of kick, pass. trying to complicate any of these basics just leads to problems. a constantly changing camera add adds more confusion.

2017-05-10T03:28:39+00:00

Dan

Guest


Bit of a worry AFL live 2004 was a much better game then afl evolution

2017-05-10T01:51:56+00:00

Dalgety Carrington

Roar Guru


FIFA and the NBA would invest heavily in those games to make sure they are going to sell as they realise that they're a great marketing tool. While AFL can't be to that scale it'd be absolutely worth their while to find innovative ways to make a great product that people will seek out if they're interested in gaining greater foothold in other countries/markets. (lol this was moderated, I presume on the word "tool", is it really that bad even if it were used as in the pejorative?)

2017-05-10T00:48:29+00:00

Brian

Guest


Its amazing how good AFL 1991 on the Nintendo was. Likewise AFL 98 on PC had flaws but was somewhat playable. Since however its barely improved. I accept that the big boys make a lot more money from producing FIFA and NBA to worry about producing a half decent AFL game. Without the funds I guess AFL just can't compete

2017-05-09T09:12:05+00:00

Liam Salter

Roar Guru


Haha, yup, I think they were being far too ambitious if they were aiming for a game that had FIFA-level gameplay and graphics! I think customers playing the game for a laugh and for a bit of fun is more their ambition should've been. I actually headed into some of the gaming stores in the city today and they had zero copies of the game. Literally not one copy, and barely any displays even mentioning the game, so that was pretty confusing. It's like the game never even existed. Perhaps Adelaide is a bit behind the times as everyone says ;)

2017-05-09T08:50:57+00:00

Dalgety Carrington

Roar Guru


It's a real shame to hear this game is so flawed. The AFL should make it a priority to sink some decent dollars towards getting an electronic game developed that is highly enjoyable to play. It would be a much more solid investment in generating interest in the game in non-traditional markets than one-off games in China and NZ.

2017-05-09T08:34:48+00:00

Paul2

Guest


I'm wondering if he was playing the Bulldogs when this happened.

2017-05-09T06:52:35+00:00

JR

Guest


Say could be said for the real life AFL Rules!!!

2017-05-09T05:58:51+00:00

Jim

Guest


That was exactly what I thought Cat. It sounds like is spot on in the umpiring part of it. I'll be waiting for the game to hit the $10 basket before I put any of my hard earned into it - and then it'll just be for the laughs!

2017-05-09T02:17:32+00:00

Howie

Roar Pro


Game designers sometimes forget that simplicity often makes for a better game. I tried an AFL Live demo and even as a gamer for more than 30 Years I struggled with it for similar reasons as above. Stripping it back to more basic functionality probably would have improved it.

2017-05-08T23:58:28+00:00

FreoFan

Roar Rookie


I went to a mates house on Saturday night and we had great fun playing it casually with a few beers! We really struggled with marking the ball but we had a laugh and will probably play it again. Our main avenue to goal was centre bounce clearances. We would ruck directly to a midfielder running forwards and then handball to someone in space. Sure, the commentary is terrible (Richo sounds so lifeless ha!), the gameplay is clunky and the players eyes make them look like they are staring into your soul but when we didn't take it too seriously it was actually great fun. It's definitely not the game for you if you want brilliant gameplay & graphics but as a bit of a laugh I would actually play it again.

2017-05-08T23:52:53+00:00

Stewie

Guest


Probably lucky you didn't look at career mode. When you can get an 18 year old draftee at 87 overall already, the system very quickly becomes broken. Plus the trading AI is just stupid. The thing which really annoys me is that a lot of the problems aren't to do with a lack of money. It's just a lack of knowledge of football. Plus, given it's an AFL sponsored game, I wonder how hard it would have been to bring in all the players for face and body scanning?

2017-05-08T23:05:33+00:00

Cat

Roar Guru


There seems an amazing preponderance of one-sided free kicks. Your player is tackled, they’re penalised for holding the ball or throwing it. You lay tackle after tackle, and you either give away a free for too high or a push, or the umpire calls no prior opportunity (even when there has been).
So they've absolutely nailed umpiring, sounds just like 'real' games ;)

2017-05-08T22:31:15+00:00

DH

Guest


I think the only solution to a good AFL game is to cut out the difficult parts of the game, like differentials in body work and tackles based on player input. The great thing about AFL is the skills required in many different facets to be good at the game, but it's also what makes the game almost impossible to replicate in a computer game. I think the only way this could work well is a networked game so that there's no AI participation and it's just 4 or more gamers per team.

2017-05-08T21:38:45+00:00

Dan

Roar Rookie


What about when you take a run for an intercept mark and the opponent marks it - the game goes to that stupid cutscene - and your player gets teleported back to the position he was in when he started his run! That's just poor game design. Atrocious attempt at a sports genre game in this day and age.

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