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AFL Live User Review

D3nnyCrane

A promising start to what is hopefully an emerging series.

  • Posted Jan 31, 2012 12:30 am GMT
Difficulty:
Just Right
Time Spent:
10 to 20 Hours
The Bottom Line:
"Surprisingly good"
Aussie Rules. The National Game. From the NAB cup to the packed MCG on the last Saturday in September, it is a game that has held a nation spellbound for over a century. Even today the popularity of this game is increasing exponentially.

Which makes it all the more surprising that the games that have been released for this sport have been hair-tearingly terrible. Having played AFL 98, 99 and 2003, I am struggling to remember a single positive except for the fact that Matthew Lloyd was in them. Well, one box stacked on two boxes, with 2 arm boxes, and a face that looked like someone sneezed into a makeup box, masquerading as Lloydy...

So it was on a whim that I picked up AFL Live in a sale (now that I live in NZ it was more a novelty buy). I was not expecting much, I just wanted an AFL fix that was not a broken sorry mess.

My expectations were exceeded and then some. But I will be removing my rose-tinted specs for this review.

As Holy Grail by Hunters and Collectors blared from my screen (This is one of three songs on the soundtrack, fitting for how many times a year you will actually hear this song in a real season of AFL), the logical point was to head to the tutorials.
You have several options - a free training, competitive training (think 5 on 5 in a half-field) and the somewhat ambitious "tutorials" (Basically amounting to no more than quick instructions similar to what most games put in during loading screens).

Feeling prepared to take on a lesser opponent, my beloved Bombers hit the park against Gold Coast.
The first impression of the graphical quality was - good but not great. I was thrilled I could recognise faces (Dustin Fletcher, Mark McVeigh etc) - but the textures just had this unpolished, almost cartoony feel to them.

So how did things go at the first bounce? same way they normally do - all wrapped up, for another bounce. This happens a bit, but it's not a bad thing - it can often take a couple tries for the ball to get free, but herein lies a problem - a longer kick requires the A button to be held for a greater duration, in which time you - WITHOUT FAIL - WILL get tackled. Your best option is to adopt a frantic, and bemusingly inaccurate, handball game.

When I broke free, I noticed that I was able to play short, fast passes and actually get the closest recreation yet of the best of Aussie Rules. These are the times that had me genuinely excited, both as to what happens next and for the series at large.

There is something that numbed this excitement. This game achieves the impossible - it MAKES me want to NOT listen to Dennis Commetti and Brian Taylor. Every cardinal sin of game commentary is in here. From the halting "DAVEY...... kicks to....... HURLEY.... HURLEY..... plays on", to the bewildering inaccuracy (As my full forward got tackled and dispossesed, BT screams HE'S GOT THE GOAL AT HIS MERCY HERE - BT, the ball's already back in the midfield, mate). Worst of all, you've heard everything they've got in one match. And with a fairly non-exuberant crowd, you do notice it.

So at the end of the game, with Essendon having powered over the Suns by 12 goals (It was on easy) and the club song blaring out, I was treated to a nice stats feast, presented in TV style. It was a nice touch, with everything from inside 50's to free kicks represented.

Game modes at this point are sparse - a season mode and single game mode are the only two options you'll really spend any time on.

The best thing about this game is - the potential is there. You can't help but see it. The game is not a broken, buggy mess but a functional, enjoyable experience hindered by rough edges. Some areas I would submit for improvement should anyone from Red Ant honor me with a read:

- A quick kick button. Trying to load one up out of a pack is impossible as the kick control currently stands.
- Fix the sprint. It's a redundant feature as it stands as it invariably results in a running too far infringement.
- A career mode, with more robust player creation options (which is serviceable but limited as it stands)
- A refined set shot system. A refined on the run goal kicking system as well - it's more or less guesswork at the moment.
- It's far from necessary, but how about letting the odd controllable brawl break out here or there?
- The commentary. Dear God, the commentary. AFL is blessed with some amazing special comments men and game callers, an AFL game with pitch perfect commentary sells itself.

So what did I love about AFL Live?

- Sometimes it plays EXACTLY like a game of Aussie Rules. From the quick play ons and runs and evasions, to the quick action at the base of a pack to turn defense into attack, this is the first game that has actually felt like watching a real game in video game mode.
- The developer went all-out with licensing players, songs and stadiums. It's as real as it gets.
- As I've already hit on, the potential to build is already there now that the core mechanics work well.

I really have my eye on the next AFL Live. I hope that enough funding is found to put some sizzle on what is already a pretty tasty, if a little underdone, football steak.
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