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GDC 10: Backbreaker Multiplayer Hands-on
Split-screen football is about to hit your local retailer and we've got all the details so you know what to expect come gameday. New multiplayer gameplay footage included.
March 12, 2010 - Backbreaker has been on the way for a very long time. It has taken baby steps over the last three years towards being released to the masses and in my most recent play session, Backbreaker finally started to look like it was ready for consumers. I've talked at length about the physics-based gameplay, the team creation mechanics, and much more over the last few years, but it was just recently at GDC that I got to try the game's split-screen multiplayer.
I had a lot of doubts when I first heard that Natural Motion was going to try and pull off split-screen multiplayer for their first-ever football game. Was there going to be enough screen space to see everything that's going on? How would things like kicking and passing the ball work, especially when you factor in Backbreaker's already restrictive camera angle? The developers haven't conquered all of these issues just yet, but they've got a decent foundation to build on. Just about everything I played translated perfectly from single-player to multiplayer. The only things that were lacking were the punting and kicking games as the viewing angle was just too close to properly aim.
That doesn't mean that there weren't still issues present. I'm still not a huge fan of how Backbreaker handles running the ball outside and switching players on defense. Both are problems because of the camera angle that's used. When running the camera is still too close to be able to see defenders curling around the offensive line. On defense, the camera angle makes it jarring to switch from a blitzing linebacker to a safety in man-to-man coverage. There's no frame of reference for what the player you're switching to might be doing and it can be frustrating when the opposing team's offense breaks big plays because you can't effectively switch.
I found most of my success passing the ball because of my issue with the running. I did toss a few interceptions, but that was more due to the fact that I threw into double coverage too often. The defensive backs do a good job of picking off passes if the ball hits them in the hands, an issue that Madden players have always had.
Backbreaker's multiplayer was at its best when the game delivered big hits and the smack talking began between me and my opponent. It's interesting that there aren't more "wow" moments in Backbreaker, especially when you see its over the top visual design. Players are bigger and meaner looking than in the real NFL but don't really lay the licking on one another that you'd expect. The physics react authentically and there aren't many opportunities for end-over-end collisions. That's not say that there aren't some bone jarring tackles (and very strange bugs still present), they just aren't as frequent as the visual design would have you believe.
If you don't have any friends to invite over to your plate, Backbreaker allows you to play online as well. The only difference is that you can't play cooperatively online like you can locally. I didn't get a chance to test the network code quality during GDC, but that's definitely something I'll look into once it's time for the review.
Backbreaker is set to release on May 25 for Xbox 360 and PlayStation 3. Be sure to keep an eye on IGN for more and be sure to check out our new direct-feed including your first look at the full list of teams and logos.
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