Home
Backbreaker News Post


Over the past few months, the team at NaturalMotion Games has been talking with the community and listening to all of their ideas for Backbreaker. We’ve taken it all on board and, as you know, we’ve been working hard on an update. As a tribute to the Backbreaker forums’ favourite player, we’re naming this update “Greathouse” and it does a whole lot more than simply tweak a few things here and there. We’re very nearly done and now we want to share with you exactly what “Greathouse” will bring to Backbreaker.

One final thing. We take great delight from seeing all your videos and we’re humbled by your support and enthusiasm. If you’ve seen something uniquely amazing in Backbreaker that made you smile, laugh, point, call a friend or rub your eyes in amazement, then you ‘get’ Backbreaker… and we’ve made this game, and “Greathouse”, for you.

Key Additions

Brand new replay camera suite

• New free-flight camera
• Sideline and Endzone cameras including ball lock, pan and tele-zoom function
• A player-centric camera including zoom and rotation function. Track any player on either team.
• Ball camera including zoom and rotate
• Complete replay suite functionality added to Tackle Alley
• Added pause/play to all replay cameras for greater footage control
• Added ability to remove OSD for clean footage capture

Offensive Gameplay Camera

• The Quarterback camera has been pulled back and raised a little. This still keeps the feeling of being down in the action, but provides a slightly wider view and vision over the line
• Added a ‘glance’ button which allows you to instantly check your blind-side

Expanded Playbook

An Extra 59 Offensive plays consisting of these formations:
• Ace – Double Tight End
• Spread – 4 Wide
• Bunch – Bunch right
• Empty – 5 WR!!
• T-form – Old fashioned power football, 3 running backs in the backfield

An Extra 51 Defensive plays have been included consisting of these formations:
• 44 – 4 Defensive linemen, 4 linebackers.
• 46 – Traditional old school defense born of Buddy Ryan
• 33 – Nickel package with 3 defensive linemen and 3 linebackers
• 3 Deep – 7 defensive backs package with 3 deep across the back.

Gameplay Enhancements

Improved Passing Game & Reduced Interception Frequency

Following valuable feedback from reviews and Backbreaker forums, we rewrote elements of the AI that will help make passing a more effective way to gain yards.

Here is a summary of the changes:

• We’ve improved the O-Line for teams throughout the game. This will give you longer in the pocket to make your reads correctly and go through your progression
• We’ve increased the passing animation speed and increased the minimum distance where a long windup will be required. You will now be able to execute the pass more quickly and hit your target more effectively
• There were too many dropped passes to the flats. We’ve introduced a new pass classification for these simple passes and have ramped up the accuracy of the QB when performing this type of pass
• The accuracy of QBs has been increased across the board
• Defensive Backs now fully respect their visibility cone, only seeing interception opportunities when appropriate. The DBs will continue with the assigned role until the either “see” the need to change, or “hear” the need to change, which is typically about 1-2 seconds after the snap
• We’ve tweaked the amount your QB will lead a receiver when activated
• Moved pump fake to shoulder button to make lob passes easier to execute
• Improved mechanism for Quarterback scanning the field
• Reduced penalty applied for throwing out of focus mode

User Interceptions and User Controlled Catching

• Following community feedback, the user is now given full control over interception attempts when controlling a defensive player. Interception attempts are made by holding the left trigger (focus mode), ie. by actively looking towards the ball as it comes in
• Wide Receiver catching in now also uses this mechanic (i.e. hold left trigger when ball is approaching)
• To signal an incoming ball, the user-controlled WR will be highlighted red when targeted by the QB

QB AI Logic

The QB AI has received a major overhaul. Firstly, the opposition QB will now recognise double coverage better. He is also more likely to throw the ball away rather than risk a throw / take a sack. This results in fewer AI interceptions and sacks. We’ve also reworked the QB receiver selection logic and increased prioritisation of throwing to the primary.

Improved Pocket Protection

Following numerous tweaks, the pocket is more solid. Pocket time now averages around 5 seconds and is all linked to the players’ attributes.

Show and Hide Blitz

New ability to show and hide blitz, pre-snap , by pressing the shoulder button.

Jukes and spins

The animation speed of these has been increased and better linked to a player’s agility attribute.

Improved AI Time Management, Audibles and Play-calling

Sophistication of play selection, audibles and timeouts has been improved. Additionally, the AI is more likely to flip their selected play depending on the situation.

Opposition AI

This has been given an overhaul and you should find your opponent much more of a threat. We’ve also rebalanced Easy, Medium and Hard settings to be more challenging and linked almost all AI decisions/speeds to their attributes. Also, you should be aware that all of the notes relating to AI, animation and behaviours above will apply to your opponent as well. These are game-wide changes.

New RB Focus Mode

When holding the left trigger, the camera will turn upfield when the RB is heading towards the sidelines. This is NOT automatic – you need to press the hold the trigger to manually glance upfield.

Stumble Mechanic

We have added a stumble recovery mechanic for when your player has been knocked off course. To recover from a stumble, just press the Action button as quickly as possible.

Fumbles

• Fumbles are now more likely to happen for non-QB players.
• Passes backwards are now classified as fumbles (respecting QB arm movement direction)
• Catches bobbled / dropped within 2 steps as a result of a tackle are marked as incomplete passes rather than fumbles (player deemed not in control of ball)
Bug Fixes & Other High Priority Issues

Friendly Fire!

Your players occasionally reacted too strongly to friendly physical impact. This happened especially when controlling a RB/FB and clashing with your line. We’ve dialled that back, which should make your running game more effective. Players will still react to the collision but will be less likely to be knocked down

Penalties

Users have been reporting a multitude of penalty issues. We have done a comprehensive review of all penalty complaints and bugs (including the infamous roughing-the-kicker) and have been able to resolve them. We believe you will find this drastically improves the quality of the game.

Online Gameplay

• Reduced online lag slightly
• Built in a new protection system against people hacking the game to create a “super team” and taking it online
• Removed the Cancel Stats Posting option as reported by the forum. People were abusing this to avoid losses showing up in their profile
• Fixed a number of other stat posting related issues

D-Line

• Users playing as part of the D-Line were experiencing a slower-than-desired speed in getting off the mark due to a delay in input control. This has been solved
• Users playing D-line can now bat the ball (pull down on the right-stick)
• Spins, rips and swims are now more effective to help you get that sack

Too much Boom!

Stopped “Boom” playing every kickoff. It now only occurs at the start of each half. Yay!

Team Ratings

Offense, Defensive and Overall ratings for teams have been recalculated and now more accurately reflect the quality of the team if all the best players are on the field.

Play Exploits

Thanks to feedback from the forums we have put tweaks in place to prevent exploits on the following:
• RB spinning through the line
• QB sneak
• FG block
• Punt block
• Nanoblitz

Rule Fixes

• Players must take 2 steps before they gain possession of a caught ball
• Tipped punts and kick-offs that touch receiving team players and subsequently go out the back of the endzone no longer cause safeties (just touchbacks).
• Intentional Grounding penalty now causes a loss of down.
• Scrimmage kicks (punts/field goals) can only be returned by the kicking team if blocked before the line of scrimmage
• Two Minute Warning will only stop the game clock after the play has ended.
• Defensive/Offensive Pass interference rules are turned off when the ball touches a player.
• Pre-snap penalties (Encroachment, Delay of Game, False Start) no longer stop the game clock.
• Touchbacks and Safeties are determined by whoever intentionally touched the ball last, instead of whoever physically touched it last.
• Failed field goals restart at the 20 yard line or the point the ball was kicked from (used to be from the 20 yard line or the previous LoS).
• Improved Pass Interference detection.
• Defensive Holding rule now active during punts.
• Game clock is only stopped by a penalty if it is within the last 2 minutes of the first half, or the last 5 minutes of the second half.
• No longer declaring a pass as incomplete if a player catches it in the air with their feet out of bounds (the feet must be grounded).
• Fumbles on a 4th down, or within the Two Minute Warning, can only be advanced by the Defense or by the player who fumbled the ball.
• Improved the "ball carrier" logic.
• Now awarding a touchback when the punting team catches a non-live ball in the opponent’s endzone
• A ball is only considered blocked/batted if it changes the impetus of the ball.
• Intercepting the ball before your own endzone but being carried into the endzone with momentum will now give a touchback instead of a safety.
• If a QB fumbles a ball while in the motion of throwing (i.e. hands moving forwards), then this is now considered a forward pass.
• Ineligible receiver downfield during a pass down penalty now excludes tight ends.

Game: BackbreakerReader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 51 - View All
Backbreaker Videos
Member Comments
# 101 dmick4324 @ 08/03/10 11:36 AM
I bought this game on release day and traded it in 2 weeks later. I never could have imagined how much they got into this patch. I'll wait until after I read some impressions from you guys post-patch, but if all goes well then I'll be buying this game new for the second time. I'm loving the commitment from these guys at NaturalMotion.
 
# 102 mgoblue678 @ 08/03/10 11:52 AM
There is one thing missing from the patch I was hoping for, and that is more options to choose from for quarter lengths. I hate having the limited options we have now. 10 minutes is too long and 5 minutes is too short for me.

I really don't understand why they don't give us more quarter lengths to choose from, this is still a big issue to me.
 
# 103 dmick4324 @ 08/03/10 01:01 PM
Quote:
Originally Posted by mgoblue678
There is one thing missing from the patch I was hoping for, and that is more options to choose from for quarter lengths. I hate having the limited options we have now. 10 minutes is too long and 5 minutes is too short for me.

I really don't understand why they don't give us more quarter lengths to choose from, this is still a big issue to me.
Was thinking this exact thing, limited quarter lengths was a poor choice IMO. In most cases, limiting gamer choices is a bad thing.
 
# 104 DaveDQ @ 08/03/10 01:37 PM
I'm picking it up new tonight. They have it for 29.99 at GameSpot and I have a few games that will cover that in trade in value.

It's really impressive how they approached this patch. I told myself from the beginning that the purchase of this game would sort of be in principle. Obviously the game isn't perfect, but there's a lot of good in how the community has rallied around what it is and have actually enhanced the experience.

Backbreaker may still not live up to the hype (post-patch), but for a first effort, you can't deny they have gone the extra mile in trying to make something of substance. I think they pulled it off too.
 
# 105 videlsports @ 08/03/10 03:53 PM
That's a great list can't wait till it's approved. Gentlemen I have my football game.. Yesssss
 
# 106 pistonpete @ 08/03/10 05:41 PM
will we be able to flip a run play's direction w/o flipping the formation?
thanks
 
# 107 sparkyiii2k @ 08/03/10 11:29 PM
Awesome patch but I wonder how it will pass certification. I thought microsoft only allowed a patch to be a certain size or was it a minimum of two patches maybe I'm wrong about that
 
# 108 jaosming @ 08/03/10 11:52 PM
Quote:
Originally Posted by sparkyiii2k
Awesome patch but I wonder how it will pass certification. I thought microsoft only allowed a patch to be a certain size or was it a minimum of two patches maybe I'm wrong about that
4mb maximum

im fairly certain this is a Content update that will have us download some kind of DLC since they updated the loading screen, added replay functions, and added 100 plays.

if it is just a patch with no accompanying DLC "patch" like Burnout Paradise or FNr4 then I will be really.....really disappointed because that would make me assume all this stuff was on disc and is just being unlocked rather than anything new.
 
# 109 ZeeAyKay @ 08/04/10 12:05 AM
Quote:
Originally Posted by jaosming
4mb maximum

im fairly certain this is a Content update that will have us download some kind of DLC since they updated the loading screen, added replay functions, and added 100 plays.

if it is just a patch with no accompanying DLC "patch" like Burnout Paradise or FNr4 then I will be really.....really disappointed because that would make me assume all this stuff was on disc and is just being unlocked rather than anything new.
That really doesn't make any sense. Why would they release a game of lower quality than they could have?
 
# 110 klaytonix @ 08/04/10 12:09 AM
I think they could get in under 4mb.

Most of these are programming tweaks.. which are just basically changes in text files. The biggest things in games are 'Assets' (the graphics and sound) and they haven't added any of that. The replays are just using buttons and cameras that were already in the game. I think they could release this as a patch.
 
# 111 yardz23 @ 08/04/10 04:05 AM
Well the entire game download itself was just barely 1 gb if I remember correctly. Maybe less even. I doubt they'll have a problem getting it approved
 
# 112 AzureEffect @ 08/04/10 09:57 AM
Seriously....can we just get this thing dropped already
 
# 113 jaosming @ 08/04/10 10:00 AM
Quote:
Originally Posted by klaytonix
I think they could get in under 4mb.

Most of these are programming tweaks.. which are just basically changes in text files. The biggest things in games are 'Assets' (the graphics and sound) and they haven't added any of that. The replays are just using buttons and cameras that were already in the game. I think they could release this as a patch.
then where are the play diagrams and new loading screen coming from?
 
# 114 AzureEffect @ 08/04/10 10:06 AM
Seriously....can we just get this thing dropped already
 
# 115 RaiderKtulu @ 08/04/10 10:27 AM
Quote:
Originally Posted by jaosming
then where are the play diagrams and new loading screen coming from?
For the love of Odin who cares how big the damn file is?

God damn you people can be stupid at times. Seriously. We're getting a patch that fixes nearly every issue we have with the game. Stop whining about stupid **** like file sizes.
 
# 116 jaosming @ 08/04/10 10:44 AM
Basically I'm an idiot....read at your own IQs risk

i care because with DLC anything Microsoft likes to slap that Gold Exclusive sticker on it for a week

I care also because the outcome of this may change how I feel about NM....I honestly dont believe that all of that (graphics included) can be contained in 1 4mb patch. If there isn't content download then I'm going to assume that this is all coming from on-disc and is just being "unlocked" which would peeve me because I would ask....why didn't we have these plays & replay system from the release?

RB2 did have a graphic update in a patch, a small RBN symbol, so i could be wrong, and yes, I am very very happy that the game will be fixed, I think we all are, I just want to theorize on where all of this is coming from, actual new content, or from the disc we already own.

It's like that thing with Resident Evil 5 where the multiplayer part of it was just an unlock key for something on the disc you already owned.
 
# 117 RaiderKtulu @ 08/04/10 11:01 AM
Quote:
Originally Posted by jaosming
i care because with DLC anything Microsoft likes to slap that Gold Exclusive sticker on it for a week

I care also because the outcome of this may change how I feel about NM....I honestly dont believe that all of that (graphics included) can be contained in 1 4mb patch. If there isn't content download then I'm going to assume that this is all coming from on-disc and is just being "unlocked" which would peeve me because I would ask....why didn't we have these plays & replay system from the release?

RB2 did have a graphic update in a patch, a small RBN symbol, so i could be wrong, and yes, I am very very happy that the game will be fixed, I think we all are, I just want to theorize on where all of this is coming from, actual new content, or from the disc we already own.

It's like that thing with Resident Evil 5 where the multiplayer part of it was just an unlock key for something on the disc you already owned.
Do you know how many small image files you can fit in 4mb? Especially with simple stuff like play art, a few button icons and a couple new screens. And text? The Hitchhiker's Guide to the Galaxy as a txt file is less than 300k. You can fit rather large amount of code in a fairly small space.
 
# 118 Wazzer99 @ 08/04/10 11:28 AM
Quote:
Originally Posted by jaosming
I care also because the outcome of this may change how I feel about NM....I honestly dont believe that all of that (graphics included) can be contained in 1 4mb patch. If there isn't content download then I'm going to assume that this is all coming from on-disc and is just being "unlocked" which would peeve me because I would ask....why didn't we have these plays & replay system from the release?
You would be wrong to jump to that assumption, so don't be "peeved".

Let's look at the play-art. Let's say each image is - I don't know - something in the region of 216x128 texels...

DXT1 compression (http://en.wikipedia.org/wiki/S3_Text...mpression#DXT1) achieves a compression ratio of 8:1, meaning each texel requires 4 bits - or 1/2 a byte.

216x128x1/2 = 13824 = 13.5KB

110 plays * 13.5K = 1.45MB

And that's assuming that they're not being compressed any further!
 
# 119 jaosming @ 08/04/10 11:37 AM
yea...after that post I tried different compressions and pretty much felt stupid
 
# 120 43Chargers4Now @ 08/04/10 01:44 PM
Friendly Fire!!! That's the best part for me! I was so good at running the ball but so many times the o-line would blast me to the turf and end the play for me. I can understand if you run full speed into the back of a lineman but not when the linemen runs into YOU and YOU fall down!

I doubt it hasn't happened to anyone else. But I'm glad they fixed it. It really looks good and I can't wait to get it on my system. BB2 Is going to wreck "that other game." I wish they had added more quarter options though....
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.