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Backbreaker News Post


The "Greathouse" patch for Backbreaker is now available for the PS3 and Xbox 360.

To find out what's in the patch, click here.

Here's some quick thoughts...

The CPU is better but could probably be even better. Time will tell on this one.
CPU can run. CPU can pass.
Sometimes the safeties just don't go after the ball resulting in an easy catch and other times they do. Probably has to do with focus ratings but doesn't look right when they sit back.
Instant replay is okay. It's not in the same league as WEs or NFL2k5 but after original version, you can see what's going on and have multiple views.
Teams may have been edited.

It looks like they did a bang up job! Time will tell on how it holds up.

Game: BackbreakerReader Score: 6/10 - Vote Now
Platform: PS3 / Xbox 360Votes for game: 51 - View All
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Member Comments
# 121 TheWatcher @ 08/08/10 06:20 PM
The passing game is much improved, although passes are still too prone to INT's both Human and CPU. Still too many fumbles, too.

I can't run anymore. The upside is that the game is harder now. If there could be one more patch, I'd decrease the defensive catch attributes some more and do something to open the run game a little.
 
# 122 JayBee74 @ 08/08/10 06:40 PM
Quote:
Originally Posted by zmcman1
Just wrapped up another game.

Charleston (me) (69 Offense, 31 Defense, 47 Overall)
vs
Cincinnati (80 offense, 66 defense, 75 Overall)

Got down 24-0 early on in the game due to a huge 76 yard run by their RB and a few defensive lapses on my part (switching control to CBs and taking them out of position to defend the pass.) Final ended up being 41-24 Cincy.

Weren't too many drops this time around for the CPU as I wasn't in position to force them. Still had a good amount of success passing...31/41 489 Yards, 3 TD, 3 INT with Greathouse. CPU Cardona went 14/19 for 197 yards and 3 TD.

Their pass rush is what got me though. Team ended up with 11 sacks, 7 from the left side of their defense. 3-4 may have been my fault from dropping back to deep, but for the most part they just torched my OL.

Better competitive match-up than the match before, though I did cut down on their offensive production a lot in the second half (first half: 237 yards. second half: 98)

Trying the Indy/NE matchup again.
You must have played on MEDIUM.
 
# 123 zmcman1 @ 08/08/10 07:02 PM
Nah, it was definitely on hard. I had saved the settings in the Options menu to prevent having to adjust it each time I wanted to begin a new game. I just played an error-free game, no turnovers.

Just wrapped up the Indy/New England game. Lost 35-17 after throwing 3 pick 6's, 2 other INTs, and fumbling the ball away 3 times. The fumbles were very costly as they two of them came from within my 30 yard line (one on a KR, the other after a receiver made a catch.)

Still noticeably outgained the opponent 338 to 181 with less TOP (9:34 to 10:26). Indy's QB did put up a pretty efficient game of 16/26 for 155, INT.

I overreacted from calling the game easy based off of one game. The CPU offense isn't particularly hard to defend against, but I could see it very challenging if run blocking weren't screwed up. Good AI backs are very good at slipping tackles using skill moves, so I could picture them being pretty damn hard to contain with good blocking. But the defense will make you pay if you don't place your passes properly. I messed up on the pass leading a few times in that game and they jumped them for pick-sixes.

If NM can fix the run blocking issues, Pro-Hard will be an extremely challenging mode.
 
# 124 JayBee74 @ 08/08/10 08:46 PM
Quote:
Originally Posted by zmcman1
Nah, it was definitely on hard. I had saved the settings in the Options menu to prevent having to adjust it each time I wanted to begin a new game. I just played an error-free game, no turnovers.

Just wrapped up the Indy/New England game. Lost 35-17 after throwing 3 pick 6's, 2 other INTs, and fumbling the ball away 3 times. The fumbles were very costly as they two of them came from within my 30 yard line (one on a KR, the other after a receiver made a catch.)

Still noticeably outgained the opponent 338 to 181 with less TOP (9:34 to 10:26). Indy's QB did put up a pretty efficient game of 16/26 for 155, INT.

I overreacted from calling the game easy based off of one game. The CPU offense isn't particularly hard to defend against, but I could see it very challenging if run blocking weren't screwed up. Good AI backs are very good at slipping tackles using skill moves, so I could picture them being pretty damn hard to contain with good blocking. But the defense will make you pay if you don't place your passes properly. I messed up on the pass leading a few times in that game and they jumped them for pick-sixes.

If NM can fix the run blocking issues, Pro-Hard will be an extremely challenging mode.
You had 0 turnovers the first game, 8 the next. How is your rushing?
 
# 125 JayBee74 @ 08/08/10 08:49 PM
Quote:
Originally Posted by ac-greasy
Mind you these are impressions against the cpu...I have had some fantastic games online. Problem is, there's rarely anyone online to play. Human v. human the game is alot better than playing the cpu, in that sense it's probably the best football game I've played against another person.
Isn't the run blocking a problem online too?
 
# 126 zmcman1 @ 08/08/10 09:42 PM
Quote:
Originally Posted by JayBee74
You had 0 turnovers the first game, 8 the next. How is your rushing?
I just passed better the first game. The second game I made a few errors with my lead passing that I didn't the ball in the spots I wanted. New England's DBs made good plays on the ball. And can't explain the fumbles. Prior to that game, I hadn't had more than 1 fumble in any game since the patch released.

My rushing is pretty bad. If I struggle at it early on, I almost abandon it completely. Usually its between 2-3 YPC, but I've had a few games of 4-5. I've used passing teams a lot since the patch came out and haven't really played with a rushing based team.
 
# 127 gr18 @ 08/08/10 11:15 PM
This game plays pretty well now but needs a few editor adjustments.

For instance;

WR and TE's should be at least 75 with good ones 85-90 and top ones higher yet.It negates most of the dropped passes.

D-line strength should be no higher than 70.I globally edited down 20.You could even go a little higher with DT's in particular and could even lower all defensive positions as well.Global edit is your friend.This should help get running games going.

There have been times on Hard,even with very good form,that I've felt helpless on defense.

Bottom line;for those who have the 360 and use the editor,you can get the game to where you want it.
 
# 128 pistonpete @ 08/09/10 12:32 AM
Quote:
Originally Posted by gr18
This game plays pretty well now but needs a few editor adjustments.

For instance;

WR and TE's should be at least 75 with good ones 85-90 and top ones higher yet.It negates most of the dropped passes.

D-line strength should be no higher than 70.I globally edited down 20.You could even go a little higher with DT's in particular and could even lower all defensive positions as well.Global edit is your friend.This should help get running games going.

There have been times on Hard,even with very good form,that I've felt helpless on defense.

Bottom line;for those who have the 360 and use the editor,you can get the game to where you want it.
that's good to hear for you 360 guys. just makes me shake my head since i'm on ps3. i like the game so much i was thinking of spending $50 to fix the dvd drive on my 360 and then buying it on 360. it would be nice if someone could convert the 360 save to a ps3 like on 2k5. anyway, enjoy; i think i'm going to shelve it too, since i love running the ball and it's not impossible to do, but it's too inconsistent and unrealistic to be entertaining.
 
# 129 bcruise @ 08/09/10 12:51 AM
Quote:
Originally Posted by pistonpete
that's good to hear for you 360 guys. just makes me shake my head since i'm on ps3. i like the game so much i was thinking of spending $50 to fix the dvd drive on my 360 and then buying it on 360. it would be nice if someone could convert the 360 save to a ps3 like on 2k5. anyway, enjoy; i think i'm going to shelve it too, since i love running the ball and it's not impossible to do, but it's too inconsistent and unrealistic to be entertaining.
For what it's worth, that's only possible in 2k5 because the XBOX file gets converted to a PS2 file and physical memory card first. That PS2 file is then run through a memory card adaptor (a special official Sony device) to become usable on the PS3.

Editing PS3 files directly (as in Finn's editor) is still not possible because nobody's been able to copy the PS3's digital signature (and if it hasn't been done by now, it probably never will).
 
# 130 mgoblue678 @ 08/09/10 01:05 AM
Anybody else still seeing a good amount of lag online? Starting to think my connection may be the problem.

Overall, my impressions so far is that patch certainly fixed a couple of key problems like the CPU throwing too many INTS, but it also created just as many new problems. Seems like they overdid it on the pass blocking, seems too perfect now and I have no idea what they did to the running game. Before the patch I was having no problem running whatsoever, but now I seem to get blasted in the backfield almost every run. Inside runs seem to be useless. I know people said the running game was better online, but in the games I have played it didn't seem like it. Neither my opponent or me could get any run game going. Watching replays it just looks like the run blocking is not there most of the time, with guys going unblocked or blocks not being held. Even on plays where the defense is outnumbered upfront I am still seeing that happen.

Not to mention the kicking game is just way too easy for both humans and CPU. I don't think I have seen a missed field goal yet by either a human player or the CPU even from 50+ yards.

I may have to put the game back on the shelf. Just wish they would have left the running game alone, prepatch at least for the human player it was almost perfect.
 
# 131 statnut @ 08/09/10 02:49 AM
One area that still needs work is sideline catches. Feels like no receiver is capable of making a catch and dragging the foot to stay in-bounds. Very frustrating.
 
# 132 DavonBrown @ 08/09/10 03:49 AM
Quote:
Originally Posted by gr18
This game plays pretty well now but needs a few editor adjustments.

For instance;

WR and TE's should be at least 75 with good ones 85-90 and top ones higher yet.It negates most of the dropped passes.

D-line strength should be no higher than 70.I globally edited down 20.You could even go a little higher with DT's in particular and could even lower all defensive positions as well.Global edit is your friend.This should help get running games going.

There have been times on Hard,even with very good form,that I've felt helpless on defense.

Bottom line;for those who have the 360 and use the editor,you can get the game to where you want it.
Please post your roster GR!
 
# 133 DaveDQ @ 08/09/10 08:24 AM
I don't know that I can say yet if I'm sold on the passing mechanics. In one way, the time it takes to pass forces you to pay attention to the coverage before the snap to where you definitely have an idea of what is about to happen. The glance feature gives you a better look at what's happening, but once you see your open man, it's hard to switch to him and then pass.

That's where I feel the game does an excellent job of pocket passing. If your pocket collapses, you have zero time to make a play. That's how it should be. Maybe you can evade, but if you have 2-3 defenders coming after you, it's rare that you complete a pass. The window of time seems perfect to me. I just don't know if the controls are the best. that can change with more time in the game.

I actually disagree with the issues in running the ball. To me, it really feels like you are having to work the run and find your holes. I love how some runs feel like nothing but you get 3-4 yards. If a hole is there, and you hit it, you can get yards.

I do wonder if we are sometimes expecting big plays too often and that may have conditioned us to expect more.
 
# 134 mgoblue678 @ 08/09/10 10:07 AM
Quote:
Originally Posted by DaveDQ
I don't know that I can say yet if I'm sold on the passing mechanics. In one way, the time it takes to pass forces you to pay attention to the coverage before the snap to where you definitely have an idea of what is about to happen. The glance feature gives you a better look at what's happening, but once you see your open man, it's hard to switch to him and then pass.

That's where I feel the game does an excellent job of pocket passing. If your pocket collapses, you have zero time to make a play. That's how it should be. Maybe you can evade, but if you have 2-3 defenders coming after you, it's rare that you complete a pass. The window of time seems perfect to me. I just don't know if the controls are the best. that can change with more time in the game.

I actually disagree with the issues in running the ball. To me, it really feels like you are having to work the run and find your holes. I love how some runs feel like nothing but you get 3-4 yards. If a hole is there, and you hit it, you can get yards.

I do wonder if we are sometimes expecting big plays too often and that may have conditioned us to expect more.
Not at all, but I am conditioned to expect not to get drilled as soon as the ball is handed off as much as it is occurring post patch. Not even remotely realistic the number of times I am seeing that occurring. Can't say it's much better for the CPU either. Not sure what difficulty your on but on Hard it is near impossible to run effectively and I can't play on Medium because the CPU doesn't' generate enough offense on Medium to legitimately compete with me. Don't want more big plays just less plays that get blown immediately.

Basically for me after the patch I am finding passing to be too easy with the pass blocking seeming too perfect now and the run game to be completely screwed up. Hard is one thing, but it shouldn't be insanely hard because o-linemen routinely let guys go unblocked even when they have advantage in numbers upfront or can't hold their blocks for more than 2 seconds. That is what I am seeing on replays and that is not remotely realistic.

I had no problems running the ball prepatch either, was getting a very realistic YPC.
 
# 135 mgoblue678 @ 08/09/10 10:29 AM
Quote:
Originally Posted by gjsii13
Dude seriously shut up

You spam this thread EVERY day talking about how unrealistic it is.

We get it
What are you talking about? I have made 3 posts in this whole thread, only two of which primarly talked about the run game/run blocking. This is an impressions thread, you don't have to necessarily like or agree with what everybody says.
 
# 136 Phobia @ 08/09/10 10:32 AM
Quote:
Originally Posted by gjsii13
Dude seriously shut up

You spam this thread EVERY day talking about how unrealistic it is.

We get it
Where you think you at? This is not the BB forum!!!

I agree with Mgo and I am a big BB fan.

The run blocking is not working correctly post patch. The passing is about perfect now. Also the players feel to sluggish. There is no agility tied to the players where they move and cut like a real player would.

I like BB, but I am also going to point out what needs worked on. But to tell someone shut up, me personally would want to knock the **** out of you.
 
# 137 mgoblue678 @ 08/09/10 10:41 AM
Quote:
Originally Posted by Phobia
Where you think you at? This is not the BB forum!!!

I agree with Mgo and I am a big BB fan.

The run blocking is not working correctly post patch. The passing is about perfect now. Also the players feel to sluggish. There is no agility tied to the players where they move and cut like a real player would.

I like BB, but I am also going to point out what needs worked on. But to tell someone shut up, me personally would want to knock the **** out of you.
Thanks Phobia. If the run blocking was the same as prepatch along with the other changes they have made I would be pretty satisfied. I looked back through the official list of changes for anything relating to the run blocking but didn't see anything, at this point I have no idea what happened.

And your right, defiantly don't appreciate being told to shut up.
 
# 138 Phobia @ 08/09/10 10:44 AM
Quote:
Originally Posted by mgoblue678
Thanks Phobia. If the run blocking was the same as prepatch along with the other changes they have made I would be pretty satisfied. I looked back through the official list of changes for anything relating to the run blocking but didn't see anything, at this point I have no idea what happened.

And your right, defiantly don't appreciate being told to shut up.
Yea run blocking was great pre patch. I average 3-4 yards per carry and got hit in the backfield on occasion. Now post-patch, I get hit in the backfield ohh some where to the tune of 10-15 times a game. That is just not near realism. I have many games now where I have 1 yard or less averages.

Also about the shut up thing. You don't disrespect another man in that way unless you are prepared for some conflict. But it is easy to get away with that over the internet. Completely wrong in my opinion.
 
# 139 Phobia @ 08/09/10 10:57 AM
BackBreaker Pre-patch

Run blocking - Run blocking was great. Saw NFL averages in the range of 3-4 yards per carry. Felt like most other football games in hole size and time the held open.

Pass Blocking - Pass blocking was a issue. The offensive line struggled to hold their blocks for long then 2 secs tops.

Running - Running felt good but a tad bit sluggish. Players cut without planting and pushing off correctly. Not enough agility being displayed by players.

Passing - Passing was in rough shape. The camera view is pushed in to much and a little to low to read the defense right. Then the pass accuracy was horrible most of the time. Even in focus mode. Selecting between WRs is to slow and makes navigating who to throw to, way harder than it should be.

Defense - Defense felt good. Only draw back was the D-line being slow to get out their stance when user controlled

Backbreaker Post-patch

Run blocking - Far to often are offensive lineman missing blocks or losing blocks instantly. Far to many runs being blew up in the backfield. Need to be tweeked

Pass blocking - Feels about perfect right now.

Running - Running feels a little better post patch. Controls are a little tighter and react quicker. But running still does not have the threat of explosiveness. The running still feels to sluggish

Passing - Passing is MUCH better now and I would say perfect. Loving the drops with contact.

Defense - Feels the same as pre-patch. They fixed getting out the stance on the d-line.

Backbreaker does not display agility and explosiveness. This is what it is missing!
 
# 140 mgoblue678 @ 08/09/10 11:32 AM
Quote:
Originally Posted by Phobia
BackBreaker Pre-patch

Run blocking - Run blocking was great. Saw NFL averages in the range of 3-4 yards per carry. Felt like most other football games in hole size and time the held open.

Pass Blocking - Pass blocking was a issue. The offensive line struggled to hold their blocks for long then 2 secs tops.

Running - Running felt good but a tad bit sluggish. Players cut without planting and pushing off correctly. Not enough agility being displayed by players.

Passing - Passing was in rough shape. The camera view is pushed in to much and a little to low to read the defense right. Then the pass accuracy was horrible most of the time. Even in focus mode. Selecting between WRs is to slow and makes navigating who to throw to, way harder than it should be.

Defense - Defense felt good. Only draw back was the D-line being slow to get out their stance when user controlled

Backbreaker Post-patch

Run blocking - Far to often are offensive lineman missing blocks or losing blocks instantly. Far to many runs being blew up in the backfield. Need to be tweeked

Pass blocking - Feels about perfect right now.

Running - Running feels a little better post patch. Controls are a little tighter and react quicker. But running still does not have the threat of explosiveness. The running still feels to sluggish

Passing - Passing is MUCH better now and I would say perfect. Loving the drops with contact.

Defense - Feels the same as pre-patch. They fixed getting out the stance on the d-line.
Basically how I would sum it up, with the only exception being I think the pass blocking may be a little too good now. Granted it's better alternative than having 2 seconds to throw, but I think perfect is somewhere in between prepatch and postpatch at least for me.

To me the biggest plus is the CPU QB's actually being good to competent now and not throwing a ton of picks. Greathouse of the Cougers lit me up for 400 yards the other day with only 1 pick.

Just wish the the changes I like post patch weren't offset by some changes I don't like postpatch. Running game was possibly my favorite part the game prepatch.
 


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