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Exclusive: Pro Rugby Manager 2 Feature
Derek dela Fuente
15/12/2004

Cyanide Studios gives the low-down on the improvements being made...
After the success of Pro Rugby Manager 2004, comes the next version ProRugby 2. Cyanide Studios did a grand job on their first title and their knowledge and understanding pertaining to all the rudiments of this great game â“ tactics, strategies and training methods to go alongside the skill sets of players, moves â“ both attacking and defensive, mark this down as one of the top Rugby management games around. Some might even scoff that there are few Rugby titles to compete with but that is certainly the point, Cyanide managed to present a Rugby game that offers the excitement and endless nuances of the game that few have managed to come to terms with. Of course there is still a fair way to go to be compared with similar football titles but the gap between the two is closing and the fan base for Rugby titles is growing.
Derek Dela Fuente chatted with the team to see what will be on offer and the already impressive spec and features have been offered up, including each of the 12 clubs from Englandâs Zurich Premiership: Bath, Gloucester, Northampton Saints, Leicester Tigers, Leeds Tykes, Saracens, Worcester Warriors, Sale Sharks, Newcastle Falcons, London Irish, NEC Harlequins and the London Wasps who have had their stadiums recreated in minute detail.
TVG: Obviously Pro Rugby 2004 was the start of a successful brand build. What has the team learnt from any feedback?
PRM 2004 being the first in the series, we tried to implement quite a lot of features. The feedback from gamers and the press gave us ideas of what we should focus on improving for the next version. We were happy to see that the overall response to the game was positive and that the game was a solid basis for the series.
TVG: Please tell us what some of the major improvements will be and are you focused to ensure that this new edition will not be more than a cosmetic makeover?
The bulk of the improvements are changes or additions based on the feedback from users. In terms of content, weâll provide more teams and championships, such as the national competitions from Japan, Canada, Ireland, Wales, USA. We also opted to implement a new text mode for gamers that feel they prefer this style of play. Training has been greatly revamped to be much more user-friendly. There will be many additional tactical elements to define before and during the game. We are working closely with a former Heineken Cup winner to assist us in making sure the tactical choices are large enough and realistic. We have added post-game interviews, and incorporated the new format for the French league. There will be plenty of new features for a much improved experience.
We have also made sure there is more variety in the type of players available and that we clearly describe a playerâs strengths. For example, there are now different types of backs who fit some positions better than others. Some are more suited to play 12 than 13.
As for the 3D part, the game will include all the real stadiums from the French Top 16 and Zurich premiership in addition to last yearâs big stadiums. We have worked quite some time on camera angles and replays so that players will feel they are watching a game on TV. Animations are also motion captured this year.
TVG: Tell us about how you improve and work on the AI to guarantee it assimilates all the action and portrays the âresultsâ on screen in a plausible way?
This year we are working very closely with a former professional player who also has a passion for games. He makes sure that we get realistic actions and results on screen. He also managed to get us involved in what goes on behind the scenes the week before a real match, how the team prepare, what the coach says, etc⦠We have tried to really recreate what goes on before and during a game.
TVG: Have you gone about improving the tactics the players can develop and how it works?
We have created a list of pre-set plays for all the major âplaying phasesâ based on the real âplaybookâ of a major rugby team. This should greatly enhance the tactical possibilities, especially the play of the back lines.
We have also added more tactical choices on defence so that the gamer can have a bigger impact on this part of the game.
TVG: Are you working on improving the game for maybe the novice player and making elements of the game easier with a gradual learning curve?
We have tried to make the interface more user-friendly and offer more âlevelsâ of tactical choices. Players will also be more pro-active this year so it should help novices.
TVG: How do you go about fact finding to ensure you have all the latest stats and info?
We work closely with the major rugby leagues which help us gather data. We also rely on a very strong database from a TV channel broadcasting games. Finally, we have a good community that is always willing to assist.
TVG: Can you tell us a little about both the new training system, and improved injury management?
In PRM 2, training is based on a choice between trying to improve the fitness of a player or his attributes. There are 21 pre-set training programs if the manager wants to specialise his players. Attributes will improve based on three main factors: the chosen specialisation, the weight being given to fitness training (as opposed to attribute training) and a number of bonuses and âmalusesâ depending on your trainers, the type of infrastructures, etc⦠We always give you some feedback and the probable impact of your training so that you know what you are doing.
As for injuries, they are more varied. Some can have a long-term impact and reduce the attributes of a player indefinitely. Some can even be career-ending. We also introduced the notion of recurring injuries which never fully heal and can come back at any moment.
TVG: In terms of the presentation, graphics and extra visual detail will it remain much like 2004?
We have made major changes to make it more TV-like. Player models are more detailed and weâll even include a player morphing tool if gamers want to change the appearance of players in the editor (or create a new one). There will be replays, camera angle changes so that the gamer will have the impression that he is watching the game on TV. Plenty of new motion-captured animations are also in the works for a more realistic feel. Finally, the stadiums are more detailed and weâre using a new lighting system for a more immersive rendering.
TVG: Do you believe it is essential to understand fully the rules of Rugby to enjoy the game and what one element within this game do you feel the team do best?
It is really not essential to fully understand the rules of rugby to enjoy the game. Since you donât actually control the players, you donât have to worry about the rules that much, the players on the pitch will take care of this for you. I think that what our team does best is make sure that you feel that when you make a decision during games, it really has an impact on the flow of the game. We really try to empower you and give you real control over your teamâs destiny.
THANK YOU!
Pro Rugby Manager 2 is scheduled for release in March 2005; weâll have a closer look soon.






