A good point about player detail being wasted on the high view. Personally though, they could all look like ARL 96 Characters for all I care but as long as the gameplay is spot on, then thats the most important thing. With this type of view you can really play the game the way you want to. You have all your options open, you can spread it out wide, kick it, do whatever you want without having that "gee, I wonder whats left to the screen" feeling. You got that with the demo and didnt have total control of your players. Obviously the slow response of the pass key did have a factor aswell as other things but I though the Camera angle lacked depth overall. Anyway..
Mario, if I can ask a question.. With the behind the player view, the outlines will be angled inwards to depict a 3d-likeness, so if I pass the ball to the winger and press the up key, will it run in line with the sideline or will it edge towards the sideline since it is not straight ? I ask this because ET's Rugby's sidelines were straight so there were no probs as it was 2D. With ARL 96 there was the side view but if you pressed left or right you would run on a slight angle which was kinda confusing. How have you guys addressed this ?
Cheers