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BigAnt's Cricket 14

                                        Big Ant Cricket 14


So here’s an extensive round-up of everything we know about the game so far (tentatively called Big Ant Cricket 14 or BAC 14), thanks to a lot of digging by IVG member Angy:
A robust creation tool will let users accurately recreate their favourite players and teams.
  • BAC 14 is headed to PC, Xbox 360 and PS3.
  • Aside from the standard broadcast view, the game can also be played from first-person or third-person views. The PC version will also support Oculus VR.
  • On PC, BAC 14 will require a controller. It does not support keyboard/mouse.
  • The game will not feature many licenses, but will include a robust creation tool (Cricket Academy) to let users accurately recreate their favourite players (image below), teams, tournaments and more.
  • Created players and teams can be uploaded and downloaded off the game servers across all platforms.
  • The game will include unlicensed national sides out of the box. There will be a simple process to replace those with sides/players from the Cricket Academy (beta can be downloaded here).
  • Dynamic lighting: The sun moves incrementally as the day progresses and shadows change dynamically along with cloud effects. Weather and light change in real time.
  • Crowds will vary, as will crowd numbers and related sounds based on what is happening in the match.
  • Cheerleaders, ticker tape, celebrations, fireworks, etc. will be present where applicable.
  • Form, fatigue and injuries from previous innings can affect players. You are more likely to be injured if you are fatigued.
  • BAC 14 will include all cricket match types, including Test, ODI and T20.
  • Every game mode in BAC 14 will have an online option – head-to-head or co-operative. Game will feature online tournaments and Big Ant will host its own online tournaments as well.
  • You can save online matches. You will be able to play online matches beyond 10-20 overs.




The type of pitch will influence the deliveries. Bowlers will be able to use cracks and rough patches to assist with movement.
  • Game includes 40+ hours of commentary.
  • Rain and bad light can be turned on/off.
  • Replay system: Allows you to place the camera at any player, rewind, forward, super slow mo, etc. You can also upload replays to Youtube/Facebook.
  • There are ‘nets’ to practice your skills.
  • AI will bat and bowl with regard to game type and game context (i.e. run rate required, deliveries and wickets remaining, etc).
  • Full physics system for bat/ball. Ball will change line when edged, but it might be really slight for small edges.
  • Manual appeal system. Appeal too much and the umpire would become unfavourable towards you.
  • Lots of different appeal animations depending on the likelihood of a wicket.
  • BigAnt Review System works similar to DRS. Can be turned off.
  • No menus or HUD for bowling.
  • The type of pitch will influence the deliveries (hard pitch equals more bounce). Bowlers will be able to use cracks and rough patches to assist with movement.
  • There will be ball wear and tear. You can shine the ball. This is important for getting reverse swing.
  • Pitch degradation plays a big part and the ball will be affected. There is an option to also accelerate pitch wear for shorter games.
  • Catching is not automatic, but it is not always difficult. You will be required to move the fielder’s hands in the direction of the ball. Wind also affects the ball in flight.
  • You can turn off manual fielding, but the game is based and balanced around manual fielding.
  • Lots of variables affect throws while fielding – direct to stumps vs keeper vs relay fielder; how much time you take to consider the throw; the attributes of the fielder; how the player is facing, etc.

Career Mode
Your created player will be offered contracts by teams with performance-linked bonuses.
  • The game features a comprehensive career mode revolving around one player. You can customise his appearance, attributes, role (batsman/bowler/wicketkeeper) and nationality. Players start at age 16 and the career spans 20 years.
  • Your created player will be offered contracts by teams with performance-linked bonuses. You must climb through five ranks before reaching the ultimate goal of playing for the international team.
  • Skills increase or decrease based on performances; rank can also increase or decrease.
  • Match types and length of matches increase as your rank increases. Test matches are only available at Rank 5.
  • The game will simulate parts of matches where your player is not involved. You have the option to stop the simulation to field as yourself at any time.
  • Injuries play a bigger role in the games of greater length, especially in tournaments and Career mode.
Gameplay
You have the option to walk when you know you have edged it. If you don’t walk enough, the umpire may become unfavourable towards you.
  • Batting Controls: Left stick for foot placement. Right stick controls the bat. D-pad controls position in the crease. Use of triggers controls defensive and offensive play. Bumpers are for advancing down the wicket and unorthodox shots.
  • You don’t need all these controls to play the game. The more you use, the better you will play.
  • You have the option to walk when you know you have edged it. If you don’t walk enough, the umpire may become unfavourable towards you.
  • Confidence and pressure are important aspects, and momentum will play a part. A batsman on fire is hard to stop, as is a bowler.
  • The AI can reject the run. The AI could be fatigued and know they might get stranded, they make a risk assessment like a human would. If it is a close call, the AI would run, but if the AI would clearly have a great chance of being run out, then they won’t.
  • Controller vibrates if there is a nick (if you are playing as the batsman). Batsman will know when he edges the ball. He can then walk or wait for an appeal.
  • Pace bowling controls: LB/RB button to change between over and around the wicket; X to rub/shine ball; Y/B/A to determine choose between full/short/good length of delivery; RS up for bowler to jump when near stumps and down to deliver the ball; LS determines how the ball is held and affects spin/swing.
  • Spin bowling controls: LS up straight will be aiming at off stump, moving left or right will change the line across the crease. Holding LS and pressing Y/B/A will determine delivery length. Rotate LS in direction of spin during run-up. Flick RS to determine the type of delivery.
  • At lower difficulties – slower bowl speeds and less swing to making them easier to control.
  • No indication on the pitch of where the ball will land.

BOWLING CONTROL

PACE BOWLING :-

Pre-Bowl
LB/RB - OVER & AROUND THE WICKET changing
X – RUB/SHINE Ball (Very important to get reverse swing)

Pressing Y/B/A will determine a Length of the Pitch.
Y = FULL
B = SHORT
A = GOOD 
This is the range of length you are aiming for. Pressing this will start the bowling run up.
Note that the area of lengths are overlapping i.e. if you are bowling a GOOD length delivery and don't time your release well. It can end up being FULL or SHORT depending how early or late you release it.

Bowling Phase
RIGHT ANALOG STICK (RAS) DOWN (Hold it) - This will make the bowler jump at the end of the run up. You will need to time this well, as it will affect where your bowler plants his front foot. Too early and that bouncer you wanted to deliver with your 2m tall bowler isn't going to be as effective, too late and you've got yourself a no ball.
The Speed you pull the RAS down will determine the speed of the ball that you are going to bowl i.e. If you pull the RAS down very fast, then you will have your bowler bowl his Maximum pace and depending how slow you pull the RAS down will determine how slow he will bowl.
You can use the crease when bowling (bowling from wide of the stumps or close to the stumps). [how to control it is still unannounced]

RAS UP – This will deliver the ball, when you release it and what position you push to, will determine the ultimate line and length of the delivery inside your original Length Range.

If you don't do anything after the Run Up then it will result in a dead ball.
But if you just pull the RAS down and don't do anything afterwards, the bowler will ball the worst possible delivery.

Example:-
If you press B for short delivery and then you wait late before pressing RAS UP this will give you the shortest possible delivery with your bowler.
If you push directly up on the RAS your line will be just outside off stump, pushing up to the left or right of that position will affect the line accordingly.

LEFT ANALOG STICK (LAS) – Determines how you hold the ball and will affect how the ball moves in the air and off the deck. Depending on the condition of the ball and the pitch, the game will dictate what you might need to do with both the LAS and RAS to compensate for movement.

Note :- LAS control is still unannounced. There are still some room for speculations.

SPIN BOWLING :-

Pre-Bowl
LB/RB - OVER & AROUND THE WICKET changing
X – RUB/SHINE Ball 

Pressing Y/B/A will determine a Length of the Pitch.
Y = FULL
B = SHORT
A = GOOD 

LAS will determine the Line of the Ball.
LAS held up straight will be aiming at offstump, moving it left or right will change the line across the crease.

Bowling Phase
LAS ROTATION - As the bowler runs up you rotate the LAS in the direction you want to spin the ball, There is an ideal rotation time to get the most out of your bowler, then the bowler will automatically go into his delivery
RAS - You must flick a direction on the RAS to determine the type of delivery. This will give quicker darted in bowls, floating, drifting, wind will play it’s part and working out the condition of the pitch and where you want that ball to land are crucial.

Note:- RAS control is still to be announced completely as we still don't know how we are gonna make those different kinds of spin balls with RAS.

BATTING CONTROL

The whole batting mechanism is still to be announced. But there are some bits of information that we know now. But it is still to be elaborated.

LEFT ANALOG STICK (LAS) - Foot Placement while playing a shot.
RIGHT ANALOG STICK (RAS) - Controls the Bat.
THUMB PAD (Direction keys) - Controls the position of the batsman in the crease.
LT/RT (Triggers) - Variable triggers are used for defensive and aggressive play. (Remember aggressive doesn't mean lofted shot. We are still to get enlightened about these)
LB/RB (Bumpers) - Bumpers are for advancing down the wicket and unorthodox shots.

Note that NO "BALL MARKER" will be present in the game but we will be given some indication on where the ball is going to end up.


FIELDING CONTROL

Sorry folks nothing new here (Still unannounced). Just created the slot for fielding controls because I think we need one.
All we know for now, is that in Cricket 14 we have the following aspects of fielding which needs manual inputs :-
CATCHING
DIVING (Catches/Saving boundaries)
WICKET KEEPING
STUMPING
THROWING (Relay/Direct)

Source : BigAnt on Community forum and IVG

SCREENS :

Catch it!


I'm living in the 70's



A time when even umpires were looking cool 







Come get some!


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Playing while using the "Biggs Tram Ticket" Filter - yes you can play with filters!!



Another with the Biggs Tram Ticket filter


Last of the "Biggs effect"


Blimp View



Here is a thermal image from BARS (Big Ant Review System)








Screenshots:







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