

Lineouts are a test of timing, where your throw and jump have to coincide. Understandably, it lacks the devious subtlety of real scrums. Scrums in Rugby 15 act like the breakdown - an analogue minigame in which you have to shove your opponent backwards. Rugby Union is a game built from the muscular foundation of set plays. It makes for a game of chase-me-peewee hogwash that barely resembles the direct, attritional sport it’s based on. Conversely, even Manu Tuilagi has the ball-retention skills of a buttered pensioner. Even on the hardest setting, I stole the ball almost every time as if I’d replaced my thumbs with the distilled living essence of Tackles McCaw. The problem is you have to press two buttons to win the ball when you’re in possession but only one when you’re defending. At first it seems like a simple, sensible way of keeping things competitive.

When the bar is green, you can win the ball legally when it’s yellow, you risk infringement. Once a tackle has been made, players take part in a minigame centred around finding the sweet spot with the analogue stick. Unless a player is isolated, the impetus is with the attacking side. Admittedly, the breakdown is violent, complex and contentious - like a crash of 20-stone barristers trying to claw open each other’s scrotums while arguing about technicalities - but there’s a simple truth to it: it’s usually easier to keep the ball than it is to steal it.
