
There is a certain kind of heartbreak reserved for sports fans who have waited years for something, only to have it arrive broken. That is the story of Rugby League 26, the video game that promised to bridge an eight year gap since the last NRL approved title, only to stumble out of the gate with errors so glaring they felt like a betrayal.
Imagine saving up for a ticket to a grand final, only to find your seat doesn't exist. That is roughly where players and fans found themselves when the game launched. NSW State of Origin star Kennedy Cherrington, who appears in the game, took to social media to express her dismay, not just for herself but for the fans who had been counting down the days. The game, she said, felt half finished. It wasn't just a few bugs. It was player ratings that made little sense, positions misassigned, stadiums misplaced, and a persistent sense that this was not a new game, but a refurbished version of a much older one.
Some of the errors would be laughable if they werent;t so frustrating. Retired players ranked higher than current stars, kickers using the wrong foot, entire stadiums relocated to the wrong cities. Even the most forgiving fans struggled to shrug it off. One content creator, a die hard Panthers supporter, pointed out that the game seemed to be a remaster of Rugby League Live 4, released in 2017, rather than something built from the ground up.
For Cherrington, the issues ran deeper than aesthetics or gameplay. It was about respect. Players, she noted, were included in the game without meaningful consultation. Their likenesses, their skills, their reputations were used, yet the final product didnt;t reflect the reality of who they were or how they played. She couldnt;t even select herself in her actual position. Neither could fans play ment;s star Mitchell Moses at his rightful spot. It wasnt;t just sloppy. It felt dismissive.
Behind the scenes, developer Big Ant Studios scrambled to contain the fallout. The CEO issued apologies, acknowledging the disappointment of fans who spent upwards of $125 for a game that didnt;t work as promised. Microsoft, the platform where server issues locked players out for nearly half a day, became part of the firefighting effort. Free in game credits were offered, a small consolation for a launch that felt like a letdown.
But damage control is not the same as trust restored. Sports games occupy a unique space in gaming culture. They are not just entertainment. They are a way for fans to step into the world they love, to take control of their heroes, to rewrite history or script their own futures. When a game fails at that basic promise, it doesnt;t just feel like a technical failure. It feels like a broken contract between creators and the community.
This isnt;t the first time a sports game has launched in rough shape, and it wont;t be the last. The pressure to meet deadlines, the complexity of licensing deals, the competing demands of realism and playability all contribute to rushed releases. But what makes Rugby League 26 sting more than most is the sheer length of the wait. Eight years is a lifetime in gaming. Fans had every right to expect better.
There is a lesson here, one that developers should take to heart. Players, both the ones on the field and the ones holding controllers, want to feel seen. They want their passion reflected in the products they buy. Cutting corners, skipping consultations, and releasing before a game is ready might meet a fiscal deadline, but it risks eroding something far more valuable. Trust is hard to earn and easy to lose.
Perhaps Rugby League 26 will eventually be fixed. Patches will smooth the rough edges, updates will tweak the gameplay, and in time, players might forget the rocky start. But the frustration of these early days will linger in memory, a reminder of what happens when anticipation crashes into disappointing reality. For now, fans are left with a game that doesn’t live up to its potential and a hope that next time, their patience will be met with something worthy of their devotion.
By Oliver Grant