Monday, April 29, 2013

Top Sports News for Monday, April 29, 2013
1. LA Lakers swept by Spurs. Does D'Antoni deserve the blame?
For a team that barely made the playoffs, LA still had a lot of pressure to perform. Injuries, a new coach, and new superstars all thickened the plot -- perhaps too much. Change is likely coming, but who should stay and who should go?
2. Tim Tebow cut by NY Jets
The circus has come to an end surrounding Tim Tebow -- at least in New York. After drafting Geno Smith in last week's NFL draft, the quarterback spot opened up wide for the Jets and Tebow clearly wasn't in the picture.
3. 2013 NFL Draft is in the books
Following last year's class, highlighted by Andrew Luck and RG3, the 2013 list of prospects seemed thin. The first round was dominated by offensive linemen early and only one QB (zero halfbacks) heard their name called in the first round.
4. Did umpire Tim Hallion drop 'F-Bomb' on Rays' pitcher David Price?
5. LeBron and Heat sweep first series since birth of 'Big-Three'
6. Big Ten losing Legends and Leaders, opting for geography
7. Is Golden State a serious contender with three-ball threat?
8. Rick Pitino lives up to tattoo promise
9. 'Double-Overtime' goes in favor of Harvick
10. Horschel gets first win at Zurich Classic
QOTD: Who deserves the blame for the Lakers' woes this season?
Friday, April 26, 2013

After posting our article with David Littman talking about NHL 14, several OS users (as well as posters on reddit) were rightfully concerned about the impact of simplified deking. In addition, there is probably reason to be wary of the new hitting system, which does sound like it will have more impact but with less skill required to actually initiate a hit. All of these changes are being touted as new features as well as improvements to the existing game, but does making something less challenging (and more inviting for casuals) actually preserve the depth of the system that was there to begin with?
It's a problem that's dogged many games, including almost every sports game, for years. The developers want to make certain features accessible to the widest possible audience of players. They come up with something interesting within the gameplay that core gamers absolutely love (or at least get used to), but then casual players just don't use it or -- worse for the devs -- don't play the game at all. I personally know several people that don't actually use the skill stick in NHL 13, lending credence to EA's move to include the NHL '94 control scheme so that certain "old-time" users would feel more comfortable. I think those users are missing out on the depth and fun of the skill stick, but that's their prerogative.
Sometimes these systems are implemented well; other times, they end up hindering the complexity of the simulation and alienating the users who are most passionate about the game. In the case of NHL 14, I worry that deking is system that didn't really need to be addressed in this way, and for hitting, the input method wasn't really the problem. On top of this, if any system needed an overhaul and simplification, it's the defensive side of the game, as that's been lacking in the last several versions.
OS users were generally wary of this simplification of deking. User "onac22" said:
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As for the hitting, I think it's a potentially cool idea (more impact, easier to pull off), but I worry that it means that any player (or CPU) can just steamroll you with minimal effort and momentum, creating absurd giant hits that happened back in NHL 2005 or NHL 2006. As I said before, I'm all for the system of hitting being re-evaluated and tuned, because it needed it, but I hope this doesn't just become a comical hit fest where any user can just drift into you and score a hit. There's a balance there, and I hope EA is able to find it.
The fear for the deking is that a one-button input (with automated deke results) is just going to lead to users spamming these move intentionally, unintentionally, or both. I'm sure EA will throttle the ability to use these moves too often, but it's still cheapening the simulation when something that should be reserved to top-shelf talent is going to become a main feature of every shift of every game.
Honestly, making things accessible is not really the problem. Often a game system or input is too complicated, and it should be revisited with each version of a game. But I think there's a line. When the developers have been positioning their product as a simulation for a long time, they should be careful with putting in too much arcade action and simplicity, as the unintended consequences for AI behaviour and on-line competition might outweigh the benefit gained for casual solo users.
Thursday, April 25, 2013
06:35 PM - April 25, 2013. Written by kelvinmak

Well, that was an interesting few days.
One of the Most Uninteresting Title Races In Recent Memory
With four games to go, Manchester United clinches the title. This one was in the bag pretty much by the end of January.
- A take on the on the whole Guard of Honour for van Persie will-they-won't-they thing, and the state of Arsenal as a whole.
- Speaking of RvP, some interesting stats on the PFA Player of the Year candidates.
- Meanwhile, Blackburn still can't catch a break.
Biting Punishment
So, Suarez gets ten games for biting Ivanovic.
The word context gets thrown around a lot, and this is one of those times where it still doesn't make anything clearer. Yes, the suspension has to be taken in context, but depending on which side of the fence you're on, the context you choose can be totally different:
"Good for the FA": Suarez has priors-- he accepted a seven match ban from the Dutch FA when he bit Otman Bakkal while playing for Ajax, and was also warned by the FA after the Evra incident to watch his behavior. So in that sense, ten games look reasonable.
"Witchhunt!": Defoe got a yellow card for biting Mascherano, and everybody laughed it off afterwards. Roy Keane effectively got eight games (three initially, then another five after admitting it was premeditated) for effectively ending Alf-Inge Haaland's career. Ivanovic, as far as we know, did not contract any disease from Suarez that will cause him to miss any games.
Meanwhile, it wouldn't be the British press if they didn't immediately start the Suarez looking to leave rumors.
FIFA (the organization, not the video game) Teaches Political Science, Part I
"I will say something which is crazy, but less democracy is sometimes better for organizing a World Cup," says Jerome Valcke, Sepp Blatter's henchman
"When you have a very strong head of state who can decide, as maybe Putin can do in 2018...that is easier for us organizers than a country such as Germany....where you have to negotiate at different levels."
Stop Me if You Heard This One
Mourinho is "almost certain" to return to Stamford Bridge, and Falcao is coming with him.
Gute Nacht, Spanien
Bayern and Dortmund destroyed Barcelona and Real Madrid on their respective Champions League first legs. End of an era, asks Jonathan Wilson? Not so fast, answers Andres Iniesta.
Mario Götze will join Bayern from BVB this summer. This is almost unfair, the firepower Bayern will have going forward. But my, will they be fun to watch. Who exits? One tabloid thinks it's none other than Arjen Robben.
Is Lewandowski next? After his four goal night against Real, his agent has revealed that a mysterious club has. allegedly, agreed terms with both Dortmund and the player himself. Of course, Dortmund denies this, and says they'd rather him instead play out the last year of his contract out and leave for nothing. The team in question is rumored to be Manchester United. It surely couldn't be Bayern again... could it?
Meanwhile, Blackburn still can't catch a break.
FIFA Teaches Political Science, Part II
"We are conservative, like the Catholics, when it comes to the laws of the game and referees. Then we are liberal when we go to the market." Yup, this time it's Sepp Blatter.
"We are Marx and Engels when it comes to the distribution of the money, 70 percent of all income is distributed to the national associations for development programs."
The whole article here, if you feel like rolling your eyes.
Some Football Manager stuff
I was browsing the game's official tactics forum since I'm not having the best of seasons in my FM 13 save. Here are some interesting tidbits that some may not know, from forum member Cleon, who was part of the team in designing the new tactics creator.
- Ideally you should sign like-minded backroom staff, with similar preferred playing style and formations.
- The preferred formation of your Head of Youth Development can influence the positions of your yearly youth intakes.
- "Dwells on Ball" may not always be a negative preferred move for a player. If he's playing in a position (say, as a deep lying playmaker in DM) where he has the time with the ball, then he's more likely to take that time and assess all his options. Of course, this is based on the caveat that the player in question has the other right attributes to pull it off, and also the composure needed to make a decision if the opponent does choose to close him down.
Finally, the "goal of the century", according to Fergie:
03:52 PM - April 25, 2013. Written by jyoung

Tuesday afternoon, Sony threw wrestling fans a swerve by re-releasing Fire Pro Wrestling Returns for download over the PlayStation Network.
Weighing in at 4.4 gigabytes, the $9.99 digital release is a direct port of the original 2007 PlayStation 2 game.
Because "PS2 Classics" are not currently supported on the PlayStation Vita or PlayStation Portable, this PlayStation Network release can only be played on a PlayStation 3.
Existing PlayStation 2 save files must be converted to .VME format before they will work with the PlayStation 3 digital version.
To learn how to reformat save files, read through this excellent tutorial from fpwarena.com.
Also make sure to visit fireproclub.com for a huge selection of fan-made created wrestlers, mats and logos.
01:43 PM - April 25, 2013. Written by MMChrisS

Improved presentation with generic player graphics. Yeah.
In what was an accidental admission of a lack of caring, one particular screenshot from the EA presentation trailer appears to show a stunning lack of care for details within NCAA Football 14.
In the image above you see three Oregon players with completely generic uniforms in the graphic. No actual team uniforms at all within that screen.
There is no excuse for the lack of attention to detail present within this screenshot. This screenshot makes the game appear completely generic and soulless in comparison. It also doesn't help that each player looks almost exactly the same as well -- giving a pretty bad impression when you really look into it.
Perhaps it's merely one of those things where there's not enough power or time, or perhaps this is something that can be fixed before launch. Perhaps it was a simple mistake or bug? But there's no excuse for something so simple being left out of the game at this point or making it's way into promotional material.

In the image above you see three Oregon players with completely generic uniforms in the graphic. No actual team uniforms at all within that screen.
There is no excuse for the lack of attention to detail present within this screenshot. This screenshot makes the game appear completely generic and soulless in comparison. It also doesn't help that each player looks almost exactly the same as well -- giving a pretty bad impression when you really look into it.
Perhaps it's merely one of those things where there's not enough power or time, or perhaps this is something that can be fixed before launch. Perhaps it was a simple mistake or bug? But there's no excuse for something so simple being left out of the game at this point or making it's way into promotional material.

If you are wanting better looking sidelines, or a more 'alive' game, it definitely appears that won't be possible on this generation. Despite several improvements, you can see in this screen the sidelines are almost completely empty.
There are other screenshots showing a bit more press on the sidelines, but they still look empty and a chain gang still appears MIA.
What do you think about this? Is this a bad sign or just a big gaffe?
Hattip @MrLux on Twitter for pointing this out.
There are other screenshots showing a bit more press on the sidelines, but they still look empty and a chain gang still appears MIA.
What do you think about this? Is this a bad sign or just a big gaffe?
Hattip @MrLux on Twitter for pointing this out.
11:06 AM - April 25, 2013. Written by jyoung

This evening, Konami launched its second free title update for the PlayStation 3 and PlayStation Vita editions of Pro Yakyū Spirits 2013.
The version 1.02 patch includes several new players, updated player equipment, revised player ratings plus a few gameplay and AI adjustments.
New Players Added To Roster
#27 Nyjer Morgan -- Yokohama DeNA BayStars
#62 Cheng Kai-Wen -- Yokohama DeNA BayStars
#42 Mike Schultz -- Orix Buffaloes
#71 Makoto Aiuchi -- Saitama Seibu Lions
#42 Michel Abreu -- Hokkaido Nippon Ham Fighters
#11 Shohei Otani -- Hokkaido Nippon Ham Fighters
Revised Player Ratings
#30 Ryosuke Miyaguni -- Yomiuri Giants -- 66 overall to 71 overall
#0 Hector Luna -- Chunichi Dragons -- 46 overall to 47 overall
#29 Yasuhiro Ogawa -- Tokyo Yakult Swallows -- 55 overall to 60 overall
#65 Yuichi Hisamoto -- Hiroshima Toyo Carp -- 42 overall to 42 overall
#7 Tsuyoshi Nishioka -- Hanshin Tigers -- 64 overall to 69 overall
#4 Sho Aranami -- Yokohama DeNA BayStars -- 66 overall to 74 overall
#7 Keiji Obiki -- Hokkaido Nippon Ham Fighters -- 61 overall to 65 overall
#2 Yuji Kaneko -- Saitama Seibu Lions -- 33 overall to 37 overall
#44 Yuki Yanagita -- Fukuoka Softbank Hawks -- 52 overall to 55 overall
#14 Takahiro Norimoto -- Tohoku Rakuten Golden Eagles -- 56 to 64 overall
#9 Kazuya Fukuura -- Chiba Lotte Marines -- 40 to 46 overall
#3 Ryoichi Adachi -- Orix Buffaloes -- 34 to 40 overall
Gameplay and AI Adjustments
-- Defensive animation adjustments
-- AI modification
-- Star Player mode attribute changes modification
-- Fixed a bug in Spirits mode where your created player cannot choose certain pitching motions.
-- Fixed a bug where an error occurred while bringing over players with original pitches
-- Fixed a bug in Pennant Race mode where the "games appeared" count is incorrect
-- Fixed some bugs in commentary
-- Fixed some bugs involving the crowd
Credit to spiritstranslation.com for help translating the patch details.
To import the six new players into an existing Pennant Race save file, simply choose option number four from the fourth tab in the main Pennant Race menu:

Stay tuned to Operation Sports for a full review of the PlayStation Vita version of Pro Yakyū Spirits 2013 later this week.
Wednesday, April 24, 2013
Since the UFC seems to be experimenting with their "Ultimate Fighter" television show with each new iteration, I wonder if it might be worth experimenting with it in the gaming world. The career modes in most of the recent UFC games from THQ have been pretty stale, with the same basic calendar and training management that doesn't really factor in a lot of the emotion of working your way into and through the UFC.

Much like Fight Night Champion tried to mix things up with its unconventional story mode, I think EA could do one better by leveraging the "Ultimate Fighter" show to brand the career mode for the upcoming UFC product. It would help players connect with the show while revitalizing the career mode concept, which has become stale in many sports games (except the NBA 2K series, maybe). I think there are awesome ideas that could mined from that concept.
Picture backstage encounters with coaches (something akin to some of the WWE products), where you get to choose how to respond to advice. You could strategically pick how to align yourself within the house and who to antagonize. The developers could even limit the scope each year to a specific set of coaches, even mirroring the TV show completely if they wanted to. The blank slate of a created character would fit perfectly into this concept, and the outlandish responses afforded in these types of story modes would fit well with the bravado and bluster of the UFC.

I think this type of story mode would also serve the training aspects of the career mode as well, since you could train with different coaches that are there to support your team's main coach. For instance, training with Chael Sonnen, ala this season, would help sharpen up your wrestling and give you unique takedown opportunities, whereas training with Jon Jones would give you unconventional strikes and varying angles of attack. This would give the developers an excuse to actually create minigames and sparring matches that actually looked accurate to the show and that were rewarding to participate in.
All of this could be presented similarly to the show, with splashy graphics, camera cuts during the matches and even "teases" for next week's show (which could organically generate a new story based on the choices you made). With EA's considerable resources and generally knack for presentation, I think a mode like this could both look and sound right, especially if given the time (meaning it likely won't be there for this year's game).

I know I'm not alone in calling for a mode like this, and I think EA is likely considering something along these lines (if they haven't started implementing it already). Both the off-line play and on-line play in UFC games need some sprucing up, and this is one EA could make a splash right away for solo play (hell, take TUF on-line could even work).

Much like Fight Night Champion tried to mix things up with its unconventional story mode, I think EA could do one better by leveraging the "Ultimate Fighter" show to brand the career mode for the upcoming UFC product. It would help players connect with the show while revitalizing the career mode concept, which has become stale in many sports games (except the NBA 2K series, maybe). I think there are awesome ideas that could mined from that concept.
Picture backstage encounters with coaches (something akin to some of the WWE products), where you get to choose how to respond to advice. You could strategically pick how to align yourself within the house and who to antagonize. The developers could even limit the scope each year to a specific set of coaches, even mirroring the TV show completely if they wanted to. The blank slate of a created character would fit perfectly into this concept, and the outlandish responses afforded in these types of story modes would fit well with the bravado and bluster of the UFC.

I think this type of story mode would also serve the training aspects of the career mode as well, since you could train with different coaches that are there to support your team's main coach. For instance, training with Chael Sonnen, ala this season, would help sharpen up your wrestling and give you unique takedown opportunities, whereas training with Jon Jones would give you unconventional strikes and varying angles of attack. This would give the developers an excuse to actually create minigames and sparring matches that actually looked accurate to the show and that were rewarding to participate in.
All of this could be presented similarly to the show, with splashy graphics, camera cuts during the matches and even "teases" for next week's show (which could organically generate a new story based on the choices you made). With EA's considerable resources and generally knack for presentation, I think a mode like this could both look and sound right, especially if given the time (meaning it likely won't be there for this year's game).

I know I'm not alone in calling for a mode like this, and I think EA is likely considering something along these lines (if they haven't started implementing it already). Both the off-line play and on-line play in UFC games need some sprucing up, and this is one EA could make a splash right away for solo play (hell, take TUF on-line could even work).
Tuesday, April 23, 2013

The Madden NFL franchise faces many challenges in convincing former Madden-ites, console gamers, and long-time skeptics alike that the game will be a significant upgrade on next-gen platforms. The goodwill that Madden had created during the PS2/XBox era is gone for many after several years of what some fans call disappointing releases from EA Sports.
EA and Tiburon now find themselves in the unenviable spot of having to re-build the hardcore base after 8 years of failing to meet the high expectations of hardcore Madden fans. One of the results of this has been sales not being quite what they used to be on the last generation of consoles, and while gaming seems to have taken a dip overall the lack of 'must-play' quality has not helped Madden recover fully.
So what are the two areas Madden needs to concentrate on as we head into a new generation of consoles?

Authenticity
One of Madden NFL's biggest shortcomings in the current generation is a real lack of authenticity. Despite having the exclusive license to the NFL, NFL Films, and the NFLPA, EA Sports has not been able to capitalize and make a game that feels completely true to the sport. So many of the little things were missing for so long -- and some are still missing -- that Madden has lacked the immersion factor of other sports titles.
While NBA 2K and MLB: The Show get a lot of praise for their authentic approaches to their respective sports, the truth is they are the games by which all other sports games should be measured. Madden's lack of “feel” has been missing for a while, but it's been more noticeable on this generation of consoles.
It is possible better hardware and increased expectations have led to more gamers comparing the official NFL video game to the real thing. Whether that is the case or not, Madden hasn't felt “true to the game”. Player appearances are still disappointing by and large, as faces and such seem highly generic still.
While player authenticity is something that has been nailed by many other sports games this generation all the way down to AI tendencies, Madden seems as if it's been bare in that regards. Stadiums and fields don't feel like a huge “living” space. An NFL game is an amazing experience both on TV and in person. Madden NFL has failed to capture the sounds, the excitement, the dynamic crowd reaction, or the intensity present at at a professional sports event at this point in the product's life cycle.
These missing ingredients water down the impact of the gameplay and presentation by making the game feel sterile and generic at times. Madden NFL lacks personality. It lacks the feeling of being alive.
To capture our imaginations in the next generation, Madden needs to do all of that better.

Realism
Realism is a broad term that is used far too often among gamers looking for a more complete gameplay experience that they can't quite put their finger on. Realism, as I am writing about it here, includes things like weight detection, physics (which are now in the game), and a more true to life speed, acceleration, and cutting ability from runners. These things directly affect the way that Madden NFL feels on the field when you're controlling your digital athlete. If the feel of playing the game isn't right, then Madden NFL will never be taken as a serious football sim by hardcore NFL fans.
The early indications are positive that EA is doing just that this season, which is exciting given we are expecting a Madden NFL to debut on the new generation of consoles this year.
But for hardcore football fans and longtime Madden gamers and NFL 2K skeptics, Madden has a long road to travel before it's praised by all.
As we approach next-gen of consoles, Madden is at a crossroads among hardcore enthusiasts. We will see Madden arriving on even more powerful consoles, which means the excuses will be fewer and fewer on why the experience we crave isn't the one we are getting.
Let's all hope that Madden can re-capture the fire that it once had and deliver a great NFL football game on next-gen consoles.
Madden is our only hope after all.
Monday, April 22, 2013

PES 2014 will include a dedicated Asian Champions League mode, "enabling users to control one of the 32 teams that compete in the tournament."
One can assume that this mode will be similar to the other competitions-- The Copa Libertadores and the UEFA Champions League-- currently in PES, most likely featuring some branded presentation and the ability the play the entire tournament. So far we've only heard about the license for the continental competition (as opposed to licenses for any individual leagues) so don't get your hopes up about playing with Asian teams in Master League just yet.
Most of us outside Asia may not see much in this announcement, but it makes a lot of business sense. PES has always done well in Asia, and this can shore up the fan base there; while it can also be seen as a counter move against FIFA for the burgeoning Middle Eastern market, as the EA series acquired the license for the Saudi Professional League last year.
Sound off, OS! What do you make of the news?
Friday, April 19, 2013
We are about three weeks into the launch of MLB 13's newest mode, The Show Live, and what was once a potentially awesome mode has turned into somewhat of a disappointment.
This mode, which is supposed to allow you to play or replay any game on the MLB schedule, is full of strange bugs and unfortunate limitations.
At the most basic level, The Show Live will allow you to choose to play any game from the 2013 season. Technically, rosters should be close to what was set during that game (or what is projected for the future).
However, because the game locks you into the official rosters (as nearly all online games do), roster issues have been numerous. If real players aren't on the official rosters--for contractual reasons or late updates--you may see some odd players filling that spot or "TBD" on the line-up card. You can read more about these problems in our The Show Live thread.
Additionally, statistics and records are only occasionally right. Live scores are nice, but often well-delayed. I'm guessing both of these issues are related to the MLB data feeds The Show uses; however, for a mode that relies on this information, it's extra-important to get it right.
In-game, you'll see a number of small touches that showcase the timeliness of your game. Sadly, most are repeated from franchise mode, so don't expect big surprises. I did manage to hit Chase Ultey's 200th homer in one game, and I liked that an infographic showed him sitting on 199. But, again, you'll see that in franchise mode too.
That said, I actually think this is an area that will shine as the season wears on. It will be interesting to see if you can hit a team or individual milestone in the same game that it happened in real life.
Unfortunately, it doesn't seem like real-life weather is included, and some users report issue with time of day.
I sincerely hope that development team working on The Show continues to improve this mode, as I think it is full of promise. Even in its current state, I tend to go there over exhibition games. I like the ability to replay completed games, then compare with the actual results.
As of right now, though, it is a bit of a let down.
This mode, which is supposed to allow you to play or replay any game on the MLB schedule, is full of strange bugs and unfortunate limitations.
At the most basic level, The Show Live will allow you to choose to play any game from the 2013 season. Technically, rosters should be close to what was set during that game (or what is projected for the future).
However, because the game locks you into the official rosters (as nearly all online games do), roster issues have been numerous. If real players aren't on the official rosters--for contractual reasons or late updates--you may see some odd players filling that spot or "TBD" on the line-up card. You can read more about these problems in our The Show Live thread.
Additionally, statistics and records are only occasionally right. Live scores are nice, but often well-delayed. I'm guessing both of these issues are related to the MLB data feeds The Show uses; however, for a mode that relies on this information, it's extra-important to get it right.
In-game, you'll see a number of small touches that showcase the timeliness of your game. Sadly, most are repeated from franchise mode, so don't expect big surprises. I did manage to hit Chase Ultey's 200th homer in one game, and I liked that an infographic showed him sitting on 199. But, again, you'll see that in franchise mode too.
That said, I actually think this is an area that will shine as the season wears on. It will be interesting to see if you can hit a team or individual milestone in the same game that it happened in real life.
Unfortunately, it doesn't seem like real-life weather is included, and some users report issue with time of day.
I sincerely hope that development team working on The Show continues to improve this mode, as I think it is full of promise. Even in its current state, I tend to go there over exhibition games. I like the ability to replay completed games, then compare with the actual results.
As of right now, though, it is a bit of a let down.
Monday, April 15, 2013
EA has announced some of the new features for NHL 14 on their website, and you can also find a new trailer on that page as well. As usual, the development team has focused on five or six items that they want to improve for the new version, and they provided some context for each change.

The first feature they mention is improved collision physics and hitting. Taking a page out of the FIFA book, the developers of NHL 14 are looking to make hitting bigger and easier than before. I'm not sure how I feel about this, honestly. On the one hand, making the hits bigger is a lot of fun, and it makes the game more accessible. But by making it really easy pull off, it has the chance to be spammed and abused. When you add in physics and unpredictability, there can be some unintended consequences. Above all, I just hope the size of players is truly taken into account for hits and collisions, more so than before.
Funny, I was just talking about this. Whatever you feel about fighting in hockey games or how it's been executed, it was time for a change. I'm really glad they've gone back to third-person, and you can even see other players on the ice during a fight in the trailer (I always thought that was weird in first-person fighting). They claim that player size and physics will have an impact on the fighting here, which is fine, but I just hope everything looks more authentic during a fight.
Now, accessibility ins't a bad thing, but we already see lots of dekes in the NHL series. I want to believe this simpler deke system will be throttled and regulated by stamina, player skill and the like, but I worry that it may become something we see spammed in games. As long as their is a risk-reward with how it works, it should work as a good solution for casual players who want to try some fancy stuff during a game.

I'm glad to see that they're taking the improved skating engine and trying to make it better, as it was definitely the most interesting aspect of last year's game. Overall, I hope the transitions between certain player states (stopping, turning around, recovering from a hit on the boards) is improved, and from what they say in the description, this seems to be the case.
This is a really promising feature, and it will all come down to execution. It sounds like the developers took to heart the comments of many users who wanted to see the Be-A-Pro mode turned into something similar to what 2K has been offering for basketball in recent years. It's cool that there will be off-ice activities and interactions, and this is something the mode has needed for a while. I hope this is presented more dynamically than what I've seen from Be-A-Pro modes up until now, and it would be great to see these career choices have tangible impact within the mode.
This last one isn't the most meaningful change, as FIFA has been doing this already, but having promotion and relegation within divisions added to HUT and EASHL is a simple and smart change. For both modes, it allows a micro-level of competition that often gets lost when you're just rattling off games in a nightly session. For EASHL, it also better represents the progress deserved for a win versus an OTL, as well.
Outlook
I'm happy to see that the skating is being further tuned, and I like the possibilities of the new career mode and re-imagined fight engine. I'm not so sure about the simpler dekes and bigger hits, but I'm willing to see how they look in practice before getting too cynical about it.
I'm disappointed that there was no talk of defensive upgrades (adjusting poke-checking and stick-sweeping, for instance), and I would hope that the omission of any talk of AI changes just means they're going to address that stuff without making a big stink about it.
I'm also curious if there will be any next-gen versions of NHL 14. Nothing was said in this regard, and maybe the developers are comfortable waiting until next year before refreshing the visuals and such. It would be nice to get a word on the fate of next-gen systems and NHL 14, either way.
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Outlook
I'm happy to see that the skating is being further tuned, and I like the possibilities of the new career mode and re-imagined fight engine. I'm not so sure about the simpler dekes and bigger hits, but I'm willing to see how they look in practice before getting too cynical about it.
I'm disappointed that there was no talk of defensive upgrades (adjusting poke-checking and stick-sweeping, for instance), and I would hope that the omission of any talk of AI changes just means they're going to address that stuff without making a big stink about it.
I'm also curious if there will be any next-gen versions of NHL 14. Nothing was said in this regard, and maybe the developers are comfortable waiting until next year before refreshing the visuals and such. It would be nice to get a word on the fate of next-gen systems and NHL 14, either way.
Friday, April 12, 2013
DarkSeas Games announced today that they are attempting to resuscitate the motorcycle combat genre with their new Kickstarter project Road Redemption.
Road Redemption's mission statement is to "bring back the classic Road Rash-style gameplay, with next-gen graphics, physics, and online play!"
Design for Road Redemption began in 2009, with production starting in early 2012. Road Redemption's 10-person development team has over 35 years of combined industry experience, working for companies like Sega, Sony, Electronic Arts, BioWare, Disney Interactive, 2K Sports, LucasArts and more.
While DarkSea Games "would love to have the opportunity to port Road Redemption to consoles," the Kickstarter release is targeting Windows PC, Linux and Macintosh platforms, with future console ports being a "stretch goal" in the event that the project exceeds its initial May 12 $160,000 funding goal.
If funded, Road Redemption is aiming for a July 2014 digital release.
Road Redemption's mission statement is to "bring back the classic Road Rash-style gameplay, with next-gen graphics, physics, and online play!"
Design for Road Redemption began in 2009, with production starting in early 2012. Road Redemption's 10-person development team has over 35 years of combined industry experience, working for companies like Sega, Sony, Electronic Arts, BioWare, Disney Interactive, 2K Sports, LucasArts and more.
While DarkSea Games "would love to have the opportunity to port Road Redemption to consoles," the Kickstarter release is targeting Windows PC, Linux and Macintosh platforms, with future console ports being a "stretch goal" in the event that the project exceeds its initial May 12 $160,000 funding goal.
If funded, Road Redemption is aiming for a July 2014 digital release.
Wednesday, April 10, 2013
With 2K announcing that The Rock will be on the cover of WWE 14, it got me thinking about the role of covers in the sports game business. Obviously, there is some fan interaction and input by having cover votes and the like, but in this day and age of sports, can one person really embody all that is good and desirable about the sport?

With the WWE choosing The Rock as their cover athlete, it sends a clear signal that they realize the attitude era was the pinnacle of modern wrestling, and that, by extension, Dwayne Johnson had a lot to do with that. It's probably fair that they've put him on there this year, since he's been around and all, but seeing as his wrestling career doesn't likely have much of a future, it's kind of a telling choice. While there will be short-term gains from fans who are still thinking back to the Monday Night Wars, it doesn't help alleviate the problem that the current crop of talent just isn't as entertaining or, more importantly, as much of a draw outside of the wrestling community.
The next boxing product from EA will run into similar problems (whenever it's actually released). You can only call upon the memory of all-time greats like Tyson and Ali so often. Just the same, using people like Manny Pacquiao is an easy out, and it's really only something you can do once. With all of the titles and divisions in boxing, who really represents the sport in a way that's universal?

Admittedly, many games have been doing regional covers for years, including FIFA and NHL. This works a bit better because, obviously, the marketers can tailor the athlete that's going to be the most saleable in each part of the world -- or just keep using a rotation of Premier League stars in the UK, for instance. I think this is a workable approach, but it also leaves something to be desired.
Maybe we've reached a point where this is the best solution for the realities of today. It's a shame that some of the non sequitur covers of years gone by aren't as widely seen today. Why can't we have more than one person on the cover more often? How about picking a team as a theme or showing an action shot from within a game that gives a better feel for the sport? I get that these games are selling to established audiences, but you'd think some more creative cover designs might speak to a wider audience, one that may have veered away from sports games back in the 16-bit era.
Cover athletes are ultimately a business decision, I guess, so little room probably exists for too much creativity. With something like NHL, they can do cover votes and similar initiatives because they've distilled a pool of candidates that are all marketable in roughly the same way. It's not a slight on the players; it's just that no one person is going to speaker louder than another when on the cover.

Companies will make these choices based on who can garner the most eyeballs right off the bat because they're currently in the spotlight. It's hard to be that fired up about it because a game publisher is just looking for a way to sell their product that people will understand. It's kind of like headline writing that way, in that it's an entry point into something, even if it's not completely representative of what's within. Still, I hope publishers think more creatively about their covers athletes and artwork for the coming generation.
What do you think, OS? Should the cover athletes on sports games be handled in a different way? More votes? More athletes on a cover? More wacky, non-athlete covers? Something different?

With the WWE choosing The Rock as their cover athlete, it sends a clear signal that they realize the attitude era was the pinnacle of modern wrestling, and that, by extension, Dwayne Johnson had a lot to do with that. It's probably fair that they've put him on there this year, since he's been around and all, but seeing as his wrestling career doesn't likely have much of a future, it's kind of a telling choice. While there will be short-term gains from fans who are still thinking back to the Monday Night Wars, it doesn't help alleviate the problem that the current crop of talent just isn't as entertaining or, more importantly, as much of a draw outside of the wrestling community.
The next boxing product from EA will run into similar problems (whenever it's actually released). You can only call upon the memory of all-time greats like Tyson and Ali so often. Just the same, using people like Manny Pacquiao is an easy out, and it's really only something you can do once. With all of the titles and divisions in boxing, who really represents the sport in a way that's universal?

Admittedly, many games have been doing regional covers for years, including FIFA and NHL. This works a bit better because, obviously, the marketers can tailor the athlete that's going to be the most saleable in each part of the world -- or just keep using a rotation of Premier League stars in the UK, for instance. I think this is a workable approach, but it also leaves something to be desired.
Maybe we've reached a point where this is the best solution for the realities of today. It's a shame that some of the non sequitur covers of years gone by aren't as widely seen today. Why can't we have more than one person on the cover more often? How about picking a team as a theme or showing an action shot from within a game that gives a better feel for the sport? I get that these games are selling to established audiences, but you'd think some more creative cover designs might speak to a wider audience, one that may have veered away from sports games back in the 16-bit era.
Cover athletes are ultimately a business decision, I guess, so little room probably exists for too much creativity. With something like NHL, they can do cover votes and similar initiatives because they've distilled a pool of candidates that are all marketable in roughly the same way. It's not a slight on the players; it's just that no one person is going to speaker louder than another when on the cover.

Companies will make these choices based on who can garner the most eyeballs right off the bat because they're currently in the spotlight. It's hard to be that fired up about it because a game publisher is just looking for a way to sell their product that people will understand. It's kind of like headline writing that way, in that it's an entry point into something, even if it's not completely representative of what's within. Still, I hope publishers think more creatively about their covers athletes and artwork for the coming generation.
What do you think, OS? Should the cover athletes on sports games be handled in a different way? More votes? More athletes on a cover? More wacky, non-athlete covers? Something different?
Tuesday, April 9, 2013
Xbox 360 Indie grappler, Action Arcade Wrestling 2, debuted a new trailer today featuring Beta-stage gameplay footage:
So far, Action Arcade Wrestling 2's feature list includes:
Action Arcade Wrestling 2 currently has no set price and no official release date, though the one-man project remains committed to a 2013 launch exclusively on the Xbox 360's Indie channel.
The original Action Arcade Wrestling released in September 2010 for $1 and is still available for download over Xbox Live. As with all Xbox 360 Indie games, a persistent Internet connection is required to play.
So far, Action Arcade Wrestling 2's feature list includes:
- Nintendo 64-style grapple and strike controls
- Blood
- Weapons, no disqualifications
- Destructible ring-side announcer table
- Flaming tables
- Cage match
- Singles match
- Triple threat match
- 10-man tag match
- Maximum 10 wrestlers on-screen at once
- Create a wrestler
- Import and share custom textures
- Individual finishing moves and tag team finishers
Action Arcade Wrestling 2 currently has no set price and no official release date, though the one-man project remains committed to a 2013 launch exclusively on the Xbox 360's Indie channel.
The original Action Arcade Wrestling released in September 2010 for $1 and is still available for download over Xbox Live. As with all Xbox 360 Indie games, a persistent Internet connection is required to play.
Sports are often thought of as an opportunity to learn about and prepare for life. Young boys and girls are able to build teamwork skills, leadership ability, and gain and grow new perspectives for perseverence through their experiences as a student-athlete.
The common denominator in this instance is that we are preparing for something that is yet to come. Ideally, we draw on our past experiences as football players, cross country runners, or whatever our sport of choice; and we do so either subconsciously or explicitly when life presents an obstacle.
Then there are the occasions when current life struggles are allowed into sports.
Jack Hoffman is a young boy battling cancer who happens to be a huge Nebraska Cornhuskers football fan. The Huskers apparently are also a big fan of Jack's and have essentially "adopted" him as a member of the team.
During their spring game -- fully decked out in uniform -- Jack took a handoff and scampered 69 yards for a touchdown. The video is shown above, and when you watch it, crank up the speakers -- the roar of the crowd truly captures the moment as all of the Nebraska players escort Jack to the endzone and celebrate his score.
No doubt, sports in this instance has made a huge impact on the life of Jack Hoffman. But perhaps just as importantly, Hoffman's life has moved the hearts of Nebraska's players, fans, and anyone who watches the video.
Sports -- and especially football -- are more than concussions, contracts, or barbaric competitions. At their core, sports are about the players who participate and the lives that are changed.
And more importantly, it's about seeing the legs of Jack Hoffman move thousands (if not millions) of people emotionally.
Justin Mikels is a staff writer for Operation Sports.


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