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.
Monday, April 8, 2013

After reading about Ring Kings, a project boxing management sim that is looking for funding on Kickstarter (interview with devs forthcoming), it got me thinking about indie games and how the fighting game space can leverage crowd-sourcing to fill the gaps left by the current crop of AAA products.
Ring Kings looks to fill the gap left by the Fight Night series by providing a deep simulation management experience built around multiple fighters in a stable. The Fight Night franchise has always focused on the style of the fighters and the flash of the action and less about the minutiae of managing a career. The developers of this Kickstarter endeavour have clearly seen what they feel is a missing piece to the boxing puzzle -- something that maybe AAA games would never have the budget, time or inclination to explore.
In this way, Kickstarter (and similar ideas like Steam Greenlight and Indiegogo) provide a great chance for elements in fighting games that have been neglected or cast aside to become full-fledged ideas. By unshackling from big publishers and the demands of a large audience, smaller devs can focus on doing one thing really well, and they focus on areas of wrestling, boxing or mixed martial arts that aren't fully exploited in today's games.
An example of this also comes from Steam Greenlight's Pro Wrestling X: Uprising, which aims to bring classic N64 style (Aki engine) gameplay back into focus. It definitely is a niche to be filled, as this type of game engine isn't likely to make a mainstream comeback. The game hasn't made it past the approval process yet, but it has been released in beta form for users to try out (and donate, if they wish).
I could see a lot of intriguing products for the sports fighting game space that could be realized through crowd-sourcing. All three of the games in the genre (wrestling, boxing and MMA) are perfect for simulation games, whether that's in a booker role in wrestling or as a promoter in boxing or as a trainer in MMA. Independent games in this genre also allow for deeper creation features, since indie devs have the ultimate asset -- time -- and they aren't constrained by limited art libraries or corporate mandates.
The problem with crowd-sourcing these types of ideas, much like many other independent ventures, is that it's really hard to create a critical mass, even in a small way. When some area of wrestling, boxing or MMA games is being blown out into its own game via Kickstarer or the like, it's hard to relay that effectively to potential backers. How do you get users excited for something they've never really seen a good example of? Or if they have seen it before, how do you remind them of why they liked it? Also: how do you convince supporters that this focus is something that will actually matter in today's gaming landscape?
At the end of the day, it's good that indie developers have options for making games that wouldn't see the light of day if AAA publishers had complete control. There's always a market for products that focus on smaller, denser or less flashy aspects of sports fighting games, but the challenge comes from actually reaching those users with a message that resonates with them, either through nostalgia or uniqueness.

As somebody who grew up playing the NHL series (and hates the current fighting module), it was really interesting to read Glenn's take on fighting in hockey games. In many ways, you can ask the same question about diving in soccer games. Is there a place for it? And if it does, is there a way the games can simulate-- no pun intended-- it properly?
Right now, the option for players to initiate a dive is present in PES, but not in FIFA. However, most PES players will tell you that the diving option feels much more like a sideshow than something that's integrated into the flow of the game. So while it is implemented in the broadest sense of the term, it's hard to argue that it's done properly, at its present state.
From purely a realism perspective, yes, I would like to have the option to dive in soccer games, if only because I believe that we should have the ability to emulate everything we see on the pitch in real life. There are idealists who say that diving shouldn't be included because it's a cynical part of the game, and that it condones cheating. That's like saying there shouldn't be an option to tackle a player from behind-- isn't that just as cynical? It's all about the risk and reward: what the player is willing to risk (in both cases, a card) to win either a free kick or deny a goal. The fact is that diving is part of what we see on the pitch every week, and-- however unethical it may be-- we should have the option to do it if we so choose.
But practically speaking, there are a few problems preventing diving from being successfully implemented, and received, in soccer games.

First, the technological issues. As we've seen in PES so far, it's quite hard to simulate diving and it's subsequent results in a realistic fashion. For starters, the sequence to pull off a dive is rather convoluted, needing four of your fingers to press the buttons, which is a bit ironic since it's the easiest act to perform in real life-- just fall over, really. And if you are able to successfully execute the dive, the risk/reward is much too black and white: it's either a card or a foul. That's the reason why diving still stays, for the most part, on the fringes of most PES matches-- the outcomes are too drastic. The referee never just lets play continue, as many will do in real life. Losing possession, in many cases, is a good enough punishment for simulation.
It's going to be hard-- very hard, if we consider PES' track record with referees-- for a game to get the outcomes right. It's such a small sweet spot: enough non-calls/cards to deter players from frequently falling over, and just the right amount that will fool the ref. And we can't forget about online, either. If the scales tilt even just a tiny touch towards rewarding diving, it will make multiplayer a total mess, especially if you have the good fortune of matching up against an idiotic player. Ultimately, it's such a fine balance that I don't think either of the soccer games can get it right, at least in the near future.
And even if it does, there's still a bigger, more fundamental, problem to overcome: our reluctance to relinquish control. This, I believe, is the real reason why opinions on diving in PES (and to a certain extent, handballs in FIFA) are still so polarized. Most of us don't want to be punished by things we didn't do, whether it's the virtual player sticking out a hand, or going in for what looks like a fair tackle and have the opponent tumble over, writhing in agony.
Even if random events like that-- events beyond a player's control-- occur all the time in real life, it's something that many of us instinctively resist because gaming, to a majority of the population, is supposed to be 100% about our ability to play that game. Being punished for an action we did not perform is a hard pill to swallow. Personally, even if I am pro-diving in soccer games in theory, I'll admit that it will probably take me a long time to get over the feeling of frustration and helplessness if I see it happening more, even if the ref gets it right in most cases. A few blown calls is enough to make me throw my hands up in exasperation. And to change a mindset is much harder than changing any technical algorithms or calculations.
So does diving belong in soccer games? I'd argue, from purely a realism point of view, that yes, it belongs because it's there in soccer. But is there a way to give users free reign to go to ground, without causing a great amount of frustration? At the moment, I just can't see it.
Sound off, OS! What do you think about diving in soccer games?
Right now, the option for players to initiate a dive is present in PES, but not in FIFA. However, most PES players will tell you that the diving option feels much more like a sideshow than something that's integrated into the flow of the game. So while it is implemented in the broadest sense of the term, it's hard to argue that it's done properly, at its present state.
From purely a realism perspective, yes, I would like to have the option to dive in soccer games, if only because I believe that we should have the ability to emulate everything we see on the pitch in real life. There are idealists who say that diving shouldn't be included because it's a cynical part of the game, and that it condones cheating. That's like saying there shouldn't be an option to tackle a player from behind-- isn't that just as cynical? It's all about the risk and reward: what the player is willing to risk (in both cases, a card) to win either a free kick or deny a goal. The fact is that diving is part of what we see on the pitch every week, and-- however unethical it may be-- we should have the option to do it if we so choose.
But practically speaking, there are a few problems preventing diving from being successfully implemented, and received, in soccer games.

First, the technological issues. As we've seen in PES so far, it's quite hard to simulate diving and it's subsequent results in a realistic fashion. For starters, the sequence to pull off a dive is rather convoluted, needing four of your fingers to press the buttons, which is a bit ironic since it's the easiest act to perform in real life-- just fall over, really. And if you are able to successfully execute the dive, the risk/reward is much too black and white: it's either a card or a foul. That's the reason why diving still stays, for the most part, on the fringes of most PES matches-- the outcomes are too drastic. The referee never just lets play continue, as many will do in real life. Losing possession, in many cases, is a good enough punishment for simulation.
It's going to be hard-- very hard, if we consider PES' track record with referees-- for a game to get the outcomes right. It's such a small sweet spot: enough non-calls/cards to deter players from frequently falling over, and just the right amount that will fool the ref. And we can't forget about online, either. If the scales tilt even just a tiny touch towards rewarding diving, it will make multiplayer a total mess, especially if you have the good fortune of matching up against an idiotic player. Ultimately, it's such a fine balance that I don't think either of the soccer games can get it right, at least in the near future.
And even if it does, there's still a bigger, more fundamental, problem to overcome: our reluctance to relinquish control. This, I believe, is the real reason why opinions on diving in PES (and to a certain extent, handballs in FIFA) are still so polarized. Most of us don't want to be punished by things we didn't do, whether it's the virtual player sticking out a hand, or going in for what looks like a fair tackle and have the opponent tumble over, writhing in agony.
Even if random events like that-- events beyond a player's control-- occur all the time in real life, it's something that many of us instinctively resist because gaming, to a majority of the population, is supposed to be 100% about our ability to play that game. Being punished for an action we did not perform is a hard pill to swallow. Personally, even if I am pro-diving in soccer games in theory, I'll admit that it will probably take me a long time to get over the feeling of frustration and helplessness if I see it happening more, even if the ref gets it right in most cases. A few blown calls is enough to make me throw my hands up in exasperation. And to change a mindset is much harder than changing any technical algorithms or calculations.
So does diving belong in soccer games? I'd argue, from purely a realism point of view, that yes, it belongs because it's there in soccer. But is there a way to give users free reign to go to ground, without causing a great amount of frustration? At the moment, I just can't see it.
Sound off, OS! What do you think about diving in soccer games?
Saturday, April 6, 2013

The Show says The Reds are set to be the best team in baseball in 2013.
For the most part, our "one-off" simulation produced pretty believable results, with just a few surprises.
NL East:
The biggest surprise here is the performance put in by Braves ace Tim Hudson. He finished with a 16-6 record and a sub-3.00 ERA. This helped the Braves lead the division throughout most of the season.
However, Ryan Zimmerman had a great year too, hitting .334 with 33 home runs. The Nats jumped into the first place in mid-September to capture their second consecutive division title.
Nationals:94-68
Braves:90-72
Phillies: 82-80
Mets: 68-94
Marlins: 67-95
NL Central:
The Reds finished as the best team in baseball, with a 100-62 record. Votto won the batting title, with a .340 average and 33 HRs. Carlos Beltran and Matt Holliday had great years for the disappointing Cards, but they weren't as good as the one Kyle Lohse had (more on that later) for the surging Brewers.
Reds: 100-62
Brewers: 91-71
Cubs: 77-85
Cardinals: 74-88
Pirates: 54-108
NL West:
No surprises here: The Dodgers and Giants fought hard until the end of the season. When the dust settled, the Dodgers finished on top by 3 games. Kemp hit .300/40 to win the MVP.
Dodgers: 94-68
Giants: 91-71
Rockies: 87-75
Padres: 78-84
Diamondbacks: 77-85
AL East:
To my surprise, the Red Sox grabbed the division title, stealing it away from the favored Blue Jays and determined Yankees. This division also featured only one team (Orioles) with a sub-.500 record.
Matt Moore had a great season, with a 19-6 record, to help the Rays grab one of the two Wild Card spots.
Red Sox: 91-71
Rays: 87-75
Blue Jays: 84-78
Yankees: 80-82
Orioles: 74-88
AL Central:
The Tigers pretty much ran away with the division, thanks to their great line-up and stellar pitching. Fielder and Cabrera each have superstar caliber years: Fielder hit 51 HRs, and Cabrera finished with .334/46. Surprisingly, Max Scheirzer has a better year than Verlander, compiling a 17-6 record.
The only other players of note from the division was Nick Swisher, who hit 33 home runs, drove in 117 RBIs, and batted .314; and Chris Sale (more later).
Tigers: 91-71
White Sox: 84-78
Twins: 83-79
Royals: 77-85
Indians: 77-85
AL West:
Predictably, the Angels win the division, but it was close. It came down to the final series between the Halos and Texas. The Rangers, who held a one game lead with two to play, dropped the final two games to the Angels, settling for a Wild Card spot.
The Athletics needed to win their final three games just to secure a +.500 record, while the Astros finish with 100+ losses.
No players in this division put up great years or lead the league in any statistical categories.
Angels: 88-75
Rangers: 87-76
Athletics: 82-80
Mariners: 70-92
Astros: 52-110
Awards:
NL MVP: Matt Kemp, .300, 40 HRs, 120 RBIs
AL MVP: Prince Fielder, .298, 51 HRs, 142 RBIs
NL Cy Young: Kyle Lohse, 18-9, 3.18, 97 Ks
AL Cy Young: Chris Sale, 20-5, 2.15, 219 Ks
NL Batting Title: Joey Votto, .340
AL Batting Title: Miguel Cabrera, .334
NL Rookie of the Year: Travis d'Arnaud, NY, .266, 14 HRs, 69 RBIs
AL Rookie of the Year: Kyle Gibson, Minnesota, 11-9, 3.79, 220 Ks
Post Season:
What would be a great real post season, this simulation saw some close series, a sweep, and some underdogs claw their way through heavy favorites. At the end, though, the best team during the regular season was also the best team in the playoffs.
NL Wildcard: Brewers over Giants
AL Wildcard: Rays over Rangers
NL NLDS: Reds over Brewers, 3 games to 1
NL NLDS: Nationals over Dodgers, 3 games to 2
AL NLDS: Tigers over Rays, 3 games to 1
AL NLDS: Angels over Red Sox, 3 games to 1
NLCS: Reds over Nationals, 4 games to none
ALCS: Angels over Tigers, 4 games to 2
World Series: Reds over Angels, 4 games to 2
Friday, April 5, 2013

A few Friday OS baseball gaming notes:
- I had hoped to give a good run-down of The Show's MLB Live mode, which launched earlier in the week. As of right now, though, the mode still seems to be working out some rough spots. Incorrect records, wrong starters, strange line-ups, and "TBD" players have plagued this mode early on. I'll give it at least a week before doing a full review.
- A review I am working on is Dynasty League Baseball online. This is an online, primarily multi-player simulation game that's been around for a while; still, each year it seems new features and upgrades are added. If you are looking for a way to extend your early baseball experience, check it out.
- I was recently reminded of this story (about the history of all 30 MLB team names. Very interesting read from Mental Floss, which itself is a great magazine.
- Finally, look for a season simulation from MLB 13: The Show very soon!
Thursday, April 4, 2013
09:51 AM - April 4, 2013. Written by MMChrisS

Name three things you think about when I say college football.
For me, it is tradition, pagentry, classic programs, classic coaches, the stadiums, the rivalries. Oh, yeah, and the great players.
Understandably so, when I heard NCAA Football 14 was getting Ultimate Team mode, I wasn't surprised. Digital revenues are a priority at Electronic Arts these days and ultimate team modes are how they seem to be driving digital revenues in their sports titles.
But Ultimate Team modes are built around players, and player cards.
College football is built around programs, tradition, rivalries, and pageantry.
Has there been a bigger mismatch in college athletics since Howard Schnellenberger became the coach at the University of Oklahoma? Or what about when San Diego State about joined a conference named the Big East?
Yeah, those were the days.
College football, at its heart, is not built around individual players. How can it be? Players are around for four years on average, five years at best, and in the case of two broken knees and a heck of an NCAA appeal later, six years.
Players don't define programs so much as seasons do. Rivalries versus other programs. Conferences, prime time games to decide the fate of an entire season across sixty minutes in the middle of September.
College football and ultimate team, at least how we know it, are such a mismatch you'd be better off putting Marshall Faulk into a golf game and calling it kosher -- oh wait.
I can understand the pressure the NCAA team faces -- I know those guys are incredibly passionate about college football. If you don't believe you are willfully blind to the great personalities making the game. Where the breakdown occurs is probably a step above developers, from people looking to push a revenue agenda, who have no idea what college football is all about.
In part I pity the NCAA team as much as I loathe the desire to push digital revenue in this manner to customers who probably don't care about it.
So color me skeptical about college football and ultimate team mixing, because I simply don't see how this is a marriage that could possibly work.
To me, the better way to push digital content for college football is to try to create a dynasty scenario mode and offer downloadables that way -- with historical teams and situations. Imagine trying to win two straight National Championships as Alabama the last two seasons, or having to win 47 straight games with the 1950s Oklahoma Sooners. What about dominating the competition like 1995 Nebraska did?
And perhaps digital content isn't a seller with NCAA -- that is fine as well. But dipping into nostalgia with classic players is the wrong approach to college football's history. People talk about teams and seasons and games just as quickly as they will talk players and performances.
The cultural mismatch of Ultimate Team in NCAA Football is staggering, so it will be interesting to see how NCAA Football 14 manages to bridge this gap.
Wednesday, April 3, 2013

Did Rutgers learn nothing from the poor handling by administrators in the Penn State scandal?
The Scarlet Knights have removed men's basketball coach Mike Rice after public outcries related to videos showing him abusing players during practice.
Athletic director Tim Pernetti had reviewed the video and decided not to fire Rice late in 2012. Instead, he felt that a suspension would help to correct Rice's ways. But then there were yesteday's comments by Pernetti on ESPN.
The current -- for how much longer? -- Rutgers athletic director stated that he knew this day would come; when the videos would become public. Pernetti went on to declare that he expected a review would take place at that time as well.
There's one problem though.
The videos didn't change from then to now. If Rice's actions are worthy of termination now, weren't they just as dispicable then? Of course they were and of course nothing changed -- except for political pressure and public relations.
Without explicitly stating it, Pernetti admitted that he tried to sweep the matter under the rug. An admission that a review would likely come once the video became public means that he knew this day was coming -- a day where Rice would be fired for his conduct. The only change in this equation is the presence of public knowledge.
A man in a position of authority tried to pretend away the seriousness of how student-athletes were being treated by their coach, possibly for fear of the backlash that would occur in the public relations aspect of Rutgers University.
For Pernetti, a secondary review isn't necessary. Now only one thing remains in need of change: The Rutgers athletic director's position.
Sound Off: Should Tim Pernetti be held accountable for his reaction to the video of Mike Rice's actions toward Rutgers basketball players?
Justin Mikels is a staff writer for Operation Sports.

With the NHL 13 rosters looking to be heavily re-jigged thanks to the impending trade deadline, it's always fun to think about all of the time, effort, money and talent that gets thrown around in early April during the NHL season. GMs like to think they can win over fans with some last ditch effort to show that their franchise is "trying" to get over the hump and become a contender. Then you have other GMs who are just trying to stock the cupboard for the future. Either way, it's made for some memorable deals -- as well as some hilarious air-time filler when analysts get the odd year where not much goes on.
In the spirit of the deadline, here are five deals from the past that really made a splash at the trade deadline.
5) Pittsburgh Gets Better; Hartford Gets...
Ron Francis had been with Hartford for 10 seasons, and he, along with Ulf Samuelsson, found themselves heading to Pittsburgh in a blockbuster trade in 1991. Francis and Samuelsson would end up joining the likes of Mario Lemieux on route to a Stanley Cup that year. Captain Ron even got better with age, piling up the points over the next 10-plus seasons after leaving the Whale.
Hartford, on the other hand, believed they were getting the better of the deal with John Cullen, Jeff Parker and Zarley Zalapski. While Parker was just a warm body and Zalapski was a very solid d-man, the key piece of the deal was John Cullen. However, the hockey gods weren't to be as kind to Cullen, as he had one decent season with the Whale, and then bounced around various teams, performing adequately but ultimately below his potential. He also had to retire prematurely due to being diagnosed with non-Hodgkin lymphoma.
4) Oilers Ship Away Smyth
Ryan Smyth had arguably been the Oilers heart and soul since '94, but in 2007, when it seemed like he would re-sign with the team, he was unceremoniously dealt to the New York Islanders for Ryan O'Marra, Robert Nilsson and a first-round draft pick. While this certainly wasn't a Gretzky-level moment for the Oilers, it did send a message to the fans that there would be no sacred cows, especially when their team was last in the division.
3) Hossa Lands in Pittsburgh
Marian Hossa made his way out of Atlanta in 2008 and ended up in Pittsburgh, where he helped the Pens get to the Stanley Cup final (it would be a few years of picking the wrong team before he'd actually win one himself). In exchange for Hossa (and Pascal Dupuis, a pretty good player himself), the Thrashers got Colby Armstrong, Erik Christensen, Angelo Esposito and Pittsburgh's first-round pick in 2008. Considering the talent involved, this was definitely a win for Pittsburgh.
2) Bourque Gets His Trade Wish
In the 2000 season, Ray Bourque got his wish to go after a Stanley Cup, and he was shipped away from his forever home of Boston in order to do so. This ended up being a benefit to both teams, as he and Dave Andreychuk helped Colorado win a Stanley Cup, and Boston got Brian Rolston, Samuel Pahlsson, Martin Grenier (and a 2000 first-round draft pick), which helped set them on a successful path for the next few seasons.
1) The Most Lopsided Deadline Deal
While this wasn't the flashiest deal at the time, it's easily the most one-sided. In 1996 Markus Naslund made his way to Vancouver in exchange for Alek Stojanov, who went to Pittsburgh. Naslund went on to blossom in Vancouver, scoring boatloads of points and making the Canucks an exciting contender in the west. Stojanov, on the other hand, pretty much played like he always had -- racking up tons of penalty minutes while getting bounced around the minor leagues.
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Bonus: Now, this one didn't happen on the trade deadline, but even after all these years, it's still the most insane trade of all time. Yes, Eric Lindros was a very good hockey player when he played, even with his crazy concussion issues. But when you remember how many prime assets were given up for him, it's totally bonkers. To get Lindros from Quebec (and yes, Lindros' parents were forcing the team's hand here), the Flyers gave up the following:
- Peter Forsberg
- Steve Duchesne
- Kerry Huffman
- Mike Ricci
- Ron Hextall
- Chris Simon
- Two first-round draft picks
- $15 million
Of course, many of these players were earlier in their careers, but the fact that you've got two bona fide all-stars and some other key role-players, plus a very good goalie, plus two first-rounders, plus $15 million... wow. Still crazy to look at this trade today.
07:05 AM - April 3, 2013. Written by jyoung
A special Microsoft Studios publisher sale began today for Xbox Live Gold subscribers. Running now through Monday, April 8, the sale features great deals on Xbox Live Arcade racers, Trials and Hydro Thunder.
Check out Operation Sports' archived reviews for more information about the games involved in the sale:
Forza Horizon -- 8.5/10
Trials Evolution -- 8.5/10
Trials Evolution: Origin of Pain -- Recommended
Trials HD -- 9/10
Hydro Thunder -- 4/10
Full House Poker -- 7/10
Non-sports games Mark of the Ninja, Castle Crashers and Dust: An Elysian Tail are also worth checking out while they are 50% off.
Monday, April 1, 2013

However, since my official OS review, I've made a couple of observations that are worth noting:
- The "stuttering," which I didn't see at all during my review time pre-launch, did show itself from time to time in my game. For those of you who saw it repeatedly, I can appreciate your frustration. I am happy to report that I haven't seen any of this since the update.
- While I'm waiting on the Full Minor roster set, I've been playing a lot of Road to the Show. This mode is not something I spent more than a few weeks with in the past. But the additions of new camera angles, streamlined base-running, and improved fielding controls have me in this mode at least once a day.
- On the other hand, I've not revisited Diamond Dynasty that much. I will try again, but it's not been very compelling (for me) at this point.
- I will still argue that the commentary is pretty good--at least in a vacuum. But it seems very dated and repetitive for those of us who have played this game annually.
- The ball physics, at least off the bat, are really more improved then I let on in my review. I think time has allowed me to see the intricacies of the engine more than the crunch of review time. I love the "weak" or poor quality hits that seem to cut through the grass, spinning. The more you play this year's version of The Show, the more little stuff you'll see.
- I'm surprised at how addicting the "Challenge of the Week" is.
- Post-season mode is fun and the atmosphere is pretty good. I've played through a few Wildcard games that were tense until the final innings. This feature is late, but still very welcome.
I'll take a better look at The Show Live and simulate a season later this week.

Some of the following may or may not have been written in jest:
- Sunderland have appointed Paulo Di Canio as manager after sacking Martin O'Neill...
- ...Which causes all sorts of controversy, because Di Canio, as some of you will remember, has a thing for fascism. In his defense, he says he's just a fascist, and not a racist. Phew!
- Interesting though, how the narratives differ between Reading sacking Brian McDermott and Sunderland sacking O'Neill. Sure, there's a difference in talent, but at the end of the day the Royals are languishing at the bottom of the table while Sunderland is still-- barely, mind you-- safe from relegation. Yet the press paints McDermott's firing as a harsh, knee-jerk reaction, while justifying O'Neill's sacking because the North Irishman has lost his touch.
- A solution to boring extra-time action? Bigger nets!
- FA Cup action from the morning: Chelsea 1 - 0 Man Utd. Sign Rafa up?
- Hamburg fans, look away. Dirty Tackle recaps-- one by one-- the nine goals scored by Bayern in photos.
- The latest Premier League table: So United will probably win the title. But if we look further down, only four points separate the 12th placed team and the 18th-- the last relegation spot. It's going to be a lot more exciting than action at the top of the table. If I'm a betting man, I'd wager a little sum on a match where one of those teams play United after they've clinched.
- Football Manager is releasing a special edition of the game, Football Manager 1888, with authentic rosters and rules from the time period. Offsides? Psh.
- Dammit, why are they so obvious? Okay, there were only two entries that were April fools plants. The rest-- especially the Di Canio stuff, sadly-- is true.
- If you want to see what the Fox Engine that PES 2014 will be using is capable of, here's the trailer for the newest Metal Gear. Looks like I'll be spending more quality time with Snake and Big Boss.
Finally, ending on a serious note: The Guardian's Interview with Robbie Rogers on coming out and quitting soccer. A snippet:
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Friday, March 29, 2013
09:20 AM - March 29, 2013. Written by jyoung

This past weekend, Konami quietly released a mobile version of its long-running Power Pros franchise onto iTunes.
Priced at $4.99, Power Pros 2013 World Baseball Classic features two game modes: exhibition and championship. Championship mode replicates the World Baseball Classic tournament, beginning with round-robin pool play and ending in a double elimination tournament.
The game's roster is modeled after this year's World Baseball Classic, including over 400 individually rated players from all 16 participating teams.
While an Android version is currently available in Japan, it has yet to appear on Google's North American marketplace. Konami states that a U.S. Android release is "coming soon."
Power Pros 2013 World Baseball Classic is compatible with the following devices:
- iPhone 3GS
- iPhone 4
- iPhone 4S
- iPhone 5
- iPod touch (3rd generation)
- iPod touch (4th generation)
- iPod touch (5th generation)
- iPad
UPDATE: Friday morning, an Android version was added to the Google Play store for $4.99.
Thursday, March 28, 2013
While playing NHL '94 recently (to pay tribute to its 20th anniversary), I was reminded how that was the one year where EA removed fighting from the game. Some of the decisions that year were at the behest of the NHL, including the removal of blood on injuries, but it's interesting to note that version of EA's product is remembered more fondly than any NHL game of the '90s. With that in mind, it begs the question: do hockey games still need to include fighting at all?

At this point the NHL itself is at a bit of a crossroads with fighting, as the mixed messaging from the league has never been more apparent. Violence is a selling point for the game -- no doubt -- but the league still insists on championing the instigator rule, suspending fighters who fight multiple times, and fining teams who send out goons late in games. The rub becomes that players overwhelmingly want fighting to stay, but they do support the instigator rule. However, to counter that, a recent poll shows that two-thirds of fans want fighting gone from the game. For what it's worth, put me in the camp of people that want it to stay. With these conflicted numbers, what are developers to do in regards to fighting in hockey games?
NHL '94 aside, fighting has been in hockey videogames for quite some time now. Its's been presented from top-down, side view, third person, first person and just about every other way you can think of. It's been done in a serious way, where EA brought in actual NHL tough guys to help with the first-person fighting, and it's been done in silly ways, like the stuff found in Ice Hockey and Blades of Steel. I personally always loved that your guy got dragged off for a penalty when he lost a fight in Blades of Steel.

Modern hockey games, obviously, have gone for a more realistic treatment. The NHL 2K series actually presented hockey fights really well in its last few iterations, with helmets flying off, various flailing punches being thrown, and the players awkwardly spinning around as they chucked the knuckles. As for EA, their fight engine has been pretty much garbage for a while now, whether the action is being presented in first person or third person. The fact that every player on the ice (and bench) has to disappear for the fight to even work is a bizarre technical hurdle, and the event itself doesn't look great -- and plays even worse.
If fights are going to stick around in hockey games, it would be nice if the development team would stick a couple of people on the job and make the fights more organic to the flow of play on the ice. There obviously need to be some checks and balances under the hood so that fights don't happen all the time, but the way EA does it now (first person, goalie fights, bad controls) isn't getting it done. I know many users don't seem to care about fights in hockey games, but if they're going to take up space in new products going forward, it would be nice if they were reflective of the actual nature of how they play out in real life.

What do you think, OS? Should fighting still be in hockey games? If so, how can it be better? If not, why should it be gone?

At this point the NHL itself is at a bit of a crossroads with fighting, as the mixed messaging from the league has never been more apparent. Violence is a selling point for the game -- no doubt -- but the league still insists on championing the instigator rule, suspending fighters who fight multiple times, and fining teams who send out goons late in games. The rub becomes that players overwhelmingly want fighting to stay, but they do support the instigator rule. However, to counter that, a recent poll shows that two-thirds of fans want fighting gone from the game. For what it's worth, put me in the camp of people that want it to stay. With these conflicted numbers, what are developers to do in regards to fighting in hockey games?
NHL '94 aside, fighting has been in hockey videogames for quite some time now. Its's been presented from top-down, side view, third person, first person and just about every other way you can think of. It's been done in a serious way, where EA brought in actual NHL tough guys to help with the first-person fighting, and it's been done in silly ways, like the stuff found in Ice Hockey and Blades of Steel. I personally always loved that your guy got dragged off for a penalty when he lost a fight in Blades of Steel.

Modern hockey games, obviously, have gone for a more realistic treatment. The NHL 2K series actually presented hockey fights really well in its last few iterations, with helmets flying off, various flailing punches being thrown, and the players awkwardly spinning around as they chucked the knuckles. As for EA, their fight engine has been pretty much garbage for a while now, whether the action is being presented in first person or third person. The fact that every player on the ice (and bench) has to disappear for the fight to even work is a bizarre technical hurdle, and the event itself doesn't look great -- and plays even worse.
If fights are going to stick around in hockey games, it would be nice if the development team would stick a couple of people on the job and make the fights more organic to the flow of play on the ice. There obviously need to be some checks and balances under the hood so that fights don't happen all the time, but the way EA does it now (first person, goalie fights, bad controls) isn't getting it done. I know many users don't seem to care about fights in hockey games, but if they're going to take up space in new products going forward, it would be nice if they were reflective of the actual nature of how they play out in real life.

What do you think, OS? Should fighting still be in hockey games? If so, how can it be better? If not, why should it be gone?
Wednesday, March 27, 2013
05:50 PM - March 27, 2013. Written by jyoung

Earlier this afternoon, the owners of spiritstranslation.com launched a new sister site, powerprotranslation.com, which offers screen-by-screen translations for Konami's Japanese Power Pros baseball games. English-speaking baseball gamers will now be able to navigate through Power Pros' menus and change key gameplay settings without difficulty, as 95% of the series' text is written in Japanese text and Kanji characters.
The site's first translation guide covers Jikkyou Powerful Pro Yakyuu 2012, which released in July 2012 for the PlayStation 3, PlayStation Vita and PlayStation Portable. All three versions can be freely played on American consoles without any issues, as both Sony's hardware and Konami's software lack region protection.
The cost to import Japan's latest Power Pros game ranges from $50 to $80, depending on the system you choose and whether or not you want the slightly newer Ketteiban version, which includes roster and ratings updates for all the game's Nippon Professional Baseball teams. The Vita version can also be downloaded from the Japanese PlayStation Network Store, though the purchase will require either a Japanese credit card or a Japanese PlayStation Network Points Card.
For a cheaper, more user-friendly introduction to the Power Pros series, American gamers might consider MLB Power Pros 2008 for the PlayStation 2 or Nintendo Wii, which can be found for $5 online and was published entirely in English. Only the PlayStation 2 and Nintendo Wii versions of MLB Power Pros are currently available, as Konami removed the third North American version, MLB Bobblehead Pros, from the Xbox Live marketplace at the beginning of 2013 due to poor sales and an expiring MLB license.
Though Konami has only released three Power Pros games ever in North America, the series remains a long-running franchise in Japan, putting out a new game annually since its 1994 debut on the Super Famicon.
For gamers who can't get past Power Pros' cartoon graphics, consider trying out Konami's equally impressive Pro Yakyū Spirits series, which features lifelike graphics and presentation.


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