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Tuesday, April 23, 2013
11:01 AM - April 23, 2013. Written by JohnDoe8865


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.
Blog: JohnDoe8865
Monday, April 22, 2013
07:47 PM - April 22, 2013. Written by kelvinmak


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?
Blog: kelvinmak
Friday, April 19, 2013
12:44 PM - April 19, 2013. Written by CPRoark
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.
Blog: CPRoark
Monday, April 15, 2013
04:41 PM - April 15, 2013. Written by Wiggy
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.


Quote:
NHL® Collision Physics – Developed from the same core technology that powers EA SPORTS FIFA’s critically-acclaimed Player Impact Engine, NHL® Collision Physics introduces bigger, more thrilling hits, and truer-to-life collisions. A new left-stick control scheme makes delivering a game-changing hit simpler and more rewarding than ever.
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.

Quote:
Enforcer Engine – There is a code in hockey, when it's broken you have to respond. A first for the NHL franchise, Fight Night technology delivers a new 3rd person experience, physics-based punch targeting and player size differentiation to every fight, creating the most authentic and electrifying experience yet.
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.

Quote:
One-Touch Dekes – Experience what it feels like to be a superstar through a new, more responsive deking system controlled only with the left stick and one-button. From beginner to advanced gamers, the system allows for quicker reactive dekes and intuitive combination dekes, creating more moves than ever before.
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 there 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.



Quote:
True Performance Skating – Built on the breakthrough innovation that introduced physics-based skating and over 1,000 new skating animations to the EA SPORTS NHL franchise. The second year of the True Performance Skating features improved acceleration, explosive first-strides, quicker pivots and enhanced lateral skating, resulting in greater player responsiveness and unprecedented control.
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.

Quote:
Live the Life – The new incarnation of the Be a Pro Career Mode, now you can truly Live the Life of an NHL player. On or off the ice, every decision you make shapes your legacy as an athlete. Interact with teammates outside of the rink. Take part in media interviews. Each choice you make will affect your relationship with fans, teammates and management, influencing your skills and progression.
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.

Quote:
EA SPORTS NHL Online Seasons – NHL 14 adds the best-in-class promotion and relegation system in the sports category to the Hockey Ultimate Team & EA SPORTS Hockey League modes. Win games and advance to the next division to face tougher competition, fall short and see your team bumped down. Teams will be able to track their progress across multiple seasons.
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.
Blog: Wiggy
Wednesday, April 10, 2013
06:53 PM - April 10, 2013. Written by Wiggy
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?
Blog: Wiggy
Tuesday, April 9, 2013
10:58 AM - April 9, 2013. Written by jmik58

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.
Blog: jmik58
Monday, April 8, 2013
03:40 PM - April 8, 2013. Written by Wiggy


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.
Blog: Wiggy
12:29 PM - April 8, 2013. Written by kelvinmak


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?

Blog: kelvinmak
Saturday, April 6, 2013
02:21 PM - April 6, 2013. Written by CPRoark

The Show says The Reds are set to be the best team in baseball in 2013.

Using MLB 13: The Show and the OS Full Minor Rosters, we've simulated the entire 2013 Major League Baseball season. Realize that this is more a fun exercise, rather than a deep statistical prediction that, admittedly. would require multiple sims and advanced math to really get right.

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
Blog: CPRoark
Friday, April 5, 2013
02:28 PM - April 5, 2013. Written by CPRoark


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!
Blog: CPRoark
Wednesday, April 3, 2013
11:45 AM - April 3, 2013. Written by jmik58

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.
Blog: jmik58
08:42 AM - April 3, 2013. Written by Wiggy


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.
Blog: Wiggy
Monday, April 1, 2013
09:02 PM - April 1, 2013. Written by CPRoark


It's been nearly a month since MLB 13: The Show released and about a week since the first official update dropped. MLB Live started today, and we expect the OS Full Minor roster sometime this week. Basically, if you haven't yet experienced this stellar game, it's not too late; the season's just getting started.

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.
Blog: CPRoark
12:39 PM - April 1, 2013. Written by kelvinmak


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...
  • 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.
  • 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:

Quote:
How did he react when homophobic quips were made – even though his team-mates were oblivious to his sexuality? "There were different emotions. Sometimes I would feel bad for them. Sometimes I would laugh because it was kinda funny. And, sometimes, it got malicious. "That was when I would get this awful feeling in my stomach. I would turn my head and try to chat about other things. They often don't mean what they say. It's that pack mentality – they're trying to get a laugh, they're trying to be the top guy. But it's brutal. It's like high school again – on steroids."
Blog: kelvinmak
Thursday, March 28, 2013
10:55 AM - March 28, 2013. Written by Wiggy
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?
Blog: Wiggy