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Wednesday, February 20, 2013
02:34 PM - February 20, 2013. Written by kelvinmak


To borrow a phrase that's all too often thrown around when describing the sport, it's been a game of two halves for soccer games in this console generation.

Things kicked off to a somewhat shaky start. For PES, the less said about its' early efforts the better, as the franchise seemed to have been horribly unprepared by the console transition. PES 2008 and 2009 were all over the place, with its laggy online, bumbling keepers, and most importantly, the run-and-gun-all-the-time style of play that makes even Kevin Keegan blush.

In the other corner, FIFA, while not regressing like PES did, was too preoccupied with the superficial stuff at the beginning of the era. Sure, FIFA 2008 and 2009 were fun for the first month or so, but after that, the shallowness of the game-- players being on rails, the over-reliance on wingplay-- became so noticeable that you wondered if we'll ever see a soccer game that not only looks realistic, but plays like it too.

Halfway through the era, something changed.

PES realized that to go forward, it first needed to go back to its roots and find out what made it so successful. And FIFA, trying to go for the jugular as PES stumbled, finally clued in on the fact that while glitz and glamour may win accolades from the day-one crowd (and poor soccer reviewers who only get a few days to file their review for a game), the hardcore fans are looking for more than a month's worth of fun, and they need to be challenged by a game that rewards more than holding down the sprint button. And from 2011 and on, both games improved leaps and bounds.

So, as another console generation fades away, here are the top three soccer games of the era.

(Note that the Football Manager series weren't included for this list, as that would be comparing apples with oranges; and also that the judging criteria is fluid-- it's both how much impact the game made during its time, and how well it plays today.)

---

3: FIFA 08



I know, I know. All that preamble to set up the fact that the second half of this generation's soccer games were better and we get FIFA 08 at number three?

While technically this wasn't the first FIFA game to be released on the Xbox 360, it was, in many ways, the first "complete" game of the era. It marked the series' debut on the PS3, and it came with the full array of game modes that we're so familiar with by now.

Make no mistake, the game contained its fair share of flaws, especially if you compare it to the FIFA of recent years. But what it did was give us a glimpse of what the series has the potential of becoming-- the stunning visuals, the Be a Pro mode, and the online experience. And in those rare moments when the players unglued themselves from the rails and the action on the pitch came together, matching the polish of everything else off of it, you knew that it had the potential to become something special.

...

2: PES 2013



Here's hoping PES has a better transition to the next generation of consoles than they did the last time around.

After those lost years at the beginning, the franchise has had to play catch up for the remainder of it. And because of that, it just couldn't improve everything on its list. As a result, certain elements-- namely, the presentation elements and Master League-- have aged horribly. Instead, the franchise put all its eggs in one basket: gameplay. And in that sense, they got their priorities straight.

In many ways, PES 2013 was the game that many fans of the franchise were hoping for, albeit a year or two too late. Its gameplay experience is arguably deeper than the PES' that came before, the game cleaned up most of the annoying quirks that marred the previous releases (like the butterfinger goalkeepers), and the organic "anything can happen" feeling still remains, stronger than ever. The only problem is that while it did one thing very well, everything else in the game are about five years behind, and the familiar refrain that "gameplay is all that matters" has gotten just as old as the game's graphics.

...

1: FIFA 13



First they did away with the ping-pong passing, then the hoaming missile pressure, then they opened up space in the middle of the park. FIFA 13 was the culmination of all that effort that turned the series from a glorified track meet into a realistic soccer experience. It's the boring choice, but for me it's the right one. No other soccer game this generation matches the complete package offered up by FIFA 13.

Yes, defending can still be a chore and the AI still needs a little too much prodding from the user, but if I am to pick a game from this generation that best captures the sport (in both aesthetics and gameplay), I'd take FIFA 13 in a heartbeat. The game took all the innovation that came before it-- the slowed down pace of the game, the 360 movement, precision dribbling, the impact engine, to name a few --and puts a nice coat of polish on top. Most of the elements are slick and refined, and as much as we say it doesn't really matter, it does-- the game also looks and sounds great.

FIFA 13 is far from perfect, but it does so many things so well that overall, it's hard to argue against it being the best game in the generation.

On a related note, a very honorable mention to FIFA 12: I would've included it in this list, as it was ultimately the game that broke most of the new ground, but a list of four would've been awkward, and like PES 2013 to PES 2012, to me I consider FIFA 13 an extension-- a better one, mind you-- of 12 anyway.

...

A lot of times these "look back" lists usually have a slightly older game being the number one. I thought about doing that, I really did, but the truth is that I really did have the most fun with both FIFA and PES' latest releases.

Most of the time, that older game makes the top of the list because it was either "more fun", or the AI was smarter, and the later versions ended up sacrificing those factors for something else. That didn't happen to FIFA or PES.

If you think about it, the last few years have been interestingly uninteresting for soccer gaming. There were no dramatic resets (even when Seabass stepped down from PES, the direction of the gameplay was still largely the same), and instead it was just steady improvements, one iteration building upon the last. So as unsurprising as it may be, both FIFA and PES' latest releases were also, in this console generation anyway, the greatest.

Roll on, X720 and PS4.

Sound off, OS, what's your pick for the greatest soccer game in this console generation?
Blog: kelvinmak
Tuesday, February 19, 2013
03:56 PM - February 19, 2013. Written by Wiggy
** Disclaimer: This list consists of games from the last generation of consoles (Xbox 360, PS3, Wii). Some of these games are being ranked according to the standards of the year they came out and the improvements they showed relative to what had come before **

5) EA Sports MMA




I enjoyed what EA Sports MMA tried to do in a lot of ways, and it's fights definitely resembled more of an actual struggle between two highly skilled fighters than some of the goofy slugfests that develop in the UFC games from time to time. It was interesting seeing Strikeforce and free agent fighters populating the ranks, and the ability to do foot stomps, soccer kicks and knees to the face on the ground was a welcome addition.

4) Fight Night Champion




While not as strong as the WWE '13 Attitude Era mode, Fight Night Champion's story mode was surprisingly entertaining. The story was relatively predictable and fairly short, but the neat trick was that the gameplay changed from match to match based on what was happening (injuries, bribed refs, relationships with the other fighter, etc). The action in the other modes was still entertaining, even if some of it was a little too bit on the arcade side of the ledger.

3) Fight Night Round 4




While I was tempted to include Fight Night Round 3 for its significance in this generation, I have to go with Fight Night Round 4, as the action and presentation was incredibly flashy and much smoother than its predecessor. I still feel the Fight Night games need to ease off of the arcade stylings and goofy created fighters for the online mode to be taken more seriously, but this game still was a lot of fun to play when it came out.

2) WWE 13




Honestly, WWE 13 has, mainly, one trick, but boy does it do that trick well. The Attitude Era content really got me excited about a wrestling product again, and I was pleasantly surprised with the level of detail, care and nostalgia that the developers infused into the proceedings. The gameplay in these sequences was unique and entertaining, and the unlockable extras made the historical objectives worth getting. That said, THQ also improved the gameplay a good deal, and the impact and frenzy of the action was really solid.

1) UFC Undisputed 3




I still maintain that the UFC games struggle when it comes to a truly smooth “simulation” from moment to moment, but each of their systems, when taken in their own right, are really satisfying. The clinch work in UFC Undisputed 3 had a great feeling of two powerful fighters struggling, and the ability to sway, feint and misdirect your opponent with strikes adds so many useful wrinkles to a fight. The addition of PRIDE mode was a great piece of fan service as well, and the overall presentation of the game was beefed up from the previous release.
Blog: Wiggy
03:33 PM - February 19, 2013. Written by Wiggy
** Disclaimer: This list consists of games from the last generation of consoles (Xbox 360, PS3, Wii). Some of these games are being ranked according to the standards of the year they came out and the improvements they showed relative to what had come before **

5) 3 on 3 NHL Arcade




I had a surprising amount of fun with this arcade release. At first brush, this game seems like its just a simple romp with some goofy power-ups, but there is actually quite a bit of depth and charm to the whole presentation of the game (giant hits, goofy sound effects, crazy goals). It helps that this game is basically just aping what Ice Hockey did so well back in the day, and that's definitely worth something in my book.

4) NHL 07




I think this one deserves to be here for what it meant early on in this last generation. The graphical presentation was truly impressive at the time, as the characters, crowd and arenas had a crispness and depth that hadn't been seen until that point. And of course, that was also the first time users got to try out the skill stick, which has been something that has buoyed the NHL franchise for a good long while now. The games have been improved substantially since then, but this one made for a good time when it was released.

3) NHL 09




Adding NHL 94 controls was a fun little wrinkle, and the inclusion of European elite leagues was truly welcome, but this year was when EASHL really came out to play. Being able to go up against six other players with your full squad was truly satisfying, and it was such fun to have friends slot into roles on the team — big hitters, defensive specialists, snipers, playmakers, goalies, etc. The progression system made you want to continuously get games in each night. The EASHL is definitely one of the best co-op experiences of this last generation.

2) NHL 08




NHL 08 made some awesome improvements from NHL 07, specifically with way smoother framerate, better skating, revised hitting physics and the introduction of three-on-three online team play. The smoothness of the gameplay was truly a joy, as it really made the skill stick come to life. It was great to be able to make smooth passes and dangle towards the net in 60fps. To me, the revelation of team play was something I'd been waiting a long time for, and when I heard it would be in there, I knew sports games' online features were changing for the better.

1) NHL 13




Again, this isn't to say that NHL 13 is a perfect product — far from it. However, EA continued to build on the modes that it had been cultivating for several years, and it added a meaningful piece of gameplay iteration with True Performance Skating. The ability to push your skater all out on a breakaway or puck pursuit has a brilliant risk-reward, and it's fun to try and push the needle to the red without getting knocked over. Just the same, the realistic momentum when transitioning also feels great. NHL Moments Live was a bit of a misfire in my view, but EA also built upon its wildly successful Hockey Ultimate Team and EASHL modes in a good way.
Blog: Wiggy
09:00 AM - February 19, 2013. Written by DustinT

The world of sports gaming is often very predictable. The latest Madden NFL feature is probably just a gimmick; the next NBA Live won't come out until 2016. Will either of those - or both - actually happen? Maybe, but if both statements prove to be true few will be surprised.

But when MLB 2K13 was announced in January, shock hit. The death of 2K's MLB franchise was something I would have bet my life savings on (not that much of a gamble, though).

Since then, 2K has kept quiet about the (probably) final baseball game for the Xbox 360. 2K's marketing team, which in my opinion is the best in the sports gaming business, must be working on something else. Though they have brought back the Perfect Game Challenge with new rules.

As Steve pointed out last month, MLB 2K13's list of features is awfully similar to MLB 2K12.

So in a world where consumers vocalize their disappointment with gaming companies, let's all hope 2K has something hidden up their sleeve. But with this seeming like a last-ditch effort for 2K and Major League Baseball to make one more buck, we can't expect too much. But if 2K wants to sell this game for $60, they better start releasing some information that gives even the tiniest bit of incentive to make a purchase.

With close to zero expectations, MLB 2K13 has a chance to surprise some people. MLB The Show will still reign supreme, there's no doubt about it. But 2K Sports can save a little bit of face with an above-average baseball game - a game they have lacked for some time.

What does MLB 2K13 need to do in order to warrant a purchase from you?
Blog: DustinT
Monday, February 18, 2013
08:10 PM - February 18, 2013. Written by jmik58

Cal basketball coach, Mike Montgomery, believes in a very "hands-on" approach to motivation.

A well-timed motivational tactic or a physical assault worthy of suspension, firing, or criminal charges?

For each person who believes it was harmless, chances are there are an equal number of individuals who find the actions of Cal basketball coach, Mike Montgomery, deplorable.

Sunday, during a televised game, Montgomery confronted Golden Bears player Allen Crabbe as he walked toward the bench during a time out. Coach Montgomery, who was visibly angered, intercepted Crabbe with a two-handed blast to the chest. The shock of the move caught the young player off guard as he had to be restrained by teammates before gathering his composure in the tunnel to the locker rooms.

The biggest jolt, however; may have been felt by the thousands in attendance and the viewers watching on television in the fact that Montgomery allowed himself to cross such a line. It had the surreal shock-value of a live broadcast f-bomb slip.

Did he really just do that?

Montgomery has since apologized for snapping in the heat of the moment but chances are this isn't over. Not in the era of Jerry Sandusky, Mike Leach, band hazing deaths, football two-a-days tragedies, or any act in the presence of a coach who could be held responsible.

It's not about whether a literal hands-on approach is effective -- in Montgomery's case it arguable was just that. But instead, it's about restraint in a zero tolerance profession where the worst is assumed of many thanks to the idiotic acts of a few.

There is little room or need for assumption here, though. No need to use our imaginations on what really happened. The only guessing now is whether Mike Montgomery will still have a job when next Sunday rolls around.


Sound Off: What is your reaction to Mike Montomery "shoving" one of his players? Should he be suspended, fired, or do you see nothing wrong with his actions?


Justin Mikels is a staff writer for Operation Sports. Give him hell in the comments or on Twitter: @long_snapper
Blog: jmik58
Thursday, February 14, 2013
02:11 PM - February 14, 2013. Written by VisceralBishop

Today is a big day for fans of racing games. Codemasters finally let the cat out of the bag and we now have some serious information on their new racing game, Grid 2. Before I get into the meat of everything different in the sequel, let's get one thing out of the way first. Cockpit view? Yeah, it is gone. I know that will upset a few people because a lot of you enjoy that camera angle. But there is plenty for you to be happy about, as Codemasters changed some things for the better in Grid 2.

Liveroutes: This new mechanic allows Codemasters to change the course in real time, seamlessly. This allows the courses to never become stale or predictable in nature. Now, after completing one lap on a track, the next time around it might be drastically changed. Now, this won't be in every single race. When talking to Joystiq, they specifically said "we're going to save it and make sure it's a special showcase bit."

New Career Mode: In Grid 2 you can expect some drastic changes to the single player portion of the game. Teammates are now gone, while sponsors stay. The way the sponsors are handed out and how you will complete their challenges will look familiar to most players. That is because they are handled pretty much the same way they were previously.

Story is somewhat included, but it is not as integrated into the gameplay as, let's say, Need for Speed: The Run. This time around, a guy named Patrick Callahan, who is a self-made millionaire, wants to start his own racing series (called WSR). That is where you come in, you are the upstart driver who he thinks can help make his new racing league one of the best. It was also revealed that ESPN is a partner and their broadcasting will be seen during certain races. Those certain races include F1, drift, drag, street, and many more. So there will be no shortage of races to compete in once May 28 gets here.

As for the 24 Hour Le Mans, Destructoid asked Codemasters if that would be returning and they simply stated "that it was something the team was still tossing around, dependent on fan reaction." So if you were a fan of this in the original game, hold out hope, it is still possible it makes a return.


Damage Modeling: From Grid to Grid 2, Codemasters really improved the damage modeling. Still utilizing their EGO engine, they have really perfected the way cars crumple when driving into a wall or just bumping into other cars on the track. Obviously racing in the Formula 1 style cars, you are more likely to completely destroy your car than you are a Mitsubishi or Toyota.

Improved A.I. and handling: Most people will remember how aggressive the A.I. were in the original Grid. Well, that will still be the case this time around, but they made them react more like actual drivers. So they will still try to cut you off from passing them, but they all won't just try to run you over when going into every corner.

As for the handling, or as they are calling it, "TrueFeel," they made sure that everything feels right in whatever race type you are participating in. The handling might feel different when in a drift race than a street race, and that is great. This new model also makes driving those F1 cars a whole lot easier. Codemasters really wanted to focus on making the handling model in Grid 2 straddle the line between arcade and simulation -- and they did just that.


That is only the tip of the iceberg when it comes to Grid 2. Codemasters has made their name as being one of the best developers in the racing genre. They iterate extremely well with their games and it looks like they are taking Grid 2 to the next level with all new features and the improvements to the damage and handling models.

Grid 2 releases on May 28 for the PlayStation 3, PC and Xbox 360.
08:30 AM - February 14, 2013. Written by CPRoark

MLB: The Show 13 released a new video yesterday, recapping the new features you’ll find when you pick up the game on March 5th.

To be honest, if you have been following press for this game, you might not be too impressed with this latest bit of promotion. Sure, it covers the major features, though with pretty broad strokes. Mostly, there are a lot of big names in baseball talking about and playing--or at least pretending to play--the game.

And on the surface, this video probably is most appealing for the casual fan; not the average OS user who consumes each bit of press as it is released. However, if you follow the thread for said video, you’ll see our users dig into what you can see, not what’s being told:

Cover boy Andrew McCutchen gets a custom modeled head, complete with dreads and an earring.

Atmospheric touches in Playoff Mode...though we don’t get to hear commentary or see overlays and celebrations

It seems that stadiums, colors, and other minute details are still not 100%. For me, this isn’t a big deal...but I dig that passion and desire to have everything just right. Frankly, it’s a good sign when these are the complaints, and not key components of gameplay.

A few of my observations:
  • I know new animations are coming, but the “throw and roll” seems to be back. That’s not a negative, necessarily--just something I saw a lot of last year.
  • Crossplay seems like a great idea, though I’m not sure the user base for the Vita is that large to make this a “headline” feature.
  • I’m still undecided on The Show’s use of advertising. I don’t mind real advertisements in sports games too much, since it’s an actual (if unfortunate) part of the real experience. But some just feel out of place and repetitive (Players Trust?).

This breakdown may seem a bit negative, but it’s only because I am hungry for more information--I'm sure many of you are too. This video was pretty shallow; as much as I like some of the players featured, I don’t really care too much about what they have to say about The Show.

In fact, better than new info: having the calendar to roll around to March 5th already.
Blog: CPRoark
08:20 AM - February 14, 2013. Written by Wiggy

With the news of Yuke's sticking around in a meaningful capacity to help make the new Take-Two WWE games, it sets certain expectations for what a new game might look like. On the one hand, you've got a known commodity — a company that hasn't completely butchered the license while producing games that, generally speaking, haven't been too bad. On the other hand, you've got a company that has yet to really build a definitive "classic" in this generation. WWE '13 is a really solid game, but it still has some areas where it could be a lot better, including its recovery animations, spammable moves, online features and certain presentation aspects.



That said, this fresh start could give Yuke's a chance to sit back -- maybe with a bigger budget -- and seriously evaluate the tech behind their products and what people really want out of a modern wrestling game. There's always been a disconnect between how actual wrestling works and how it's played in a game. WWE '13 has done a good job of moving the needle a good deal towards the television style of wrestling, but it could go further.

To that end, I think this is what Take-Two staying with Yuke's might mean for the next game.

The Good

* Yuke's is a known commodity. They have plenty of experience (anybody remember Studio Gigante and the Wrestlemania 21 debacle?), and they probably know what they've done well up to this point. One hopes that they also recognize what has been lacking in their games.

* WWE Attitude Mode is begging to be expanded on. The highlight of WWE '13 was definitely the attitude mode, and many users responded to its blend of fun nostalgia, unique presentation and entertaining scenarios. If Take-Two gives them the latitude to take this mode further, it could be something special.

* A fresh start. If nothing else, this restart will give Yuke's the chance to evaluate what users have complained about in previous games. With the additional time and resources that Take-Two should provide, it gives Yuke's room to experiment a bit and try and stamp out some issues that weren't feasible on a more standard release schedule.

The Bad

* While experienced, Yuke's still has a track record of releasing solid but unspectacular games. Only just last year did they finally capture peoples' imagination with the Attitude Era content, but I have to wonder if that's a chain they can only pull one time. Honestly, they made some good improvements, but I have to wonder if the slew of minor changes and the Attitude Era mode kind of skewed the reaction to the game a bit. What I'm saying is: I'd be more comfortable with Yuke's at the helm if they'd shown improvement over a couple of years now.

* Frankly, there's still a lot of areas where these games need to start getting better. Without sacrificing much complexity, the controls need an overhaul. I don't want them to go back to the context-sensitive insanity of previous games, but there should be some streamlining of the current setup, which just has too much going on, especially when you add in gimmick matches. Just the same, the remnants of the old Smackdown tech needs to go, including the spotty striking engine, poor stand-up and transition animations as well as spammable running moves and sequences.

The Unknown

* Will there be innovation or iteration? This gets into the reasoning behind why Take-Two bought the license. Mainly, they probably saw it as a license that they could make decent bank from as long as they didn't overpay, which it seems they didn't. Since they're passing the development duties onto Yuke's, it really makes you think that they just want to make a tidy profit and not rock the boat. Will they give Yuke's the breathing room to be creative, or will it be a money grab, plain and simple?

* What will the online be like? The online has been sort of hit or miss with previous WWE games, with some robust creations and acceptable online play but also some odd server outages, so-so DLC pricing and dwindling online population. I hope Take-Two gets on them to treat this area with some real care and that it translates into a game that's fully supported and functional in the online space. Then again, Take-Two games have also had some server issues, so who knows.

What are you expecting from Yuke's in this new "era"?
Blog: Wiggy
Wednesday, February 13, 2013
03:11 PM - February 13, 2013. Written by VisceralBishop

Unlike other games in the sports genre, racing games get a vast array of titles each and every year. But what about the games or franchises that we barely see anymore? Well that is what this feature is for. Most of the games will obviously be sequels, as it's hard to say we want a specific game from a developer. If we were good at coming up with game ideas, well, we would be working in the industry making them. Anyway, below are eleven games that we would love to see, and with the next generation of consoles just around the corner, it's possible some of these come to fruition.

New MotorStorm

One of the early racing games for the PlayStation 3, MotorStorm has always been one of my favorite franchises to be introduced during this generation of consoles. Sure, the last one released in 2011, but it's about time we hear about the next one. Granted it is a rumor, but word is a new one will be revealed during Sony's special press conference on February 20. I also do not count the PlayStation Vita game, MotorStorm: RC, as a sequel in the series. Evolution Studios has taken the series through snow and even an apocalypse. With the specs that have leaked, they can really take advantage of the PlayStation 4 by not only tuning the gameplay (which the series definitely needs), but also making the game looks absolutely stunning. Remember this trailer?

DiRT 4

DiRT Showdown tried something different, and sure, it was good -- but when compared to DiRT 2 and DiRT 3 -- it lacked a lot. We are ready for Codemasters to head back to their rally roots with DiRT 4; none of the Gymkhana or demolition derby modes, please. Bring back the likes of Travis Pastrana, Dave Mirra, Ken Block and others for a new career mode. No need for driving one event to the next, instead how about you build a brand and a team from scratch to make the single player a little special. Yeah, there was some of that in DiRT 2, but very little. Add in the addictive multiplayer, new rally visuals and physics to a new, improved career mode and you have something just about any fan would want.

Gran Turismo (6?)

This one is sort of a long shot, mainly due to Polyphony usually taking their time developing the Gran Turismo games. GT5 was announced years ago, yet was not officially released until 2010. Sure, they gave us Gran Turismo 5: Prologue to tide us over, but what else is Polyphony doing at the moment? A new racing IP is scheduled to released alongside the PlayStation 4 by a different developer. It was rumored that would be a Gran Turismo game, but Japan shut that idea down quickly. I know the Gran Turismo name has a lot of prestige, but trying something different, to me, would do nothing but help out both Sony and Polyphony.


Project Gotham Racing 5

2007: That was the last time we had a new PGR title. Basically, we are long overdue for a new one. With Microsoft owning that IP, rumors are swirling that PGR 5 will be a launch title for the next Xbox, with Lucid Games, made up of ex-Bizarre Creations and Criterion Games employees, developing it. Having former people from Bizarre Creations, the original developers of the franchise, means that we can expect that same enjoyable gameplay with obvious improvements. As a person who absolutely adores PGR, I would purchase the new Xbox just for the new iteration.

WipEout

Sony closed Studio Liverpool last year, but rumors were that they were working on a next-gen WipEout game. It's definitely a shame that whole team can't work on the next iteration, but Sony could very well give that IP to another internal studio. MotorStorm is mentioned on this list, but what if Evolution Studios takes over the WipEout franchise and puts MotorStorm to the side? Can they handle that series? Some may not be okay with that outcome, but I would be willing to at least give them a shot.

Forza

People love Forzaand what Turn 10 has been able to accomplish during this generation. Are people interested Forza Motorsport 5 or for Turn 10 to try something new? I know most will say they would easily take the former with the obvious visual upgrades. Although I would gladly take that, I would also like to see Turn 10 try their hand at introducing something new to go with the new consoles. Forza Horizon was not developed by them (Playground Games), but I really thought that was a great spin-off for the series. If Microsoft has Turn 10 and Playground Games switching off every other year, honestly, I could get down with that. Both have different strengths that make their games unique enough to warrant that strategy.


Playground Games

Sure, I did say that having Turn 10 and Playground Games switch off on Forza would be great. But I would also love to see them try their hands at completely new IP. I have stated how there is a soft spot for Forza Horizon in my heart, and I think the people at Playground Games can pull off their own game. What will that game entail? Obviously I can't predict that, but I know if Microsoft does let them go through with a new IP (which is not likely), they can achieve greatness with it. Horizon even had a rally DLC that was actually quite fun to play, so they can easily make a rally game. Whatever their next game is, whether it's another Forza spin-off or a completely unrelated IP, I will be there day one to purchase it because I have that much faith in this developer.

Need for Speed: Underground 3

Criterion is now the developers of any new NFS games. Hot Pursuit and Most Wanted, both games that Criterion put their spin on, so it would make sense for the next game to be the one just about everybody wants. Criterion definitely has their plate full with the NFS license and a Burnout game also in development, but if fans have faith in any one developer, it is definitely Criterion. They know how to make open-world racing games -- and despite the fact that I would rather them try to develop a separate game within the franchise -- this game is on the list because so many fans and readers want it to exist.

Burnout Paradise 2

In a recent post where I listed the top five racing games of this generation, Burnout Paradise was included on that list. Honestly, it is one of the best racing games I have every played; it's that good. A sequel has been hinted at for years. Alex Ward of Criterion even tweeted asking what we the fans wanted if a sequel was made. Now, that is far from confirmation that we will see a sequel, but it still gives me hope that it's possible. Imagine how awesome the game would look on the next Xbox and PlayStation -- and those crashes -- aw, just thinking about a sequel gets me excited.


Rallisport Challenge

Okay, I admit it, I might be the only person who wants to see the last two games on this list make a comeback. The last one released in 2004, and although DICE -- the developers of the first two games -- are now owned by EA, Microsoft still owns the IP and could potentially do something with it. The DiRT series fills that rally void for most people now, but I still try and go back to play the Rallisport Challenge games because they were that good.

OutRun

When thinking of a racing franchise that I played a ton growing up, the first one that comes to mind is OutRun. Playing that at arcades and even on home consoles was pure bliss. SEGA did us a favor in 2009 by releasing OutRun Online Arcade on Xbox Live Arcade and PlayStation Network, and Sumo Digital did a stellar job developing it. Still, I would love to see a full retail product on next-gen systems, with Sumo Digital returning as developer since I really think they can do a retail game justice. Now, I know, the odds of this happening are very low, but a man can hope.

Any racing game(s) you would love to play right now? Let us know in the comments below.
12:56 AM - February 13, 2013. Written by kelvinmak


FIFA 13 released its latest update today. I've played a few games tonight with it. A few quick-- there's really not much to the update-- thoughts:

- To borrow a phrase from our British friends, it does exactly what it says on the tin: Guest play in Ultimate Team, snow in Pro Clubs (so yes, those wishing to see your player with black gloves, you got your wish), and it fixes some connecting issues.

- I can't say it won't happen again, but that mildly irritating "you've been disconnected from the EA servers" message that pops up randomly seems to have gone away. Although, again, I've only played for one night.

- That's pretty much it for the update itself. From the may-or-may-not-be-related-to-the-update glitch department: I've seen a CPU player holding the ball during a throw-in, and it takes the game a half a minute or so to snap back into play. Not a big deal, and nothing else new to report in terms of gameplay.

- There is a funkier glitch reported on Twitter-- again, may or may not be updated related. I haven't experienced it first hand, and EA has replied that they will look into it.

So to sum up, nothing major. Gameplay is still what it was, and other nagging issues, like the freezing trade piles and watch lists in FUT seems to still be around.
Blog: kelvinmak
Tuesday, February 12, 2013
03:26 PM - February 12, 2013. Written by jmik58

Sunday would be better served as a recovery day after a long night of Super Bowl partying.

The NFL is taking a proactive approach to the potential of bad weather for next year's Super Bowl in New Jersey -- the first time the game will be played in a cold-weather region in a stadium exposed to the elements. But have they tapped into an amazing idea that could enhance the Super Bowl even further?

The league has reportedly bounced around the idea of one-upping the holiest of football days -- Sunday -- in exchange for a Super-Saturday. Should a treacherous nor'easter punch it's ticket for that Sunday, the NFL could have the option to move the game up one day to Saturday.

But forget the weather for a moment. The NFL has stirred up an idea that may deserve a discussion and potential change regardless of climate. Why don't they just play the game on Saturday always?

Having the game on a Sunday makes life hell the next day. Staying up late on a Saturday is no big deal. We don't need to take a vacation day, battle with a hangover at work, or contemplate if we should go to bed if the game isn't even that close in the fourth quarter.

Instead, -- like a true party demands -- Saturday leaves the gates wide open. "Tomorrow" doesn't matter on the last day of the calendar week (Saturday); it's merely an overflow parking lot for what started the night before. And should Mother Nature decide to alter our plans, we always have our antiquated friend, Sunday, to fall back on.

Our bosses would be happier, although our priests might not like the drop in church attendance. But for one day out of the year I think even the holiest of men might understand. After all, a Super Bowl Saturday full of proper partying would demand that we use the seventh day for it's intended purpose -- rest.


Sound Off: Would you rather the Super Bowl remain on Sunday or be moved to another day?



Justin Mikels is a staff writer for Operation Sports. Give him hell in the comments or on Twitter: @long_snapper.
Blog: jmik58
Monday, February 11, 2013


After the listless 3-1 loss to Southampton over the weekend, leaving Manchester City 12 points adrift of leaders Manchester United, probably even the bluest of Sky Blues will have to admit the title's going back to the red half of the city.

What went wrong?

Players are out of form--the steely grit they've displayed for the better part of last season and the beginning of this current one has gone, giving way to sloppy mistakes like Hart's clanger and Barry's own goal--while Roberto Mancini, increasingly vocal in his frustrations with the squad, looks just short of picking fights with every one of them, Balotelli-style.

Complacency is probably the simple answer. Having finally won the title last season, that extra bit of hunger just doesn't look to be there, no matter how much Mancini tries to light a fire under them. More importantly, however, it's the complacency stemming from the lack of internal competition that has really held City back. Mancini can talk all he wants, but if he can't back up his threats by actually sitting players, it's all for naught. (Incidentally, this is the way in which their bitter rivals, Manchester United have cajoled their players, year in and year out, to give their all-- Sir Alex Ferguson has pretty much replacements in every position, and when the players don't perform, they sit. And United's got a full trophy cabinet to show for it.)

No such luxury in the City squad. David Silva, for all his glittering play last year, has dipped horribly in form, while Samir Nasri looks increasingly disinterested with every game he plays. Yet there's very little chance of them watching games from the bench-- after all, it's hard to imagine David Silva worrying about his starting spot if he gets replaced by Maicon, as he did during the Southampton game. You'd think that being bankrolled by one of the world's wealthiest families would result in City being spoiled by an embarrassment of riches. Not quite. And it has only gotten worse since Vincent Kompany's injury, with nobody of the same quality or authority stepping in and marshaling the backline.

The club is now paying for its impatience earlier on-- though it needs to be said that such impatience ultimately brought home a Premier League title, just four years after the current ownership took over. Defending it, however, is a different story. In buying a whole squad of established stars in their prime, City spent lot more money than if they set out to play the long game (developing its youth system, buying promising youngsters) from the get go. Now ownership, whether it's due to UEFA's fair play rules or, you know, sanity, won't spend as much anymore. And it's left Mancini is stuck with a team of players who don't have strong allegiances to the club, and, it seems after winning a title, aren't up to shifting up a gear to defend it.

The solution? It may sound cynical, but for the team to win in the next few years, the only way really is to keep spending (though how much more they can spend, exactly, is a good question with another set of looming financial restrictions), and in the long-term wait for its much anticipated, Barcelona style production line of youngsters to kick in.

Yes, you read that right, after a net spend of 180 million pounds in transfers in the past three seasons, Manchester City needs to spend again.

(Photo via The Premier League)
Blog: kelvinmak
05:39 PM - February 11, 2013. Written by Wiggy

I noticed on the EA Sports NHL twitter that EA is hiring a "conversation specialist" to help with the marketing and social media liaising, and it got me thinking about the dynamic that exists between consumers of sports games and the companies that make them.

A lot of companies hire these types of people in order to provide an access point for the consumer into a large organization. The idea is to give them some place to provide feedback and to feel that it is actually being received.

A lot of former game journalists have gone into this field, including Luke Smith, who went from 1UP to Bungie, and Alex Navarro, who went from Gamespot to Harmonix (but he's now at Giant Bomb).

I think a lot of people that take a position like this feel that they're going to bridge some sort of perceived gap -- that they can create a connection that goes beyond PR spin and marketing speak. The problem is that these positions are created to pump up a product, regardless of its quality.

Even looking at this new position for the NHL conversation specialist, one can see that the listing is to: "...liaise with the development and franchise communications/product marketing teams to ensure positive ongoing dialogue between our studio and our consumers."

When it's your job to ensure a positive message to and from the consumers, you'll likely stick to that path in order to keep getting paid. It's interesting that EA also has the "GameChangers" program, and this conversation specialist is actually meant to liaise with them in order to "manage" their content. The GameChangers are key community members that help "develop and support" products by being key pillars of the community.

Of course, this is totally a company's prerogative to set up their community hierarchy the way the wish, but when you've got someone whose job is to produce positive spin and that is managing key community members for a product, I think there's a bit of a disconnect.

Now, of course there have to be filters for community input. We all know that there can be small but vocal sections of the community that drown out the majority opinion by hogging the discussion space. At the same time, if someone is making a valid point and backing it up with facts, should they not be able to get that message to the right people?

I know EA reads the forums and checks Facebook and Twitter and all the rest, but when we see the same types of issues creeping into games year after year, plus the ever-increasing presence of DLC and microtransactions, it makes you wonder how much of the community feedback is actually being processed, let alone heard at all.

Again, companies can't just say: "Tell us what you want fixed, and we'll do it tomorrow." There are limits on resources, most of all time, when creating an annual sports franchise. On the other hand, when the optics are that a company is co-opting members of the community to carry a non-stop positive spin to the masses, it asks the question of whether there could be a better way of making the community a bigger part of the feedback process while also being transparent with what actions will or won't be taken on said feedback.

I applaud EA for doing "community days" and the like, but why isn't there more room for collaboration and feedback in that sort of process? I think all users should be able to see the full extent of events like that, and they should feel that there is some accountability with the developers for features and changes that weren't made in previous years. Many users' concerns and complaints seem to get sloughed off in brief passing mentions, and I think there needs to be more of a process showing why certain features are being added or why others are too hard to change in a given yearly release.

I honestly think there is a better way to have a conversation about the realities of game development with the intelligent and passionate members of a game's fanbase. If developers want to ask for more and more of a user's time and money as we go forward, I think it's only fair that we ask them to critically look at how they receive and synthesize feedback from those very same people.

What do you feel, OS? Do you think the feedback you have on a game franchise, particularly NHL in this case, gets heard? Is there a better, fairer way for feedback to be delivered while still allowing companies the latitude to promote their products?
Blog: Wiggy
05:07 PM - February 11, 2013. Written by Wiggy
With all the love the original Punch-Out! gets, I think it's easy to overlook how cool Super Punch-Out! was. Sure, it wasn't the singular title that everyone loved back on the NES, and it didn't have Mike Tyson, but it was still a pretty cool follow-up that added crazier characters, new gameplay wrinkles and a good dose of challenge.



What was it about?

The main structure of the game involves fighting your way through various circuit ladders (minor, major, world, special) in order to take out the game's 16 total fighters. There was also a score attack mode so that you could go back and try and improve your times on individual fights.



Players once again take control of Little Mac, but in this 16-bit game, the perspective is truly behind the back (with a translucent character model allowing you to see incoming attacks). You're able to dodge to each side as well as duck, and you can throw head shots and body shots to the right or left.

The power gauge below your fighter builds up as you land strikes, and once it's full you can hold down the button for a big shot, or you can rapidly tap it to start landing some combos. As long as you don't get hit while in this mode, you can keep throwing power shots, leading to some quick exits for your opponents.



As in the NES Punch-Out!, the characters you face will all have an array of semi-legal and totally illegal attacks to throw at you. Some fighters will fly off the ropes or smack you with props (one character is an old man with a cane), and some of the bigger hitters can even stun one of your arms so that you can't use it for a while.

Why was it good?

This was, and still is, a fun game, plain and simple. The characters are all well-drawn, and they are each so vivid because of the absurd stereotypes they occupy. You've got Bob Charlie, the obvious Bob Marley-esque reggae boxer. He throws all sorts of wacky jive out while fighting you, and he sports an absurd headband and dreadlocks. Then you've got people like Masked Muscle, a luchador wrestler mixed with a boxer. Sure, he'll punch you with boxing gloves, but he's also got green mist to spit in your eyes, and he'll drill you with crazy headbutts.

You've also got returning favorites such as Gabby Jay, a clear analog for Glass Joe, as well as Mr. Sandman, Super Mach Man and Bald Bull. The Bruiser Brothers who sit atop the game's list of characters are also formidable challenges, even though they might not be up to the standards of Mike Tyson on the NES.



Deducing the patterns of these fighters is a lot of fun, and the minor circuit gently shows you some of the basic tricks that later fighters will use. Eventually, you'll be dealing with boxers who hit you with all sorts of one-hit-knockout shots, and many of them can cross you up with attacks from all over the ring.

The matches are a blast to play because they happen so fast, much like the NES predecessor, and because the attacks delivered by Little Mac provide a satisfying impact, especially once you start connecting on multiple power shots and avoiding some of the incoming craziness. Also, since the game has a lot more horsepower going for it than on the NES, each of the matches has a good deal of personality, with crazier animations, sound bytes for the opponents, and a much more ravenous crowd.

Legacy

While Mike Tyson's Punch-Out! or even Punch-Out! on the Wii get all the love in this franchise, Super Punch-Out! was a fairly well-liked game in its time, and I think any fan of the series would still enjoy the goofy characters and challenging gameplay that it has to offer.
Blog: Wiggy

Although he passed in 2012, the battle for JoePa's legacy will live on for years.

Few things in this world are as black and white -- pure good or complete evil -- as they are often presented.

As hard as it is to say, Jerry Sandusky most likely was a very nice person to many people and completed various acts of kindness -- contributing to the disbelief of what was secretly going on in his life. Similarly, Joe Paterno's legacy until 2012 was one of near angelic accord; but we all learned (or were reminded) that there truly is no such thing as a hero, only ordinary men.

Just as such, investigative reports are as unique as the people behind them. If the Freeh Report was the prosecution's case in the court of public opinion, then the Paterno Report was the defense's rebuttal. One appears to reveal the darkness while the latter tries to white-wash over the top. Neither can be taken at complete face value.

According to supporters of Joe Paterno, the Freeh Report lacked details sufficient to include the late coach in the at-fault category for the Sandusky scandal. The argument in support of JoePa, in their own commissioned report, is one of questioning the credibility of the Freeh report's jump-to-conclusions nature. But that doesn't mean the findings of Luis Freeh, et al., was wrong -- the family and Paterno supporters just don't like how the dots were connected.

In reality, however, the Paterno report isn't going to stir much movement in the hearts of the nation. Opinions are already galvanized. Those on the side of including JoePa in the circle of guilt won't see much of a reason to change their stance. Likewise, those in support of Joe will only use this time and the Paterno report as evidence that backs up what they've felt all along.

But really, nothing is going to change. It's simply a therapeutic move for the Paterno group. The thought of letting JoePa's final mark be one that could blot out the sun was too much to accept. Their good-as-gold contrast isn't something that most of the nation will buy though.

The answers most likely lie somewhere in the middle where the knee-jerk emotional animals inside of us have a hard time seeing. Nothing so complicated as us can be defined as black or white, pure good or evil.

What matters are the things that are kept in the gray.


Sound Off: Does the Paterno report change anything for you?



Justin Mikels is a staff writer for Operation Sports. Give him hell in the comments or on Twitter: @long_snapper
Blog: jmik58