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Friday, October 25, 2013

Top Sports News for Friday, October 25, 2013

QOTD: Should Tampa Bay fire head coach Greg Schiano?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Thursday, October 24, 2013



Top Sports News for Thursday, October 24, 2013

QOTD: Did the Fenway 'mystique' get in the heads of Cardinals players for game one of the World Series?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Wednesday, October 23, 2013


Top Sports News for Wednesday, October 23, 2013

QOTD: Do you want the Red Sox or Cardinals to win the World Series?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, October 22, 2013
12:38 PM - October 22, 2013. Written by jmik58

Top Sports News for Tuesday, October 22, 2013

QOTD: Do you agree with the NCAA's sanctions on Miami's athletic department?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
09:57 AM - October 22, 2013. Written by Wiggy

2K has released the details on the DLC packages and season pass for WWE 2K14, and there's actually some good stuff to be had in the various downloadable offerings. The whole package can be had for $19.99, and if you're into some of the creation offerings in the franchise, there seem to be some good options in here for you.

I've got to say that it's a bit galling seeing moves being offered as a DLC pack, especially since some of them are basic stuff that should be in the game outright (inverted DDT, diving headbutt, leaping tombstone, etc.) It starts to get down a bad path for DLC when fairly standard wrestling moves are being so obviously gated in this way.

The other big sticking point is that DLCs are all priced way too high individually, and this is obviously being done to create some sense of "value" for the season pass. Sorry, you can't tell me that three or four new wrestlers (some with just costume swaps from on-disc version) plus a few moves or extras are worth $9. All of these should be $5 on their own, but then there would be no savings. Bad form, 2K.

Still, I'm glad the accelerator is back for those that want to have maximum creation potential, and some of the included legends and current stars remedy a lot of the holes that are present in the on-disc roster.


Quote:
ACCELERATOR

- Available for a suggested purchase cost of $1.99.
- Customize the overall rankings and attributes levels of every WWE Superstar, Legend, and Diva in the game. Also unlocks every WWE Superstar, Legend, and Diva, including alternate attires and all arenas and championships in WWE 2K14.
- Scheduled for release on launch day – October 29, 2013, in North America and November 1, 2013, internationally.
For those that want the power to shape the roster in any way they see fit, I think $2 is a fair price for this. It's nice that it's actually been broken out into its own download this year, which allows players to just grab this important tool without having to commit to a $5 wrestler DLC as well. As before, you can unlock every piece of content in the game, and you can change the attributes and rankings of every character.


Quote:
NWO PACK
The Giant will be available free of charge!

Available for a suggested purchase cost of $8.99.

Playable New World Order-themed Superstars:

- Kevin Nash
- Scott Hall
- “Macho Man” Randy Savage
- Syxx
- Curt Hennig
- Scott Steiner

Scheduled for worldwide release in November 2013.
With the price issue aside, I'm glad to see Scott Steiner, Syxx, Curt Hennig and the other four guys' alternate costumes being included. Curt Hennig is an awesome addition, and it gives me a glimmer of hope that he may be used in some Wrestlemania mode stuff (likely not, though). Oh, and having The Giant in there allows us to botch powerbombs on Kevin Nash all day!


Quote:
WWE SUPERSTARS AND MOVES PACK

Summer Rae will be available free of charge!

Available for a suggested purchase cost of $7.99.

Playable WWE Superstars and Divas:

Fandango
Big E Langston
Brie Bella
Nikki Bella

More than 30 new moves and taunts:

Koji Clutch
Soda Plunge
Black Widow
Leaping Tombstone Piledriver w/Pin Combo
Inverted DDT
Diving Headbutt
Explosive Dropkick
Elbow/Back Stabber Combo
Rope Flip Armdrag
Double Jump Body Splash
Two-Hand Chokeslam
Lil’ Jimmy
Shoulder Switch Powerslam
Zack Ryder Comeback
Alpamare Waterslide
Rope Hung Kick to Mid-Section
Package Piledriver
Burning Hammer
Butterfly Suplex Armbar
Corkscrew Shooting Star Press
Standing Shooting Star Press
Standing Corkscrew Moonsault
Springboard 450 Splash
Psycho Driver
Rebound Big Boot
Rebound Elbow Strike
Moonstomp
Billy Goat’s Curse
Pumphandle Neckbreaker
Suplex Backbreaker
KO
Hangman’s Facebuster
Cradle DDT
Powerbomb Lungblower
Wrist Lock Lariat

Scheduled for worldwide release in December 2013.
As I said above, I'm not too crazy about these moves being gated off in this way, but there are some cool ones in there, to be sure (butterfly suplex armbar, hangman's facebuster, burning hammer, etc.) Also, the included "pay" characters are the exact ones I thought they needed to add -- Langston, Fandango and the Bella Twins.


Quote:
WWE LEGENDS AND CREATIONS PACK
Virgil will be available free of charge!

Available for a suggested purchase cost of $8.99.

Playable WWE Hall of Famers and Superstars:

Bruno Sammartino
“The American Dream” Dusty Rhodes
“Ravishing” Rick Rude
Jake “The Snake” Roberts

14 new Superstar Heads and models to utilize in Custom Superstar:
Alberto Del Rio
Antonio Cesaro
Batista
CM Punk (long hair)
Daniel Bryan (clean cut)
Dolph Ziggler
Goldberg
Kane (no mask)
Mankind
Ryback
Sheamus
The Miz
Triple H (short hair)
Undertaker (long hair)

Scheduled for worldwide release in January 2014.
As we all know, nothing is free when Virgil is concerned, so I'm sure the WWE had to spot him a few Benjamins to procure his services. Great to see Sammartino, Rhodes and Rude in there, as those guys really help flesh out the legends roster. At one time, it would've been quite difficult to track down Jake Roberts, but since he's cleaning up his act lately, it's probably a nice surprise for him to be included.


Quote:
WWE 2K14 SEASON PASS

Available for a one-time purchase cost of $19.99 (a savings of more than 25 percent versus individual content purchases).

Season Pass Program Exclusive “The Outsiders”-themed Superstars:

Scott Hall
Kevin Nash

All content packs:
Accelerator
nWo Pack
WWE Superstars and Moves Pack
WWE Legends and Creations Pack
Online Badges: More than 10 exclusive options
With the Outsiders skin being thrown in here, I'd say the Season Pass is a decent deal here, for the main reason that at least you know what you're getting and when you're getting it (unlike other season pass programs that seem completely disorganized or ill-conceived). I don't think much effort is really being put in post-release to really justify a season pass in the traditional sense here (and individual packs are too pricey), but at least what they're including has fulfilled some fan requests.

Look for the full review of WWE 2K14 on Operation Sports the week of October 29th.

-----

Follow me on Twitter @glennwigmore
Blog: Wiggy
Monday, October 21, 2013

Screenshot above is taken from NASCAR: Inside Line.

Eutechnyx is back with another NASCAR game in early 2014, but this time it will be published by Deep Silver instead of Activision. Included in the announcement (which can be found below), there will be new modes and features. Online play is seeing some major improvements with server browsing functionality which will make for a "fair and enjoyable experience." Skill-based matchmaking will also be available, meaning you can get rid of all the people who set out to wreck everyone on the first lap. Not only that, but if you just want to race against your friends 24/7, the inclusion of Online Leagues is just for you.

If the single player experience is what you are looking for, you can expect Eutechnyx to build on the improved career mode that was featured in Inside Line. NASCAR Highlights will also be returning, which allows you to relive and recreate the "biggest race thrills from the season."

We expect to have a lot of news from the title in the coming months. NASCAR '14 will retail for $50 when it is available in early 2014.

Quote:
NASCAR is a hugely popular sport, second only to the NFL in TV ratings with licensed games having been published by Activision in recent years. Deep Silver is thrilled to have acquired the publishing rights to NASCAR ’14 and looks forward to cultivating a long-term relationship with both the fans and the franchise,” says Deep Silver Inc. COO, Geoff Mulligan.

It’s your turn to immerse yourself in the full-throttle thrill of the world’s most exciting motor sports racing series in NASCAR ’14. Take the wheel from your favorite driver and participate in the race week experience complete with practice, qualifying, and race day challenges. With your favorite personalities and live replay, NASCAR ’14 is the authentic NASCAR experience for fans.

Key Features:
  • NASCAR Highlights: Take advantage of “NASCAR Highlights” to determine the outcome of the biggest race thrills from the season. Eutechnyx recreates the action where the condition of the cars is exact, weather the same, track positions identical – the only difference is you!
  • Career Mode: Work your way through the ranks in a comprehensive career mode; complete with custom car builds, sponsor acquisition, and R&D to get your team into victory lane.
  • Official Teams & Tracks: Race against the official NASCAR teams & drivers on your favorite tracks from the high banks of Daytona, to the twists & turns of Sonoma, and exhilarating speed of Talladega.
  • Leagues: Take competition to the next level and host online leagues with your friends, fully supported by statistics, challenges, rankings and replay.
  • Online Multiplayer: Take advantage of dynamic skill-based matchmaking, tournaments, and easy drop in/out server browser functionality for a fair and enjoyable experience.

Deep Silver was also happy to announce that fans will get to vote for their favorite driver to be on the cover of NASCAR ’14 in this year’s “Drive for the Cover” campaign, presented by Walmart. Beginning today, NASCAR fan favorite, Dale Earnhardt Jr., invites fans to participate in the competition. Each week, fans can vote to decide which drivers move on and compete to adorn the cover of NASCAR ’14. “Drive for the Cover” will run through the end of the 2013 Sprint Cup season and be updated weekly with the winning drivers facing off against each other in brand new matchups!

The fan-chosen winner will be announced in early December during NASCAR Champion’s Week in Las Vegas, with the official unveil of the new NASCAR ’14 packaging.
02:53 PM - October 21, 2013. Written by JohnDoe8865

Last week we got a good look at some of the new features in Madden NFL 25 for PS4 and Xbox One. Let's take a deeper look at what these features mean for Madden NFL 25 on next-gen platforms.

True Step Locomotion - According to EA Sports, True Step is an all-new, step-based locomotion system that calculates the steps ball carriers take on the field. This system is supposed to replace the run cycles found on current-generation consoles. The new True Step is supposed to take weight and momentum into account now, with four times the precision of the current-gen iteration.

If True Step works as advertised, it should lead to gamers feeling more connected and in control of the action on the field. The obvious benefit is to ball carriers, especially when trying to use precision modifiers and other moves to get away from tacklers.

But where I'd really like to feel the difference is on the defensive side of the ball. On Xbox 360, player control on defense feels sometimes unresponsive and unintuitive. It would be a huge improvement if True Step makes playing defense more fun. EA claims that the new system allows gamers to use the right and left triggers as “gas and brake pedals”. I'm very much looking forward to feeling what the new weight and step system feels like on the football field.


Player Sense - The goal of the new Player Sense AI system in Madden NFL 25 is to give computer controlled players the intelligence to scan the field, anticipate situations before they happen, and maneuver with instincts and awareness. EA says that players will make more than 50x the calculations to react to situations on the fly. A huge key to the new Player Sense AI is the concept of avoidance.

This hopefully means that the days of players stepping out of bounds on sideline catches without attempting to stay in bounds is coming to an end. The days of blockers running into and on top of one another are also hopefully on the way out. Ball carriers are supposed to be "smart" enough to see down players and auto hurdle over them, instead of stumbling over them and falling. Ball carriers should be pointing out players to block down the field now as well, which if it works as advertised, could really add to the challenge from the offline CPU opponent.

Similarly, on defense blitzing linebackers and safeties will now step over and around defensive linemen who might be in the way, instead of running into them and getting stuck. Players will also supposedly break on a ball in the air more realistically, as opposed to warping to the ball as they do on current-gen. Player Sense AI has the chance to be the most exciting change to game in my opinion.


The War in the Trenches - EA Sports states that for Madden NFL 25 on PS4 and Xbox One, the development team completely re-designed the pass-blocking system from the ground up. It looks like we might finally be getting proper attention to the war in the trenches.

This part of the game has been overlooked and given lip service for years, but fans will finally get a chance to see and feel the most meaningful changes to the OL/DL interaction in franchise history when the game releases for next-generation alongside each console. Things I expect include a more authentic passer pocket, better blocking awareness and AI, and the end of "patty-cake" linemen dances.

With under the hood changes that include dynamic identification and targeting with 60 individual calculation per second the difference should be noticeable on every snap and every play. The implications here are that this will change the way everyone plays Madden NFL football going forward and I certainly hope this is the case. It sounds great in theory. If it translates to the game in a tangible way that gamers can feel and see, then Madden NFL 25 on next-gen will be more than a graphical upgrade. The game will be a real step forward in how we play the game going forward and add to the immersion that is desperately missing from Madden NFL 25 on Xbox 360 and PS3.

What do you think OS? What improvements are you most excited about? Does the reveal of how these new features work excite you for Madden again?
Blog: JohnDoe8865
Friday, October 18, 2013

Top Sports News for Friday, October 18, 2013

QOTD: How much will the return of Rob Gronkowski help the Patriots?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Thursday, October 17, 2013

Top Sports News for Thursday, October 17, 2013

QOTD: Which two teams do you want to see advance to the World Series?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
08:38 AM - October 17, 2013. Written by Wiggy

EA has released patch v1.01 for NHL 14, and it affects almost all aspects of the game. Some users on the EA forums are (rightfully) annoyed that certain gameplay issues weren't addressed, but at least EA did address a lot of bugs, glitches and balance problems that were present in the various modes on offer for NHL 14.

Here's the official release from EA.

Quote:
Gameplay Updates
- Fixed an issue where the user would not receive a bonus for picking and holding a side at a faceoff if it was held too long. (This should address the issue of faceoff spamming)
- Fixed issue where the user could press LB/L1 to instantly popup a player from being injured on the ice.
- Fixed rare crash that could occur if the controller was pulled during a potential Left Stick hit.
- Fixed issue where the user was unable to chop the puck using Alternate controls (will now work the same as NHL13).
- Added the potential for tripping penalties to be called for players that trip an
opponent using the shot block.
- Fixed a rare crash that occurred if the user scored a goal knocking the water bottle off the net at the same time a player was being called for goalie interference.
- Added logic to break up fights if the user is holding opponent in the hold down state too long.
- Fixed an issue where a disallowed goal would actually be awarded if a player from the team who scored touched the puck in the net.
There are several meaningful changes here, as well as a few glitch and bug fixes. The most noteworthy change is in the addressing of faceoff spamming. By correctly awarding the bonus to players who commit to a faceoff tactic and stick to it, this should alleviate the issue of those who spam by constantly trying to draw the puck back. The ideal would be for spammers to be thrown out of the faceoff circle, but that's likely a feature for a future game. From what I played last night with my EASHL team, we didn't encounter anyone trying to spam, so hopefully it's mostly gone. Some anecdotal posts from the EA forums also suggest its been truly fixed.

The fix for players being able to pop out of an injured state is also welcome, as that's just a silly error to have slipped through in the first place. The same goes for the hold-down state in fights having an end point, as the fight can just linger on forever without it. It's rare to see the hold-down state executed successfully, but it's nice that there is some balance to the move now.

The other change worth mentioning is the addition of tripping penalties to shot block situations. I actually had this exact thing happen before the patch was out, as I went down for a shot block and effectively dropkicked an opponent in the skate and knocked him down. Needless to say, it was hilarious; at the same time, it was a penalty. I hope there is a proper grace period so that someone can't just skate into when you're on the ice and expect a penalty, but this "shot-blocking trip" is something worthy of a penalty here and there.

Quote:
Presentation and Graphics
- Add a missing puck texture for the Wild Wings of the DEL.
- Updated Ilya Kovalchuk main menu image with Martin Brodeur when favorite team is New Jersey Devils.
- Updated St. Louis Blues 06-07 jerseys with proper art.
- Updated the following player portraits with correct image: Matt Murphy (Halifax), David Moss (Phoenix), Brandon Archibald (Saginaw), Matt Halischuk (Winnipeg), Joel Armia (Ässat), Xavier Ouellet (Blainville), Kevin Porter (Buffalo), Danny Groulx (Chicago AHL)
All of these look like solid fixes, as they address incorrect images, missing/incorrect artwork and even the proper jersey for St. Louis's '06-07 season. The Blues have always had cool jerseys, so I'm glad that little issue is fixed.


Quote:
Hockey Ultimate Team
- Fixed a crash accepting a game invite from the Player HUB when accessed through HUT leaderboard or HUT Seasons leaderboard.
- Fixed an issue that prevented users from redeeming the collection completion bonus for multiple teams unless they rebooted.
- Fixed issue where Simulation Game Style was not properly being carried over into offline HUT games.
- Fixed issue where the consumable level search filter only worked for the first page of results.
- Fixed issue where some players were being tagged as retired preventing the user from advancing to gameplay with them.
- Updated the art for common Gold player cards.
- Added Bronze, Silver, and Gold levels for Logo, Jersey, and Head Coach cards.
- Fixed an issue which allowed users to keep training items applied to their players indefinitely.
There's a whole host of bug and exploit fixes here, including some game-invite issues and a correction to the search filter for consumables. The addition of bronze, silver and gold to logo, jersey and head coach cards is a nice change, as it parallels with all of the other tiered cards in the mode. It'll be easier to gauge the rarity of these items and assess a pack of cards at a glance.

The removal of a glitch/exploit that allowed users to keep training items applied indefinitely has also been addressed, and this type of fix is an absolute necessity to keep a modicum of fairness in HUT.

Quote:
Be A GM
- Fixed issue where RFA players would delay contract offer responses if they received a contract offer and then a qualifying offer.
- Fixed an issue where the Scout returns from the wrong place after sending him out from the "I've been waiting a few days..." popup.
- Updated Division names with New NHL names.
- Tuning changes to how players are growing in the mode.
I'm curious to see how the player growth model has been affected in the mode, as this is always a contentious issue for people who are passionate about an accurate sim. It's nice to see the proper division names get added as well, since the implementation was only halfway without them. Some users are still upset about the goalie rotation in Be-A-GM, but it appears to be better than it was before.

Quote:
Live the Life
- Fixed issue where the user was unable to change the simming penalty after creating a BAP save game.
- Fixed issue where post game XP appeared to not be awarded to the user for completing coach’s tasks.
- Fixed issue where the task for breaking a teammate out of a slump was not being unlocked.
- Fixed a crash that occurred when advancing on the calendar after the Memorial Cup around September 10th.
- Updated Division names with New NHL names.
- Fixed issue where Legend Milestone for scoring on you first shot of your first shift was not being awarded.
- Fixed a crash that occurred when loading a BAP save file after playing a split screen offline shootout game.
There are several bug and crash fixes here, as well as the addition of new division names. I actually encountered two of these glitches, as I (seemingly) wasn't awarded XP after completing some AHL games, leading me to watch my player card and post-game screens pretty closely after that. I also had a crash when advancing to the memorial cup the first time, but luckily I had saved beforehand. It's good to see these issues addressed.

Quote:
GM Connected
- Fixed issue where wrong player is displayed on the contracts screen after the user buys out another player.
- Fixed a rare crash that could occur when advancing to the trade player screen in leagues with a high number of users.
- Updated Division names with New NHL names.
Just a couple of glitch fixes here for GM Connected. Also cool to see the division names added here as well.


Quote:
Online Team Play / EASHL
- Fixed an issue where some users were unable to purchase +7 boost vouchers in the Hockey Shop if they had a large number of +3 boosts unlocked.
- Fixed a crash that occurred when attempting to view a Club Invite message from the HUT leaderboards.
- Fixed a crash that could occur after a hit is thrown in a one on one practice session
- Added the ability to turn game misconducts off for EASHL/OTP via tuner update. Player will still earn the 5 min major and then come out of the box.
Just a few glitch/crash fixes here, other than the one big change that affects EASHL/OTP. Personally, I liked that people were getting chucked out of games. Our club never seemed to have a problem with game misconducts, and anecdotal evidence on various boards suggest most competitive clubs didn't either. I totally agree that the application of major penalties is inconsistent, but if you play like a sensible person and let the hits come to you, you're not going to get thrown out or assessed five-minute penalties very often.

There was some talk on the EA forums of making things parallel by having game-ending injuries as well as game misconducts. This way the there would be a risk-reward to throwing a big hit. It's also still an idea to have a player who has been ejected "become" an AI drone for the rest of the game, but I don't think EA wants to go down that road of having people play as random CPU dudes.

I'm glad that EA has just added the functionality to turn this feature on or off, as I think it might be something that needs to be revisited in the near future.

Quote:
Audio/Custom Music
- Fixed Custom Music issue where the Off Play game event was not playing in game.
- Fixed a crash that could occur when the Home team won if the user had every Custom Music game event assigned with a playlist.
Just a couple of glitch issues here. It's nice that users' playlists will work as they should for all events now.

Final Thoughts

While I'm a bit hesitant about the removal of game misconducts to OTP/EASHL, it's nice to see stuff like faceoff spamming get addressed in a fairly effective way. There are also plenty of bug and functionality fixes across all modes, especially HUT, and it's nice to see the proper division names present in all relevant modes. Hopefully this is the first of several patches for EA and NHL 14.
Blog: Wiggy
Wednesday, October 16, 2013


Top Sports News for Wednesday, October 16, 2013

QOTD: Should Jim Irsay be thankful for Indy's one Super Bowl win under Peyton Manning, or did the former Colts QB underperform?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, October 15, 2013

Top Sports News for Tuesday, October 15, 2013

QOTD: Do you have a problem with Yasiel Puig's emotional reactions on the field?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Monday, October 14, 2013


Top Sports News for Monday, October 14, 2013

QOTD: Will Boston or Detroit win the ALCS?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Saturday, October 12, 2013
09:02 AM - October 12, 2013. Written by Wiggy

All things considered, I thought THQ did a decent job stewarding the UFC brand for all of the years it held the license. The improvement in the franchise was notable with each iteration, even though the sales were on a slight decline at the same time. I remember hearing Dana White say how he wanted to keep supporting THQ because both them and the UFC had struck a deal when both companies were much younger, and that they had essentially built something cool together from the ground up. White wasn't as kind about his feelings for EA at time, characterizing them this way.

Quote:
"I went to EA Sports. Know what EA Sports said? ‘It’s not a sport. This isn’t a sport. We would never get involved in something like this.’ We come out with a video game and now they want to come out with a video game? (Expletive) you. All these people that want to cry and bitch, EA Sports didn’t give a (expletive) about you and wouldn’t even touch this thing with a 10-foot pole. We went out and made this whole thing happen. THQ basically put their entire business on the line. If this game didn’t work, they were in big trouble. The great thing about this business is, the UFC brand, plus stars, equals success for everybody. So when we do a video game, you’re a guy in the video game for (expletive) ever...and you get paid off of that forever. You think Leon Spinks is getting royalty checks somewhere? I just saw a thing on him; he’s a janitor. That’s what we’re trying to not let happen to these guys."
Clearly, White was not a fan of what EA was trying to do at the time -- weasel in on the MMA market in the safest way possible and not commit to the type of money that the UFC would be expecting for its brand. How things change. Fast forward to E3 2012, where EA officially courted the UFC and secured the lucrative MMA license. It was really weird seeing Dana White up there with EA execs, and he even said something to that effect. He was essentially having to eat crow and get in bed with the very company he had been demonizing just a year or two earlier.


Then again, this sort of behaviour from the UFC, and specifically Dana White, is not unheard of. His about-face on fighters like Tito Ortiz, Rampage Jackson, Randy Couture and Anderson Silva have been legendary. At one moment, he's talking them down as if they're the biggest pieces of trash on the planet, and then a month or two later, after they KO someone in dramatic fashion, he's talking about what "good dudes" they are. When you're playing by the UFC's rules and making them money, a lot can be forgiven. When you fight a boring style or create a problem with the national media or do something that's deemed "abnormal," you're going to feel the wrath of White.

In the case of THQ, it certainly looks like this heel-turn theme was apparent, since the allegation is that EA coerced the UFC to vacate the THQ contract with inside information, stats and financial incentives. Since the sales of the THQ-made UFC product were flagging -- and the company was in jeopardy -- the UFC saw a business opportunity, as they have many times, to cast aside the dead wood and get on the gravy train of EA's successful marketing machine. EA had gained the inside information in previous years when THQ was considering a sale of the entire company and had disclosed specific sales and franchise data regarding the UFC games.

It certainly seems plausible that EA was frustrated by the inability to purchase THQ and used this new-found information against them to "convince" the UFC that they should get out of the sinking ship. No one knows, at this point, what information was allegedly used by EA, and who knows what the UFC was even thinking at the time. Again, as I said before, Dana White and the UFC have shown an itchy trigger finger, as they seem all too eager to cast aside problematic fighters, expensive contracts or even lackluster TV deals. They may have seen the writing on the wall, specifically from the THQ UFC games' weak sales numbers. It might not have required EA to say very much in order to sway them over.

Truth be told, this could just be a bit of spilt-milk case for THQ, as their creditors are going to want any monies they can get their hands on in order to satiate some pissed-off investors and debt collectors. They've seen what EA is doing with the UFC franchise -- good things, by the looks of it -- and they want to get "a piece of the pie," as Dana White once said.


Since there was no ill will about the license transfer back in June of last year, I suspect Zuffa (UFC's parent company) and White will likely plead the fifth here, allowing the courts to decide what's right and wrong. White, as I've said, has stepped on people when they're down before, but I think here they'll just settle and move on. There's nothing to be gained from disparaging a now-disgraced company, and EA is likely going to be a great fit for the UFC franchise, building off of the THQ dev team and EA MMA learning experience.

I don't really see this episode having much of an impact on any of the players involved, as White and Zuffa are known commodities for their bravado and brashness, and THQ is just trying to scrape together a few bucks to pay off debts. EA may just quietly settle if there's any truth to what happened, and likely the issue will disappear at that point. To be sure, this type of contract manoeuvring and jockeying between developers, publishers and licensees exists in the game space, and anyone who doesn't think it does is kidding themselves. How much of that was fair or illegal in this instance will be something for the law to unravel.

-----

Follow me on Twitter @glennwigmore
Blog: Wiggy
Friday, October 11, 2013
11:34 AM - October 11, 2013. Written by jmik58

Top Sports News for Friday, October 11, 2013

QOTD: Who or what is to blame for an 0-6 start by the New York Giants?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58