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Wednesday, September 25, 2013


Top Sports News for Wednesday, September 25, 2013

QOTD: Do you cheer for no-hitters even if the pitcher is playing for a rival team?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, September 24, 2013


Top Sports News for Tuesday, September 24, 2013

QOTD: Is Denver an exceptionally talented team, or is the AFC down a notch this year?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Friday, September 20, 2013
03:43 PM - September 20, 2013. Written by Wiggy

We now know all of the matches that will take place for the "30 Years of Wrestlemania" mode in WWE 2K14, as 2K has completed the reveal today by announcing the "universe era" of Wrestlemania matches. Here are the complete list of matches:

Hulkmania Runs Wild

  • WrestleMania 1: Andre the Giant vs. Big John Studd
  • WrestleMania 2: Hulk Hogan vs. King Kong Bundy
  • WrestleMania 3: Ricky the Dragon Steamboat vs. Macho Man Randy Savage (w/Miss Elizabeth)
  • WrestleMania 3: Hulk Hogan vs. André the Giant (w/Bobby Heenan)
  • WrestleMania 4: Randy Savage (w/Miss Elizabeth and Hulk Hogan) vs. Ted DiBiase (w/André the Giant)
  • WrestleMania 5: Randy Savage vs. Hulk Hogan
  • WrestleMania 6: The Ultimate Warrior (Intercontinental Champion) vs. Hulk Hogan (WWF Champion)
  • WrestleMania 7: Hulk Hogan vs. Sgt. Slaughter
  • WrestleMania 8: Randy Savage (w/Miss Elizabeth) vs. Ric Flair (w/Mr. Perfect)
  • WrestleMania 9: Bret Hart vs. Yokozuna (w/Mr. Fuji)
  • WrestleMania 9: Hulk Hogan vs. Yokozuna (follows previous match)

The New Generation

  • WrestleMania 10: HBK vs. Razor Ramon (IC Title Ladder Match)
  • WrestleMania 10: Bret Hart vs. Yokozuna (w/ Mr. Fuji)
  • WrestleMania 11: The Undertaker (w/Paul Bearer) vs. King Kong Bundy (w/Ted DiBiase)
  • WrestleMania 11: Diesel vs. HBK
  • WrestleMania 12: The Undertaker (w/Paul Bearer) vs. Diesel
  • WrestleMania 12: Bret Hart vs. Shawn Michaels
  • WrestleMania 13: Bret Hart vs. Steve Austin

The Attitude Era

  • WrestleMania 14: The Undertaker vs. Kane (w/Paul Bearer)
  • WrestleMania 15: The Rock vs. Steve Austin
  • WrestleMania 16: Triple H vs. The Rock vs. Big Show vs. Mick Foley
  • WrestleMania 17: The Rock vs. Steve Austin

Ruthless Agression

  • WrestleMania 18: The Rock vs. Hollywood Hogan
  • WrestleMania 18: Chris Jericho vs. Triple H
  • WrestleMania 19: HBK vs. Chris Jericho
  • WrestleMania 19: The Rock vs. Stone Cold Steve Austin
  • WrestleMania 20: John Cena vs. The Big Show
  • WrestleMania 20: Goldberg vs. Brock Lesnar
  • WrestleMania 21: John “Bradshaw” Layfield vs. John Cena
  • WrestleMania 22: Edge (w/ Lita) vs. Mick Foley
  • WrestleMania 23: Batista vs. The Undertaker
  • WrestleMania 23: John Cena vs. Shawn Michaels
  • WrestleMania 24: HBK vs. Ric Flair
  • WrestleMania 24: Randy Orton vs. John Cena vs. Triple H

Universe Era

  • WrestleMania 25: Edge vs. John Cena vs. Big Show
  • WrestleMania 25: Triple H vs. Randy Orton
  • WrestleMania 26: Chris Jericho vs. Edge
  • WrestleMania 26: Batista vs. John Cena
  • WrestleMania 26: The Undertaker vs. HBK
  • WrestleMania 27: Edge vs. Alberto Del Rio
  • WrestleMania 27: The Miz vs. John Cena
  • WrestleMania 28: The Undertaker vs. Triple H
  • WrestleMania 28: CM Punk vs. Jericho
  • WrestleMania 28: The Rock vs. John Cena
  • WrestleMania 29: Brock Lesnar vs. Triple H
  • WrestleMania 29: CM Punk vs. Undertaker
  • WrestleMania 29: The Rock vs. John Cena 2

There are 46 matches in total, and none of these are really a surprise based on the roster that had been previously announced. There were only a specific set of matches 2K could use in this scenario, and they seem to have included them all. It is a bit odd to not see Austin vs. Shawn Michaels from WrestleMania 14, even though it was included in last year's game, but maybe they lost the rights to Mike Tyson or something like that.

Also, it's interesting that they didn't include more current wrestlers, as people like Daniel Bryan and Sheamus seem like natural fits for some matches later on in WrestleMania history. My only guess is that the devs wanted to go with a specific set of wrestler that were emblematic of the particular events, and adding too many new faces would create an imbalance, where the early matches would seem to be outnumbered by the new guys.


They've done a bang-up job with the costuming, as seen in the picture above. I love that they've got the specific gear, managers and trappings for all of these special matches and angles, and it helps scratch the nostalgia itch even more. I hope that the video packages and commentary will be enhanced the way it was for the Attitude Era mode last year, as that added a whole lot of atmosphere to the mode. It was a neat trick how they weaved in actual play-by-play and new audio to create a "version" of your memory of the matches.

Personally, I'm looking forward to the Savage vs. Steamboat encounter, as it will be interesting to see how the game handles a technical match in the historical context. Also, it'll be cool to see how Yokozuna is implemented into the game, especially since last year's version started to get a little better about differentiating between height and weight between wrestlers. The Rock vs. Austin at WMX7 should be fun to see virtual Vince jumping around during the chair shots, and Goldberg vs. Lesnar will be a fun spectacle as well. For the universe era, it'll be fun to see some of the 'Taker streak matches as well as the Cena vs. Rock showdowns. Lots of great high-spots and spectacle there. This mode is still looking like a really fun time, whichever match you choose. Hopefully they'll have more "bonus" matches in the mode, but it's hard to tell at this point.

Either way, it's not long until WWE 2K14 releases, and we'll have more coverage of the game up until launch day and beyond.

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Follow me on Twitter @glennwigmore
Blog: Wiggy
Thursday, September 19, 2013
10:41 AM - September 19, 2013. Written by jmik58

Top Sports News for Thursday, September 19, 2013

QOTD: Did Cleveland (1st-round pick) or Indianapolis (Trent Richardson) get the better deal in yesterday's trade?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
05:44 AM - September 19, 2013. Written by Wiggy

My EASHL team, Lando Commando, has had a fairly good time with the first week or so of EASHL action. We've been able to get up to Div 6 in that time (schedule permitting), and now we're starting to bump up against some of the more "seasoned" veterans in the mode. We've been playing in the EASHL for the entire time it's been around, and the mode still has an amazing co-op experience, even if there can be some frustrations form time to time. It's really nice to have the "seasons" concept this year, as it really suits everyone's schedule.

Generally speaking, our team has been pretty competitive over the years. We can usually hang with most any team, but it doesn't mean that we don't go on losing streaks or have stinker games. This year we've managed to avoid getting truly blown out by any team, but we haven't really delivered an savage beatdowns either (the worst score either way has been about 5-1, with most games being 1- or 2-goal games).

This year our team isn't using many boost packs or early upgrades either, resulting in a more measured and gradual increase in skills as we work our way through the divisions. This has led to the usual early frustrations where your player isn't quite fast enough or strong enough against some teams, and we're actually experiencing that now in Div 6. Certain teams have players that are into the high-70s in terms of overall skill, and some of our team members are just getting into the 70s now. This makes for a pretty substantial skill gap, and some opposition players are just too big and fast to really handle all that well.


Still, the action has been satisfying, with AI defenders somewhat better than they have been before and goalies that, in some aspects, are more balanced. We do use human defenders when we can, but when we have to rely on the CPU, it's nice to see them actually edge players out and deliver hits. That said, it's been a bit troubling to see goalies now falling for a basic toe drag floater wrister from the slot, and this was something we started to see a lot last night. You can certainly address it by having manual defenders and remaining vigilant when a team enters the zone, but some of the shots are so innocuous that it's frustrating to see them go in.

I think my whole team would agree that the new fighting is a fun diversion, and I maintain that it's a great solution for late in the game, as everyone can get their "rage fight" out of the way at once. I think the fights do add to the overall feel of the game, as it's fun to step in after someone shoots at your goalie or levels a friend post-whistle -- and it's even better when you win. I haven't found people abusing the fight mechanic too much, as you can always skate away and not engage.

The hitting has provided some satisfying impact both on defense and for the forecheck, and it creates all sorts of incidental contact with players tripping over other players and teammates bumping into each other. If you have a weaker overall character to someone you're playing against, though, your options may be limited to positioning and poke checks.

I do think the poke checks need be to be toned down some -- or at least have some penalties called for tripping in the slot. Too many teams get away with collapsing and wildly flailing poke checks that seem to jar the puck loose perfectly. I'm fine with the tool being effective at certain times, but when you're cutting in on a d-man and he jabs wildly and doesn't ever seem to get a penalty, it can be frustrating. We also have seen several breakaway trips not resulting in penalty shots, which is also frustrating.


The new physicality has been nice for some of our power-forward players, as they are able to bang and crash behind and in front of the net with more success and actually generate some tripping and interference calls, which is good to see. It's also nice that game misconducts and other minors are actually being enforced a bit more often, as it means that some players just can't rove around and mash people without consequence.

We are having some success using passes in from the point to a winger near the side of the net, and this was a focus for EA this year in terms of setting up plays. It's a nice change of pace from shovelling it around the boards or wiring it at the net, and it actually serves as solid misdirection if you can pull it off. There are certainly a good amount of deflections and deflection goals as well, which I'm sure will only increase as the hand-eye coordination stat of everyone gets better.

While the floaty wrist shots in the slot are a troubling sign, it is nice to see teams using the back of the net and the point as potential threats, and there has been a nice variety on some of the goals. There's been nothing appallingly bad, but we did have our AI d-man just let the puck fall off of his stick and tap into the goalie's skates, resulting in a goal. That one was rough.

Still, the mode so far is providing the usual dose of fun and team play that it always does, complete with bouts of frustration and growing pains. A tuner update will be welcome for some of the penalty and goaltending stuff, but there are still plenty of competitive games to be had after week one.
Blog: Wiggy
Wednesday, September 18, 2013
10:56 AM - September 18, 2013. Written by jmik58


Top Sports News for Wednesday, September 18, 2013

QOTD: Is the NFL losing leverage in their power to punish players for illegal hits -- or are the suspensions mere window-dressing to protect against future liability?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, September 17, 2013
11:11 AM - September 17, 2013. Written by jmik58

Top Sports News for Tuesday, September 17, 2013

QOTD: How much longer will Bo Pelini be the head coach at Nebraska?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Monday, September 16, 2013
11:33 PM - September 16, 2013. Written by jmik58

Top Sports News for Monday, September 16, 2013

QOTD: What NFC team is the best after two weeks?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Friday, September 13, 2013
06:22 PM - September 13, 2013. Written by Wiggy

After playing some more NHL 14 this week, I'm still having a fun time with the new elements, including the improved skating and defense as well as the dramatically better hitting and fighting. It's been fun to have the "seasons" feature for EASHL and HUT, and even OTP is working a bit better now thanks to the improved check-in process before games.

At the same time, there's been lots of feedback from around the web about the merits and demerits of this year's hockey product, with some people quite enjoying the gameplay and others just frustrated with the series in general. Below is just a small sample that I took of some of the comments from OS, the EA Forums as well as Neogaf (a popular gaming message board).

OS Comments/Forums

Quote:
DJ NEO @ 09/09/13 06:22 PM
I cant see much new in NHL 14 I cant do in NHL 13 with sliders. That said NHL 14 is a solid game (on hardcore settings), but I feel like I already paid for this game last year.
I think it's certainly fair to point out that a lot of the changes to gameplay were likely achieved with slider tweaks and some subtle animation changes (plus the knock-on effect of making alterations to other parts of the game), but I still think that is only one piece of the puzzle. A lot of the changes to the gameplay did require more than just a slider tweak, as the hitting physics alone complicate the entire gameplay scenario (incidental contact being a perfect example).

Quote:
Bearded1nfidel @ 09/11/13 05:23 PM
So I picked up the game for 360 based on recommendations, here's my 2 cents.

I've got about 4-5 hours in so far (I couldn't put it down last night) and would have plenty more if it weren't for my kids. Hands down, most fun I have ever had with a sports game. Ever. Tutorial was decent enough to at least familiarize me with controls and prevent a slaughter.

Game modes and menus are explained well enough to get you pointed in the right direction. Controls are going to take some learning, ie. deke, advanced deke.

That aside, honestly feel as if I'm learning more about hockey along the way, so much that I'll watch it more often this upcoming season. I've done the EAHL (or whatever it's called), ultimate team, and a couple games vs computer. I'm addicted. Appreciate the recommendations from forum members, definitely was steered in the right direction.
Here's a newer player coming into a longstanding franchise, which is always an interesting perspective. It's definitely curious to see how someone who hasn't been annually bothered by little issues with the game is able to just look at the product as a whole, and on those merits they are able to have a good time.

I'm kind of shocked that that they liked the menus and such, though, as those have always been pretty scattered and crazy in my view. I think EA cleaned up the menu presentation a bit this year, especially on the main screen and for the seasons hub, but that's about it.


Quote:
Dolphins88 @ 09/09/13 11:14 PM
Ya the game needs more realism.. Not enough separation between players skills and each team should play differently... Hopefully 2k make a realistic hockey game on next gen if EA won't ... I'm cancelling my preorder and wait for a price drop.
This is probably the most requested feature in all of sports games, but it's also the most elusive. Players have clamoured for FIFA to have distinct player and team styles for years, as have they demanded the same from NHL. I think it's an awesome goal for the developers to strive for (big players that are hard to hit, danglers that are the best dekers, teams that play a cohesive and distinct style), but we probably won't start seeing that until there is more horsepower for AI and the like.

Quote:
ericromain @ 09/10/13 04:28 AM
The demo felt good, and I am glad they've focused on game play while they tool up the overhaul for next gen.
I'm sorry to say though, this is the first time since NHL 2005 that I didn't pick up the game on the day/night it came out.
GTA V is coming out next week, which will consume at least a month of my gaming time. They really needed to offer this one at a reduced price. When you combine that with EA's history of release week server issues, no roster updates until Mid-late october, no jersey code until November, I'm going to chill on getting this one for a bit.
This was definitely something I broached with EA, as the upcoming next-gen consoles are creating an ominous shadow for the current-gen games that are now hitting store shelves -- not to mention GTA V. One has to wonder if EA could have really done anything else to sell a current-gen game to people who are about to head into the next-gen, especially when this year's game excels more at subtle gameplay alterations than it does new features.

Quote:
kerosene 31 @ 09-11-2013, 02:40 PM
One huge thing I noticed is that the poke check slider was way down, making it nearly impossible to poke the puck away. I think I hit 1 poke check in a full game.

I didn't have much time to test, but I reduced puck control and bumped the poke check slider way up and it seemed to have a huge impact. Every forward on the other team was just skating the puck into my feet and firing it on net without slider tweaks.

With the settings "out of the box" I simply could not play D. I hate to go tweaking sliders right away, but I think we have to. Once I did, things improved significantly.
The issues of the poke check seems quite divisive in the community this year, with some users believing that gliding and positioning really affects the usefulness and others just feeling that it doesn't work well enough at all.

For myself, I've seen plenty of human users online who are quite skilled at poke-checking this year. I think there is still a timing to the feature that eludes some people. I also noticed the CPU getting plenty of puck knockdowns and poke checks at about the same frequency as previous years.


EA NHL Forums

Quote:
BLicK12 @ 09/12/2013 21:09:45
After playing a handful of games tonight I've realized this game isn't worth the frustration. I'm 12-6 this year and every single game I've lost I've out shot and out attacked my opponent, every single game usually by a solid margin. Including one game where I finished with 28 shots to 7 and lost 5-2. I've barely squeaked out victories over people that just go for hits all game, spam faceoffs, circle around and figure skate, etc. these are all viable options rather than trying to play any semblance of actual hockey.
I can certainly empathize with this user's frustration, as I still feel this way sometimes. It's incredibly agitating to outplay and outclass an opponent (time of attack, shots, hits, chances) to then have them beat you 4-2. At the same time, there are games like that in real life where a goalie stands on his head and wins his team a game. I do feel it happens a bit too often in EA NHL games sometimes, but I also think that's because pressure doesn't always equal goals. It's a bit better this year in that regard, but I think the grievance does hold some weight.

Quote:
GoldustLovesYou @ 09/12/2013 11:57:45
Just purchased the game for PS3 and played for a few hours of Live the Life last night - totally blown away so far. I've bought them all since NHL 1996 and none have made my jaw drop like this one. Great job with the hitting and fighting.

Super impressed!
Here's an enthusiastic user who seems to be enjoying the game quite a bit. I don't know how anyone can be "blown away" by the Live the Life mode, but I guess some users out there are more into the text-based nature of that mode than me. I think it's a cool concept, to be sure, but I need a little more steak AND sizzle for that mode, please.

Quote:
SEVENseasBLUES @ 09/13/2013 07:46:16
After playing last night with a 85 OVR D-man I can say that I'm much more comfortable with the poke checking now. However pass interceptions does need to be tweaked badly.

So sick of being in the perfect spot to break up a play or a 1-timer in front of the net and not being able to do anything about it.
Here's another valid complaint, I think. To be fair, there is obviously a lot going into a pass interception. The game is clearly factoring in multiple categories of stats (hand-eye, defensive awareness, stick checking, speed, agility, etc.), and it's also looking at whether it was a saucer pass, how hard the pass was, where the defender was facing, and a lot more.

I can say for certaint that I've had many situations like this where I correctly guess where a user or CPU will pass the puck and it still squeaks by me, but I also realize that my guy doesn't have all of those categories maxed out. It's a tough balancing act for EA, as stonewalling every pass would get frustrating, but you'd think a beefed-up defender would be able to get to more of these passes than they seem to.


Neogaf

Quote:
I played the demo and literally thought I was playing the demo from 13.
I don't think comments like this are giving the game much of a chance, and it also demonstrates the inherent problems with demos. A developer can only really show so much in a demo, and said demo also has to be balanced in such a way to provide the broadest and most accessible experience right away. They know that many users will only try it for a few minutes, so they have to rope them in with some exaggerated stuff, like the fighting and NHL 94 mode. Since most of the changes this year are in gameplay flow and on the "hardcore simulation setting," it's going to be hard for a demo to capture them succinctly -- like the changes to the online modes, for instance.

Quote:
They fixed a lot of small, annoying things which were present in the last 3-4 years, and now the game just plays totally fluid.

Hopefully they don't mess around with slider updates again.

Glitch goals are still present, especially short corner. But also some others we've seen in the past. They don't work that often anymore, though.
I certainly agree with a lot of the sentiment here. A lot of major and small gameplay items have been altered, including the defensive skating, hitting, poke check, goalies and overall game flow. I have noticed -- both online and offline -- that some of the so-called glitch goals of the past do crop up the odd time, but not with the regularity of the past. It seems that most EASHL games I've played online with my team have been relatively dynamic, with less of the predictable short-side goals and fake-out one-timers. I think a good deal of this has to do with the improved hitting and skating, since certain possession and zone entry scenarios just won't happen as often now.

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Follow me on Twitter @glennwigmore
Blog: Wiggy
02:03 PM - September 13, 2013. Written by kelvinmak


I remember, way back in the day, when one of my friends first tried to convert me to from PC to a Mac. I asked him why I should switch, and he used the now quite popular phrase, “I don’t know, things just work.”

That’s kind of how I feel after spending time with the PES 2014 demo. Yes, there are a number of rough edges here and some legacy flaws there. But yet, when I was just playing, and not consciously looking for things to evaluate, somehow things just came together for a great experience. So yes, I had an enjoyable time, but, like my friend and his endorsement of Apple, it's kind of hard for me to actually pinpoint the specific reasons and elements as to why the demo was fun to play, except that, well, things just seem to work.



The most satisfying moments in this year’s demo, this should come as no surprise to long time PES fans, are when you have the ball at your feet. I hate to go back to that well again, but things just work the way they’re supposed to (most of the time, at least) when you have possession. It's incredibly fun to see your teammates move intelligently when you try to carve open some space.

The AI this year looks like they will be even more responsive and—hallelujah—proactive when it comes to initiating runs. I took a spin with Manchester United in the demo, and was amazed to see Rooney dropping deep to receive a pass, while at the very same time van Persie making his move forward. The first part of that, by now, is pretty much standard fare, but it’s the second part—van Persie playing off Rooney’s movement—that has me really excited. For the longest time in soccer games, AI teammates would only make their moves one step ahead, which I venture is also why one touch passing remained less effective than they are in real life. In the demo, however, there were moments when everything felt coordinated (but, crucially, not to the point of artificial) and the players seem like they can see beyond solely the very next step of play.

The CPU is also quite smart in constructing its attack. It really does feel like it’s taking what you give them rather than playing from a preprogrammed set of moves, or staying dogmatically to their tactical sliders. There were a few times when I tried to spam the teammate pressure button to win the ball early in the CPU’s on half, but they were smart enough to play a long ball up to their striker and bypass my pressure. And mind you, I was playing against teams like Spain and Germany, so it’s not like they’re conditioned to play route-one.



As for all the new fancily named features, let’s just say—again—they just work. Players feel like they have momentum and will have to move accordingly. Gone are the days when they can hit a ball properly while their bodies are in an unnatural position—instead they’ll have to gather themselves to regain their balance before doing so. That means, like it does in this year’s FIFA, you have to use the speed burst button at your own peril.

There’s also more physicality on the pitch, and thanks to FOX engine, the animations look quite realistic when coming together, whether it be shoulder barges or a target man holding the ball up. The ball itself feels, true to Konami’s claim, like a separate entity, and it especially shows when you’re trying to maneuver out of a tight space under pressure. The technically skilled players can tip-tap their way out, while lesser ones will invariably take a bad touch. It’s hard to explain fully what it’s like, but having the ball at your feet does feel different than in previous PES’. To bring out the old cliché, the ball doesn’t feel glued onto a player’s cleats anymore.



On the negative side, this wouldn't be PES without some goalkeeper and defensive AI issues. Goalkeepers, I found, tended to be overly conservative when it comes to coming off their line to challenge 1v1s, and they still make the odd gaffe here and there—nowhere near as many as some have reported playing the leaked demo, but they are still there in a reduced capacity. There were also moments (again, rare, but not rare enough to be just dismissed) when defenders would just switch off and let their man run by.

Graphically, it’s also a mixed bag at the moment. I don’t know how big of a factor the file size restriction was (for the record, I’m playing on a PS3), but the cut sequences are quite choppy, and there is a noticeable lag when the referee is about to blow the whistle. The player’s faces are, erm, interesting to say the least. They ranged from amazingly accurate (Lahm), to looking like they’ve put on some mascara and eye shadow (Vidic), to just way way way off (Rafael). However, as I’m sure you’ve all heard, Konami will continue to update player faces so this is something that can be resolved, hopefully, before the full release. In general, the graphics and animation are a step up from PES 13, but there are still some weird things that will jar you.

Another element that still needs work is the shooting, as currently it’s just too anticlimactic. Plenty of times I’ve shot from close range and the ball felt like it was floating through the air thinking it wasn’t going to go in, only to realize that the goalie was moving even slower and couldn’t reach it in time. I wish I can be more descriptive in what it’s really like, but basically, at the moment there are just too many instances when a shot (and a goal) lacks “oompf.”



So to round it all up, while there are still a number issues that Konami still hasn’t fully worked out (a few them are quite noticeable), somehow I still managed to have a lot of fun with the game. To me, at least from my time with the demo, this seems like one of those games where the sum is greater than its parts, and that despite the flaws, everything still comes together to present a very satisfying simulation of the beautiful game.
Blog: kelvinmak

Top Sports News for Friday, September 13, 2013

QOTD: Who is the best wide receiver in the NFL?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Thursday, September 12, 2013

Top Sports News for Thursday, September 12, 2013

QOTD: What will be the fallout of the latest report surrounding SEC players receiving improper benefits?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
10:02 AM - September 12, 2013. Written by kelvinmak


One of my most overused phrases in the past few months has been "let's wait until we get our hands on the demo." It's part laziness and part bad writing, but I'd like to think there's a hint of truth buried somewhere in there too.

Watching the FIFA 14 gameplay videos that came trickling out of Gamescom, featuring mostly human vs. human matches, it was somewhat hard to tell what changed between this year and last. But once I, yes, got my hands on the demo Tuesday, the differences became quite clear.




The feature that has since generated the most discussion, it seems, is the new player momentum. Some say it’s less fluid because of a perceived “lag”, while others argue that it’s more realistic since you can’t just change directions on a dime, or press shoot, no matter a player’s positioning, and expect the player to let fly anymore. This is the biggest change from 13 to 14.

From the demo, it looks like a player will need to take a second to recover his momentum, or shuffle his feet to get himself into a shooting position first. I like the change. It certainly makes things a little harder at the start because it sacrifices what was previously a simple part of the game—move where you want, when you want—but ultimately it is the more realistic way and allows for some choppier sequences of play. This new momentum feature, in conjunction with the improved variable dribble touches, means that we have to use speed burst even more judiciously.

To further lessen the reliance on pace, big players are more effective than ever. The increased physicality of this year’s game really shows if you have players like Yaya Toure or Ibrahimovic on your team. They use their large frames to their advantage. I particularly like the way when two players come together (sometimes before they’ve even reached the ball), they begin to jostle automatically. As well, a ball carrier will hold off challenges much more proactively with their bodies. In essence, I don’t necessarily need to outrun another player, but rather just keep him away from the ball, and that’s something I can do in FIFA 14, with its increased physicality, far more effectively than in previous years.




True to their word, EA has also improved the aggressiveness of the defenders. You can no longer pass through an opposing team with ease, as they defend very resolutely and compactly when the scoreline calls for it. In some cases, I almost thought they were too effective, it was very much near impossible to find any space in the middle of the park. As well, CPU players are more aggressive in their initial pressing. It was great to see, under the right conditions, CPU teams trying to swarm my goalkeeper or defender when I tried to play the ball out from the back. AI controlled teammates also mark their men tighter and generally give opposing players less time on the ball, unlike last year’s timid attempt at defending.

So in that sense, yes, the defending has definitely been improved, and that’s great. But—and maybe this is a long term conceptual beef more than an immediate one—there are some moments (rare, but they’re there) when I can’t help but notice that the ten outfield defenders lack a sense of awareness in terms of team defense, as they just mark their own men and staying in their prescribed positions no matter what happens, which in turn makes the game feel temporarily like a series of one-on-one battles.

On a more positive note, I am really liking the new shot physics, as shots now have more weight to them when flying through the air. Couple that with the aforementioned mechanism where players have to adjust their body position first before letting fly, together they make shooting a much more satisfying experience than before. It’s a bit disappointing, then, that the new physics aren’t extended to passes (especially goalkeeper clearances), as they still have the floatiness from previous years.



Presentation-wise, it looks to be as slick as ever. Sky’s Jeff Stelling joins the franchise’s growing stable of TV personalities, doing pre-games and recaps, while Martin Tyler and Alan Smith reprise their roles in the commentary booth. On the visual side, it looks pretty similar to FIFA 13, with maybe a slight polish on the kits and crowds. It seems like the new, and sleeker, interface we saw from the career mode reveal is now the standard for menus across FIFA, and that’s a big plus, since it really does a nice job of cleaning up the cluster and makes navigating easier.

The one thing that I can’t judge definitively, mostly because of the time constraints, is CPU possession play. Because of the short halves, one bad sequence from either team will lead to some seriously skewed numbers. However, and perhaps rather disappointingly, it is looking increasingly like there won’t be much changes in the way each individual team plays. While I did notice some differences in general playing mentalities and, to a certain extent, player spacing, the way the CPU attacks seems the generally the same (to be fair, the short halves may be, again, a factor here) no matter which team I play—that is, play the ball up as quickly and as directly as possible, then take its time passing it around the final third. That was the pattern I encountered whether I was playing against Barcelona or the Red Bulls.





So where do we stand, now that we actually got our hands on the demo? Cautiously optimistic, I suppose. No, it doesn't look all that different from FIFA 13, but that's because the changes lie mostly under the hood. All the new features are looking like they’ll improve the game one way or the other (which, of course, isn’t a given these days), and I’m holding out hope that the things I’m not so sure about— the lack of variation CPU’s playing style, especially—might be lessened when I play a longer match, or in career mode. So... let’s wait until we get our hands on the full release?
Blog: kelvinmak
09:00 AM - September 12, 2013. Written by Wiggy

There's been a lot of news from the world of fighting games, especially since WWE 2K14 is approaching release and EA UFC is allowed to pull back the curtain a bit more.

Let's get to it...

EA UFC Adds Women's Division

One of the recent developments for EA UFC is that it will feature a playable roster of women for the first time ever in a UFC game. The company only confirmed that champion Ronda Rousey and current challenger Miesha Tate will be in the game, but I'd suspect at least 10 or 20 women will be included to have a proper roster to compete against.


The company also released what appears to be an actual image of the fighters' in-game models, which both look pretty spot on, all things considered. It makes sense that the UFC would push these two as the face of the division at this point, as they're both marketable and compelling as fighters, even though the outcome of their upcoming fight is a foregone conclusion.

The Reason Why Hulk Hogan is in WWE 2K14

It was definitely a bit of a surprise to see Hulk Hogan appearing prominently in the upcoming WWE 2K14, but of course, he was never part of the promotion of the game (since he's with TNA), and he hasn't commented on his inclusion.

Now his agent has clarified that he's only appearing in this game because THQ had a renewal clause with Hogan after signing him up for a previous game. That clause was scooped up by 2K when they picked up the WWE license, hence the use of Hogan in this game, especially for the "30 Years of Wrestlemania" mode.


Either way, it's good to see him in the game, as the new mode wouldn't make any damn sense if he was absent.

Jim Ross Retires

Longstanding announcer, personality and barbecue sauce baron Jim Ross has finally hung up the microphone and cowboy hat (at least for television purposes), as he's retiring from the WWE. The company issued a statement confirming his retirement, in which they cite his desire "to focus on personal business endeavours" as the reason.

Oddly, it's been suggested by Dave Meltzer of F4Wonline.com that Ross might have been ousted because of his inability to reign in Ric Flair's drunken shenanigans at the WWE 2K14 press conference. If that was the case, it seems like a pretty raw deal for Ross, as he's hardly going to jump on that hand grenade (not to mention, we wouldn't have been able to see something truly amazing as what we saw at that presser).


Whatever the reason, I'm sure Ross is happy to move on to another chapter of his life, especially since his role in the company had been rejigged, adjusted, altered and clouded over the past few years. He's got nothing left to prove, as most consider him to be the best wrestling commentator of his generation.

As he detailed on a recent Stone Cold Steve Austin podcast, Ross feels that there is a certain cadence and language that's required to sell faces, heels and all of the in-ring business to a mass audience. Ever the enthusiast for the business, Ross can be credited with some of the funniest, craziest and downright emotional play-by-play calls in the business.

Fight Night Finds a Home in NHL 14


If you haven't checked out Operation Sports' review of NHL 14 by yours truly, give it a read. On the one hand, it's kind of awesome that the fighting is getting such love; on the other hand, it makes you sad that the bones of the Fight Night franchise are being thoroughly picked to take out a few nuggets of code for other EA properties. At least the fighting seems to be a universal hit for the game, as most are indicating that they feel it is a lot of fun.

Quote:
The fact that there are unlimited fights and more then one person can fight at a time makes NHL 14 so much more fun

— Cam Janssen (@Cammyboy25)
Poor Fight Night, though... sitting in the corner, all alone. The only solace Fight Night fans can take is from this tidbit I was told by someone from EA when I was at E3: "It's a successful franchise. It makes sense that the company would eventually come back to a property like that."

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Follow me on Twitter @glennwigmore
Blog: Wiggy
Wednesday, September 11, 2013

Top Sports News for Tuesday, September 11, 2013

QOTD: Will you follow team USA during the World Cup?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58