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Tuesday, September 10, 2013
12:22 PM - September 10, 2013. Written by JohnDoe8865


At some point we are all guilty of it. "Slider-itus". A common condition where sports gamers tweak and tinker with sliders, seeking that perfect balance to the point that we spend more time testing than actually playing. I'm certainly no exception, I've suffered from "slider-itus" many times myself. However, in this blog I'd like to talk a little bit about what sliders could be added to the Madden franchise in order to give users a bit more power in making the game play as we desire. Let's take a look.

General Sliders

1. Run Blocking Slider - The first obvious addition is one that was removed this year and is actually present in NCAA Football 14. The Run Block Slider helps users to control how much push the offensive line gets at the snap of the ball, and it's sorely needed in Madden NFL 25. Let's hope it makes its way back into the game soon.

2. Separate QB Accuracy Short and Deep - QB Accuracy has been a really hit or miss proposition on this generation of consoles. Users attempt to balance instances of "Robo QB" every year to the point of having to nerf QB Accuracy down to 5 (out of 100) or even 0. It's time to separate the QB Accuracy slider for more control. I know that QBs have these throws separated by ratings in Madden, now it's time for even more finite control. My next slider goes with this to some degree...

3. QB Overthrows/Underthrows - One of biggest complaints about this generation of football titles is that QBs rarely miss their receivers by overthrowing them or underthrowing them. This is common in real football and should become a slider so that those of us who would like to see more can achieve that. Default should be set at 25 and it could act as it always has, but cranking it up should result in more realistic QB incompletions.

4. Kick Return/Punt Return Blocking - Special teams are neglected year after year in football titles and it's time to change that. The universal run blocking slider can sometimes be tweaked to help the running game on offense but actually begin to break the kick return blocking. So let's give some credit to the special teams units and get a separate blocking slider for kick and punt returns. Seems like common sense doesn't it?

5. Hit Power - Tired of the clotheslines and shoulder blocks that are passed off as tackles in Madden? This slider seeks to remedy this situation. The lower you turn this slider, the less "big hits" you see and the more fundamental wrap tackles, arm tackles, and drag down tackles you see. Hit sticking could still allow big hits but this slider needs to exist in order to tone down some of the ridiculous over the top "tackle" animations we see in Madden.

Team Specific Sliders

1. Running Back Carry Split - I remember a time when such a slider existed within franchise mode. You could set up your running backs to have an 80/20 split or any increment of 10 down to a 50/50 split. With more running back by committee in the NFL these days than ever, this is a crucial slider for realism. Let us set this up outside of franchise mode, in the game strategy section. As an added tweak, I'd like to see a check box that says '3rd string back gets carries' with an option for yes/no and a 'fullback gets carries' yes/no option.

2. QB throws shorter/deeper - Another team specific slider I've been hoping for is one that let's us separate the big arm gunslingers in the NFL from the game managers. With a short/deep throw slider we could have some more control over realistic QB play in our games. At default 50, it acts as it always has. Under 50 is more short to medium throws and check downs. Over 50, we see QBs take more chances down the field. Tie this with customizable playbooks and the general QB sliders mentioned above, and you've got something.

3. Owner Free Agency Aggression Slider - This one isn't a gameplay slider but would really enhance Connected Franchise Mode. Each owner should have a slider representing how aggressive they are when it comes to pursuing free agents. Some teams like the Patriots, prefer to let veterans walk and plug in younger replacements while there have always been the teams that want to make the big free agent splash. Think Dan Snyder in the Deion Sanders/Bruce Smith days. Obviously this one is a delicate one, as you don't want teams letting every player walk because of a lack of aggression. You could also call this slider 'Draft Focus/Free Agent Focus'

4. Likelihood to relocate - The re-introduction of owner mode was well beyond due, but we finally got it back in Madden NFL 25. With it, came the return of NFL teams relocating. The problem is that they seem to relocate too frequently for more people's tastes. I know that right now there exists the option to turn it off, set it so only teams with low approval can move, or allow everyone to move. Well I've got a simpler solution. Give us a slider for each team so that we can determine which teams are likely to relocate. This way we could ensure that staple NFL franchises never move and that struggling franchises are given the chance to start over. This slider would be allowed to be tweaked each off-season to simulate the real ups and downs of each team within your franchise.

5. Favors Veterans/Favors Prospects - This last slider I'm going to steal from the excellent text simulation, Out of the Park Baseball. Some teams decide to go with a youth movement, it's a fact. Other teams, especially those on the cusp on winning it all, may choose to sign veterans to fill out the roster. Giving us a slider for each team, that we can tweak every off-season, would help us to somewhat control the questionable GM AI. Combine this slider with the Owner FA Aggression slider and you have much more control over your NFL world.

These are just some of my ideas. What say you Operation Sports? What are some of your suggestions for sliders that should be added to Madden?
Blog: JohnDoe8865
10:42 AM - September 10, 2013. Written by jmik58


Top Sports News for Tuesday, September 10, 2013

QOTD: If Les Miles broke NCAA rules at Oklahoma State, should his punishment impact his current program, LSU?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Monday, September 9, 2013
11:23 AM - September 9, 2013. Written by jmik58


Top Sports News for Monday, September 9, 2013

QOTD: What was the biggest surprise from week one of the NFL?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Friday, September 6, 2013
06:58 PM - September 6, 2013. Written by Wiggy

Having spent a good deal of time with NHL 14 now, I feel I can say with some confidence that the gameplay is a strong improvement over last year's version. The added physicality really helps define an aspect of the gameplay that had been lacking up until now, and the team at EA Vancouver has made some other smart changes that are more of the iterative variety.

The two most successful elements this year are the new fighting and hitting systems. The fighting is just a lot of fun to look at and play, and I'm constantly seeing new ways in which fights can play out and develop. I've had fights where the AI is super aggressive as well as scraps where they try and counter-punch. On the highest difficulty setting and with "hardcore sim" settings enabled, there aren't as many fights as compared to the lower settings, and the competition from the AI is much stiffer.

I do agree with some users that it can be a bit annoying when you deliver a hit with a skill player and he then has to answer the bell, but therein lies the conundrum. In talking to the developers, they told me that the AI is interpreting certain hits as "crossing the line," and that leads to the AI deciding whether a fight is deemed necessary. Essentially, when you deliver a big hit with any player, the AI is factoring in the game situation and the fighting skill of the other player to decide whether to accept this "challenge." I do feel that this does make for some odd mismatches, but the spirit of what EA is going for is totally commendable. The fact that players wear black eyes and bruises after fights is a lot of fun, and if you're timing is good during a fight, you can even dodge a punch and then use the L-trigger to grab and jersey your opponent for maximum punching and humiliation.


Not to be outdone, the hitting feels like a perfect fit for the franchise so far, as the NHL series has never been quite a full-on simulation. Playing on the hardcore/superstar settings combo, hits are less plentiful, and you'll find yourself bumping off of opponents a little more often. It seems that certain hit scenarios have less "give" when you try and initiate on that setting, so I'd suggest that sim users step up their difficulty and settings right away. This isn't to say that the harder settings don't allow for big, satisfying hits, because they do, and you'll also see a lot more incidental contact and glancing shots.

I do find it still a bit annoying that the AI refuses to step up at the blue line for certain hits, and I did notice that after a game that the AI hit totals were quite low. They'll certainly engage you in board play and do a better job of wiping you out if you cut to the slot or try and get around them, but neutral zone and blue line play still feels pretty breezy. Again, this may not bother some that want a faster flow and more stickhandling, but so far that aspect of the AI feels much like last year.

The new defensive strafing does give the AI better tools in the slot, though, and they seem to do a better job of shadowing you if you cut back. The poke check and puck chop have also been tweaked, and you'll find that the poke check can't be spammed as much and won't really work in traffic how it did last year. This is a welcome change. The puck chop has been made even better, as you can now queue it up for a fully directional chop.

The "True Performance Skating" of last year has also been altered, as you can now pivot and cut easier than before, and this allows for better creativity behind the net, on the half boards, and in the slot. Since the foot speed and strafing of the d-men have also been bumped up, this seems like a pretty good trade-off so far.

When you add all of this in with the re-tuned goaltending (more one-timer goals, new animations, more deflections and 5-hole goals), it makes for a better game experience than last year, from what I've played. This isn't to say that the AI provides the necessary puck support on the boards or cuts to the net in the offensive zone, but I'm enjoying the added physical play and increased pace of the overall game. I've still found myself beating the CPU fairly routinely at the highest settings, but it is still a reasonable challenge. Be-A-Pro modes also benefit from these changes in AI, speed, hitting and fighting, and I found that experience to actually be more challenging than before.

Then again, there is the well-worn drum beat of the presentation in the NHL series, and on that front, nothing has really changed. I can't ever say that the commentary, cinematic packages or visual style of the game are aggressively bad, because they're quite good, but when you've seen and heard the same elements for several years now, it's hard not to become a bit cynical about it all. It was interesting being able to meet with the NHL dev team and ask them about the challenges of recording lots of dialogue and designating resources for this type of challenge. I recognize the problems that a 60- or 70-person team is going to face when making an annualized franchise, especially in light of the considerable size of the Madden and FIFA franchises, but the criticism still has to be levelled.


I've come around on the gamepaly of the NHL 94 Anniversary mode a good deal. It's certainly provides some entertainment with its brand of high-speed, no-rules gameplay, and I can definitely see where fun can be had with some casual friends who might not want to unearth the complexity of NHL 14's main game. At the same time, I feel that any mode invoking an old classic should go further than this one does in terms of the presentation, as I think the sound and visual treatment could've been much more inspired. Just the same, if they devs felt the need to include fighting and dekes in this new mode, why couldn't it support the modern feature of online play?

The other big feature this year is Live the Life mode, which serves as a redress of the existing Be-A-Pro career component. So far, a lot of the issues I had with the mode after hearing about it a few months back have come to fruition, as I just think the feature, while totally interesting in concept, is too embryonic to really make that much of a splash. From what I've played as of this writing, the questions and answers are pretty sporadic and random, with no real continuity from the game in terms of the character you're creating. Sure, you'll hear some boos when your fan likeability is low, and you can piss off management by screwing around in off-ice events and answering questions weirdly, but none of it feels all that cohesive.

The developers told me how they chose this path to allow the end user more control of their experience, contrary to Fight Night Champion's story, but while I agree with the philosophy to some extent, the presentation of your character and his exploits on and off the ice doesn't feel all that meaningful, and the mode suffers for it.


As for other changes, HUT and EASHL are also seeing the benefit of the "seasons" feature from the FIFA series, and I think this serves as a nice way of doling out smaller rewards for those that have less time to play. The increase in the number of divisions, improved hub screens and promotion/relegation dynamic create a feel for those modes that's much more immediate, which is a good thing.

It seems like GM Connected has had its menu issues mostly resolved, as I was able to move around free agent lists, trade screens and player cards with relative ease. It's still not perfect, and loading to the main hub screen takes a good deal of time, but it's less of a crippling problem than last year, which I'm glad to see. Still no fantasy draft feature, though, which stings a bit.

Outlook

I remain really positive on the gamepaly changes EA has made to NHL 14. I think the physicality is a great addition to the franchise, and the fighting actually feels somewhat organic to the flow of the game, which is great. I'm liking the other subtle and mid-levels changes to skating, goalies, speed and defense, and all of this buffed by the appropriate "hardcore simulation" setting.

It's hard to know what to really make of the other features, as GM Connected, HUT and EASHL have received some smart and succinct changes that immediately make them better, but then Live the Life and NHL 94 mode just feel sort of half-baked. We all realize that EA is gearing up for the next-gen version of the game in the future, so it makes sense that a few of the feature ideas for this game will feel a bit thin.

Look for the full review of NHL 14 on Monday.
Blog: Wiggy
Thursday, September 5, 2013
10:54 AM - September 5, 2013. Written by jmik58


Top Sports News for Thursday, September 5, 2013

QOTD: What are the three best teams going into the 2013 NFL season?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Wednesday, September 4, 2013

Top Sports News for Wednesday, September 4, 2013

QOTD: Will an NL Central team make the World Series this year?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, September 3, 2013


Top Sports News for Tuesday, September 3, 2013

QOTD: Is Jameis Winston and FSU's offense that good, or is Pitt's defense really bad?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Monday, September 2, 2013
10:46 AM - September 2, 2013. Written by jmik58

Top Sports News for Monday, September 2, 2013

QOTD: Where does E. Washington's win over No. 25 Oregon State rank among the biggest upsets of the BCS era?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Friday, August 30, 2013


After PESbusy week, it’s now FIFA’s turn to draw the headlines.

First, it’s the 30 minutes or so gameplay video, then a reveal of Career Mode improvements, and finally news from the PES camp that there will be no Spanish stadia because, erm… because EA, basically. Sure, the producers of each game can still “respect our competition very much” and all, but the gloves are very much off as each side looks to build momentum as we head into release month.

FIFA’s Gameplay Video

The problem with watching videos featuring two human players is that, for whatever reason, the powers that be always seem to find folks who play that over the top, aggressive, speed-burst-or-die style. To be fair, the ones who played in this particular video were nowhere near the worst I’ve seen, but still, take the action with a grain of salt, especially regarding the pace of the game.

Visually, with this being played on a current-gen console, there weren’t any giant improvements from FIFA 13. There were some animations that did look smoother, but some of the clunkier ones, like that fast (and awkward) leg sweep passing motion that goes against the player’s body momentum, also remained. As for the crowds, they do look better rendered, but as you can see from that penalty shootout in the first match, they still don’t react much to whatever’s going on on the pitch.

The one thing that really stood out to me was the jostling. There were numerous instances when two players came together as they approached a loose ball, jostling and fighting for position. Sure, there were also the odd quirky collision, but on the whole, players look like they can (and will) be more physical, which is good news since it can make FIFA’s midfield gameplay a little more scrappy.

The AI defending also looked more aggressive than its predecessor. Whereas in FIFA 13, opposing strikers can receive the ball, make himself a cup of latte, turn, and still have space to run at a defender, the AI defenders in the video seemed to be smarter about when to close down. However, I've still yet to see players pressuring as a team-- funneling play to a particular area of the pitch. There was also the odd occasion—once in a whole match, mind you, so it doesn't look like it’s frequent or anything close to that—when the AI isn’t conscious of what’s going on on the pitch. For example, around 33:10 in the video, when PSG is on the counter, the City centerback is very late in picking up the player running in—the ball carrier’s only option at that point. Whether that was because the AI defender “sensed” there were two players on (or rather, chasing) that PSG player and that was enough, or maybe it just didn’t trigger the programming until that point, I don’t know, but it will be interesting to keep an eye out on this once the demo comes out.


I was also curious to see the effects of the new player momentum. From what I can gather from the video, it doesn’t look to make defending any harder, which is a relief, as it was tough enough in previous years to prevent wingers from cutting inside. The players do look like they stumble more, and generally need to take a split second longer to regain their balance compared to previous FIFAs.

Finally, I’m a fan of the new shot mechanism and ball physics. The shots definitely feel like they have more “weight” to them, and just generally look more realistic. Players will adjust their feet and shuffle their strides in order to get a good shot off (Yaya Toure at 31:25), and shots themselves (low ones, especially) feel like there are more power behind them. I do wish this was extended to lob passes though, as currently they’re still a touch too floaty.


Career Mode

Ooooh, that new UI is slick, isn’t it?

Dashes of silver and gray, a sans serif font, and voila—the only way it can make you feel hipper is if you were playing it in Portland with a microbrew in your hand.

Seriously though, the interface looks cleaner and better organized, and hopefully it takes less clicks to get to actual screens than the last one. Personally, I’m just glad I won't be forced into the email screen and then, once closed, have no way of accessing it again until the next turn. It will be interesting to find out whether the lag times in transitioning between menus have decreased too as a result of the streamlining.

In terms of nuts and bolts changes, the biggest one is probably in the scouting aspect. If I’m reading the article right, it looks like we won’t know a player’s Overall rating unless he’s at the human-controlled club, and that (emphasis mine) “until you scout a player you can’t see any of their (other) stats”.

I like the lesser reliance on the overall rating, though I’m not so sure about the decision to mask every player’s attributes until I’ve scouted them (again, if I’m reading it correctly). While that makes sense for most players to a certain extent, it doesn’t for the biggest names. We all know how good a Ronaldo and a Messi is, so masking them, and making us take that extra step to scout them anyway, seems like work for work’s sake. At the very least, the range of possible values for their attributes should be shrunk heavily at the start, as opposed to being masked all together.

Pardon the tangent, but it would be great to see in future FIFA a reputation system like the one in Football Manager, and that players with a high enough rep will not need scouting. Come to think of it, FIFA already has something like that, when you click on a player and that little icon in the corner tells you they’re one of the best at their positions. Superstars, really, shouldn’t need to be scouted as extensively, unless the game delves deeper into player personality and mental attributes like, again, Football Manager.

And one last quibble: while I’m fairly certain that these scouts’ stats will be dependent on the club you’re at and its finances, it sounds like every club will still only have three scouts to assign to look for players at clubs around the world, much like the way youth scouting is set up. That’s the part where it’s still a bit unrealistic to me—the advantage of being at a big club is not only in the quality of its scouts, but also the reach of its network, and it would be great if in future FIFA, there will be varied number of scouts, depending on the quality of your club.

But ultimately, it’s still a good sign to see Career Mode getting some love, especially when Ultimate Team looks to become more and more integral to EA’s stable of games. The mode looks like it’s striving to be Football Manager-lite, and that’s no easy feat. If they can continue to head in that direction, a deep managerial experience is going to add massive value to the game.

The Gloves Are Off


Ah, exclusivity.

The word from Adam Bhatti, PES’ Community Manager, is that due to EA’s exclusive license with the Spanish league, PES had to remove the country’s stadia right before release, and kill the game’s stadium editor. The first part, however disappointing, is okay given that we can just import user created—oh, right. Yeah, no, it sucks.

Bhatti also hinted that the reason behind the axing of the stadium editor is due to EA’s licensing deals (behind the scenes pressure, perhaps?) and said that the team is determined to “fight back” next year. So I’m guessing that means PES will look to grab some exclusive European licenses of its own and lock teams out of FIFA in retaliation.

Whose fault is it? The easy target is, of course, EA. But let’s be real, they’re not here to foster competition. These exclusivity deals are a cold, but ultimately incredibly effective, way to cut PES at its knees in its attempts to make a realistic Master League mode with real players. After all, who’s going to be interested in a career mode with only several leagues and their players? Yes, PES has survived for a long while with fake players and teams back in its PS2 days, but you also have to consider the fact that FIFA at the time was just… bad. Now that the latter has picked up its game, it’s much harder for PES to survive on the sole mantra of gameplay gameplay gameplay.


And just to be that fearmonger for a moment, if—assuming that, again, it is indeed the case—the stadium editor was killed due to EA’s pressuring, what about option files? Chances are they will be in danger was as well.

As long as there’s better money to be made, I won’t hold out hope for these exclusivity deals to be ending any time soon, either. I see some well-intentioned folks from the Winning Eleven Blog started a petition of sorts to end them. Well, good luck to them. Ultimately, the only practical thing that we, as fans, can really do, is to vote with our wallets. But will your average soccer game fan care (or even know) about these things? Or will he/she just buy the game with his/her favorite teams and leagues in it? I think we know the answer to that one, and it’s probably not the one we’re hoping for.

Yeah, I’m not too optimistic at the moment.
Blog: kelvinmak

When I wrote an earlier piece about 10 matches that will likely appear in WWE 2K14's "30 Years of Wrestlemania" mode, I was just speculating on the possible match combinations and competitors that 2K might include in the game. Now that 2K has revealed the full roster as well as a trailer associated with it, it's much easier to make some informed speculation on what matches will be included in the mode.

For those that don't know, the roster for this mode is as follows:
  • Alberto Del Rio
  • Andre the Giant
  • Batista
  • Big John Studd
  • Big Show
  • Big Show (Retro)
  • Bret 'The Hitman' Hart
  • Brock Lesnar
  • Brock Lesnar (Retro)
  • Chris Jericho
  • Chris Jericho (Retro)
  • CM Punk
  • Diesel
  • Edge
  • Goldberg
  • Hulk Hogan
  • ‘Hollywood’ Hulk Hogan
  • JBL
  • John Cena
  • John Cena (Retro)
  • Kane (Retro)
  • King Kong Bundy
  • Mick Foley
  • Randy Orton
  • ‘Macho Man’ Randy Savage
  • Razor Ramon
  • Ric Flair
  • Ric Flair (Retro)
  • Ricky The Dragon Steamboat
  • Sergeant Slaughter
  • Shawn Michaels
  • Shawn Michaels (Retro)
  • ‘Stone Cold’ Steve Austin
  • The Million Dollar Man Ted DiBiase
  • The Miz
  • The Rock
  • The Rock (Retro)
  • Triple H
  • Triple H (Retro)
  • Ultimate Warrior
  • Undertaker
  • Undertaker (Retro)
  • Yokozuna

Right off the bat, there are some really fun inclusions in this roster. Yokozuna, who had long been cited by developers as a problem character to implement because of unique size, is now included, and this allows for some fun possibilities with him in the mode. It's also nice to see a few retro picks like Big John Studd and Ricky Steamboat, and this means we'll get to see the epic Wrestlemania III match between Savage and Steamboat, which is really cool. The most likely match for Big John Studd is his Wrestlemania I encounter with Andre the Giant, and it makes a lot more sense when the trailer shows Bobby "The Brain" Heenan in the game as well (he was Andre's manager at the time).

Another good addition is King Kong Bundy, and this makes sense since his Wrestlemania II main event steel cage match against Hulk Hogan seems like a natural fit for the mode. The only other logical addition for a Bundy 'Mania match is his Wrestlemania XI bout against The Undertaker, but I could see that match being one of the "extras" in the mode, as it was essentially a Taker squash match.



The inclusion of Miss Elizabeth -- a surprise, to be honest -- as well as Randy Savage, Hogan, Ted Dibiase and Andre means that there will be the Wrestlemania IV main event of Savage vs. Dibiase. The trailer shows the iconic shot of Savage hoisting Elizabeth and the belt over his shoulder with Hogan standing by their side. It's one of those iconic moments that wouldn't have made any sense without Elizabeth being there, so it's cool that they've been able to fully realize this particular moment.

It's also interesting to see Razor Ramon (Scott Hall) included in the game, which he had alluded to in a recent Twitter post. This opens up one obvious match: the ladder match between himself and Shawn Michaels at Wrestlemania X. This was the first time that a ladder match had really been sold properly to a mainstream audience, and the fight still holds up today since both guys were such tremendous workers. The match also makes sense since Diesel is in the mode, and he was in Michaels' corner during the contest. It's hard to say where else they'll use Ramon in the mode, as his few other 'Mania matches involve lower-card talent that won't likely be included. In fact, the only other one would probably be his Wrestlemania X8 contest against Stone Cold.


As for other matches, Wrestlemania 21 seems ripe for this mode, as you've got Taker vs. Randy Orton, which will likely be included, as well as the main event of Batista vs. Triple H (w/ Ric Flair). The co-main event will also likely be included, as it was John Cena vs. JBL, who has also found his way into the mode. Wrestlemania XXVII also provides a few likely possibilities, with Edge vs. Alberto Del Rio, Randy Orton vs. CM Punk and The Miz vs. John Cena.

Wrestlemania 23 has a couple of likely matches, with title fights between Taker and Batista as well as Shawn Michaels and John Cena. Big Show could make an appearance with his Wrestlemania XXV match where he and Edge jobbed out to John Cena in a triple-threat match for the World Heavyweight Championship. Wrestlemania XXVIII has a couple of options, as CM Punk faced Chris Jericho and Kane went up against Randy Orton.

A couple of the big boys in the mode -- Brock Lesnar and Goldberg -- have only a couple of possibilities, but Lesnar's Wrestlemania 29 fight against Triple H (with Paul Heyman and Shawn Michaels in the corners) might the most likely. Since Kurt Angle won't be in the mode, they can't use Lesnar's mania match against him, but Goldberg vs. Lesnar from the very next year seems pretty obvious.


There are plenty of other possibilities, and I'd recommend you check out this article to explore every possible match that they could include based on the announced roster. I do find it odd that they wouldn't leverage the current talent that could fill out some of the matches (Ryback, Daniel Bryan, Sheamus), as it would allow for many more possibilities for the last 10 or so Wrestlemania events. Maybe they will do that for some of the "extra" matches, but it's hard to say. With the roster they have picked, it seems like they are focusing on major matches from each 'Mania.

Either way, the mode looks like it could be very promising.
Blog: Wiggy
10:03 AM - August 30, 2013. Written by JohnDoe8865


With the release of Madden NFL 25 for XBox 360 and Playstation 3, gamers are trying to get the most out of the Madden experience. Today we'll look at five of the coolest things you can do in this year's iteration on Madden.

1. Relocation - A last-generation feature making a return to the Madden franchise for the first time on the current consoles, Owner Mode is back and revamped. Whether it is better or worse I'll let you, the gamer debate. While it's technically more limited in terms of your ability to relocate teams, there are still some very compelling situations to play around with. Three of my favorite teams to relocate (no offense to the fans of these teams) are the Jaguars, the Bills, and the Rams. I like to move the Bills to Toronto, the Rams back to Los Angeles, and the Jaguars to London or Oklahoma City. In the case of the Jaguars especially, you can create the sense that as the owner, you are giving the struggling franchise an injection of excitement. Relocation is a lot of fun this year, the only problem is the CPU relocates a little too often.

2. Full 32-Team Control - This is by far the most time consuming and OCD thing on this list, but it's something I've done on every Madden iteration that allowed it. When you take control of every franchise, you mitigate the AI roster management issues and the poor NFL draft AI. You can also hire and fire coaches realistically. You have the option to delegate tasks that you aren't interested in to the CPU or you can play Madden "God". It's up to you and options are ALWAYS a good thing. For me, this is the definitive way to play Madden and Madden NFL 25 is no different. Think that Geno Smith's time is now? Make him tops on the depth chart. Want the Jay Cutler era to end in Chicago after this season? Let him walk in the off-season and draft a successor. The possibilities are endless and I love that kind of power over my NFL experience.

3. Start a career with an NFL rookie - Hey Rook! One of the most fun ideas is to take a rookie from this year's draft and try to make that player an NFL superstar and maybe a Hall of Famer. Can you make #3 overall pick Dion Jordan the pass rushing nightmare that Miami drafted him to be? Can you become the ultimate offensive weapon as the Rams' Tavon Austin? Lock down the NFL's best wide receivers with the Jets' Dee Milliner? Guide the Bills back to relevance with EJ Manuel? There are so many options here. Make them forget Mark Sanchez with Geno Smith or become a dominant WR with DeAndre Hopkins or Cordarelle Patterson. "Superstar Mode" may not be what it could be, but these scenarios can make it fun.

4. Start a career with a current or an aging star and make history - This is similar to the rookie career idea, but instead you do it with established or older players with great stories. Can you take Peyton Manning and the Broncos back to the Super Bowl? Lead the Bears to the Super Bowl with Jay Cutler? Can you recreate Adrian Peterson's historic run at Eric Dickerson? Bring back CJ2K? I could go on and on with this one but if you're an NFL fan, you probably already have some ideas.

5. Find a 32 team human controlled online franchise - I'll admit that I am not really an online gamer. I find random opponents to be more cheese and irritation than they are worth. I generally find online gaming to be frustrating. I'm what you might call an offline gamer. But if you can find the right group of guys, and find a fully human controlled league, you will have a blast. Forget poor CPU AI, bad roster management, and NFL draft head-scratchers. I
played in a very dedicated NCAA Football online dynasty over a few years and it was some of the most memorable and fun times I've ever had in gaming. Now granted, in Madden NFL 25, it will be tougher to find 32 dedicated players than it was to find 12 guys in NCAA. It can be done however and one place I'd recommend beginning your search is on our very own Operation Sports forums.

These are my ideas about getting the most out of Madden NFL 25. Some gamers love Ultimate Team. Others love 3 vs 3 team up play. However you do your thing, sound off and let me know how you enjoy Madden.
Blog: JohnDoe8865
Thursday, August 29, 2013


Top Sports News for Thursday, August 29, 2013

QOTD: When the FBS adopts a playoff system next year, will you start to follow college football more?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Wednesday, August 28, 2013
10:52 AM - August 28, 2013. Written by jmik58

Top Sports News for Wednesday, August 28, 2013

QOTD: Are low blocks too dangerous or should defenders stop complaining?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, August 27, 2013
05:57 PM - August 27, 2013. Written by Wiggy

Something I've been thinking about recently, especially in relation to the feedback about the NHL 14 demo, is the realities of an actual sport as compared to what is actually "fun" when played in a videogame. Everyone has their own concept of what is real, what is fun, and what should be represented in a videogame. People often use qualifiers of how much hockey they play or watch in order to weigh-in on the particulars of the on-ice product. It seems to some users that if something happens in the actual NHL, it should be slavishly recreated in the EA hockey product.

Now, I'll be the first to say that I have issues with aspects of the NHL franchise. I agree with many that the presentation is incredibly dated and bland, and I also feel that the new modes (Live the Life, NHL 94 Anniversary) show a lack of resources and inspiration in their execution. I also have lingering problems with certain CPU tendencies as well as some other odd on-ice quirks. With that said, I feel there is still a lot of fun to be had in this franchise, and I've enjoyed the new hitting engine, the vastly superior fighting, and some of the other alterations to gameplay (poke check, puck shop, skating, goalies, etc).

I think there ends up being a disconnect between what certain users perceive as a failing in the NHL franchise -- whether it's a CPU issue, an animation routine or a gameplay quirk -- and what is necessary to create a fun product for a broad range of possible players. This was something that was briefly touched upon in some answers from the NHL dev team in the most recent Press Row Podcast. While none of the devs outright called out users on this disconnect, the idea was certainly floated.

To my mind, there is something to this, as some users feel that certain features or gameplay traits are lacking because they aren't allowing them the freedom they feel would be afforded in the real sport. Take the new hitting engine in NHL 14, for example. I've pointed out before that the new hitting is nowhere near as comical as the "big hit" button of years gone by, but it is indeed quite exaggerated and impactful. However, this system also better represents the follow-through on hits and allows for a greater amount of control fidelity when delivering the hit.


It seems that some users are annoyed by the increase in physicality, as they feel the game will become wildly out of control. This is where the reality of real hockey meets the realm of videogame hockey. The developers have to contend with the ability of a user to deliver a hit at any given moment. When playing NHL 14, I can deliver a hit when I want and how I want. The developers can't control that. Real hockey does not have nearly the volume or type of hits that you would find in an EA NHL game, but the developers have to plan for all situations (human vs CPU, CPU vs CPU, human vs human). They have to balance the sped-up clock and gameplay of a videogame and the nature of real hockey. By allowing the option for bigger hits, they are going to alienate some users who feel it should be reigned in. If they were to take them out, it alienates an important component of their user base who allow the franchise to gain some level of financial success. For all the bluster that some people have about going all the way simulation, the reality is that that wouldn't necessarily translate into a marketable or saleable game.

The new fighting engine brings up similar issues. I haven't encountered too many silly fights in the demo, but I have had Jonathan Toews fight a few times when he really shouldn't. Some users are getting quite upset by the frequency of fights and also the participants. I agree that EA should better throttle the amount of fights in a game and who takes part in the scrap, but I'm also aware that this was likely pumped up for the demo only. Also, people often get comfortable playing with the first line and laying out big hits with these players, hence some of them are going to have to answer the bell with the new fighting system. The problem becomes that EA has to allow for the possibility of someone like Jonathan Toews fighting. Are they just supposed to put something in the game code to prevent him from scrapping? A fight between him and Ryan Kesler, for instance, would be seen as much more logical, but the game has to appeal to a wide variety of audiences, so a Toews-Chara scrap is something that can happen.

None of this is to say that the new hitting or fighting are perfect systems and don't require iteration, but I think users have to realize that the sliders are there for a reason, and this gives them the latitude to tone down aspects that rub them the wrong way. Again, it's a situation where EA has to account for varying play styles and comfort levels, and the simulation needs to cater to demanding groups across the spectrum. This means that certain decisions get made to please the widest possible audience, and that ends up at odds with those who want a purely sim experience.

One longstanding request that fits this discussion perfectly is the possible implementation of stick-on-stick contact. EA has long resisted including this in the game, as they have said that it cuts down on the fun of gameplay quite dramatically. I'm certainly understanding of both sides -- the users who want the feature in and the developers who have to balance it for fun and playability. I'd definitely like to have the option to at least try for myself, but then I have to realize that the NHL dev team is small and isn't going to waste resources on something that might be used by only a fraction of its user base. This is an area where I put some trust in the development team in that they know that adding this feature might actually hurt other areas of the game that are well-liked (skating, deking, etc).


I also totally respect the complaints people have about the AI issues that continue to crop up in the NHL series. I myself have similar gripes, but recently I've realized that while people may want to see AI defenders step up on them all the time and box them out, that might end up curtailing the smooth skating and half-boards play that users have become used to. It could be balanced for sure, but if a CPU was stepping up on you with a hit on almost every play (especially if EA used some lock-on routines for the AI), it could get frustrating the other way, and users would demand more free space on the ice. This, again, is where the sliders and settings come into play and allow users to create a game style that more fits their tendencies and enjoyment level.

The business reality is that EA has to make a game that isn't entirely simulation. If they want to appeal to a broader audience (again, the sales of the franchise have slipped a tiny bit over the generation), going full simulation isn't going to do it. This is why there's been an increase in speed, aggression and goal scoring. These are areas that excite casual hockey fans and general videogame players. I realize that certain "simulation" features have to be cut or curtailed for this reason, but I also realize that certain aspects of real hockey just wouldn't make sense in the game world, no matter how much certain users may demand it. It really is a problem without a perfect solution, but I do think some players have to reconcile what happens in an actual NHL game as compared to a videogame that allows full user control.

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Follow me on Twitter @glennwigmore
Blog: Wiggy

Top Sports News for Tuesday, August 27, 2013

QOTD
: Will Johnny Manziel be ruled eligible? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58