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Sunday, August 25, 2013
10:24 AM - August 25, 2013. Written by SBartlett
MMA Fighters Getting Owned

Sports Marketing and Legal Analysis with a mix of Sports Gaming – All views and opinions are of my own, and are not meant to be considered professional legal advice.

Author: Steven Bartlett

“The fighters need a voice somewhere. Our rights need to be represented, and our feelings need to be represented somehow.”

-Jon Fitch, Former UFC MMA Fighter, June 2013



Pro union sentiment has been some what rare when it comes to the UFC. Maybe the fighters do want a union, afterall. Many current fighters and trainers praise the UFC, giving credit where it’s due: without the UFC, these fighters wouldn’t have the platform they have now within the sport – that they are taken care of. Truth. Also true is without any bargaining power or union support, MMA promotions will continually use coercive tactics in negotiations against fighters who desperately want a shot in the Octagon.

A brief look into a UFC fighter contract can explain to fight fans and fighters alike just how many personal property rights a fighter gives up when signing, such as losing their exclusive ownership in their own tattoos.

Outside of the ring, fighters now may start to position themselves for a seat at the table in managing their intellectual property. Currently, UFC retains ownership of licenses to every fighter signed on with the promotion company. According to a Zuffa, LLC standard form contract obtained by BleacherReport.com, UFC owns the promotional rights and ancillary rights of the fighters in perpetuity, which survives the death of a fighter. An ordinary fighter’s likeness, merchandising rights, video highlight rights, digital rights, tattoos and more are found in the ancillary rights.

Similarly, Bellator MMA reportedly has an anciallary clause in which the promotion company owns licensing and patent rights to their fighters in perpetuity. Some fighters, such as Victor Meza, have been told the terms are “non-negotiatble.” In other words, the contract is a take-it or leave-it offer constructed to heavily favor Bellator MMA.

Below is an example of the actual contract language from a ZUFFA, LLC Standard Form Contract to gain an understanding of the nature of the contract language.

ZUFFA, LLC. Standard Form Contract Excerpt Re: Licensing:

ARTICLE I
GRANT OF PROMOTIONAL RIGHTS

1. The Fighter hereby grants to ZUFFA the exclusive unrestricted worldwide right to secure, promote, arrange and present any and all mixed martial arts contests (individually, a “Bout” and collectively, the “Bouts“) to be engaged in by Fighter during the Term (as defined herein) and any Extension Term (as defined herein), including all rights to stage each Bout and to sell tickets of admission thereto (the “Promotional Rights“) and to exploit the Ancillary Rights (as defined herein) to each Bout in all media, now known or hereafter devised throughout the world in perpetuity.

ARTICLE II
GRANT OF ANCILLARY RIGHTS

2. Fighter hereby grants to ZUFFA the exclusive worldwide right to use, display, disseminate, edit, reproduce, print, publish and make any other use of the name, sobriquet, image, likeness, voice, persona, signature, and biographical material of Fighter and all persons associated with Fighter(collectively, the “Identity”), in any medium in connection with advertising, marketing, exploiting and promoting the UFC brand and each Bout and the exploitation of all rights pertaining thereto as provided herein and all rights to each Bout electronic and other (the “Ancillary Rights” and, collectively with the Promotional Rights, the “Rights“).



All proceeds sold categorized under the ancillary agreement do not go to the fighters – the proceeds go to the UFC. When it comes to video games, revenue may be disseminated to said fighter at an arbitrary rate in the form of a bonus chosen by UFC and Zuffa, found in paragraph G of Article 2.3 in the standard contracts. This clause below is specifically regarding video games and the title with EA Sports.

According to UFC General Counsel’s Lawrence Epstein, the UFC does provide a merchandising contract where 10% of gross revenues pays out to the fighter in certain scenarios.

ARTICLE II
GRANT OF ANCILLARY RIGHTS

Section 2.3(g): Additionally, Fighter acknowledges the existence of UFC Video Games (as defined herein) developed, being developed, or to be developed by various companies, including, but not limited to, Electronic Arts Inc. Fighter further acknowledges that the Rights granted herein to ZUFFA shall be exclusive with respect to any UFC Video Game, and any derivatives of such video games created by ZUFFA or its licensees… ZUFFA acknowledges and agrees that Fighter shall be paid a bonus, as determined in the sole discretion of ZUFFA, for each console version of a UFC Video Game in which the Fighter appears….ZUFFA agrees that if it does not utilize the Identity of Fighter in a UFC Video Game within three (3) years of Effective Date, that the Rights granted by Fighter to ZUFFA pursuant to this Section 2.3(g) shall become non-exclusive and Fighter shall have right to exploit his identity in video games that are not UFC Video Games.

UFC’s latest game with EA Sports leverages the license and showcases the world’s best MMA fighters to promote the upcoming release of the game in the spring of 2014. EA Sports has built marketing materials around the star power of Jon Jones, as seen in this screen shot above. Implementing tech dubbed MMAi, EA Sports has programmed the digital Jon Jones to fight with a strategy and the mind of the real-life Jon Jones, exploiting his biography, personality, and signature style.

If I’m Jon Jones or his representation, I want to control the likeness of him in this game as much as I can and make EA Sports work for Jon Jones in promoting his image and brand.

Instead, his personal brand is at the mercy of UFC and EA Sports. The game will feature Jones’ signature attacks, fight style, and personality. This is true for all the fighters licensed in the game.

Based on Standard and Poor’s estimations, 45% of Zuffa, LLC’s revenue came outside of event-based revenue. In that 45%, the ancillary rights reside.

Reportedly 10% of the merchandising gross revenues go to fighters as a bonus through the separate merchandise rights contract. This contract most likely exists for the stars that are used in major promotional campaigns such as cover athletes on games and dvds, and other promotional materials, and could be reserved for fighters in participation of the game.It seemingly conflicts with the standard form contract above, so it’s unclear as to which contract is controlling in the event of a dispute over royalties – the 10%, or the arbitrarily chosen percentage. At the very least, fighters with separate contracts look to be guaranteed 10%; those without it, no bonus appears guaranteed.

It should be noted that the “Rights” clause above does stay “unrestricted use” which could be construed as binding, or final; any agreement outside of this standard form contract language may be deemed invalid in the courts.

On July 31st in Keller vs. EA, Sam Keller, former NCAA athlete, prevailed in the 9thCircuit Court of Appeals in California regarding his likeness and intellectual property in the EA Sports college football games. The Court of Appeals held that the artistic renderings of NCAA athletes are not afforded 1st Amendment free speech protection by the artists working at EA; the renderings are protected IP for each and every NCAA athlete, and this ruling should apply to each fighter in professional MMA except right now, it doesn’t.

Every fighter that signs with the UFC contract above (and presumably Bellator MMA) is contractually and consensually giving up the right to control their digital image for their lifetime, notwithstanding some basic use criteria. The same may be true for fighter contracts across the MMA industry. Maybe this will open the eyes up of these fighters and realize that actors such as Sam Keller and Ed O’Bannon are taking this fight to the courts to retain the rights to their digital brands and digital selves.

Is UFC taking advantage of their position as the dominant player in MMA, unilaterally enforcing fighters to give up IP rights to fight in the UFC? Is it worth it for the fighters so they may fight in the UFC on Fox and PPV Events? Should the fighters have a voice in these matters, regardless? What do you think?

UFC Standard Form Contract of Fighter Eddie Alvarez:http://bleacherreport.com/pages/eddie-alvarez-contract

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Blog: SBartlett
Friday, August 23, 2013
05:01 PM - August 23, 2013. Written by Wiggy

One of the more impressive things coming out of Gamescom 2013 is the pre-alpha gameplay trailer for EA Sports UFC. The trailer ended up being an expanded version of some of the elements that we saw at E3 2013, but it looks even more encouraging than what we were shown a couple of months back.

The first thing to keep in mind is that the gameplay being shown is pre-alpha, as the title isn't being targeted for release until next spring. In fact, the creative director on the game, Brian Hayes, even says that the game is nine months out, meaning it's probably meant to arrive around mid-May. If this is indeed the case, then there are a lot of reasons to be real positive on what we're seeing at this point.


The fighter models are the aspect that jumped out at me the most, as you can really see the detail and emotion on both fighters (Jon Jones and Alexander Gustafsson). From cosmetic stuff like sweat and hair movement to more specific fighter detail like Jones' jaw shape and Gustafsson's tattoos, EA seems to be replicating the combatants with some serious attention and care. This isn't to say that Gustafsson, for example, mirrors his real-life self perfectly. There is a tiny bit of uncanny valley on some of his facial movements and the overall gaze of the fighter, but he indeed has sported that long hair and bearded look before. Either way, looking at the detail on him and Jones, this is a far cry from the simpler models found in UFC Undisputed 3.

What's also encouraging is the incredible detail in terms of emotion and exertion. Both fighters react (probably a bit too much) with pain when they're struck by a punch or kick, and their face and body language tell the story of the damage. It's particularly cool to see that during submissions the fighters will react with the appropriate effort or panic, as is evidenced by Gustafsson locking in a guillotine choke and grimacing with effort. It's certainly a little bit exaggerated, but I think it also looks so jarring because most fighting games (except for Fight Night) have never really tried to show this type of emotion. It's a great improvement over the dead eyes and straight-ahead gaze of the fighters in
UFC Undisputed 3.


The footwork and overall movement of the fighters was something EA emphasized back at E3, and what we were shown was an impressive early look. This trailer seems to further underscore that goal, as both fighters move like tall, rangy fighters that utilize their legs as much as their hands. I think this will be a huge improvement for the lateral movement in the game, as past UFC games have had so much sliding, shuffling and warping that it was hard to really have any sense of momentum with the fighter. From what this trailer is showing, there will be proper weight distribution when one leg is planted and the other is up in the air. Much like how third-person action games have created a more cinematic nature by controlling movement speed and animation, I think this system allows the fighters to seem that much more real.

In terms of the striking shown in this gameplay clip, there certainly is a nice variety. The video shows crosses, hooks, front kicks, body kicks, superman punches, and more. I've got to say that I'm a big fan of the body kick doing big damage and showing a reaction from the other fighter, as it was always frustrating to not really see that represented in the previous UFC games. In the past, fighters would just keep walking forward after taking a flush body kick, and I always wanted to see a strong kick like that as more of a deterrent. Some of the hook punches do result in some fairly dramatic head-snapping and reeling, but this is something that is probably quite early. I'm going to assume that the trailer just wanted to emphasize the potential impact of big strikes. Either way, the animation on the techniques looks quite stellar.


I'd inclined to believe that the takedowns shown are more of the dramatic variety, as Jones really spikes Gustafsson on the big takedown in the trailer. I think the technique still looks quite good, but maybe there is a bit too much air time when compared to the real sport. To that end, I'm really curious to know how the submissions and ground transitioning will actually work. There are plenty of options that EA has when looking at all of the recent MMA offerings in the game space, so hopefully they've thought long and hard about the most organic and fun system that rewards mastery and avoids spamming -- a tough task, to be sure.

Outlook

This is definitely an early tease, but I think the visuals are certainly showing a taste of true next-gen power. Seeing that much emotion during a sport is actually something that can be achieved for MMA, as you only have two fighters in the ring, so it's cool to see EA strive for such a lofty goal. I would hope that the AI of the CPU will also display this kind of intelligence and emotion, but that's something we'll have to wait and see. We can also only speculate on the gameplay implications from this trailer, but I'm loving the impact on body shots, the impressive momentum and foot-planting on the movement, and the overall animation of the strikes. Let's hope EA continues to impress us the more we see of this one.
Blog: Wiggy
Thursday, August 22, 2013
12:01 AM - August 22, 2013. Written by Wiggy

The demo for NHL 14 has been released, and now everyone is getting a chance to say what they think about the new hitting and fighting as well as the changes to skating, deking and defense. The demo more or less reinforces what I felt about the game from my E3 impressions, as I like the changes to gameplay, generally speaking, but I'm still not too enthused about the aged presentation and weak new modes (Live the Life, NHL 94 Anniversary).

The most apparent aspect of the demo, in my view, is the change in game speed on the default settings. There is a decidedly quicker pace to the overall action, with skaters pivoting, transitioning and accelerating much faster than before. The shots also appear to have more velocity, especially on the slappers. The "stick whip" that one of the developer blog videos talked about is also quite obvious, and the whole release on a shot feels much better.

This increase in pace also translates into more deflections, ricochets and caroms as the puck moves around the ice. The amount of deflection goals is increased because of this, and shots will redirect off goalies into the corners a bit more often than before. I'm fairly comfortable with the new pace, but users interested in a more simulation experience would probably get more out of the "hardcore simulation" setting that is in the menus. If you pair that feature with all-star or superstar difficulty, the pace is much more measured, with a decrease in speed, shot accuracy and hit frequency.

Speaking of the new hitting, it's still a lot fun, as it was back at E3. Nothing quite reaches the comical depths of the "big hit" button of NHL games of the past, but some of the collisions are pretty substantial. It certainly makes for a more satisfying hit game, as you can now better direct your momentum into an opponent, and the player will correctly follow through on the hit.


I can certainly appreciate the criticism of some users that this hitting system takes away from the realism, but when I really thought about it, the EA NHL series has always been about 75 percent simulation and 25 percent arcade. The reality is that videogame hockey plays a lot different than real hockey. It's an almost-impossible task to expect a developer to be able to simulate real game flow for hitting and such when it's so easy for a user to initiate a hit in a hockey videogame. Real defensemen use gap control, stick checking and pressure to dispossess opponents; hits aren't the go-to like they are in videogame hockey. The very nature of virtual hockey encourages hitting, so it's hard to really balance this aspect in an all-encompassing way. I think this new hitting system, while a bit silly, embraces the realities of videogame hockey and adds some impact to the action.

Similar to that idea, I like the new fighting system for the same reason. I have no doubt that the fight frequency has been pumped up for the demo, and EA should work on who fights at what times, but I've honestly only had a few CPU-initiated fights in about 10 "games" of the demo, and I've had a few others that I've initiated myself. I've found that the unrealistic match-ups and clean-hit fights that some users have mentioned only really seem to occur on large wind-up hits and big contact along the boards. Again, this is the nature of videogame hockey. A giant hit would get a giant reaction, and that's probably what EA is trying to go for here. Either way, the instigator penalties need to be enforced, and the fighting frequency should probably be reduced.

As for the fighting itself, I'm still enjoying it a lot. I've had plenty of entertaining scraps, and I love the variety of ways in which some of the fights end (players falling on top, big knockouts, awkward glancing shots, etc). The strategy of pushing and pulling your opponent and dodging the incoming shots is a lot more fun than the silly first-person nonsense and magical block-a-thousand-punches-and-then-counter-punch fights of previous years.

The user-controlled defense is now much better, as the poke check has been toned down and requires some thought before being spammed. You'll have success from the front of a skater, and it definitely seems to work better if you're gliding and not skating at top speed. It's much easier to track as a defender as well, thanks to the new "vision cone," and this makes hitting and staying with the play a lot easier. I found that skaters in general seemed to face the play much better than last year. The puck chop has also been tweaked, as you now queue up the move as you're approaching the puck. Apparently it can actually be used to put the puck in the net for a goal, and I can believe it, as the move seems a lot less spastic and unpredictable than last year (even though I loved the addition, generally speaking).

The defense of the AI isn't so hot, as they'll still be pretty passive in terms of gap control and hits. The only hits they seem to deliver are behind the net and along the half boards, and they still rely on last-minute poke checks and just being in the way in order to stop you. If you're patient, you can still cut through a lot of the neutral zone and blue line to get a shot, so that's definitely a bit disappointing. It still feels like the CPU relies on a mediocre forecheck, great goaltending and unforced errors in order to succeed. That said, the higher difficulties and "hardcore" settings do provide more challenging face-offs and slightly more pressure from the CPU.

The goalies have been improved quite a bit, and it's nice to see them sprawl on certain cross-body shots and kick the puck to the corner on angled shots. I was able to score on some one-timers, which is a welcome change from last year's spiderman stuff, and the animations, particularly on the glove saves, just look much better this year. However, goalies do still throw pucks out the odd time when they shouldn't, and there are some weird rebounds that result in added pressure when it's not warranted.



As I've written before, the NHL 94 Anniversary Mode seemed like a cool idea that is half-baked and that hasn't been properly resourced. Now getting the chance to try the mode in question, I can say that what I was worried about is unfortunately true. The visual and audio presentation only scratches the surface of what could have been done to pay tribute to a memorable game, and the gameplay is basically the main game with simplified button controls and rocket-fast slapshots. I scored tons of goals and whizzed around the ice, but nothing felt truly unique or fun about the experience. There is a certain value in having a high-speed retro mode, but the way it's been imagined here isn't really going to please anyone -- the nostalgia fans or the newcomers.

Hockey Ultimate Team seems generally about the same, but supposedly it will have a few improvements. EA has said: "More HUT details are coming soon, but you can expect a new Auction Assistant, refinements to auction search, an improved contract system and expanded HUT collections, plus much more." The promotion and relegation system of the EASHL will be included for HUT as well, so that should provide more of a sense of progression. As for what's in the demo, it seems to provide the same basic chemistry view and player swapping abilities as before. Generally speaking, the mode seems to just keep chugging along based on the success of the DLC model, so there's no real reason for EA to go too crazy rethinking it, I guess.

From the demo, I'm liking the changes to gameplay quite a bit, even though there are some bothersome AI issues that remain. The new hitting, fighitng and game speed are all for the best, I feel, and the "hardcore simulation" setting allows users to slow things down and reduce some of the aggression if that isn't to their liking. I'm disappointed in the NHL 94 mode (and I'm equally wary of the Live the Life feature), but the on-ice action seems to be leaving this generation on a respectable note.
Blog: Wiggy
Wednesday, August 21, 2013
11:00 AM - August 21, 2013. Written by jmik58


Top Sports News for Wednesday, August 21, 2013

QOTD: If you were on the mound against A-Rod, would you consider beaning him in protest?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, August 20, 2013
04:28 PM - August 20, 2013. Written by kelvinmak

1) Expectations Are Raised

Of course, right after I write about PES’ litany of inflated pre-release expectations and false dawns in the past, Konami goes on a week-long blitz, releasing daily clips on PES 2014’s various new features, culminating in two twelve minute matchplay-slash-interview with IGN, and forcing me to once more ask the question: is this the year PES recaptures its glory?

There’s a sense of confidence, and dare I say swagger, from the PES team this year. Now whether that has more to do with a change of direction in marketing or if it’s actual confidence stemming from the product, it’s hard to tell. But I'm fairly certain it's not all PR hype. There are a lot of positives to take away from the videos we saw in the past week, and since we’re at the point in the calendar when we’re hungry for any sort of new soccer action, those clips had a lot of us salivating, and possibly raising our expectations. Don’t look now, but the first test is just around the corner when the demo drops.

2) Good Looking… Like a FOX

No, the visuals, aided by the FOX engine, are not gamechanging—not yet, at least—but they are better than PES’ previous efforts. Most of the player close-ups looked realistic (the anthem miming needs some work though), and more importantly, certain animations seemed a lot more fluid than what we’ve gotten in the past.

It should be pointed out that, according to various sources, the gameplay clips used to create the tutorial videos came from various builds of the game, so I’m basing my observations, the visual ones anyway, mainly from the two IGN videos. Most of the encouraging signs were in the little moments—the flicks, taps, and jostles that flow into each other without previous years’ deliberate entering and exiting into canned animations. There was a particular play in the second video, when Balotelli held up the ball and turned his man in one fell swoop, that just looked natural and intuitive. I know it's only one moment in the game, but it's still very encouraging indeed.

3) Proactive AI Runs

On attack, it’s the same smart stuff we’ve come to expect from PES.

The AI teammates look like they will have no trouble finding and exploiting space to support your player. The thing that really stood out, from the clips, was the AI's anticipation. In the tutorial videos, we saw weak side wingers bursting down the flank two or three moves before the diagonal through ball was played. As well, in the first IGN video (around the 6:40 mark) Neuer punts a goal kick upfield to Toni Kroos. Muller, the right winger, anticipates the flick on and starts his run into the space behind before the ball had even reached Kroos. Again, there’s a risk of reading too much into these small moments, but it certainly looks like the AI teammates will be more alive than ever in PES 2014.

4) Some Old Annoyances Still Remain

However much progress the game looks to have made, it’s still only a one year cycle (right, Mike Wang?), and a few of the “quirks” that both endeared and frustrated us (mostly the latter) seem to have remained. In no particular order:

- Jon Champion and Jim Beglin returns for another year in the commentary booth, complete with their (mostly) generic one line interjections.

- Defenders still have their occasional brain cramps and ball-watch.

- Goalkeepers still have a few weird animations, and the occasional ill-advised weak parry when they should've tipped a shot over the bar.


5) The Jury's Still Out on "Heart"

Of all the new features in PES 2014, this is shaping up to be potentially the most divisive one. The heart system boosts or penalizes player attributes, during the game, depending on their performances—think of it as confidence, or motivation, basically.

As I’ve mentioned before, this is one of those things where there’s a very small sweet spot in terms of balance—exaggerate the effects too much, or too often, and it can ruin the match experience, whereas too little or too infrequent and the feature loses its relevance. If you're scared off by this, worry not, it can be turned off, so those who don’t care for it won’t be stuck with it.

Personally, I’m still waiting to hear (or see) more of the logic underneath first before making my mind up. Will individual players have different mental traits that determine the frequency and intensity of the boosts/penalties? And will those boosts be for specific attributes rather than across the board, and for how long? It’s a good idea in theory, but it definitely feels like there needs to be some individualization, tied to a player’s mental state, for it to work well.

How do you feel about PES 2014 after all the videos?
Blog: kelvinmak
11:00 AM - August 20, 2013. Written by JohnDoe8865

25 YEARS OF MADDEN FOOTBALL

We are now getting closer than ever to the release of the newest Madden NFL game -- and it never seemed more appropriate than now to give a rundown of what's new in this year's game.

RUN FREE

Unlock the power, precision, and creativity of the NFL ball-carrier. Whether you're a slashing running-back, dual-threat QB, or ball-hawking safety, unleash 30 new moves and string together devastating combos with the all-new precision modifier.

The precision modifier is one of the biggest advancements in Madden franchise history, and will make gamers rethink the way players run and cut on the field.

As the driving force behind Run Free, the precision modifier opens up a whole new world of on-field possibilities. Traditionally in Madden NFL games there have been 8 ball carrier moves (spin, juke, stiff-arm, etc.). Now there are more than 30.

Not only does the precision modifier offer cool variations to all your favorite ways to shake and bake the defense, but it also introduces brand new moves and combos that make you harder to catch than ever. This is not your dad’s NFL. It’s not your brother’s Madden.

Madden NFL 25 will allow the most dynamic players to move the way they do on the field with the precision modifier ball-carrier mechanic. Athletes are stronger, faster, and more specialized than ever before. And it will be no different in Madden NFL 25. Finally, you can use your team’s entire arsenal just like they do in the NFL.



INFINITY ENGINE 2

Year 2 of the award-winning Infinity Engine brings both a more polished physics simulation and introduces the all-new Force Impact System. Power moves including the Hit Stick, Truck, dive tackle and more have been completely redesigned to harness the full potential of Infinity Engine 2, giving more control over the outcome of a play than ever before.

Last year, the major focus of the Infinity Engine was figuring out the basics of speed, momentum and other factors. With the introduction of Force Impact and a year of additional tuning, the dev team now brings the power of Infinity to the Hit Stick. This allows for the biggest, most impressive hits yet, creating moments you’ll want to recreate over and over.

Furthermore, if you manage to pop a ball carrier with the Hit Stick while he’s performing one of the special precision modifier moves, the chances of causing a fumble increase. This concept carries over into the passing game as well, as cornerbacks and safeties who trigger the Hit Stick as a receiver makes a catch have a higher chance of jarring the ball loose.

Those who opt for a more conventional approach this year have the option to enable heat-seeker tackling to help square up and bring down the ball carrier. Heat-seeker is enabled anytime you hold down the Hit Stick, defensive assist or wrap tackle buttons, and essentially guides your defender on the proper angle to intercept the ball carrier and bring him down. Heat-seeker tackles can also act as a counter to precision modifier moves when employed by defenders with high agility or awareness ratings. There is a bit of risk/reward with heat-seeker, as defenders with lower awareness or agility ratings are more susceptible to a fake-out by the ball carrier.

Another way EA is balancing the defense is with a new defensive recovery mechanic. Often times in the NFL you’ll see a player overrun a play or miss a tackle, but immediately take steps to get back in the action. In Madden NFL 25, defenders can make the same hard cuts as ball carriers to quickly change direction and renew their pursuit. Speedy defensive ends and other high-agility defenders are even more valuable, as they can recover on plays and chase down runners on the backside. Defenders can also utilize the acceleration burst to close the gap on ball carriers and make a play before the runner gets into space. Dive tackles have been tuned in Madden NFL 25 to utilize more momentum so that defenders have a better chance of catching runners from behind and tripping them up. Also, new lunge tackles let defenders dive past the lead blockers to take out the legs of the ball carrier.

Other under the hood improvements include:

- Defenders with a higher awareness rating are less likely to bite on fake-outs.
- Re-tuned pursuit angles, where defenders take smarter routes to the ball in order to track down ball carriers and make plays.
- Defenders will now “break down” and prepare for a tackle as they get close to the ball carrier.



OWNER MODE

Players can become the ultimate sports tycoon as they take the reins of their favorite team to manage personnel, set prices, build the next cutting-edge stadium, and more in an all-new Owner Mode.

Interested in taking on the challenge of building up a young team like the Cleveland Browns? Or maybe you’d be interested in instilling some discipline in the unruly Raiders. Or perhaps you take a free-spending team like the Redskins and try to reign in their finances a bit to clear some salary cap space. All of these scenarios and more are available in Madden NFL 25. Another thing to consider is whether you want to take on the persona of a real NFL owner or start fresh by inserting yourself as the new boss. It’s always fun to build up a team in your own image, but it’s also incredibly alluring to embody the larger-than-life personalities of guys like Jerry Jones or Jim Irsay.

The reality of owning an NFL team comes to life. What does the cash flow look like? Is your stadium in good shape, or could it use some upgrades? Do you have the right coaching staff, or is it time to bring in a new regime? There’s a lot to keep track of, but fortunately you’re not going it alone, as several advisors are on-hand to help you understand exactly where you stand.

Make sure your coach’s philosophy aligns with the strengths of your team; otherwise, you’re in for a rough season! If you’re looking to make a change at head coach then there are several factors that will influence who’s willing to hear your pitch. Want to get Jimmy Johnson out of the broadcast booth and back onto the sideline? To pull it off, you’ll need a team that is both valuable and popular, with enough potential to make a run at the Super Bowl.

The coach however isn't the only one who can help your team succeed. You’ll need behind-the-scenes personnel to help build your team and keep it healthy. Every team needs a good scout. It’s a fact, players get hurt. That’s when you’ll be reliant on trainers that can help your players rehab and get them back on the field. These folks are particularly helpful when players sustain serious injuries, getting them back on the field sooner and reducing the chance of reinjuring themselves.

As the owner, it’s your responsibility to maintain an attractive stadium and make it a destination where fans want to come spend their time and money. You’ll have to plan your upgrades carefully though, as all stadiums have a maximum upgrade capacity. In the event your team’s home just can’t keep up with the Joneses, you've also got the option to rebuild your field from the ground up. Building a new stadium is an expensive proposition, so you’d best make sure this is a place appealing to your team’s fans and that the house is packed every weekend.

What if your team just isn't the right fit for its city? If that’s the case, then you can move the team to a new city and try your fortunes in a different town. Maybe you want to move the Rams or Raiders back to Los Angeles, or expand the league to a new country by placing Buffalo in Toronto or the Cardinals in Mexico City. If you’re truly bold, you can even move a team to London and try to sway English fans into watching a completely different kind of football. Moving a team doesn't just give you a new name, mascot and stadium, it also brings with it new fans and a completely different dynamic.

If you go to LA, you’re heading into a situation where you can make a lot of money very quickly, but you've also got to compete with several other professional sports teams vying for cash and attention. Win early and often and you may be able to hold sway over the fanbase, but one or two losing seasons could lead to a drop in attendance that takes a long time to recover from. On the other hand, a city like Toronto is likely to be more loyal to the team, but won’t provide as much of a cash infusion. It’s a good city to build up a franchise, but can you make the money necessary to realize your grand visions for your team? These are all things to consider before you uproot a team and try your fortunes in a new location.



CONNECTED FRANCHISE

Cement your legacy as one of the all-time great NFL players or coaches in the new and improved Connected Franchise. There are a lot of cool upgrades and new features this year, so let’s get to the highlights.

Connected Franchise sports a brand new user interface that makes navigation a breeze. Available actions are laid out in tiles on the home screen, making it simple to jump into a game, upgrade your player or coach, check out the league news and more. There are still separate tabs for the various actions for when you want to dig in at a bit more depth, but it’s nice to be able to take in everything at a glance.

Last year in Connected Careers, Madden NFL 13 introduced the idea of XP and skill progression for players and coaches. This year, the logic has been tuned to help you upgrade faster and get on the field sooner. You’ll see a substantial boost in the amount of XP earned in both practice and during games, allowing you to upgrade your player or coach faster than ever. This year, if you enter a practice session but don’t achieve the set goal, you’ll still get a good chunk of XP just for completing the drill. The XP enhancements don’t apply to just your player, however. CPU players will also show bigger changes in progression or regression.

Another significant upgrade this year is that whenever you create a player or coach you’ll be able to see your overall rating and where you’ll factor into the depth chart (player only) before you commit to a team. This lets you put your created character in the ideal situation, either starting right off the bat or patiently sitting behind an established starter while you build up your ratings and try to earn your roster spot through old-fashioned hard work and practice.

All the info is provided at a glance, and you can quickly scroll through all 32 teams and find your landing spot at each. On the first day of practice, you’ll know exactly where you are in the pecking order and how many other players stand between you and your shot at cracking the starting lineup. This year, you can now create yourself with EA Game Face and see how you stack up against some of the league’s best. Choose every detail from height and weight, down to body shape and accessories.

After selecting your position and player type, you can now select your backstory that helps determine your expectations in the NFL. There is no better feeling than starting out as an undrafted player like Miles Austin or Kurt Warner, and climbing your way to the top of your team’s depth chart. You will also be able to view your default ratings for the backstory and position that you selected so that you can prepare for the gridiron. An important setting to watch out for is the Instant Starter. With Instant Starter enabled, your selected team will name you the starter regardless of your players overall rating.

Madden NFL 25 also features retuned logic for the draft, trades and free agency, which was another major topic of community discussion. The team has been able to account for fan feedback and adjust to ensure that all parties gain the greatest possible benefit from every transaction.

One of the best-received features of Madden NFL 13 was the ability to play as legendary players and coaches in Connected Career. This year, Randall Cunningham, Mike Ditka, William “Refrigerator” Perry and many more will be joining the ranks of the immortals. Madden NFL 25 includes both player and coach versions of Ditka, so you can have him lay the lumber on the field or demonstrate his prowess with a clipboard and a headset on the sidelines.

Also included this year is William “Refrigerator” Perry, a truly intimidating player. Football historians may know that not only did was The Fridge a fierce defensive end, but he actually also started his career at fullback. In Connected Franchise it’s up to you to decide if you want to utilize Perry’s brute strength coming out of the backfield or disrupting it.

In addition to the new players and coaches, there are also several new members of the media who will follow your progress and heap praise or scorn upon you via social media. Expect Peter Schrager to offer his unique insight into your performance, while Matthew Berry may chime in to encourage followers to pick up your player in their fantasy football leagues.

Madden NFL 25 also includes several fan-requested features, including full 32-team control, new commissioner tools, and a league transaction log. Also, fans of the NCAA Football franchise will be pleased to hear that they’ll be able to import their draft classes from NCAA Football 14 into Madden NFL 25.

MADDEN SHARE

Create, download, and share rosters, playbooks, and gameplay settings with the Madden online community. Gamers have long downloaded files and swapped USB drives in order to personalize their Madden NFL experience. Some folks like sharing playbooks, while others may opt to copy a friend’s gameplay and difficulty sliders. This year, Madden Share not only makes it easier than ever to share with the community, but also makes it easier to surface the best available content. It’s all at your fingertips. Best of all, it’s completely free.

There’s sure to be a ton of content uploaded onto the Madden Share servers, so it’s important that you’ll be able to access the best files. Players can rate and sort content, so you'll know exactly what everyone thinks before you make the plunge with a download.

Madden Share will also highlight the newest and best content in a special “featured” area, ensuring you’ll always be up-to-speed on what’s available. The best community sliders, special playbooks direct from the Madden NFL development team, sponsored content and more can all be yours with a simple push of a button.



MADDEN SEASONS

An all-new way to experience Madden Ultimate Team as players battle through a series of rapid head-to- head match-ups on their way to winning the title and getting promoted to the next level of competition.

Build your Ultimate Team and take on players around the world in all-new Madden Ultimate Team Seasons. In Seasons mode, you’ll square off against a random MUT player in an All-Pro game (three-minute quarters) and the ranking system aims to ensure that both teams are about the same overall rating. Play ten games a night, or ten games a week, it’s all up to you. Your progress is saved and you can move ahead at any time you choose.

Each season is made up of ten games and a four-round playoff. There are eight levels of play, starting at level one. If you win enough games to earn a playoff berth (five wins for level one), then you earn the right to advance to the next level once the playoffs for the current level are complete. There will also be a milestone for a number of wins to earn a first round bye (for eight wins for level one). With the bye, you’ll skip the Wild Card game and go right to the Divisional contest.

You’ll earn coins for each game you play in Seasons. More coins are awarded for outstanding performances, such as winning by lots of points or accumulating many yards of offense. Milestones such as earning a playoff berth or winning the bye are also accompanied by coin rewards. At certain milestones in later levels, you’ll receive a reward pack that contains a Premium collectable that helps you get some great items such as unique alternate jerseys. You’ll always receive an additional reward pack for winning the Super Bowl.

The only way to prove your Ultimate Team’s dominance is to win the Super Bowl in Head-to-Head Seasons. Unlike solo challenges against CPU squads, you’ll be matching wits and skills with players that have built teams of legendary players just like yours. Only the best will win the All-Madden Super Bowl Championship in level eight.



THE ALL-25 TEAM

To celebrate 25 years, members of the Madden NFL development team and community selected the greatest football video game athletes at the height of their virtual careers to the All-25 Team. Check back daily to see who has been named to the All-25 Team, playable in Play Now in Madden NFL 25.

These are the names confirmed for the All-25 Team:

HEAD COACH - John Madden

OFFENSE

QB Mike Vick - Madden 2004
FB Mike Alstott - Madden 2000
HB Marshall Faulk - Madden 2003
WR Randy Moss - Madden 09
WR Brian Finneran - Madden 2004
TE Antonio Gates - Madden 10
LT Orlando Pace - Madden 2003
LG Larry Allen - Madden 95
C Dermontti Dawson - Madden 96
RG Steve Hutchinson - Madden 07
RT Jonathan Ogden - Madden 2005

DEFENSE

DE Julius Peppers - Madden 06
DT Warren Sapp - Madden 2002
DT Albert Haynesworth - Madden 09
DE Dwight Freeney - Madden 07
OLB Derrick Thomas - Madden 97
MLB Ray Lewis - Madden 2005
OLB Derrick Brooks - Madden 2003
CB Deion Sanders - Madden 95
FS Sean Taylor - Madden 06
SS Brian Dawkins - Madden 99
CB Champ Bailey - Madden 2005

SPECIAL TEAMS

KR/PR Devin Hester - Madden 08
K Adam Vinatieri - Madden 2004
P Shane Lechler - Madden 12

Blog: JohnDoe8865

Top Sports News for Tuesday, August 20, 2013

QOTD: Who should win the NL Rookie of the Year Award?
Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Monday, August 19, 2013
11:17 AM - August 19, 2013. Written by jmik58

Top Sports News for Monday, August 19, 2013



QOTD: Do you think Fox Sports 1 will succeed as a viable alternative to ESPN? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Friday, August 16, 2013
02:30 PM - August 16, 2013. Written by Wiggy

EA has released a final blog detailing the collisions, incidental contact and goalie interference changes for NHL 14. A lot of these items are just refinements of what was already in last year's game, and some of them are even revived features that were present in NHL 12. For the most part, these iterations will be welcome, but the default sliders will dictate the impact of some of the key changes.

Improved Goalie Collisions

Quote:
Goalie Reactions to Contact – Goalies will be live in all areas of the ice and their reactions to contact are much more realistic, utilizing the improved ragdoll physics models introduced with NHL® Collision Physics.
The trailer accompanying the blog post shows some of the new animations when goalies get hit, and there seems to be a lot more variety in how goalies fall backwards, forwards and to the side, creating more realistic crease-crashing and possible interference situations. Honestly, a lot of this is just bringing back what was in the NHL 12 game, but now there is the added emphasis of "collision physics." Goalies will get steamrolled when outside the crease, and players will actually drive into the net and take the goalie with them.

While this kind of variable does introduce some randomness and annoyance from time to time, it also creates more dynamism and unpredictability. I'll take the added realism over the odd annoying hitch.

Quote:
Goalie Interference – Improved logic ensures that big collisions with the goalie will result in penalty calls. Additionally, goals that come as a result of goalie interference will be called back more consistently.
The blog and trailer also emphasize that goalie interference calls will be made correctly, even with some crazy collision physics on the goalies now. Two examples are shown in the trailer, with one resulting in a penalty when the goalie is shoved pretty dramatically. The other example is a good goal when a player's momentum brushes the goalie and pulls him out. The puck was already travelling into the net, so this slight contact is deemed acceptable.

The goalie interference was always kind of rigid before, so it would be nice if there were situations where light brushes or incidental contact was allowed, but it's always hard to fine-tune something like this so that it eliminates all problem spots.


More Realistic Incidental Contact

Quote:
Speed and Momentum Matter – Not only will incidental contact occur more frequently, but speed and momentum will determine whether players colliding incidentally will trip and stumble or remain in control. Player balance attributes will also play a significant role in the outcome.
There are some cool examples here for incidental contact, including the dive move fully tripping a player over and a chain-reaction hit where a skater being driven to the ice impedes some other players. The physics look good here, with everything seeming a lot more lively and dynamic. The claim is that player speed and momentum, as well the balance attribute, will dictate how a skater contacted incidentally will react. Some of these moments will create stumbles or wobbles, whereas others will knock the player over completely.

The only issue I have with this is that in NHL 13 there are plenty of situations where another human player (in EASHL, for instance) will just skate into you to cause a bump but not get an interference call. With hitting now just on the left stick, I hope this mitigates some of this cheeky interference stuff that isn't called, but I do have some doubts.


Penalty Calls

Quote:
Interference – Expect stricter calls. Defenders won’t be able to hit attacking players as late after they release the puck.
This is definitely a step in the right direction. As I said above, I hope some of the "unintentional" interference gets called more, as it was a big problem last year, but the obvious interference needs to be called all the time. It was frustrating to have people roving around the ice hitting in certain areas that they knew wouldn't bait a penalty call. EA never seems to enjoy really enforcing these rules in gameplay because it seems that users complain about it being "not fun," but this stuff needs to be reigned in.

Quote:
Boarding/Hitting from Behind – Enhanced penalty logic judges the appropriate circumstances of a hit (angle, speed and result of the hit) and ensures the right call is made in each situation.
In principle, this is a good change. The new physics system will definitely have an impact on the speed and angle of many hits along the boards, and penalties should really only be called on obvious charges and clear hits from behind. It certainly was frustrating last year to be blasted when facing the boards and see a player sneak away with the puck, so some consistency with the hit physics, speed and penalties should be a help in this type of situation.

Quote:
Charging – Additional logic has been added to understand the variables of each hit, such as the hitter’s speed and line taken.
Charging is always a murky penalty, especially when human input is factored in. I think the only way to truly call it effectively is to judge the intent of a user's input. If they are coming from point A on the ice all the way over to point B on the other side, and they do so with full speed and the intent to hit, that should be a penalty. CPU penalties for this would probably have to be a bit more snug, as they don't come screeching across the ice like a human would, but there's probably an acceptable distance and angle to make these penalties work. Referencing the "line taken" will probably be a lot more doable this year, as the physics on the skating and hitting, when I played at E3, allowed for a lot more pivot and control, so a user's intent will be much clearer.

Final Thoughts

I'm glad to see goalies become live again, even though it will probably have to be tinkered with in order to achieve some level of balance. The increase in interference calls is definitely welcome since it is a problem that has gotten away from EA in the last couple of years. I know they always want people to have fun, but hitting can still happen with proper interference enforcement. The incidental stuff also looks good, so long as there is some interference logic built in for people who "accidentally" drift into you in the middle of the ice.

We'll be able to try NHL 14 shortly, as the demo comes out on August 20 (Tuesday). It'll be interesting to see how users react to the new collisions and fights.
Blog: Wiggy

Top Sports News for Friday, August 16, 2013


QOTD: How do you feel about MLB expanding its replay system -- more specifically, the manager challenges? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Thursday, August 15, 2013


Top Sports News for Thursday, August 15, 2013

QOTD: How many games would New England win this year if Tom Brady didn't play? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Wednesday, August 14, 2013

I'll give 2K Sports some credit, as I didn't think they would do all that much with the retro stuff they had been touting. I'm pleasantly surprised that the "campaign" concept that the Attitude Era mode from last year created is being leveraged to highlight great moments in the (almost) 30-year history of the WWF/WWE's biggest pay-per-view event. The Attitude Era stuff from last year was really entertaining thanks to the slick presentation and cinematic recreation of the matches, and the use of key wrestlers, both past and present, helped make it all the more memorable.

Even though there were some gaps in the last mode, it still captured the spirit of a lot of the popular angles from the Monday Night Wars, DX, Taker and Kane, The Rock, and so on. With the WWE now acquiring the right to the Ultimate Warrior, there aren't really many gaps in terms of talent that they have to worry about. There's the odd guy who might have a unique rights deal, and certain people are obviously off limits (Chris Benoit comes to mind), but they should be able to do justice to the history of Wrestlemania, especially with 45-plus matches and all of the video presentation in between.

2K Sports has announced three of the matches in the mode, including Andre vs. Hulk, The Rock vs. Hulk and Cena vs. The Rock, but that leaves a lot of potential matches as possibilities. Most of the matches to be included will likely be main events, but some will have to come from further down the card. There will be some main events that won't be included for sure, as they involve people who, for one reason or another, likely won't appear in a WWE game (Lawrence Taylor, Mr. T, Sid Justice). Here are the 10 matches that I think are locks to be included in the mode.


(10) Hulk Hogan vs. Randy Savage @ Wrestlemania V - I see this match being included, as it was a significant feud for the time, culminating is this memorable showdown between two icons. I don't think Miss Elizabeth will be represented in the match (for obvious reasons), but it's one of the more significant fights in early 'Mania history. A lot of the previous Wrestlemania events had some goofy characters and match-ups that wouldn't lend themselves to this mode, so I think this fight and the Hogan vs. Andre showdown are the earliest ones you'll probably see.

(9) Hulk Hogan vs. The Ultimate Warrior @ Wrestlemania VI - There's no way that the WWE signs Warrior to this game and then doesn't include this match. This was the pinnacle of his career, such as it was, going over Hogan in the middle of the ring. I hope I get to re-enact Hogan kicking out at three to no-sell the finish.

(8) Shawn Micheals vs. Bret Hart @ Wrestlemania XII - Since both guys are in the game, it's pretty easy to see this one as a natural fit for the mode. The match has tons of drama, and it would make sense that the cinematic nature of this mode would allow the fight to not actually be the 60+ minutes that it was back in the day (an Iron Man match). To top it off, the match had a great finish, and it was a huge milestone in Micheals' career.

(7) Shawn Micheals vs. Steve Austin @ Wrestlemania XIV - Even though this match would be a re-tread from its inclusion in last year's Attitude Era version, I think it's too much of an important 'Mania moment to not make it in. They have the rights to everybody involved, including Tyson, and the match was significant for tons of reasons, including the amusing backstage politics that were going on at the time.


(6) The Rock vs. Mick Foley vs. Triple H vs. The Big Show @ Wrestlemania 2000 - I don't think this match was particularly memorable or "important" in the history of 'Mania, but I think it will be included nonetheless since they own the rights to all of the guys. The Rock is on the cover for this game, so it makes sense that a match like this would be included, where he features quite prominently. (editor's note: I originally said the Rock won this match, but my foggy brain forgot that Triple H actually went over here)

(5) The Rock vs. Steve Austin @ Wrestlemania X-Seven - This contest was significant for a lot of reasons, including the fact that it was a 'Mania match that included the two biggest stars of the time. Since it took place in Texas and had a bizarre Austin heel turn in his home town (including the involvement of Mr. McMahon), it seems like a pretty sure thing that this match will make it in. I'm imagining the silliness of re-enacting Austin delivering chair shots as McMahon hops along with glee. It will be interesting to see how they contextualize this in the video packages, as it was quite strange to take a hometown guy and turn him heel in front of people who just wanted to cheer him.

(4) Chris Jericho vs. Triple H @ Wrestlemania X8 - Since the devs are rendering all of the Wrestlemania arenas, I see this match being included as well, since it takes place at Skydome in Toronto (which the previously referenced Warrior vs. Hogan match took place at). This match featured all kinds of interference from Stephanie McMahon, which works well for this cinematic mode, and it had a good deal of build-up going in. It's a natural fit for the mode.


(3) John Cena vs. Triple H @ Wrestlemania 22 - This match also seems like a shoe-in, as it was the first main event 'Mania appearance by John Cena, and it had a great finishing sequence. Since I don't see 2K including the "other" time that HHH tapped out in the middle of a Wrestlemania ring, this fight makes sense. Points to 2K if they include the crazy Conan and gangster entrances of Triple H and Cena, respectively.

(2) Triple H vs. Randy Orton @ Wrestlemania XXV - I'd say this memorable showdown involving Orton and Triple H makes sense for the mode, as it had tons of OMG-type moments that would work for the match. There were referee bumps, announce table spots, sledgehammer spots and lots of finishing moves. The pre-match stipulation of no DQs or count-outs for Triple H would also make for good presentation and context for the fight.

(1) The Undertaker vs. Shawn Michaels @ Wrestlemania XXVI - For as many matches as 'Taker has been in at Wrestlemania, I think this is the one that is definitely included. Sure, they might include his X-Seven match with HHH or one of the Kane-Taker showdowns (or hell, get Giant Gonzalez in there for maximum ridiculousness), but this contest makes the most sense. The match had tons of high-spots and finishing moves, and it had plenty of cinematic moments, including Micheals' taunting and post-match fan interaction.

Final Thoughts

These are just some of the matches that will (likely) be included, but there are really dozens that could be in the final game. I do hope that the devs include some of the obscure matches, even if they can't quite get all of the participants (managers, etc.). If they got the "gimmick battle royal" from Wrestlemania X-Seven, I think that would be the greatest thing ever.
Blog: Wiggy


Top Sports News for Wednesday, August 14, 2013

QOTD: What are your thoughts on playing Fantasy Football? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Tuesday, August 13, 2013
11:04 AM - August 13, 2013. Written by jmik58


Top Sports News for Tuesday, August 13, 2013


QOTD: Should Texas A&M risk forfeiting games by allowing Johnny Manziel to play? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58
Monday, August 12, 2013


Top Sports News for Monday, August 12, 2013

QOTD: Do you care more about clean athletes who don't cheat, or performance and entertainment? Share your response to the QOTD and today's links in the comments section below.
Blog: jmik58