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Where in-depth analysis and logical debate butts heads with blind team loyalty and good old-fashioned name-calling.
The Lineup
The Lineup Episode 8
Check out all of the latest sports madness in the year-end episode of The Lineup!
The Lineup Episode 7
Trash talk, basketball, NHL 94, and a tribute to Canada -- all that and more with The Global Media Award-nominated trio in this episode of The Lineup.
The Lineup Episode 6
It's football time, rookie! Join The Lineup trio in our special Madden NFL 09 episode.
The Lineup Episode 5
Tennis, hockey, and Shanker goes to minicamp. Your favorite trio are back in episode 5 of The Lineup.
The Lineup Episode 4
Sugar Ray Leonard, Mike Tyson, and blindfolded football. Brian, Aaron, and Shanker bring you loads of boxing and football in Episode 4 of The Lineup.
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Talking Hoops and MMA With Gus Johnson
- Posted Nov 19, 2009 4:20 pm PT
- 1 comment
If there's one image CBS play-by-play announcer Gus Johnson remembers from his time recording play-by-play audio for EA Sports' NCAA Basketball 10, it's the seemingly never-ending scripts of lines he and partner Bill Raftery (himself a former color analyst for the College Hoops 2K series) had to get through during their time at EA's Vancouver studios. "We had stacks and stacks and stacks and stacks and stacks of paper that we had to get through. We had stacks of paper, man. I mean, I had to read every name in college basketball. Think about that. The last name[s]. Think about it!"
From there, Gus goes into "announcer mode," giving me an impromptu play-by-play performance: "Johnson for three! Peterson! Collinson! Bart! You know what I'm saying? Christiansen!"
Considering that Johnson had to read all those hundreds of names with the trademark enthusiasm that defines his announcing work--look up Gus Johnson on YouTube for a sampling of his infectious excitement at the end of games (as well as several fan-made tribute videos)--it made for long days at EA Sports. "You know, you could only go for a couple of hours because your voice starts getting tired."
However, "tired" doesn't seem to be a well-defined term in Gus Johnson's dictionary. In addition to calling college basketball and football games for CBS (GameSpot's parent company), he works as a radio and television announcer for the New York Knicks, as well as calling boxing for Showtime. He has also added mixed martial arts to his resume as a ring announcer for the now-defunct EliteXC promotion and, more recently, Strikeforce. He has even been taking jiu-jitsu in order to sharpen up his MMA playcalling as I found out in my phone conversation with him yesterday.
GameSpot: You've called so many sports over the years that it seems like video games were just a matter of time for you. How did you get involved with EA Sports?
Gus Johnson: Well, I guess CBS and EA had decided to come together, and it's a big coup for CBS to be able to have their graphics and their whole CBS style as part of [NCAA Basketball 10]. They came together and they decided that, and I guess they were looking around and--to see who was available and, you know, I guess the big guys weren't available. So, they came to me and they said, "Hey, would you like to do this?" And I said, "Sure man, that'd be cool."
And that's how it happened. I went on out to Vancouver [home to EA Canada], and we got it done.
GS: Is this your first video game experience?
GJ: As a broadcaster, yes.
GS: What was your experience like? I've talked to other broadcasters before, and some feel it's a bit strange to be calling a game that isn't there.
GJ: You know what? I just thought it was fun. We just had a good time with it. I mean, we were sitting in a room in a studio, at a table with a couple of mics, and that's it. I had to read a bunch of different lines, almost--we read every line imaginable in a basketball game. [laughs] And we had to do it with energy, enthusiasm.
GS: Were you there with Bill Raftery?
GJ:Mm-hmm.
GS: He's got video game playcalling experience [on the 2K Sports College Hoops series]. Did he have any advice for you?
GJ: Oh yeah, he just said relax and just, like, get into it--it's like acting. I felt like Denzel Washington or something. I was an actor. Because there's nothing in front of you, there's no sound, there's no game, but, you know, they have a bunch of different lines that you read.
Our producer--he kept feeding us lines and we kept reading them with enthusiasm, different inflections, and it was a lot of fun. Because you have to, in your mind, see that moment that's happening, and depending on how he wants you to read it, you have to match your energy level to that moment. So, I thought that it was a good learning experience as well, to go out there and try to make sure that it felt real for the fans that are playing the games.
GS: Well, few guys on the mic have more energy than you, so I'm wondering if you were just in the middle of that studio, standing up and screaming into the mic? Did you feel self-conscious?
GJ: No, I didn't feel self-conscious at all because that's what I do and I had to give them my style. Sometimes I would stand and yell or stand or use my hands to get excited about something or describe a play or, you know. I tried to just mimic how I call the game on a regular basis in that studio. That's why it was fun because you had to use your imagination.
GS: Did you know that there was going to be both CBS- and ESPN-style presentation in this game? Did they explain to you how that would work?
GJ: Yeah, they explained it. I mean, for the fan--for the gamer--it's the best of both worlds. You got Brad Nessler and Dick Vitale, and then you got me and Raf. So, you got the ESPN style, then you got the CBS style. I mean, that's pretty cool, I think.
GS: I'm wondering if you had a chance this year or maybe for next year, if you can take some potshots at the ESPN guys. You know, put them in their place, let them know where CBS is at.
GJ: Ah, man, shucks, Dick Vitale and Brad Nessler, are you crazy?
GS: Yeah, they're good.
GJ: Brad Nessler is actually my favorite broadcaster.
GS:Really?
GJ: Yeah, man, I've been listening to him for years. He's great. And Dick Vitale, I mean, I'm from Detroit, I grew up watching him coach the [University of Detroit] Titans and being a Titan toddler and all that kind of stuff man. So those guys are the best.
GS: I want to ask you just in general about your career. You've called so many different kinds of sports, and I'm wondering how you prepare for all these different kinds of games.
GJ: Well you figure out a way. Everybody has their own way to prepare, and the teams and the organizations that I work for do such a good job of sending you information and putting you in the best possible situation to be fully aware of everything that's going on with the players or the fighters.
So the organizations do a great job and I have different ways of preparing. I don't really prepare the same way all the time. I think what I've been doing in the last few years--that I think has been very helpful for me in my style--is to really talk to people. Talk to people about more than the obvious. Try to get into what these guys are feeling and what they're thinking and how their lives are going, as opposed to just the cookie-cutter questions.
And I think that allows us to tell some good stories, and I like that a lot. So but there's so much information, as long as you just sit there and dig into it, you can always come out with some good stuff and be able to tell some good stories on these athletes.
GS: I noticed that you've also started doing some mixed martial arts playcalling. What's it like calling MMA versus calling, say, boxing or something like that?
GJ: Well, MMA is so complicated. You know, there's the stand-up side of the fight and then there's the ground fighting. And the stand-up is different than in boxing because of things like Muay Thai and elbow strikes and the knee strikes and the Thai plums. It makes it really interesting.
And then when the fight goes to the ground, that's when it really gets bizarre with, you know, the jiu-jitsu and all the different moves that can be utilized. Pulling a guy into your guard, you see somebody fighting on their backs, they're pulling their opponent into their guard to set him up for all different kinds of submissions.
And I think that's why MMA is really intriguing to me. Because it's such a complicated sport and these athletes are really good athletes and they're really nice people and they work hard, train hard to be the best. And it's rough, it's violent.
GS: When you started doing MMA fights, did you do sort of a crash course watching a lot of fights? Or had you been following it before you started calling it?
GJ: Oh, yeah, I had to. I started taking jiu-jitsu.
GS: Oh, really?
GJ: Yeah, so I've been taking jiu-jitsu since I started, and actually it was with the EliteXC at first.
GS: Right, right of course, yeah.
GJ: Right with Kimbo Slice and all those cats. So, I started taking jiu-jitsu at the Renzo Gracie Academy, and I got myself a coach, and it's funny man, MMA has already improved my life. Taking jiu-jitsu, all of a sudden I got in incredible shape, you know. My body got together in good shape, you know, in my forties and learning a lot about the sport and I love it.
I did take a crash course, and I'm still learning. It's not an easy sport to learn. Not many people know it, I mean really know it. So, when I go in there, after I've called the show, I get critiqued by the black belts at the Gracie Academy. They'd tell me what I need to know and what I need to work on.
GS: I would imagine actually doing the sport would give you just the sort of insight that you just don't get even from watching tons of matches.
GJ: Oh yeah, there's no doubt about it because you see how it works. Everything about MMA, especially when the fight goes to the ground, is about hip movement. Can you use your hips to escape and explode and to change your angles? That's really what the sport is about. Especially when you see the guys get on their back, how they can hip escape, explode their hips out to replace a leg and go for an arm bar. Or to be able to use their hips to explode up, to open their legs, to grab, use their legs to wrap around their opponent, to go for a, you know, a triangle choke or something like that.
So, that's what we do a lot in my class. I'm hip escaping up and down the floor, up and down the floor, so much that it's like wax on, wax off. Remember in The Karate Kid?
GS: Yeah, absolutely.
GJ: It's like [wax on, wax off]. But it's a great opportunity. I'm learning, I'm continuing to learn a lot about the sport by having a chance to train.
GS: All right, well, last question. We talked earlier about your extreme energy when you're calling games. You're known for big calls in March Madness. I'm wondering if you've seen the YouTube tribute videos to you.
GJ: You know what? I've seen a couple of them, I saw a couple of them a while back. Sometimes I get so self-conscious of that stuff. I think it's really cool that the kids go out and do all that. I'm not a big computer guy, that's the irony in this. I'm not a big computer guy.
But I've seen some of that stuff man, and I think it's wonderful. I think that the kids who put that stuff together--I'm really just overwhelmed by some of the positive feedback that I've gotten on my work, and I'm just happy that I can have a little impact on the fans of basketball and the sports that I call.
GS: The way I look at it is that there are bad YouTube tribute videos, the ones that make fun of people, and then there are good ones, and all the ones I've seen of you have been good. So that must mean you're doing a good job.
GJ: I hope so man, I hope so. [laughs]
GS: Thanks for your time, Gus.
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College Lacrosse 2010: Bringing the Cage to XBL
- Posted Nov 17, 2009 3:53 pm PT
- 12 comments
Before College Lacrosse 2010 was lacrosse, it was soccer. More accurately, the coding roots of College Lacrosse 2010 (released today via Xbox Live's Indie channel) can be found in the Xbox Live Indie game Fitba, which is a soccer game currently available on the Indie channel for 240 Microsoft points. Jonathan "Fritz" Ackerly, the programmer behind Fitba, massaged the code to fit the physical mechanics and rules of lacrosse into it. He was also guided by Carlo Sunseri who self-financed the game and whose years of experience with the real sport of lacrosse fueled the project.
"I've been involved with the lacrosse community my whole life," said Sunseri, who attended college and played lacrosse at Robert Morris University in Pittsburgh. He also spent two years coaching the RUM team after graduating with a degree in business management. The evolution of coaching lacrosse to re-creating it in pixilated form came not just from Sunseri's passion for the sport but also from a lack of competition. "There's never been a true representation of lacrosse in the video game industry. There was Blast Lacrosse for PlayStation. It was indoor [lacrosse] though."
A quick check of the GameSpot database reveals a couple of other lacrosse games out there, including a mobile game called Brine Lacrosse released in 2005 and last year's Activision-published Big League Sports, which was a collection of sports minigames that included lacrosse. So, when looking to fill that lacrosse-shaped gap in the gaming industry--and do so on a budget--Sunseri turned to perhaps the most logical place: the Xbox Live Indie games channel. Along with his partner, programmer Jonathan "Fritz" Ackerly, Sunseri looked to turn Fitba's soccer game into College Lacrosse 2010. We recently spoke with Sunseri about the game and what it's like bringing lacrosse to life on a limited budget.
GameSpot: So, this game sort of took me by surprise. I didn't know it existed until I saw it on our site. Give me some background of how it came about and how you decided to start this project.
Carlo Sunseri: Well, I've played lacrosse my whole life--went to college and played at Robert Morris University in Pittsburgh. And then, once I graduated, I coached lacrosse there for two years. So, I've been involved with the lacrosse community my whole life, and there's never been a true representation of lacrosse in the video game industry. [There] was Blast Lacrosse [http://www.gamespot.com/ps/sports/blastlacrosse/index.html] for [the] PlayStation. It was indoor, though. So, there's [never] been actually field lacrosse--no outdoor. So, it's always been a dream of mine to be part of building a lacrosse video game, but it was always a long-term dream…basically, never anything that I thought would ever come to be. But it was always a dream, and I always wanted to play an outdoor lacrosse video game. When I was at Robert Morris, I had heard about the XNA [game development software] name when Microsoft announced [it]. They [called] it like the YouTube for video games or something.
GS: Right.
CS: I saw that, and I was like, "Wow, that could be perfect for building a lacrosse video game." But that was like four years ago. And around April, I was looking through the Indie Games, [or back then] it was Community Games, and [College Lacrosse 2010 developer] Fritz had just released his Fitba soccer video game. So, when I saw that, I was like, "This can definitely be lacrosse. I mean, with a little bit more development. It has all the ball physics. I mean, it probably won't be the best game ever, but you know we could definitely make this into lacrosse."
And I e-mailed him and he was very responsive. And he thought he could definitely do it. We met, had a webcam meeting, and figured out what we would need to do to turn his Fitba into College Lacrosse 2010. Essentially, we agreed to build the game, and I hired him for five months to [port] his soccer video game into lacrosse.
GS: In terms of changing the game to fit lacrosse, what kind of changes did you have to make from the original game? I mean, obviously, you have animations and things like that. And the ball's got to change sizes, but were there any, like, sort of fundamental changes you had to make?
CS: Well, better ball control. I mean, he had his soccer game set up pretty good where [the ball] wouldn't just stick to your feet: You had to control the ball. So he increased the level of control on the ball, you know…move the ball from the ground up to the guy's chest and then eventually added the stick and moved the ball to the end of the stick. [He] made the field smaller [and] moved the goals out 10 yards. Because in lacrosse, you can go behind the cage; in soccer, you can't. You know, shut off your front formations that the guys go into when transitioning from offense and defense. When clearing the ball from the defense, the offensive zone…they set up in different formation. Adding the physics to the sticks…so with the right joystick you can control the stick on defense and throw stick checks and try to whack the ball out of the offensive player's stick.
[All of these] things that I was pretty amazed that Fritz could do. Once he even just made the game where the guy could pass the ball around real fast, like lacrosse. I was like amazed. I was like, "It's awesome!" They had no arms, no legs, but all they could do was pass a ball around the circle. I was ecstatic.
GS: How many sort of iterations have you gone through leading up to release? Can you talk about how the game has changed from those original points when you finally got passing to work and some of the milestones that made it feel more like lacrosse as you went?
CS: Oh yeah. There've been 61 versions. Each week, he would send me an update, which I would test and give him my feedback on. So, the process has been pretty awesome for me. I mean, to be directly involved with getting to test each version and see the transformation--from a very simple soccer game to what College Lacrosse 2010 is now--is pretty amazing. I actually put a small progression video together where it shows, like, that first version and them just learning to pass the ball around to implementing the models--lacrosse models--and adding the stick. But overall, I think when he added the ability to control the stick on defense…in being able to actually, like, move your stick around and throw stick checks on a guy that's carrying the ball…I thought that was pretty amazing. Again, when he put in the ability just to pass the ball around real quick--like lacrosse--I thought that was pretty cool.
We tried a bunch of different shooting systems. At first, we had it where you could lock onto the cage with the right trigger and then you'd release the right trigger to shoot, but we didn't like that. So, we went with the right joystick shooting, which is another step, which was…I mean, upped the gameplay 100 percent.
GS: So, you have to be accurate with how you move the stick in order to have a more accurate shot? Is that a fair way of putting it?
CS: Yeah. It's very similar to all the other hockey games out there. You pull back away [with the right stick] from the cage and push toward the cage to shoot. The longer you hold the right joystick back, the harder it will shoot once you push it forward. The major difference is that [unlike in NHL 10 where] you go straight down and then straight forward, this is 360 degrees. So, if I'm top left away from the cage, I have to pull back top left away from the cage and then go toward the cage to shoot.
GS: Down toward the right?
CS: Yeah, exactly.
GS: Got it.
CS: And then you aim with the left joystick as you're shooting.
GS: As you've been going through all these different versions of the game, have you given other people a chance to, sort of, be testers with you and check out the game? And sort of fine tune things along the way?
CS: Oh, yeah. When I coached at Robert Morris, one of my really good buddies coaches there also, and he was directly involved the whole time…just us playing and trying to figure out how to simulate outdoor lacrosse the best we can. And I had people coming in and out all the time at the very beginning of the project, and they'd look at it and be like, "This looks like Pac-Man." And I'm like, "This is so awesome! This is going to be the next lacrosse video game!" And they all looked at me like, "All right…let's put on a real game here." And I'm all frustrated, like, "Why don't you guys want to play? This is awesome!"
But now it's really come together. People are starting to see the huge following that it has, the passion that the lacrosse community has for this game, and how bad they want a video game.
GS: Lacrosse is obviously big on the East Coast, especially in New England, but around the rest of the United States, it maybe is not a well-known sport. Is there any concern there? What are you doing to get the word out?
CS: Well, I mean, they say that lacrosse is the fastest growing sport right now. I mean, in California, it's exploding. In Denver, they have two professional lacrosse teams that are the most successful professional lacrosse teams in the country. Texas is starting to really pick up the game. So, the spread of the sport is just…I mean, it's exploding right now. We're at, like, a tipping point for this sport. So, I hope College Lacrosse 2010 really helps take lacrosse to the next level, spread the game across the country, and really make it truly mainstream. But to get the word out, I've been mostly using Facebook.
GS: Right. The game has a lot of Facebook fans.
CS: Yeah, I mean, there's actually a petition on Facebook that has 160,000 people that are asking EA to make a lacrosse video game. So, I kind of saw that….and there're forums all over the Internet that these young kids are just begging for a lacrosse video game. So, I've been using the Internet, really, to try to spread the word. And we've got a pretty good response, and it's been pretty crazy so far.
GS: This is a college lacrosse game. Was there ever any thought to try to go after the Major League Lacrosse license? Or how did you decide on going with the college game? Was it simply because you wanted to do outdoor lacrosse?
CS: Yeah. I mean, that's what I grew up playing my whole life…is field lacrosse. And they had Blast Lacrosse, which was indoor, and it seemed like the demand for an outdoor game was a little bit stronger. I did some basic market research through Facebook. I set up an ad and put, "Lacrosse Video Game. Click here to tell us what you think." And, I mean, I got a ridiculous response--something like an 80 percent click-through rate on these ads.
And I asked them--the user[s]--what they thought the best name for the game would be. I listed out, like, 15 names, and College Lacrosse 2010 came back as the most popular. So, that's what I went with. [The game is] not NCAA licensed just because they are going to a charge ridiculous amount of [money]. I've done my best to talk to them a little bit, but at this point, it's just not financially viable for us to do that. But it's definitely our goal long term to get all the NCAA-approved teams and be able to actually use college lacrosse team names.
GS: We've talked a lot about the things surrounding the game, but tell me about the game itself. What can you do in this game? Just tell me about how you play it; what modes there are and that kind of thing.
CS: You know, it's your standard sports game. You got your just local single-player Season mode, and then you have your multiplayer two-to-four players. You can build your own teams. That was kind of our workaround for not having the NCAA license…and allow the user to build their own team and they can make any team they want, high school, pro. They can adjust and make their own jerseys, different colors. They can customize their stick, the shaft of their stick, the head of the stick, make those different colors. There's Training mode. There's, like, a simple passing game, how many passes you can make in 60 seconds. If you complete a pass, the time goes up. If you drop the pass, the time goes down. There's free shooting where you can just go out on the field and practice shooting by yourself and just get used to the controls. There's a thing called "Braveheart" where it's one-versus-one, who can score the most goals in one court or one-versus-one.
And then there is also statistics. It keeps your user statistics, how many passes you've made in your whole career, your win/loss/tie [records], your shooting percentage, how many goals you've scored, how much possession time you've had. And then there's also scoreboards or…so you can compare your stats and how much money you've earned to the rest of the people that are playing College Lacrosse 2010. Because the more you play and the better statistics you have, the more money you earn. Once you earn money, you can upgrade your equipment to earn better attributes in the game, which is another pretty sweet function that brings a little bit more replay value to the game to try to earn the best gloves, try to earn the best helmet.
GS: This is for all the members of your team? All of them get the same helmet?
CS: Yeah, yeah. It's, like, more of your profile. So if I'm logged in under my Xbox gamertag, then whatever team I use has that upgrade. So, if I have the level-two helmet, no matter what team I play with will have that level-two helmet.
GS: So there's that element of progression there?
CS: Exactly. The more you play, you can earn a faster shot. Or you can have more powerful body checks, more powerful stick checks, and take the ball away from your opponent.
GS: Let me ask you about the AI in the game. As a former lacrosse coach, how did you approach making the game realistic?
CS: AI, for me, was a little bit more difficult. I kind of explained to Fritz about the game more of, like, formations to get into as the ball is transitioning into offense…the different formations you can be in on offense. On defense, we worked in a double-team system, so you can send a second guy to go play the ball by pressing Y. It's like an on/off switch, so you press it once the onscreen display comes up. It says, "You're doubling the ball right now," and two guys will actually go play the ball.
GS: Like a help system--help defense?
CS: Exactly. Two guys go to play the ball. Then all the guys on the backside bump over a guy and lead the farthest guy away from the ball open. Fritz did an amazing job with that…getting the defense to share responsibilities and switch guys and constantly shift. I think the defense is pretty impressive AI wise. [When it comes to offense], people in the lacrosse community [are] pretty picky on how the game is supposed to be played and what they, in their minds, think of lacrosse. So I hope it lives up to what everyone wants.
We had an issue where the guy would just go straight to the cage, and, you know, it was definitely pretty frustrating at times, but we got them moving the ball. You draw the double team, you draw two guys to you…obviously, there's one guy open. So Fritz got them passing the ball around much better and, you know, from trying to find the open guy in front of the cage…and when they are in shooting space to let it fly and score some goals. But I mean, I'm never going to say right now that the AI is the best it could be. It's fun, and I truly think that multiplayer is the strength of the game, but the AI is decent enough that you can, if your buddies aren't around, play and have a good time and get challenged by the computer.
GS: Did you have any specific games that, sort of, inspired you to create your own game? Any games that were particular favorites that made you think, "Hey, I'd like to do this!"
CS: I've always been a huge gamer. I love video games. Every night, I'm playing video games. I was just on there checking out all the Indie games and just downloaded the…"I MAED A GAM3 W1TH Z0MB1ES!!!1", which is pretty fun.
GS: I know the game you're talking about. That game is nuts.
CS: But you know, when I was younger, I loved Zelda, Super Mario Bros., and NHL. We play online a bunch--me and my buddies. When I was in high school, we played Madden a good amount. So, I'm really into gaming pretty much my whole life…so [it's] definitely a dream comes true to be involved in building a video game. And then the fact that it's a lacrosse video game is, you know, out of this world. I'm so thankful I have the opportunity.
GS: Are you already thinking about the next lacrosse game? Or are you just focusing on this one for right now?
CS: No, we're thinking about the next version already. We need to see how well the lacrosse community responds to this version. It is our goal to turn around and make College Lacrosse 2011 probably [in] the spring…updating this version and making better graphics and all-around better AI, better gameplay, better online experience. It's my goal to make lacrosse video games as long as I can. But it really…it's all depending on how well this game does because I'm basically a poor college student that needs to make some of my initial investment back before I can invest again into College Lacrosse 2011. But it's definitely a long-term goal to continue building lacrosse video games.
GS: Thanks for your time, Carlo.
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Fight Night 4: Old School Rules and Ring Rivalries
- Posted Nov 11, 2009 10:49 am PT
- 28 comments
The downloadable content for Fight Night Round 4 continues to roll out from the folk at EA Sports. In addition to a several paid DLC packs adding extra boxers to the game, EA has released free title updates, including the much-ballyhooed button controls to the game. The latest DLC, available in December, will include two new features: Old School Rules and Ring Rivalries. The DLC will be available for Xbox Live and the PlayStation Network next month and will cost 800 Microsoft points or $9.99, respectively. To learn more about the Old School Rules and Ring Rivalries feature, we recently chatted with Fight Night 4 gameplay producer Brian Hayes.
GameSpot: Before we get to the details: How does EA Sports go about planning its DLC? Are these packs planned before the release of the game? Are they potential features that simply didn't make it into the final product? What determines whether or not a DLC pack is going to be released?
Brian Hayes: Yes and no. Prior to the release of the product, we make a tentative schedule of dates we'd like to release DLC, but the boxer list, game modes, and game updates aren't flushed out until we receive feedback from our users. We're in constant contact with our community members on the Fight Night 4 forums, and we use this information to determine the potential appetite and content for our DLC releases.
GS: What's the number-one request Fight Night 4 fans have had for DLC since the game's release?
BH: The biggest requests have been for boxers, and we do our best to go after the guys people are asking for, but as we have mentioned in the past, negotiating contracts with each fighter individually can be a tricky process.
GS: What is the Old School Rules mode? Are the fighters boxing bare knuckle?
BH: Old School Rules mimics the way people used to box before the establishment of the Marques's of Queensbury Rules. The fight is not divided into timed rounds; instead, the boxers only return to their corners for a break when one boxer is knocked down. Also, there is no judging; the winner is determined by the last man standing. In our game, the boxers are still wearing gloves. Modeling the hands and creating new physics collision volumes is a tricky endeavor. Bare knuckles will have to be something we look at if we update this mode in the future.
GS: With the ref only in there to count for knockdowns--and not stop the fights based on damage or penalize fighters for illegal blows--do these fights tend to go longer than a typical match?
BH: They tend to go a little bit longer than normal matches in my experience. But sometimes a single round can last a long time if neither boxer is able to put his opponent down. I've had fights go on for over 12 minutes before a knockdown is scored. It can be a real test of your endurance.
GS: Should you even bother with defense in an Old School Rules match? Is there a particular style that works well in this type of match?
BH: Defense is just as important as always. It's still the best way to create an opening for a big punch, which is a great way to hurt your opponent and put him on the floor. What really changes is the long-term strategy in these matches. Without regular round breaks, the boxers are unable to recover health and stamina the same way they do in normal matches. Coming out very aggressive can pay off, but if your opponent can weather the storm, he might have an advantage later on if you expend too much energy.
GS: What is the Ring Rivalries mode?
BH: Ring Rivalries is kind of a quickplay mode where we automatically select the boxers, venue, and round length to re-create some of the greatest rivalries of all time. With our roster of fighters, including boxers we have added via DLC, there is quite a list.
GS: How did you decide which fights should be part of this mode? Could more rivalry fights be added in the future via DLC?
BH: We just looked at our roster and identified which boxers had faced each other in compelling matchups previously and put them on the list.
GS: What are some of the standout ring rivalry matches in your opinion?
BH: Well, we have classics like Hagler-Hearns, Ali-Frazier, Tyson-Holyfield, Barrera-Morales, Morales-Pacquiao and controversial fights like Whitaker-Chavez. We even went out on a limb and put Pacquiao vs. Cotto on there. The fight is on November 14, and the DLC drops on December 3. We're thinking that some people are going to want to relive that fight no matter how it goes down in real life.
GS: Will the presentation differ for Ring Rivalry fights? If you win a deciding Ring Rivalries fight (such as Ali vs. Frazier III), will there be a special presentation or achievement attached to it?
BH: Unfortunately, no. We had difficulty securing the rights for imagery and archival footage that we wanted to incorporate.
GS: How are you handling boxer attributes between the different fights? Have you done anything to mimic the real-life pace or events of the actual fights (like the flurry of activity in the first round of Hagler vs. Hearns)?
BH: First off, the boxer attributes can vary from the attributes in normal Fight Now mode. For example, in Ali-Frazier I, we give Frazier a little bump and Ali a little dip in ratings to mimic where they were in their careers. For Ali-Frazier III, we give them both little adjustments from their ratings in the first fight. Another example would be some of the earlier Pacquiao fights; we have to adjust his ratings to be on par with the weight class he was in at the time and not drop him in as a welterweight juggernaut against a little Erik Morales.
As far as the AI is concerned, it's always up to the users to do their part. If you go into Hagler vs. Hearns and start running and hiding, then the AI is going to adapt to that behavior, and it won't necessarily play out like it did in real life. It takes two to tango, as they say.
GS: Thanks for your time, Brian.
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EA Sports MMA - First Look
- Posted Nov 11, 2009 8:34 am PT
- 46 comments
Up until this point, EA has been teasing us with bits and pieces of information on its upcoming mixed martial arts game. We knew a few of the fighters on the roster, including Fedor Emelianenko, Frank Shamrock, Randy Couture, Jason Miller, and Muhammed "King Mo" Lawal. Thanks to an event scheduled the day before last week's Fedor-versus-Rogers fight, we know some additional members of the EA Sports MMA roster, and a little bit more about what the development team intends to do with the game to make it stand out.
But before jumping into any details about the game itself, EA revealed its partnership with Strikeforce as a premier league featured in MMA. This means that Strikeforce matches in the game will feature the same cage, ring announcer (Jimmy Lennon), and commentary team (Frank Shamrock and Mauro Ranallo) that you see on TV. This doesn't mean that all fights are Strikeforce matches, but rather that it's potentially just one of many other leagues featured in the game. And finally, EA Sports announced that both Jake Shields (who would go on to win his fight the next night) and Brett Rogers (who lost to Fedor in the main event match that same night) would be available on the EA Sports MMA roster.
With that out of the way, executive producer Dale Jackson took to the stage to give an overview of the gameplay, and from the very outset it's obvious that EA is putting a lot of focus in one particular area: making fighters behave much as they would in a real fight. "The example I can give you is Fight Night Round 4," says Jackson. "When you play with Ali, he fights like Ali. That's what you have to capture. There are no two guys that go out there in the ring that are an exact, mirror copy. [You have to] learn how to adjust to people's styles and take advantage of [their weaknesses and strengths]. That's what I don't think you've seen in an [MMA] game before."
"[THQ's UFC] game is button masher game to be real with you," adds MMA fighter King Mo, who was on hand to talk about EA Sports MMA and answer some questions. "It takes no real skill to be good at the UFC game. It's not even that realistic. You can pick Rampage and submit everyone with arm bars. In this game, every person is realistic."
The first few seconds of the demo illustrated part of Jackson's point. It showed Fedor's and Rogers' unique stances in the cage--Fedor bounces side to side on the balls of his feet, while Rogers takes a flat-footed stance. As the fighters move away from each other to opposite sides of the ring, they drop their hands. We then see some of their respective strikes. Then, Fedor showed off a massive overhand punch--almost like the one he used to knock out Rogers the next night. Meanwhile, Rogers' strikes are a little more orthodox, nothing fancy about them, but there's a lot of power behind every punch. "Those are some of the subtleties that make a difference and can help you identify fighters," says Jackson. "If you go out and start throwing strikes with Brett [Rogers] versus Fedor or any other fighters in the game, you're going to notice a difference in the way they play and how you operate them."
Next, we saw some of the finer points of fighting. First were hit reactions, which showed that a fighter's reaction to strikes changes the longer a fight progresses. This opens up opportunities that you wouldn't normally have at the beginning of a fight. For example, if a fighter has a weakened leg, it makes him less mobile and potentially more susceptible to a takedown from his opponent. We then got a glimpse of some parrying and countering with Fedor throwing a kick at Rogers and Rogers catching it.
Since Rogers is more of a stand-up fighter (and not one to take a fight to the ground, especially against someone like Fedor), he throws a few punches while holding Fedor's foot. Conversely, when Fedor catches one of Rogers' kicks, he takes him down to the ground. Still, every fighter in the game has a basic set of skills, so while Rogers may not be a submission fighter, if he sees that Fedor has a weakened arm, he might still be able to pull off an arm bar if the opportunity presents itself. "Everything we have in the game, we have to think how we could make it so a stand-up striker or a wrestler who wants to stay on his feet can stay within their game plan or stay within their comfort zone or take someone out of their comfort zone," Jackson explains. "If we had this and the only thing you could do is take a guy to the ground every time you caught a kick--as a stand-up striker, I'm in a miserable spot." It's also worth pointing out that in situations like this (or when you're on the ground in the guard position) either fighter can throw strikes at any time. Or to be more specific, you don't have to wait for one fighter's punch animation to finish before the other can throw a punch, so either combatant can let the fists fly in any position. We saw a little bit of this when Fedor and Rogers were in a clinch, continually maneuvering their arms and body position to set up a strike or a takedown.
At the end of the presentation, the EA representatives controlling Fedor and Rogers went at it for a bit. We saw Rogers give Fedor a pretty good knee to the head when Fedor shot in from too far away. If anything, the entire presentation and demo showed that EA is really trying to make the fighters in EA Sports MMA as authentic to their real-life counterparts as possible, and from a visual standpoint, the team is well on its way to accomplishing that goal. But we're still interested in how the game controls. We were told that there will be fully customizable controls available, but the default setup (which maps strikes to the right analog stick) is designed to take full advantage of the complexities of the sport that arise in different situations. We're also eager to learn more about the different arenas EA has planned for the game. We got a brief glimpse of several different arenas (or training areas), including a traditional dojo, a Brazilian jiu-jitsu gym, and what appeared to be a boxing ring. EA Sports MMA is scheduled for release in 2010 on the Xbox 360 and PlayStation 3.
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Tony Hawk Ride Hands-On Impressions
- Posted Nov 10, 2009 4:08 pm PT
- 12 comments
After lying dormant for the past two years, the Tony Hawk franchise will soon be reintroduced to the public courtesy of Robomodo. This Chicago-based developer is the team behind the upcoming Tony Hawk Ride, a series reboot built around a brand-new control scheme that's less "Press X to ollie" and more "Hope you did some stretches this morning." Yes, as you've likely heard by now, the game uses a full-size skateboard controller that's designed to register all manner of turns, tilts, and hand movements to provide what Robomodo is hoping will become the most realistic representation of the sport on a video game console.
I've seen Ride in various stages since it was first unveiled earlier this year. Early on, I was shown a number of very focused game modes like downhill speed runs or halfpipe events. When combined with the casual difficulty that takes care of all your steering for you, these modes provide an easy introduction to the controller by keeping your attention focused on the next trick you're planning to attempt. This time around, I decided to take off the proverbial training wheels and boost the difficulty to "Confident" (Ride's version of normal difficulty) and take to the Venice Beach level in free skate.
I'll admit, this wasn't a purely scientific pursuit. I've always been more of a fan of the freedom that free skate offers over the other challenge-based modes. But the first thing I noticed wasn't a result of going to free skate--it was a result of changing the difficulty level. When you jump up from casual to confident, you'll have to handle all the turning and steering on your own. I started off by making good friends with a number of trees, brick walls, and metal fences before I settled into a groove and got a better sense for steering the board around. I still wasn't great at steering, mind you, but I was noticeably better.
But once I got that taken care of, I did pretty well, all things considered. This was basically my first attempt at the game under real-world living-room conditions, having first played Ride in the rushed chaos of E3 and later in a swelteringly hot demo room in Cologne. Here I was able to pick up on a lot of tricks right away, rolling up to handrails and kickflipping into a 50-50 grind with ease, twisting the board sideways to tweak the grind for added points, and stringing moves together by leaning back into a manual. The Venice level also has a nice bowl, which gave me a chance to learn how to pull handplants and get a pretty good sense of how the infared sensors turn your hand gestures into grab tricks.
After I proved just how great of a pretend skateboarder I am during that time in free skate, Robomodo president Josh Tsui took me on a tour of some of the game's other features. There's a fairly decent character creator that lets you make a custom skater to center the career mode around (the pro skaters are there to offer you guidance along the way). While there aren't any sliders or skin color palettes, there is a lot of licensed clothing to choose from. Also, you can give your character dreadlocks and a handlebar mustache, and that's perfectly OK with me.
Tsui also showed what players can expect from the game's later stages, which get increasingly more elaborate and ridiculous. It all culminates in a final stage that answers the question "What has Tony Hawk been up to these past two years?" The answer--at least for the video game version of Tony Hawk--is that he has been building the ultimate skate park, in Japan, designed after that country's greatest gift to the rest of the world: the wacky game show. At certain points on this course, you'll go from skating past giant mosquitoes to feeling like Godzilla smashing through a city. It's crazy.
The takeaway from what I played is that the tricks themselves are intuitive and rewarding, but the act of setting up for a trick--moving into position, steering toward an obstacle, kicking for speed--is still quite tricky. I think that how much fun you have with the game will depend a lot on how quickly you can adjust to this aspect of the game. It won't take long to find out--Tony Hawk Ride is due out for release next Tuesday, November 17.
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Madden Ultimate Team First Look
- Posted Nov 3, 2009 12:10 pm PT
- 28 comments
I'd like to take complete credit for Madden Ultimate Team, but I know better than that. Ever since the From the Bleachers days--heck, ever since EA Sports released its collectible card feature back in UEFA Champions League 2006-2007--I've been clamoring for just such a card feature to make its way to other EA Sports games, and I've hardly been alone in that regard. Soon, those requests will be answered with Madden Ultimate Team, an upcoming feature update to Madden NFL 10 that mixes trading card collecting with fantasy football. And best of all? It's free.
If you've seen the Ultimate Team feature for FIFA, then you probably have a good idea of what Madden Ultimate Team is all about. Once you've downloaded the feature, it will become a separate menu item in Madden 10, and after loading it up for the first time, you'll be given a randomized set of cards, enough to get you up and running right away. Playing games with your team, you'll earn credits that you can then use to buy bronze, silver, or gold packs full of more cards you can use to bolster your team. You'll also be able to spend real-world cash to buy in-game credits.
Those cards include players, stadiums, playbooks, coaches, injury cards, and contract cards, and the quality of the card will be reflected in its status as either a bronze, silver, or gold card. Elite players like Peyton Manning or Tom Brady will obviously be gold status, while the majority of NFL players will be either silver or bronze level cards. The players in your initial pack of cards will be mostly bronze with a few silvers thrown in (the equivalent to overall ratings of 75 or below), but once you have some credits in hand, you can start working on improving your talent level.
Of course, there's a flip side to getting talent--there are those pesky contracts to worry about. As in FIFA's Ultimate Team mode, every player on your team will have a contract number associated with him. Using a player card in the game will subtract one from that contract number, and once it's reduced to zero, that player card will be discarded and that player will no longer be available to you. That's where another card type--contract cards--comes in so handy. Playing a contract card against a player (or coach) will increase his contract by the amount listed on the contract card. For instance if you play a four-game contract card against a player with one game left on his contract, he'll end up with five games left on his contract. As you probably have figured, contract cards are valuable, especially when it comes to keeping gold-level talent on your team. There are also injury cards, which you can use for injured players to accelerate their recovery.
Other cards available to you include team-specific playbooks, coaches, stadiums, and uniforms. You can have multiple playbook cards in your deck and use the ones you like for any game you play--either offline against the CPU or in online matches against other Ultimate Team players (there will be a matchmaking feature to pit teams of similar skill level against one another). Perhaps most intriguing is the team chemistry feature that has also been carried over from the FIFA and UEFA games. In those games, a team's chemistry rating improved depending on what position a player played (playing a midfielder in the midfield is a good thing after all). In addition, playing in a preferred formation and with players who spoke the same language also helped team chemistry.
In Madden Ultimate Team, chemistry matters, but different factors are taken into consideration. Players who play on the same team in the real NFL will earn a chemistry boost; players who were on the same team in college will also get a boost. You'll also receive boosts for players who are playing with their real-life playbook, with their real coach, in their real uniforms, and in their home stadium. It begs the question: Why, in a game mode that's all about fantasy, do you want to encourage players to homogenize their teams along NFL team lines? Still, with the wide variety of talent available in the card packs, the chemistry boosts probably won't outweigh the simple fact that player skill will win out in the end. After all, why pair Aaron Rodgers with Jordy Nelson at wideout when Andre Johnson is also available to you?
Your Madden Ultimate Team deck will be limited to 100 cards total, with a maximum of 55 players available to you. Any extra cards you get through buying packs can either be discarded, which will earn you a small number of coins per card, or be sent to the auction block for selling to other users. As with FIFA's Ultimate Team feature, you can put any card in your collection up for auction, and the value of that card will be driven by the market. Unfortunately, Madden Ultimate Team won't have the addictive collectible card book that was found in UEFA--which served as a great place to dispose of unwanted cards--but producers said that feature could be a possibility for a future version of Madden Ultimate Team.
In addition to the bronze, silver, and gold cards, there will be a couple types of exceedingly rare cards available to players. The first will be legendary cards--these will all be current NFL players (no legends like Walter Payton or Jim Brown, unfortunately), but the players' ratings will reflect their "glory years." Think of Brett Favre with the Packers or Randy Moss with the Vikings at the height of his power. Playing a legendary player in a game will give your entire offense or defense a boost, and naturally, you'll want to protect those cards' contracts as much as you can. The other type of special card will come through weekly deals--these limited-edition cards will feature only elite players and will be available only for a short time.
The presence of Madden Ultimate Team looks to be great news for those who will be looking to get back into Madden after a few months away. There's no firm release date yet, though producers are aiming for early January as a tentative release window. In the meantime, they'll be tuning things, including features like the final roster in the game, the balance of players' starting decks, final card artwork, and more.
Will Madden Ultimate Team take off? It's hard to say. I was a huge fan of the feature in UEFA and last year's FIFA game--it got me to play more soccer games than I had ever played previously. And while producers are hopeful that Ultimate Team will turn into an annual addition to the Madden series, there are no guarantees. After all, it's telling that the Ultimate Team feature was not included in this year's FIFA 10 (though it conceivably could be added at a later date). On the other hand, FIFA 09's Ultimate Team was a $15 DLC add-on. If nothing else, by giving Madden Ultimate Team away for free, EA is looking to expose the feature to as many people as possible. We'll see if the experiment pays dividends when Madden Ultimate Team is released in January.
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Fight Night Round 4: December DLC Announced
- Posted Nov 2, 2009 2:15 pm PT
- 8 comments
Fight Night Round 4 might not have knocked out the sales charts, but EA Sports has been actively supporting the game with DLC since its June release. Already we've seen two free patches, one of which reversed EA's much-maligned decision to focus only on stick controls by adding in the option for button controls. In late August, EA released a paid DLC pack adding boxers like Oscar De La Hoya and the Klitschko brothers to the game.
December will see even more DLC for the game, with a new pack that will add three new playable boxers--Bernard Hopkins, Sonny Liston, and Evander Holyfield--as well as two new game modes. From the EA Sports press release:
The first, Old School Rules brings a new take to the traditional boxing experience, while the second, Ring Rivalries, allows you to re-create some of the greatest match ups in boxing history.
It's not a lot of information to go on, but we hope to learn more details on the new modes in the coming weeks. This DLC pack will be available for Xbox Live and PlayStation Network this December and will run 800 MS points or $9.99, respectively.
While the additional DLC is relevant for veteran Fight Night 4 fans, there's also news for Fight Night 4 fence-sitters: EA has also announced that it has dropped the price of the 360 and PS3 versions of the game to $40. Good news all around.
[UPDATE] Over at EA Sports' official Fight Night Round 4 blog, producers for the game announced that, in addition to the paid-DLC described above, they will be releasing a free title update that will address gameplay issues, including the following:
Game Play Updates
- Adjusted the locomotion speed at close proximity so that your opponent can no longer trap you with glued feet
- Increased the stamina cost when continually punching
- Increased stamina loss when continually weaving
- Increased stamina loss for users that spam upper body movement
- Can no longer perform a perfect block when spamming the block
- Increased the stamina cost when continually running away from your opponent
- No illegal blows can be thrown by either user when one user is in a stun state
- Increased stamina cost of Haymakers
- Tuned punch accuracy when opponents are moving their head
- Reduced locomotion speed when throwing punch combos
Create Player Updates
- Allow users to duplicate and edit ratings of licensed boxersOnline World Championship Updates
- Improved cheat detection logicGeneral Updates
- Various Bug fixes -
Forza 3: Controller or Wheel?
- Posted Oct 28, 2009 3:46 pm PT
- 27 comments
Forza Motorsport 3 is released in the US today, and if you didn't already know, the game is pretty darn great. If you even have a passing interest in cars or racing games, you'll likely find something to like (if not love) in the game.
Late last week, we got a package from Microsoft--a huge wooden box, inside of which was a Porsche 911 Turbo S Wheel and a RennSport Wheel Stand. Now I've played with the Porsche wheel before; it's a pretty decent product, though a bit light on force feedback. The real gem here was the wheel stand--a compact and relatively affordable solution for those of us (like myself) who don't have the room (or the money) for a full cockpit in their living room.
Instead of attaching your favorite wheel to a table or a desk, you can use this wheel stand (which is available for $129.95). You attach your favorite wheel--it supports Fanatec and Logitech models, as well as the Microsoft racing wheel--for an adjustable and storage-friendly option. For more on the RennSport wheel stand, check out our photo feature we just put up today.
So, with this wheel and wheel stand at the ready, it got me thinking about which controller is actually more conducive to speed in a game like Forza 3: the wheel or the Xbox 360 controller. I've dabbled with wheels in the past, but, for the most part, I'm a controller guy. My guess was that, thanks to the sheer amount of hours I've put into the game with the Xbox 360 controller, I'd be considerably faster using the wheel. So I fired up Forza 3 and did a little analysis of my own.

My methodology was simple: I drove time trials in a single unmodified car (the rally-ready 2007 Peugeot 207 Super 2000) on three separate tracks: Suzuka, LeMans Sarthe (old course), and Road Atlanta. I drove no more than three laps with either controller in order to give myself enough time to warm up the tires and then drive two flying laps. Here are the results:
Suzuka
Controller: 2:17.161
Wheel: 2:21.208
LeMans Sarthe (old course)
Controller: 4:20.995
Wheel: 4:27.126
Road Atlanta
Controller: 1:29.909
Wheel: 1:33.901
As you can see, my laps were considerably quicker using the Xbox 360 controller than the wheel. I attribute that to a couple of possibilities: First, I've had a lot more practice playing with the controller. Second, the force feedback when using a wheel makes you much more aware of how the road and the car can fight you in corners, especially if you aren't driving an ideal line. As a result, it's easy to overcompensate for that motion by overcorrecting and making things worse as you try to straighten the car out.
There's one other possibility, too: Playing a driving game with a wheel is much more akin to real driving, and, as a result, when using one I become much more of the senile 'fraidy cat I am when I drive in real life. Maybe if I put someone who drives like a friggin' maniac in real life behind a Logitech wheel--someone like, say, my wife, who has broken land speed records in residential neighborhoods--the results would probably be considerably different.
So, what's your controller of choice for Forza 3?
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Here's Your First EA Sports MMA Screen
- Posted Oct 28, 2009 1:59 pm PT
- 36 comments
After months of being coy, EA Sports is finally opening up a bit about its upcoming EA SPORTS MMA. Our last look at the game spotlighted the inclusion of mixed martial arts legend Randy Couture on the roster. Now, EA has released the first in-game screenshot of its fighting game, which will be competing directly against THQ's highly acclaimed UFC 2009 Undisputed. The screen features superstar (and EA Sports MMA-exclusive fighter) Fedor Emelianenko giving the submission business to an unnamed opponent.
Check it out:
Mid-November should see the release of the first big details on the game, and GameSpot will have all of the latest. I'm personally hoping that the game's control scheme manages to be as fun as UFC 2009 without resorting to murdering my hand in the process. Stay tuned.
In the meantime, any guesses on who Fedor is working over in this screen?
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Madden NFL Arcade Hands-On
- Posted Oct 27, 2009 11:10 am PT
- 8 comments

You press a button, and a player on your opponent's team freezes in a block of ice; or you toss a ball with the kind of velocity that would make Jeff George wince; or your team gets an extra "fifth" down to try to punch it into the end zone; or you can flip-flop your score with that of your opponent. These are just some of the power-ups known as "gamechangers" in EA Sports' upcoming Madden NFL Arcade, due for release soon on Xbox Live Arcade and PlayStation Network.
The concept of gamechangers is nothing new for EA's approach to arcade football. They've been around since at least the NFL Street days (though they were known as gamebreakers back then), and they've always treaded the line between being a fun addition to the fast-paced football and a teeth-grinding annoyance that often felt cheap and contrived. That said, gamechangers in Madden NFL Arcade are nothing if not inspired, and unlike in the NFL Street games, you'll be using them early and often in this five-on-five football game.
EA Sports producers like to refer to Madden NFL Arcade as a "halftime" game, ideal for firing up when the real NFL game you're watching goes to halftime. Considering the game's extremely quick pace--only one set of downs per team, no kicking of any kind (including kickoffs), and basic playbooks--you can easily finish games in less than 10 minutes, depending on your settings. There are only four plays in your playbook: run and three pass plays (short, medium, and deep). On defense you have four plays as well: blitz and three pass defenses (short, medium, and deep). You flip plays by pressing the right bumper, and you enable gamechangers, which appear at random each play, by pressing the left bumper.
Here's a list of the available gamechangers in Madden NFL Arcade:
- Turbo: Play speed is temporarily sped up.
- Molasses: Play speed is temporarily slowed down.
- Fumblitis: Ball will be fumbled by ball carrier upon contact with defender.
- Frostbite: When enabled, a player on the opposite team will be frozen in place for the remainder of the play.
- It's Alive: During a passing play, the receiver will drop the pass and it will automatically become a live ball.
- Fast Pass: Turbo passing for one play.
- Flip Flop: Players will switch scores.
- Bonus Play: When enacted, this gamechanger will give your team an extra down.
- Entourage: On offense, you'll get an entire offensive line to protect your quarterback or ball carrier. On defense, you'll get the benefit of a full defensive line to put added pressure on the opposing QB.
- Make It, Take It: If you score, you get the ball back immediately.
- Triple Threat: Used during passing plays, this causes three balls to be thrown into the air, effectively confusing defensive backs as to where the "real" pass is heading.
- Dud: Every once in a while, using a gamechanger will result in a "dud," and that gamechanger simply won't work.
As I found out in my time with the game, when you engage a gamechanger counts, because you can choose to use it before the play starts or at any time after the snap of the ball. For example, if you have the Entourage gamechanger at your disposal, the best time to spring it on your opponent is after he has snapped the ball. Use it too early, and your opponent will see that you have those extra linemen and will know he has to get rid of the ball quickly. If you spring it on him at the last moment, however, you're almost guaranteed a sack.
Unlike 3 on 3 NHL Arcade, a downloadable game from earlier in the year, Madden NFL Arcade will have actual teams--all 32 NFL teams and stadiums will be represented in the game. Five of the best players on both sides of the ball make up each team's roster, and EA Sports said those players were voted on by Madden fans via a Twitter campaign. So, if you're not happy that your favorite player didn't get into the game, it's sort of your own fault now isn't it?
There are two control schemes in Madden NFL Arcade--one for those used to the controls in Madden and a simplified version that puts most of the special moves, like stiff-arm and spins, on the A button (with the AI choosing the right move depending on the context). There are also some customization options for the game--you can choose what score to play to, where each team starts on the field, the skill level, and whether or not you want to use gamechangers. Having played a game of NFL Arcade without gamechangers, however, I can't imagine why you would want to play the game straight. After all, there's nothing like the look on your opponent's face after you freeze one of his DBs in mid-pass, catch the ball, and run it in for a touchdown.
Sure, it's not much like football and your opponent may call it "cheating," but in Madden NFL Arcade, it's simply playing the game the way it was meant to be played.
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NBA Live 10: Patch Details
- Posted Oct 26, 2009 5:53 pm PT
- 3 comments
EA Sports has released details on the changes available in the latest patch for NBA Live 10. In addition to activating the Dynamic Season mode in conjunction with the start of the real-life NBA season on Tuesday, the patch addresses a number of gameplay issues and bugs. The patch is now live on Xbox Live and will be available for PlayStation 3 owners on October 29. Here's the full list of gameplay changes and bug fixes according to the EA Sports press release:
- Auto-switch to PG on defense after a made basket
- Enabled rim stuffs. Now when you try to dunk in traffic, there's a chance you'll brick the dunk.
- Tune nets to make them a bit less stiff
- Added more variation to "get back" animations after made shots. Less "skipping" back.
- Disabled the canned scenario steal that happens when you rip the ball from a player who is sizing up. Instead, we allow actual collision with the ball if the defender performs a steal while a ball handler is making a dribble move. Makes for a much more read and react, twitch game on defense.
- Improved Freestyle pass animation selection to prevent guys from bursting into a sprint while passing on the move.
- Backdown button is back. Enabled right thumbstick click to toggle between face up and backdown postures.
- Disabled the turnaround jumpshot that would play if the shooter is facing away from the hoop when outside of 18 feet. So instead of a turnaround three, players will pivot and shoot a regular jumpshot.
- Minor tuning to shot and layup percentages.
- Improved responsiveness and AI's usage of off ball cuts.
- Stop the rebounder from running up court too early after securing a rebound
- Improvements to reception logic, specifically square up catches
- Improve player reaction to loose ball situations
- Left analog passing improvements: Update analog angle metric to consider the receiver's destination so you can lead the receiver with the pass
- Improved the logic of when to play a standing reception vs. a moving reception based on the receiver's momentum and position on the court
- Added the ability to "lockdown" perimeter ball handlers (by pressing into them) and force them into a protect dribble state.
- Ability to shoot "runners" on demand by driving toward the basket, neutralizing the left analog stick and hitting the Shot Button. Works inside of 18 feet.
- Improvements to user on ball defense. Made it easier to stay in front of the ball without "slipping off" when you move your left stick toward the ball handler.
- Anti-cheese code. Prevent users from being able to take off ball control of players and run them under the hoop for the cheap pass and dunk.
- Inbound flow improvements. Allow the inbounder to move to multiple (closer) locations along the baseline after picking up the ball.
- User control over shot contest vs. block. Tap of the Block button will always yield a contest animation. Regular press will always jump to block.
- Several improvements for end of game AI logic. When the AI is ahead, they'll do a better job at recognizing time and score and use more clock. If they're trailing, they'll accelerate the offense.
- Improve AI logic for pump fake biting. AI defenders will be smarter about defending pumpfakes according to difficulty level. Previously, the higher the level, the more often they'd bite. Also, if user is pump faking multiple times in succession, the AI will stay down.
BUG FIXES:
- Smooth out some of the gameplay by tuning blend times for passes as well as some various fixes for blend pops across the board.
- Exploit fix. Fixed bug in shot calculator that would make stepback jumpshots that crossed the 3pt line have unrealistically high FGs.
- Fixed sliding and warping during standing rebounds
- Addressed issue where defenders would sometimes watch the ball fall off the rim. Increase the allowable distance for a teammate to come help.
- Player Lock fixed. AI teammates will now make decisions on their own when user is player locked off ball.
- Put the ball handler into protect dribble if the on ball defender attempts to crowd him. Previously, the ball handler would not recognize the defender and just expose the ball.
- "Rocket dunks" fixed. Fixed a bug that was causing dunks to speed up by 30% and added code to have dunks retain the shooter's on-ground velocity, preserving his momentum after takeoff. Also applies to layups.
- Various post play fixes, including the case where two guys would stand next to each other while one of them was posting up.
- Addressed a potential exploit where it would be too easy to pass to cutters for dunks. As part of this fix, we now allow ball collisions on passes when passing into the paint.
- AI Stagnation fixes: Ball handler would sometimes not properly pass to receivers in a play. Also, we allow the ball handler to "improvise" if we detect he's been idling for too long.
- Fixed an issue where sometimes an off ball cut animation wouldn't properly settle into the correct spot.
- Restricted the post up and under move to within 12' of the basket. No more ridiculous up and under heaves from deep.
- Fixed an issue where off ball post players would sometimes quickly go in and out of post battles, significantly cutting down on jitter.
- Fix for big men waiting too long to outlet the ball after rebounding
- Fix for fidgety box outs. They should kick in more reliably now.
- Prevent user passes to teammates who will be out of bounds or to teammates in the backcourt after they've crossed the timeline.
- Improve goaltending calls
- Fixed ball physics for blocked layups/dunks. There was a mirroring issue that was causing the ball to shoot off in the complete opposite direction of its intended path.
- Fixes for animation oscillation on defense (i.e. jittery movement)
- Fixed a bug that would cause certain off ball movement animations to not mirror properly
- Series of small fixes to prevent balls from hitting the floor during rebounds.
- Fix for shooting fouls not properly getting called on collision layups. This will yield more realistic free throw attempts for both the user and CPU.
- Put in a fix to mitigate the excessive turnovers inside the paint, specifically after pulling down an offensive rebound. Gives users a little more time to pass out or attempt a shot when they get in congested areas in the paint.
- Smoother ball handler post up entries. Sometimes guys would "pop" into place.
- Fixed issue where players would sometimes "freeze" in an off ball post battle before receiving a pass.
- Fixed bug where the "check assignment indicator" would draw on one of your own teammates in LIVE RUN games.
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NCAA Football 10: How Competitive Recruiting Works
- Posted Oct 23, 2009 11:38 am PT
- 1 comment
One of the big recruiting features in this year's NCAA Football 10 was the ability to recruit directly against other teams. Unfortunately, the feature was never really adequately explained, and, as a result, I pretty much stayed away from it when I was still playing the game. Now EA Sports producers have put together a new strategy video that shows exactly how to make the system work for you.
When downplaying a rival school to a recruit, you'll actually be taking away interest points away from that school, allowing your program to potentially move up that recruit's list of schools, which should be extra gratifying when playing against real opponents in an online dynasty. This wasn't 100 percent clear in terms of presentation, so it's nice to see EA clarifying exactly how it works. Who knows, maybe I'll bust out my copy of NCAA 10 this weekend to try downplaying some fellow SEC schools--I already do that on my couch on Saturday afternoons anyway...
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NCAA Basketball 10: On the Rise
- Posted Oct 16, 2009 12:54 pm PT
- 15 comments
From the looks of things, there have been two shakeups in the development of EA Sports' upcoming NCAA Basketball 2010: one dealing with the internal workings of the game and antoher revolving around aesthetics. Both look to have their own individual impact on how fans enjoy the game and both complete very necessary goals for the series, which finds itself following a reinvigorated NBA Live franchise after the recent release of NBA Live 10.
The first change is all about the presentation. If you've been following the game closely, you probably know by now about the integration of CBS broadcast graphics and announcers into the game. In addition to the ESPN package, complete with announcers Brad Nessler, Dick Vitale, and Erin Andrews, the CBS presentation style will feature booth announcers Gus Johnson and Bill Raftery (the latter late of 2K Sports' College Hoops series) calling the action. In terms of quantity of commentary, ESPN still has the lion's share of content--the CBS broadcast doesn't have an equivalent of Erin Andrews' sideline reports, for example. Still, from a quality standpoint, the CBS broadcast integration looks just like the games we all watch on Saturdays and Sundays in the winter. And there is no mistaking Johnson's classy play-calling style or Raftery's signature enthusiasm once the tip-off begins.
When playing quick games in NCAA 10, you'll be able to choose between the ESPN or CBS broadcast packages (or set it to random). In Dynasty mode, weekday games will use the ESPN style, while weekend games will use the CBS integration. In addition, certain conferences have exclusive licenses with one broadcaster or the other--for example, the Pac-10 conference championship tournament will use the ESPN license. Finally, once the NCAA Championship Tournament rolls around in your dynasty, you'll see a special tournament-only CBS-style broadcast package that will be used for those games. In all, the addition of CBS integration closes a presentation gap that the series had been lacking for years.
New graphics packages and announcing teams are fun, but of course they aren't the only things the team worked on with NCAA 10. Both NBA Live and NCAA Basketball share a central gameplay team that creates the core mechanics for both games. But, as line producer Connor Dougan told me, because NCAA is released a few months after Live's ship date, they use that extra time to polish things and to add gameplay features that are more in line with the way the college game is played.
The best example of that collegiate approach in NCAA 10 is the introduction of motion offenses to the game. Essentially a streamlined formation and play-calling system, the motion offense system effectively accomplishes a couple of things. First, it shows teams using a wide variety of formations on the floor, ones that run closely, if not identically, to what that team will run this season in real life. Secondly, and more importantly for casual fans, using the motion offense system is simple and effective.
There are eight basic motion offense formations in the game: Princeton, dribble drive, 4-out, 5-out, Flex, 3 out 2 in, triangle, and zone motion. Each features a different starting base for your players on the floor, and each has its specific strengths and weakness. For example, the 5-out features all of your players--even your big men--in the perimeter and is ideal for teams with good shooters at every position. The Princeton, on the other hand, features players starting in the high post and is often characterized by players trying to open up backdoor opportunities to the rim. You're not tied to any specific formation for your team, and if you're particular about things, you can even choose the types of plays available to you when running a specific formation.
Interestingly, the game doesn't even refer to you "running plays" in this system. Instead, by tapping the left bumper when your players are in position on the offensive side of the floor, you're calling for players to start moving around the floor and get open. Of course, underneath, the AI's gears are turning, as players look for spots to get open or streak to the basket. Unless you're calling a specific play (which you can do by pressing the right bumper and scrolling through a list), however, making something happen on the floor is just a matter of a simple tap of the button.
What play is called is dependent on several factors--the formation, the player holding the ball and his position on the floor, and what the defense is doing at that moment. Each time you look to create motion, you'll have a primary player to throw to (indicated by the Y icon over his head) and, in some cases, an option receiver (indicated by the B button). Of course, you're never required to actually run the play you just called--you can instead simply throw the ball to another player on the court using the A button and the right stick.
In fact, when playing against a friend, play-calling can become a bit of a cat-and-mouse game; the Y or B icons over players' heads are a sure sign that your opponent has called a motion play. Because of that, it's easy to key in on one of the possible pass recipients--cagey players will sometimes call motion plays they have no intention of running just to throw their opponent off guard, perhaps creating an unwitting double team on defense that the offense can then exploit.
Having played nearly a full game during my demo time with NCAA 10, it's clear to me that the motion offense stuff is a fun addition to the game. I played one half using the Michigan Wolverines, running the 5-out formation. With so many players near the perimeter, and thus spreading out the defense, it was awfully tempting to try to take advantage of some of those lanes and score inside. Still, when that wasn't working, it was easy to kick it out to someone beyond the arc and drain threes or long twos with the Michigan squad that seems to be full of good shooters. Indeed, calling motion plays in NCAA doesn't require you to get to any specific spot for a play to succeed--you can call it anywhere and things will happen on the floor. Running a play isn't a guarantee of success, but it can create opportunities that you probably wouldn't find playing Lone Wolf on the hardwood.
The new focus on offense works in addition to the tempo system that was found in previous versions of NCAA 10--Dougan told me that the tempo feature has been tweaked a bit and these changes will be most noticeable toward the end of the game, when many games slow down considerably. As Dougan put it, it wouldn't make sense for your team to be consistently looking to run an up-tempo pace when you're often looking to kill the clock. Another change to the game: Your coach will be giving more effective advice from the sidelines than simply telling you to block out when rebounding. Instead, he'll praise you for running plays effectively and encourage you to spread the ball around if you're taking too many shots with one player.
The NCAA 10 developers have been working hard to get lots of little visual details into the game--from the black socks the Wolverine players wear, to the addition of Lucas Oil Stadium (home of the Indianapolis Colts and host of the 2010 NCAA Men's Basketball Final Four). Borrowing the Lucas Oil Stadium model from the Madden NFL team at EA Tiburon, the developers of NCAA Basketball repurposed the venue for basketball use, relit it completely, and then focused on making sure the game ran at 60fps when playing there--a considerable challenge considering the sheer size of the crowd the building holds.
The updated presentation options and the new offensive system look like successful additions to NCAA Basketball 10. When I asked about other modes in NCAA Basketball 10, EA Sports folks were mum, which makes me think there are still some announcements to be made for the game. We'll be following those announcements and everything else on NCAA Basketball 10 in the coming weeks leading up to its release on November 17.
Check out these gameplay videos from NCAA Basketball 10:
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Madden NFL Arcade Is Coming
- Posted Oct 14, 2009 9:06 am PT
- 4 comments
Think Madden NFL 10 is the only football from EA Sports this year? Think again. The publisher has just lifted the curtain on Madden NFL Arcade, a five-on-five downloadable arcade football game for XBL Arcade and PSN Store. It will be available in December and will run you 1,200 MS points or $14.99, respectively. Here's a description of the game from the EA Sports Web site:
Choose one of your favorite 32 NFL teams and distinctive home stadium for a battle with the best five players on each side of the ball, and let the excitement begin! Each team is given four downs to march 60 yards to pay dirt--no penalties or field goals allowed here, pal! Get your Madden NFL fix in a completely new way, with fast-paced games where the first team to 30 wins. Want to mix it up? Madden NFL Arcade can be tailored to fit your liking by changing options, such as skill level, points to win, and more--making each game unlike the one before. Take advantage of 13 unique "Game Changers" to break the game wide open on a single play. Add an entourage of lineman to get the sack, freeze an opposing player, turn off your opponent's passing icons, and much more. No lead is safe in Madden NFL Arcade.
This is the latest in a line of download-only games from EA Sports this year--including 3-on-3 NHL Arcade and NCAA Basketball 09: March Madness Edition. EA reps will be coming by next week to show us Madden NFL Arcade, so I'll have impressions up sometime after that. I have no idea how this game will play, but if the past is any indication, arcade football has a tough time holding my attention for long. Of course, at $15, there's a better chance of the price matching the content, something that definitely could not be said about 2008's mediocre NFL Tour.
Look for more on the game next week.
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F1 2009: Raising Expectations
- Posted Oct 13, 2009 4:58 pm PT
- 48 comments

The upcoming F1 2009 for Nintendo Wii from Codemasters comes with a lot of good news, but before we get to that, let's talk about the obvious: on the Wii, F1 2009 is not a great-looking game. I don't really understand why Codies chose the Wii as the platform for its F1 debut--the game is also coming to PSP this year--because the platform just doesn't seem to have the horsepower to portray the sport in all its multicolor, hyperspeed glory. Despite a relatively solid frame rate (at least in the preview build I've played) and a great sense of speed, there's a segment of F1 fans out there that will likely be put off by the Wii version's pixilated cars and bland textures.
Too bad for them. Because F1 2009 drives like a dream.
I first played the game at TGS 2009--driving a few laps at Suzuka--and came away impressed with the default control scheme. Having driven several full-length races in F1's Career mode, I'm left with an even better impression, thanks in large part to a handling model that really conveys the power and agility of today's modern F1 machines. Using the Wii Remote and Nunchuk, you accelerate by pressing the B button, brake with the Z button, and steer with the analog stick on the nunchuk. For cars equipped with the KERS boost system, you can enact eight seconds of boost per lap by holding down the C button on the nunchuk.
The driving model in F1 2009 defaults to a bunch of assists, such as brake and steering assist, which will help rookie F1 drivers around the course. If you turn those assists off, however, you've got a much more engrossing experience-- one that walks a line between challenging and thrilling. Without the assists, the game does a remarkable job of letting you feel what it's like to drive an F1 car, with its astonishing cornering, braking, and accelerating abilities. Where in most cars, you'd be jamming on the brakes before arriving at a corner, in an F1 2009 ride, you can often take those turns at full speed--or something very close to it. Once you trust your driving ability and your car, you'll chop seconds off your lap time in quick order.
Along with a great control scheme are the little things that Codemasters has modeled into the driving experience of the game. Tire choice matters in F1 2009--during a race weekend you're required to declare a pit strategy before the race begins. You'll have to choose when you come in for refueling and what type of tires you want to use in each leg of the race. These strategic decisions can have a major impact on your race success because there is such a performance gulf between "hard" and "soft" tires in the game.
Soft tires warm up quickly and offer incredible grip (transforming already nimble F1 cars into veritable cornering ninjas), but they don't last very long. Hard compound tires take a long time to warm up, but they can take you much deeper into the race. F1 rules require you to use one set of each kind of tires per race so when and where you choose to use them becomes nearly as important as how you drive on the course. Indeed, because so much care has been taken into how the tires affect your ride, you'll feel the difference between a set of hard and soft tires practically right away. On soft tires, you can take corners at breakneck speeds you wouldn't even attempt on harder compound tires. However, trying to negotiate a track on a set of worn-out tires (which happens all too quickly on the soft compound) can ruin a race completely.
You don't have to be a gearhead to get a good setup for your car; not only do cars come with preset setups for each track, but there are also two methods for alternating your car's attributes. The first option is for basic, no-frills adjustment--you move onscreen meters to adjust for such things as speed, balance, gears, and suspension. If you want to get into the nuts and bolts of tuning, you can progress to other menus where you can adjust specific aspects of the car, such as individual gear ratios, brake bias, ride height, and more.
The fun of driving in F1 2009 is tempered a bit by CPU drivers that aren't always up to F1 levels of talent. Even at the hardest difficulty setting, AI drivers seem to get confused during certain sections of tracks and become Sunday drivers when approaching slower, lapped traffic. That said, fuel and tire strategy plays such an important role that you might lose a race even if you are the fastest driver over a single lap. Call it the Jarno Trulli Effect.

In terms of game modes, F1 2009 has a lot to offer, including Quickplay, Race Weekend (including all practice sessions and three-round qualifying), Championship, Time Trial, and Career, which will put you in the driver's seat as you try to win the World Championship. My driver's career started with offers for test drives from Torro Rosso and Williams. After getting an offer from the Torro Rosso, you'll have expectations you'll need to meet in order to keep your spot on the team (in the case of TR, my modest goal was to score 20 championship points for the season). Presumably, you'll get new offers from bigger and better teams as you go, and your team's expectations of you will change as well. There are also unlockables, such as new helmets, you can earn by completing specific objectives.
The lack of online multiplayer is another strike against F1 2009 for the Wii--you can play two-player split-screen--so here's hoping that problem is fixed in a big way once Codemasters' F1 series makes its debut on the Xbox 360 and PlayStation 3 in 2010 (20-car fields online, please). Judging from what I've seen of the Wii game, my expectations have been raised.
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Tiger Woods PGA Tour Online: Continuity Counts
- Posted Oct 13, 2009 10:37 am PT
- 18 comments

Here's the real appeal of Tiger Woods PGA Tour Online, EA Sports' upcoming online-only PC golf game: Your golfer is your golfer, and he or she will linger for as long as you play the game, and as long as the game's servers are running. That's a significant difference from how the long-running Tiger Woods PGA Tour console games handle things--where every year, you have to start your golfer from scratch, knowing that a year or so down the line you'll be scrapping him for a brand-new model.
Back in the '90s, I played the PC version of Links for years, and by the time I finally gave up on the game, I had a golfer who had accumulated hundreds of rounds of virtual golf. It sounds preposterous, I suppose, but the connection I had to that pixelated little duffer was stronger than any created character since. Tiger Online has that same potential--after all, the golfers you create in the game will persist as long as you keep paying the subscription fee, and it's that continuity that has me excited about the game's potential.
When EA Sports' Greg Rinaldi came by GameSpot HQ to give us a look at Tiger Online, I asked him about the subscription prices, and while he wasn't able to comment on exact pricing yet, he did tell me that it wouldn't be "anywhere close" to the monthly fee for a game like World of Warcraft, and the game would have different subscription packages available (three-month, six-month, etc.). For that subscription, you'll get six playable courses at the outset, and Rinaldi said the goal would be to add a new course each month, as well as other upgrades and features as the game continues. As to the possibility of microtransactions for things like new golf gear, Rinaldi admitted it was a possibility for the future, but no concrete plans have been announced. Considering the rampant microtransactions in other EA Sports games, however, it seems like more a question of "when" and not "if" they'll make their way into Tiger Woods Online.
What could some of those upgrades be? I asked about two console-specific features--namely support for the photo GameFace feature (which lets you import a digital photo to serve as the face of your golfer) and support for the Xbox 360 controller, which would give you a control option other than the default three-click swing that you'd expect in a PC golf game. Rinaldi said that both features are a possibility down the road but didn't give a timeline on when to expect them.
The game has gone through several private betas over the past few months, and developers at EA Tiburon are prepping the game for its upcoming public beta (though the date for that open beta is still under wraps for now). We saw the game for the first time in May just before E3 2009, and it has come a long way, evident in things like the new swing trainer, which EA first showed back in July.
The swing trainer requires you to upgrade specific areas of your shot by spending money you've earned playing the game. You can alter the attributes of any of six shot types: full, punch, pitch, flop, chip, and putt. Within the "full shot" type, you can upgrade any of the following attributes--swing plane, tempo, balance, swing speed, timing, and touch--and any upgrade you make will have a beneficial impact on your game. However, I'm curious to see how obvious those improvements are; for example, how will a maxed-out tempo rating affect a shot, as opposed to focusing on swing speed or touch? Also, as Rinaldi pointed out to me, you're not required to upgrade shots you don't use. If you never use a flop shot, for example, there's no point in sinking money into upgrading it.
Another aspect of Tiger Online is the idea of course mastery. Essentially an achievements system, each course in the game will have a series of objectives you need to complete in order to move up the rankings from course member, through course pro, and finally up to course master. These objectives can be $5,000 on a certain course, or sinking a 10-foot putt on a hole, and will gradually get more difficult as you go. Once you've obtained "master" status on a course, you'll be able to enter special tournaments available only to other players who've mastered that course.
It's those tournaments, and the idea of playing golf with others, that is at the heart of Tiger Woods Online. Even jumping into a single-player round, you'll be able to chat with other players on that course and even watch the arcs of other players' shots as they play on the same hole as you (though, it should be noted, you can turn these off if you find them distracting). You'll also be able to play in tournaments and in online foursomes with friends. As of now, the game will only support stroke play, though Rinaldi did say that other game types, like match play, will be added in the future.
The game runs in a Web browser, and with multiple graphical settings, it seems prepped to run on modest PC and Mac setups as well as high-end PCs. You'll be able to save your game at any point as well and return to your round the next time you log in, a feature that will sit well with someone who has only a few minutes at a time to devote to his virtual golf swing.
I'm looking forward to Tiger Woods PGA Tour Online, but I'll admit to a certain level of puzzlement regarding its future. In a perfect scenario, the game turns out to be affordable, always updated with new content, and playable on a huge variety of PCs--from modest netbooks to full-fledged gaming rigs. If that best-case scenario does happen, what does that mean for the console versions of Tiger? At least in the short term, the console series will have a huge head start in terms of content and refinement. What happens, however, after Tiger Woods Online has been out for a couple of years (assuming it lasts that long) and the content of both games is more or less on even footing? I've only got the budget for one golf game per year, and I'm probably not alone there.
Am I overly optimistic in thinking this could signal the return of my Links-style love affair with PC golf? What do you think of Tiger Woods PGA Tour Online?
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Forza Motorsport 3 Diary: Storefront Shopping
- Posted Oct 12, 2009 4:12 pm PT
- 63 comments

Forza Motorsport 3 will be released in a scant few weeks and a handful of GameSpot editors have been playing the game practically non-stop since receiving FM3 final code last week. Follow along with our exploits here in GameSpot's Forza MotorSport 3 diary.
Justin
This probably won't come as a surprise to any of you who are familiar with our Forza Paintshop union, but a significant portion of my time with Forza 3 so far has been spent creating vinyls, designing cars, and trying to sell both on my in-game storefront. I started out about as small as I could, making bumper stickers, learner driver plates, and recreating Toyota's original logo for use on a 1968 2000GT race livery. Then, when I got more comfortable with the tools, I moved onto some more ambitious projects like the Red Bull logo and, subsequently, an Audi A4 touring car with a full Red Bull livery on it. Recreating real race liveries is still one of my favorite things to do, but I've also had a stab at creating a couple of my own.

There are still relatively few copies of Forza 3 out there right now, but Turn 10 has started sending advance copies of the game to "VIP" players who made names for themselves customizing cars in Forza 2. As a result, the storefront and auction house areas are more about quality than quantity right now. Not a day goes by that I don't log in and see something that impresses me, and it's always extremely gratifying to receive a message letting me know that one of my designs has been sold. I can't wait to join an online race someday and see a car that I painted alongside me on the starting grid.
Oh, and I race too! I'm currently level 30-something and in the fourth year of my career. The races are getting a lot longer now, and as a result I'm increasingly finding that the new rewind feature is a godsend. It shows up on the leaderboards when you use it, but that's a small price to pay for not having to play through a 20-plus minute race again from the start just because of one small error. I use the delete option plenty of times when I'm painting, and I welcome the opportunity to do something similar on the track.
Shaun
Take a look at the Forza 3 storefront as it stands right now and you'll see that I have the market utterly cornered on Cactuar-themed vinyl graphics. Granted, I've only sold one. But! That's also one more than anyone else in the entire world has sold. You have no idea how happy that makes me. I mean, I love simulation racing games, but it's not exactly a genre that's known for allowing people to find their own creative niche. (Unless you consider the ability to tune your gear ratios to be creative endeavor.) But what the team at Turn 10 Studios has done is give people the ability to do just that in a way that makes perfect sense within the context of a realistic racing game.

At the end of the day, you're making art to earn credits, and while you can use those credits to buy other people's art in an infinite loop of artists supporting artists, those credits are best spent on buying and upgrading cars. Sure I may not have earned enough money selling vinyls of Final Fantasy characters to buy an Audi R8, but I have earned enough to help my Audi TT Coupe S-Line breathe a little better with a new racing air filter. And that's a start. I'm really looking forward to see where it goes from here. I mean the storefront community, not airflow in my Audi TT.
Brian
The main thing I've been doing leading up to the release of Forza 3 is hording cash. Last night, for example, I spent something like 10 minutes in the game's car upgrade menu, waffling like Brett Favre over whether or not I wanted to drop a couple thousand credits on a new set of rims. Why the stinginess? Simple: The more credits I save now, the more credits I'll have to completely blow in the storefront once all of the amazing user-created content arrives after the game's release.

What amazes me most about my time in Forza 3 is that, at least for now, racing has become secondary to the storefront stuff. Every time I fire up the game, my first stop isn't my garage or a season race, instead I head straight to the storefront to see what people have come up with and if any of my own personal creations have sold. Compared to some of the incredible early vinyls and designs that have already been released--check out the sweet Jet Li vinyl someone made above--my work is the artistic equivalent of preschool fingerpainting. Still, I'm hoping to supplement my remedial skills in design with some smart marketing by cornering the market on designs with high commercial appeal--like the national flags I've made for countries like Scotland, Sweden, Japan etc. I also made the four knights from Castle Crashers--one design, four different colors--which I suspect will do pretty well.

When I'm not counting my credits, I'm making my way through Forza 3's career mode and, along the way, I've fallen in love with my white 2007 Ford Shelby GT 500 (above), which I've decked out in a paint/vinyl scheme meant to mimic the "away" uniform of my beloved Auburn Tigers. If you look closely you'll see a few added details--like Shaun's created "Fuel McCarthy Racing" logo and my orange knight Castle Crasher near the rear of the car.
The way Forza's season mode is organized, it's easy to fall in love and stay in love with a car--after a race event has completed, you'll be offered a choice of three events to take place in next, one with your current car, and two with different cars from your collection. As a result, you can choose to linger in a favorite class, stick around in a car you've taken a shine too (like my beautiful Shelby), or progress to increasingly powerful rides at a quick clip. Because Forza 3 gives you cars at fairly regular intervals as well (for completing certain race events and leveling up), you're always in the mix with a competitive car, which is perfect for misers like me who are pinching every virtual penny until October 27.

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As Justin alludes to above, if you're a Forza fan who has a penchant for car design, then the Forza Paintshop Union is for you. We'll be running regular race weekends after Forza 3 is released, where you'll get a chance to show off your designs, share vinyl and design tips with other GameSpot users, and race your custom rides to your hearts' content with fellow budding designers. Check it out, join up, and we'll see you at the track!
For more on Forza 3, check out a bunch of screens and gameplay videos.
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NFL Jerseys for Your XBL Avatar
- Posted Oct 8, 2009 10:04 am PT
- 12 comments
The whole Xbox Live Avatar Marketplace thing has always struck me as a bit squicky--why would you pay real money for fake stuff for your fake online persona? But Microsoft and EA Sports are doing their best to change that perception of mine. Their latest assault on my principles (not counting all that nice Forza Motorspot 3 gear that recently went up) is the introduction of authentic NFL jerseys for sale. All 32 NFL teams are represented, though there aren't currently any alternate jerseys. That's the good news.
The bad news is that each of these jerseys will run you 320 MS points ($4) and you can't customize your number or name on the back of the jersey. It would be cool to have your XBL handle on the back of your jersey and the fact that you can't pretty much... oh, hell, who am I kidding?

I am so weak. No word from EA Sports on whether or not NCAA football jerseys will be made available at some point but, if they do, I'll be down another 320 MS points.
UPDATE: The jerseys are also available for purchase via PlayStation Home.
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SmackDown vs. Raw 2010: Road to WrestleMania Mode Spotlight
- Posted Oct 7, 2009 4:05 pm PT
- 57 comments
My created wrestler in WWE SmackDown! vs. Raw 2010 is named Rich "Bill" Barnhardt; he's a highflyer with a purple Mohawk and purple back hair to match. He also wears oven mittens--the left hand bears the Mexican flag; the right hand proudly displays the Canadian flag. In the middle of his torso, he has a tattoo that states simply, "Hi!!" Clearly, Rich Barnhardt is going places in the WWE. But, midway through his story in Road to WrestleMania mode--one of the many game features in the upcoming WWE SmackDown! vs. Raw 2010--Mr. McMahaon decides to completely change his gimmick. Instead of rocking the cool eMo-hawk, my boy Barnhardt is forced to don neon green tights, as well as affect a disgusting-looking moustache and mullet. Now, he basically looks like a cross between Eastbound & Down's Kenny Powers and Shawn Michaels from their day with The Rockers.
I guess you do what you have to do to make it to the biggest show of all: WrestleMania.
Road to WrestleMania mode isn't new to SVR 2010--but the mode has been expanded this year to be more full featured than ever before. There are more storylines that feature some of the biggest stars in the WWE, including a Diva storyline, a story for your created wrestler, and a two-person storyline that can either be played solo or with a friend in a mix of cooperative and competitive gameplay. Here's a quick look at the WWE superstars and their storylines:
Edge
When the SmackDown general manager position is opened up by Mr. McMahon, Edge manipulates things so that his girlfriend, WWE Diva Maria, is installed at the position. With the GM in his pocket, the ultimate opportunist begins wreaking havoc in the ring and backstage, much to the chagrin of Mr. Kennedy.Randy Orton
The Legend Killer forms an early alliance with his familiar posse--Ted DiBiase and Cody Rhodes--and begins a feud with two of the biggest, baddest superstars around: The Undertaker and Kane. At one point, Orton battles it out with The Undertaker in a hell-in-a-cell match at the Royal Rumble pay-per-view.Mickie James
The first Road to WrestleMania Diva storyline features Mickie refusing to take part in a bikini contest (boo!). When Maryse steps into the ring and threatens her, Mickie gives her a slap (yay!), and it's on. With appearances by such WWE Divas as Kelly Kelly, Beth Phoenix, and Natalya, as well as a Diva Rumble during the Royal Rumble, this one is the best-looking storylines (at least in terms of competitors) of them all.Triple H/John Cena
Mr. McMahon is looking to set up a cross-brand rivalry between Raw and SmackDown! by pitting its two champions against one another. You can play this storyline solo or try it with a friend. One person will play as The Game and the other as John Cena with the pair looking to take on the combined forces of Chris Jericho and MVP. The Miz and John Morrison also make an appearance in this storyline, offering their unique analysis on Cena and Triple H via The Dirt Sheet.Shawn Michaels
The Heartbreak Kid forms an early alliance with CM Punk, while JBL and Randy Orton look to test the wrestler known as Mr. WrestleMania. If you think "Sweet Chin Music" will be played multiple times, you're absolutely right.Created Wrestler
As with all the other Road to WrestleMania storylines, the story featuring your created wrestler is fully voice acted (you'll choose a voice for your wrestler when you create him). Early on in the CAW storyline, you'll face off against the one and only Santino, who calls you out as you're watching one of his matches in the audience. After teaching Santino a lesson in the ring, your goal becomes not just to keep the Intercontinental belt you won, but also to earn an actual legitimate contract in the WWE. But Mr. McMahon will have a thing or two to say about that...Regardless of which storyline you play, you'll occasionally run into mandatory and optional goals in the matches you play. With a mandatory goal, you must complete that objective in order to move forward in a particular storyline; completing optional goals will earn you cool unlockables, such as new characters to play as or alternate costumes. These goals run the gamut from simply beating an opponent within an allotted period of time to slightly more elaborate objectives, such as making sure each of your opponents in a tag match receives your wrestler's finishing move twice.
Most of the goals and matches take place in the ring, naturally, but there are a couple of backstage encounters. During one scene in Vince's office, Vladimir Kozlov and Ezekiel Jackson look to teach you a lesson, and while you fight them off, the goal is to create as much damage as possible to Vince's office. You'll do this mainly by bouncing Vlad and Zeke off any of 10 hotspots in the room, including a Mr. McMahon-shaped bust, a couple of bookshelves, and a television set.
Every once in a while, you'll encounter a sequence in which you have a choice to make (such as whether to respond to one character or another) but, for the most part, the storylines in Road to WrestleMania mode are pretty linear and straightforward. That said, there are some great moments, including at least one jab at videogame fans that had me chuckling. Naturally, there's a backstage hub for the mode where you can do things like save your game, grab voicemails from other WWE Superstars and, in the case of your created wrestler, alter his outfit slightly.
When playing Road to WrestleMania with your created wrestler, you'll be earning attribute points as you go. The better you perform in a match, the more points you'll have to put toward such attributes as strength, speed, grappling, charisma, and more. In fact, whenever you play with your created wrestler in SVR 2010, you'll have an opportunity to earn these attribute points, which is a great way to quickly get him or her up to speed with the biggest and best in the business.
WWE SmackDown! vs. Raw 2010 is due for release on October 20.
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FIFA 10: EA Sports Answers Your Questions
- Posted Oct 1, 2009 3:47 pm PT
- 8 comments

Though FIFA 10 will launch tomorrow in Europe, the game won't be in U.S. retail stores until October 20. To mark the upcoming release, I've got the second of our reader Q&A sessions, where you guys ask questions of the EA Sports producers about your favorite games. This time around, we've got FIFA 10 producers David Rutter and Marcel Kuhn fielding your questions (and your occasional egregious offenses to grammar and spelling). Take it away, guys!
Gameplay/Online
93soccer: Will it include some sort of punishment online for players who quit near the end of the game because they lost??
David Rutter: Same punishment as before – loss and disconnect. You can still search for low DNF% users when using our quick matchmaking engine, and thus avoid the worst offenders. FIFA 10 is incredibly fun to play and we'd love for everyone to be fair players... but realistically that won't happen. Sore losers will always be there.
While we're talking disconnects... Our rule for disconnects at the beginning of a match was simplified: For games with under 5 minutes played, stats are not tracked. For games played longer than 5 minutes, loss and disconnect are applied.
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Trckstr: Pleasse fix the player selection during gameplay and allow players to cycle through players as opposed to the guy who is closest to the ball. I lose matches because I 'm selecting a defender that is behind the opposing teams striker instead of the defender facing the attacker.
DR: We've considered this in the past – but the problem would be if you cycled past your player you'd be even further away from getting back to him. Similarly the game is always evolving around you, so you'd be potentially chasing the player you wanted.
We have improved the system to bias towards a player that we believe will be most useful. You could also try using your right stick when you're not on the ball. Push in the direction of the player you're after. This is a great way to select a player you'd otherwise potentially not get to. Another strategy I find useful is using secondary press to send an AI player to the ball whilst manually positioning a player that I'm in control of in a more 'intercepting' path. Hope that helps.--
brian is king5745: Will we finally be able to bend and curve passes and through balls to runners?
DR: Skilled passers will be able to do this – although it's not controllable by the human player. If you want more control on your passing and thru balls I can highly recommend our manual settings though. You can really dictate pace and direction.
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Charles_Dickens: At the official FIFA forum, me and about 50 other people participated in a thread in which we pretty much decided that if you play in an online match then there's a possibility... a possibility, mind you... that you'll end up being handicapped.
We all said pretty much the same thing: specifically, that there are times when we just 'feel' invincible, and know pretty much within seconds that we're going to win the match - while, to the contrary, there are other times when our players will suddenly respond like mush, and never score goals or even make passes properly.
So I want you to ask the EA FIFA team a question that, as far as we can tell, no journalist has EVER asked them: I want to know if the online play in FIFA has a handicap feature.
DR: No it doesn't. We spent a lot of time looking into this following the reports – but there is nothing in FIFA 09 that causes positive or negative 'ebb and flow' in matches in the manner that you're describing.--
samir192: I'm wondering whether the ball physics in FIFA 10 will be improved because whenever I shoot in FIFA 09, the ball always spins backwards. This is very unrealistic, when you consider C.Ronaldo's shots!
DR: This year we've done lots of work to improve the balls physics. Everything from passing, through balls, and cross pitch passes have been improved.
With respect to shooting – the way the ball moves depends on how you strike the ball, determined by your direction and speed as well as the direction, speed and spin of the ball. With FIFA 10 you'll see more variety in the way the ball moves, all be it a truer simulation of the ball in flight. At the moment I can assure you C Ronaldo has very satisfying shots from the ball in play as well as free kicks etc.--
Ouuba: Will it be possible to choose is the radar in the bottom of the screen visible at all times or will it fade when the ball goes to the bottom of the screen? In FIFA 09 the radar is terrible! Only because it fades away when the ball goes to the bottom of the screen and you can't see anything when it is faded.
DR: The 2D and 3D radar system is retained from FIFA 09. So unfortunately for you – it'll still fade out in the lower portions of the pitch. That said – if we kept it visible it really would interfere with play. We know because we have tried. At the moment we can't find a better place to put it though.
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JSein4: I would like to know if the AI on the player side of FIFA 10 will be more user-friendly, especially on the defensive side. Players in older versions of the game used to sit around, waiting for the ball to come to them, or running away from the computer on defense, not even trying to get the ball. There were problems with players not even tackling at all but just running around in circles with the computer, hand in hand.
DR: We've improved urgency AI logic, with over 50 new movement cycles, delivering more responsive positioning, and improved trapping intelligence so players now have a better awareness of where the easiest, most natural trapping position is and advanced positioning. This effects defence and attack. Defenders multi-task and play the pitch more intelligently, covering dangerous spaces left by out-of-position teammates and our attacking players analyze space more effectively, curving their runs to stay onside etc. We also did a lot of work to make sure that players are always trying to face the ball, whether it means running in a different fashion or just turning their head and shoulders more so they can see the play. The result is that players not only look more intelligent, but position themselves better to react to the situations unfolding around them. This not only greatly increases our animation quality and variety in locomotion, but also can result in more responsive actions because less often players put themselves into difficult situations.
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LucianoJ: Will the freekicks be improved?
DR: We've improved freekicks in a number of ways. From the basics we've included the ability to switch the kicker in the game at the set piece using the trigger button. Defending players can also move the wall left and right using trigger. Top, side, and back spin on the kicks is also more intuitive, and you can drive the ball under the wall if they jump too. Although they might not
The coolest new feature for free kicks though is our Created Custom Set Pieces. From the new Practice Arena you'll be able to record up to four totally personalized free kicks in 8 quadrants. The 2 quadrants by the corner flag will correspond to both free kicks and corners in those areas. In the practice arena you select players with the right stick, then moving them around with the left stick as in standard play, you'll be able to record their movements, for multiple players, edit their paths, assign them to the D-pad and trigger them in game. We're still debating internally about whether we'll be allowing their use online at the moment.
LucianoJ: Will there be one MLS stadium in FIFA 10? What new leagues are in? Russian? Argentine?
DR: We haven't included any MLS stadia this year – but there will be some pretty exciting news for fans of another major stadia later this year. And we can't confirm any new leagues at this time. EA Sports did announce the Russian league for current gen platforms – but unfortunately we didn't get to add this to PS3/360 this year.
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Manager Mode
Reuben777: Have you guys fixed the manager mode scheduling bug for the premier league? No more playing league and FA cup games on the same day please! And no more winning player of the year after scoring a 10 rating and playing on 1 game in the season
Marcel Kuhn, producer for Manager Mode: Hi Reuben, great question. These were annoying me as well. We have tried to address the scheduling issue and I have not seen it in FIFA10, so we believe we've successfully eliminated that issue. In addition we've addressed the 11 of the season problem you've mentioned. Players now have to have played in a minimum amount of matches to make it into that team now.
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Danny Odishow: In FIFA 2010 manager mode , will the increasing of players ability be more close to reality ?
MK: We've done a lot of work on Player Growth this year, so depending on a number of factors, Physical, Intelligence and Technical attributes will increase, peak and decline. Each player in the game will have a potential that under ideal circumstances they'd reach. How closely they match that 'perfect score' depends on the environment they're playing in, how frequently and well they play, etc. It'll be down to you to closely monitor who your gems and also rans are.--
impreza-me: Why are there never any managerial staff in the technical area and no subs on the bench? Also in FIFA 09 the scouting option is very basic. In FIFA 10 would you be able to keep tabs on certain players and watch their match progress? Also in FIFA 09 I found it near impossible to sign a player on loan, and nearly all players that are available on loan are rubbish, why is this? has it been fixed?
MK: The arenas you play in have the subs' benches built into them like they are in reality. Unfortunately we're not able to render players onto them. You make a good point and we also want to address this as seeing action in the technical area adds to the football atmosphere. We could have added them in for FIFA10, but they would have been static and always the same. Therefore we wanted to wait before tackling this feature and do it right when we get to it.
Scouting has remained fairly basic in FIFA10. What we changed is the issue with the names not matching the country of origin (Sorry – no more Garreth McFadden from Brazil!), the overall rating of the scouted player not being closely related to your scout level (Sorry – no more 85 rated players with a level 5 scout) and we've addressed a nasty issue where all scouted players had the same physical stats (Sorry – no more full squads of 6'1'' sized scouted players).
Be a Pro
Milanetto: Can we be able to do a Be A Pro on Fifa10 with more than 1 player on the console? Up to 4 players at least? Plus have Be A Pro for exihibiton match the same. Why can't you do more than 1 player?
DR: Be a Pro: Seasons features a Multiplayer mode with up to 7 players total on PS3. All users can lock to a different player, and choose either the home or away team. Be a Pro match is still meant as a one off 1-player match, showcasing the mode's performance feedback and great camera.
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bobjim999: Will Be a Pro Mode be limited seasons again?
DR: Yes it will. It's about qualifying for the 'International Cup'. This year our focus has really been on improving Manager Mode authenticity.
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Soadfan8182: Will we have more control over our player's destiny in Be A Pro Mode? (ex. request trades, conduct interviews)
DR: No. As I mentioned above, this year our focus has really been on improving Manager Mode Authenticity, so we've not worked so much on Be A Pro (Offline) this year.
Miscellaneous
Pollo459: Can we be able to change players numbers on career mode again?
MK: Yes, we've added a screen that allows you to change the kit numbers of all your players in Manager Mode at any time J.
Miscellaneous--
Preuytu: When will they include ALL countries that are Fifa sanctioned? I"m sure EA can pack all this information within one Blueray disc. That way you everybody can play every continent's cup. Also, you can have a real qualifying league/tournaments leading to the World Cup.
DR: Every year we look at new leagues and teams – and when we can we sign them up. Unfortunately the area of licensing is very complicated – sometime no one owns the rights to something, and other times multiple parties do. EA SPORTS, and the FIFA team do take the issue of licensing seriously and really do invest a lot of time and effort in securing as much as possible. It's not about disc space. It's about legalities and money I'm afraid.
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itel94: Please tell me about the cleats used in the game. Are they all authentic or stupid EA cleats? Are all the strikers still wearing the red Nike's because they looked bloody awful in the game. Also please take a look at all the kits because some of them were wrong last year. Like the yellow Arsenal kit had black lettering instead of red and things like that.
DR: We use a large number of licensed football boots – FIFA 10 will have something like 38 licensed boots, of which 33 are new. You'll only be able to select around 29 of them though for legal reasons. All the kit manufactures provide us with reference for how their kits are going to look and we make them before they're available in the real world. The manufacturers all get signoff for those kits too – so we actually submit the kit to Arsenal before the game leaves to be manufactured. We very rarely make mistakes – and always do our best to correct them when we spot them.
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mad_krips: Will the international roster be boosted?
DR: We're trying to…
mad_krips: Can we have more replay saving options please? The 10 second uploads suck, and we can't review matches played online either. It would be nice if we could save replays to our hard drives or upload directly to youtube (the PS3 can do that, not sure about the 360)DR: We didn't get to implement locally saved highlights and replays this year – but we're going to try to get this done for FIFA 11. Our focus this year has been on Gameplay first and foremost – and we're sure you'll really notice the difference. Hopefully that'll go some way toward appeasing your disappointment for replays, etc.
mad_krips: Lastly... When will Ronaldinho's face come off the cover and off the menu screen? 3 covers is ok but it's coming on to 8 now, I think we've had enough.DR: We will have an announcement on our global cover athletes and packaging in early August so stay tuned for that!




















