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  • Talking Hoops and MMA With Gus Johnson

    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.

  • College Lacrosse 2010: Bringing the Cage to XBL

    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.

  • Fight Night 4: Old School Rules and Ring Rivalries

    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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