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EA Sports Season Opener Recap
- Posted Mar 10, 2010 12:52 pm PT
- 4 comments
Last night, EA Sports held its annual Season Opener at The Press Club in San Francisco. At the event, the publisher showed off a number of its upcoming games and technical demos for two of its biggest titles: NCAA Football 10 and Madden NFL 10. Here's a game-by-game recap of (almost) all the games at the event.
NCAA and Madden
Unfortunately, football fans, EA kept mum on any new features about its pair of upcoming pigskin games. Instead, it chose to talk high level about both NCAA Football 11 and Madden NFL 11. On the NCAA front, executive producer Roy Harvey talked about the importance of authenticity both in gameplay and the game's presentation. Harvey also talked about the challenge in creating a college football game, particularly from a playbook standpoint. While NFL teams might run three to four different offenses across the entire league, in college football, there are dozens of offenses to keep track of and create for the game. Harvey's main points were basically a rehash of a blog he posted on EA Sports official NCAA Football 11 site.The Madden half of the football presentation was just as vague in terms of new features, but executive producer Jeremy Strauser did have some interesting stats to share that were based on data collected by EA from the millions of Madden NFL 10 players online. Strauser said the Madden team now collects somewhere in the neighborhood of 173 million data instances every day from Madden 10 players, which can result in interesting data nuggets like this:
- Brett Favre (or, more accurately, players controlling Brett Favre) has thrown 7,564,382 interceptions in Madden NFL 10.
- Players have attempted 337,488,922 stiff arms in the game. Of those attempts, 78,527,122 of those stiff arms have been successful (a 23 percent success rate that, according to Strauser, is just about what the developers were aiming for).
- Hit stick tackle attempts have resulted in 518,989,818 successful tackles and 1,135,443,163 misses, or roughly a 46 percent success rate.
- Strauser also showed a graph comparing real-life NFL passing and rushing statistics from this season compared with online statistics from players in Madden NFL 10. A variety of title updates in Madden throughout the year have kept the numbers remarkably similar between the real sport and the video game, thanks to improvements like run blocking.
Beyond those specific data points, Strauser echoed comments that had been made earlier in the presentation by EA Tiburon's general manager Phil Holt: The next Madden needed to reflect and react to the changing habits of its players. With younger players consuming more media than ever, a football game that takes nearly an hour to play with only 17 minutes of actual on-field play doesn't necessarily serve that audience well. In addition, Strauser pointed out that while each team has about 330 unique plays in the game, data shows that players only use about 13 of those different plays in a game. The takeaway, Strauser said, is a ton of depth in Madden that simply isn't being surfaced to the player.
So what does all of this mean for Madden NFL 11? While Strauser didn't go into detail, he did mention three key words that the team at EA Tiburon is focusing on for the game: simpler, quicker, and deeper. It will be interesting to see how these ideas coalesce into gameplay for this year's Madden.
Tiger Woods PGA Tour
Tiger Woods PGA Tour 11 will build upon last year's online Tournament modes by introducing the Ryder Cup into the game. In addition to playing online or offline, you'll be able to design the format of your Ryder Cup team and even pick your team from the list of pros on the Tiger 11 roster. In addition, EA has announced support for the PlayStation motion controller, but, alas, it wasn't on display at the Season Opener event. Here's EA Sports' Travis Sailer talking about the Xbox 360 version of Tiger 11:On the Wii, Tiger 11 looks to make another strong case as the best sports game on that console, with a refinement of the Wii MotionPlus controls that worked so well last year. This year, the game will take an even more complete look at your virtual swing by taking into consideration such things as swing plane and where your club makes contact with the ball in determining the success of your shot. Here's Tiger 11 designer Eric Busch talking about the new swing mechanics:
EA Sports MMA
Using a modified version of the Fight Night 4 engine, EA's upcoming MMA game will be at least a little familiar to those who have played the successful boxing franchise. The quick-strike mechanic will use the right stick for punches, kicks, and elbows. This being an MMA game, however, there's still the question of how to play the game once things head to the mat. EA didn't give all the details--and we still weren't allowed to play the game--but here's our updated impressions of the game.2010 FIFA World Cup 2010
Last month, we got our first peek at the Xbox 360 and PlayStation 3 version of EA Sports' upcoming World Cup game. Last night, we saw the Wii version for the first time, which will feature simplistic controls and, among other features, a Dream Team mode that will have you completing challenges to build a team of the world's best players. Here's EA Sports' Tristan Jackson walking us through a demo of the Wii game:NBA Jam
The upcoming Wii version of the classic Midway series was on hand at last night's event, but, unfortunately, we aren't able to share the details on the game yet. Look out for more on NBA Jam in this space at the end of the month.Obviously, we'll be following all the progress of all these games, so stay tuned for more throughout the year.
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Tiger Woods PGA Tour 11 First Look
- Posted Mar 9, 2010 10:08 pm PT
- 4 comments
The 16th hole at TPC Scottsdale is undoubtedly the rowdiest hole in golf. Throngs of fans pack the grandstands that surround the par-3 hole--most recently at the 2010 Waste Management Phoenix Open--many of them in various stages of undress and even more drinking heavily. Unlike the relatively buttoned-up atmosphere of most golf tournaments, the 16th at TPC is a party where fans' enthusiasm shines through. Some of that atmosphere will come through in the upcoming Tiger Woods PGA Tour 11, which will include TPC Scottsdale on its course roster, complete with a packed-house 16th hole.
Of course the big news surrounding EA Sports' Tiger series hasn't been the game; for the past few months, it has been all about Tiger Woods and his public problems away from golf. Nonetheless, EA has come out in public support for Tiger and, earlier in the year, stated that he would once again be the cover athlete for this year's golf game. What they didn't say is that Tiger wouldn't be the only golfer on the cover--for the first time in the series' history, Tiger will share the cover with another golfer: Irish rookie Rory McIlroy.
Now, you might see this as EA's first step toward pushing Tiger off the cover of the game that bears his name. Or you might remember that 2010 is a Ryder Cup year, when American and European golfers go head-to-head in a series of matches for the storied trophy of the same name. It's arguably the biggest biennial story in golf, and EA is making it a big part of Tiger 11.
When taking part in the Ryder Cup in Tiger 11, you'll essentially be acting as the captain of your chosen team (America or Europe). You'll be able to choose your lineup from the game's roster of real-life PGA pros (when playing the Ryder Cup during your created golfer's career, you'll be able to put your alter ego in the Cup matches). You'll also be able to decide pairings for the Cup's various rounds (which include match play, fourball, and foursome rules). When setting up a Ryder Cup match, you'll have lots of options to choose from, including number and type of rounds, the location you wish to play (including Celtic Manor in Wales, site of the real 2010 Ryder Cup), and more.
While exercising your inner Paul Azinger when selecting matchups is fun enough, you'll have another level of control in Ryder Cup matches that you could find only in a video game. Let's say you've begun a match play round as Tiger Woods and have built a comfortable lead over your opponent. In between rounds, you notice that your teammate Anthony Kim is struggling in his match--you can then take control of Kim and try to get him back in a successful position. This kind of flip-flopping between players is optional but will help you ensure that your favorite team takes home Samuel Ryder's cup each time you go out.
Competing for the Cup offline is great, but sticking it to friends and strangers online is where the real fun may lie in Tiger 11. Online team play in the Xbox 360 and PS3 versions of Tiger 11 will let two teams of up to 12 players apiece go head to head in match play competition that is fast to play and heavy on the trash talk. Teams will be able to chat with each other via headsets to plan strategy or to give one another a hard time when a shot goes awry. This being match play, you'll be locked up in a battle with a specific player on the other team, though you will be able to see the shots of all players participating, thanks to the multicolored shot arcs that have become standard when playing Tiger online these days. As the match continues, you'll get a constant update of not only where you stand against your competitor but how your team matches up against its rival. There's no golfing equivalent of clan support this year--though that seems like an obvious inclusion for Tiger 12--but there will be leaderboards where you'll be able to compare your results against with others.
On course, Tiger's gameplay hasn't changed a great deal from previous years. Noticeable changes include an approach grid that will show you the break of the green in greater detail even from the teebox (especially useful when judging where to put the ball on a par 3), rough of variable lengths, and other minor touches like dynamic skies and players' clothing whipping about in the breeze. The mechanics of the golf swing--including the button-mashing backswing power-ups and midair spin--are still in place (though presumably you'll still have the option to turn them off when playing at higher difficulty levels).
If you're looking for true differentiation in controls, then the Wii version of Tiger 11 is where you need to be. Last year's game introduced the Wii MotionPlus accessory to the game, resulting in a lifelike swing mechanic, and this year, in addition to features like the Ryder Cup, the Wii version is taking the Wii MotionPlus swing control to the next level.
In last year's game, the Wii MotionPlus only measured the rotation of your wrist as you swung the Wii Remote, which would then determine the draw or fade put on the ball in the air. This year, depending on the swing mode you're using, Tiger 11 will take a much more complete look at your swing. For example, when using the advanced plus swing mode, the Wii MotionPlus will gauge your swing plane to determine the degree of inside/out or outside/in motion in your swing. This will also affect the flight of your ball at contact, and you'll get some handy feedback after each shot showing you exactly how you struck the ball.
True golf purists will most likely want to be hacking away using the Tour Pro swing option, which takes wrist rotation and swing plane into account and also factors in contact of the club head on the ball. Add to that a first-person view known as True View, which puts your perspective directly over the ball when hitting. When in this perspective, the camera doesn't move with the ball as it travels in the air--instead, you watch the ball flight from the spot you hit it, as you do in the real-life sport. And, as in a real PGA tournament, you might not know you hit a great shot until you hear the roar of the appreciative crowd. In short, Tour Pro swing mode seems about as close as the Tiger series has gotten to putting you on the golf course.
The sensitivity of the swing can be punishing, as we found out firsthand. You aren't just trying to swing with good speed to get some power underneath the ball; you're also looking to twist your wrists so they are flat at the moment of impact, have a nice even swing plane, and make contact at the fattest part of the club. In essence there are nearly as many things to think about as there are with a regular golf swing. It's little wonder, then, that when an EA producer put a golf ball on the ground and between our feet for use as a visual guide when swinging our putter, we were able to nail a 20-foot uphill putt.
Or, like it so often is the case with our real golf game, it might have just been blind luck. Look for Tiger Woods PGA Tour 11 on June 8 on all platforms.
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NHL 10: Being David Steckel
- Posted Mar 3, 2010 12:12 pm PT
- 24 comments
With the fervor of the men's Olympic hockey tournament still blazing in my veins, I fired up NHL 10 on Sunday night and dove into the Be a Pro mode for a nice long stretch. The next thing I knew, it was after midnight, my created left winger had made the first line of my minor league team (the Hershey Bears), and I was nearly halfway through my team's season. Along the way, I started thinking about how sports games dangle the carrot in front of players' eyes.
My very first game back in NHL 10--after weeks of playing other games--was a revelation on ice for my created player. He was a flash of maroon and white, racking up three assists and a gorgeous one-timer goal in a lopsided 6-0 victory against a division opponent. It was by far the best I'd played since owning NHL 10, and I wasn't exactly sure how much of that success was due to Olympic inspiration, blind luck, or some other cause.
It was that single game's effort, after all, that got me promoted to the first line--for which I rewarded my team with a string of subsequently mediocre performances, a few goals and assists here and there, and at least one game where I racked up three back-to-back interference penalties (which I still think are called too frequently in the game).
Despite spending experience points to upgrade my player's attributes, my uneven play continued throughout my session with the game. So what, then, was going on in that game where I could seemingly do no wrong? Was it simply the fact that I had been away from NHL 10 for a while and that absence had given me a clearer vision of what I needed to accomplish on the ice? Was I just in the right frame of mind when I began--I tend to get antsy when playing sports games--and my performance suffered as my anxiety increased? Or maybe the game is just screwing with me. Perhaps a line in the code flipped a switch and decided that, at least for one game, my NHL 10 Be a Pro would be playing like an American version of Alex Ovechkin.
Whatever the cause, I can say that I had more fun in that one stellar performance than I've had in the entirety of my mediocre NHL 10 career so far. And I'm not sure how I feel about that. On one hand, a great night on the ice feels that much better, simply because I've struggled for so long. On the other, half the reason I previously gave up on NHL 10 (and on NHL 09's career mode, and gave up on my created pitcher in MLB 09: The Show) is simply because those great performances were too few and far between.
Granted, this is early in my career, and it can only get better. I've got more experience points to earn, more attributes to grow, and presumably more goals and assists to rack up. Still, even once my player gets called up to the NHL, I'll be a little fish in a big pond. Perhaps those infrequent golden performances are NHL 10's method of keeping me into the game while I continue to work on my player and my skills. But I have to wonder if the occasional taste of being Alex Ovechkin is enough reward for spending the majority of my time being David Steckel.
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