GameSpot's Sports Gaming Blog
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FIFA 10: Ultimate Team Trailer
- Posted Dec 9, 2009 10:58 am PT
- 15 comments
"FIFA 10 the best console soccer game ever? Not without Ultimate Team, it's not!"
Those were the words I've been continually saying to myself ever since FIFA 10 was released in October in the US. Granted, there's a lot to like about FIFA 10, but because the trading card Ultimate Team feature that made its debut in the FIFA series in last year's game wasn't part of the retail package, I was skeptical. After all, I've made no secret of my love for the feature (which is coming to Madden NFL 10 soon). Well, it should come as no surprise that the Ultimate Team feature is returning this year as FIFA 10 DLC in February 2010. Check out the trailer here:
New features like organizing multiple squads for different styles of play, better search tools, and a redesigned chemistry system all sound like fine additions to Ultimate Team, but the best news of all is the price. FIFA 10's Ultimate Team feature will be considerably cheaper than last year's version: 400 MS points (compared to 1,200 last year) or $4.99 on PSN (compared to $14.99 last year).
See? This horrific global recession is at least good for something.
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Tiger's Scandal: The Flash Game
- Posted Dec 4, 2009 8:56 am PT
- 10 comments
The once-sterling reputation of Tiger Woods is taking a beating from the increasingly sordid fallout after his November 27 car accident near his home in Florida. And while EA Sports is standing by its man, it was perhaps only a matter of time before someone made fun of the world's most recognized athlete in video game form. Enter Tiger's Parking Slam, the latest topical Flash game effort from AddictingGames, whose past work includes the games "Baseball Juiced," "Trillion Dollar Bailout," and "Where's the Naughty Governor?"
From the Tiger Parking Slam press release:
"Get behind the wheel in Tiger Woods' exclusive Florida neighborhood and try to win the Parking Grand Slam. Overcome unexpected obstacles like trees, fire hydrants, paparazzi, police, enquirer reporters, and a familiar-looking blonde swinging golf clubs at his ride to park successfully in four different driveways and you win!"
Let's see, Tiger is on the cover of every tabloid rag this week, he's the center of the sports talk radio world, and now he's got a quick-and-dirty Flash game. Could a tell-all book, Oprah appearance, and hastily cobbled together TV movie be far behind?
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Backbreaker Update
- Posted Dec 1, 2009 12:33 pm PT
- 78 comments
We've already seen a good deal on NaturalMotion and publisher 505 Games' upcoming take on 11-on-11 football, but we have yet to get our hands on the full version of Backbreaker to play it ourselves. Still, we have a pretty good idea of what to expect from the final game when it ships in April 2010. Here's a quick breakdown:
- There's no NFL license, so customization will play a big part in the game. You can create your own players, teams (even their logo, using a logo editor), and seasons, but Backbreaker will have up to 32 premade teams to select from as well. We haven't seen the customization feature yet, but we're hoping the logo editor offers enough variety to really create what you want. The development team also hasn't quite figured out how to bring all of customization functionality online (referencing NCAA Football's deep online customization system), but it's working on it.
- While there's no hardcore franchise mode (NaturalMotion wants to keep the focus on playing football), Backbreaker offers a number of gameplay modes in addition to the typical season mode, which can last for as long as 32 games (or eight and 16 if you want shorter options). There's an Arcade mode that streamlines the play-calling interface down to four plays on both offense and defense, so if you're not familiar with the intricacies of the sport, you can jump right into a game. Backbreaker's Training mode will also help you get comfortable with the controls and the camera perspective via minigames. One such minigame puts you alone on the field with a series of pylons that you have to successfully navigate through to get a feel for running. Lastly, there's also an Exhibition mode if you want to play just a single game, as well as online multiplayer that supports up to four players, but it's worth noting that if you want to play against someone on the same console, the game uses a split-screen setup to accommodate the lower camera perspective.
- As far as actual gameplay is concerned, Backbreaker's camera perspective has a tremendous influence on how a play unfolds because your field of vision is more limited than it is in something like Madden. Before the snap on a passing play, the quarterback starts with a primary receiver (highlighted in orange). You can change your primary receiver before the snap, and the quarterback's vision seems to focus on the general area of the primary receiver you've selected. You can then pass the ball using the right analog stick. Additionally, it will be possible to cycle through receivers after the snap, but we have yet to see this feature in the game. The running game is a bit more straightforward because the camera takes a behind-the-running-back perspective before the snap, making it easier to spot gaps in the line and perform jukes, spins, or stiff arms. On defense, you automatically take the place as an outside linebacker, but you can change to other positions on the field. Once you've made a decision, you basically have to commit to your coverage on the field because the camera tends to focus on the offensive player involved. If you're a linebacker on a blitz, the camera tends to keep the quarterback in your field of view, whereas if you're in coverage as a defensive back, a receiver will be the primary focus.
- One of the main attractions of Backbreaker is that it also uses the Euphoria physics engine, which basically translates into some pretty cool-looking tackles (especially hard hits will be shown via replay). Indeed, even at this relatively early state, the hits do look pretty good and there's plenty of variety to them, but we're still wondering how much of an effect this has on the finer points of a play, such as line blocking or even receiver bumps. But there are plenty of other nice details in the game as well, such as the pregame run through the tunnel onto the field and the audible breaths of air your player makes when engaged in accelerated mode.
At this point, we're ready to get our hands on the full game. We've seen a good portion of how things work, but we'll be interested to see how long (or quickly) it takes to adapt to the camera perspective and the limited vision, particularly on defense. We'll have more on Backbreaker before its release in April.
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