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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.
From the Bleachers
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Madden Ultimate Team First Look
- Posted Nov 3, 2009 8:10 pm GMT
- 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 10:15 pm GMT
- 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 11:46 pm GMT
- 26 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 9:59 pm GMT
- 34 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 7:10 pm GMT
- 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 27, 2009 1:53 am GMT
- 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 7:38 pm GMT
- 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 8:54 pm GMT
- 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 5:06 pm GMT
- 3 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 14, 2009 12:58 am GMT
- 43 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 6:37 pm GMT
- 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 13, 2009 12:12 am GMT
- 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 6:04 pm GMT
- 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 8, 2009 12:05 am GMT
- 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 11:47 pm GMT
- 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!
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SmackDown vs. Raw 2010: Championship Scramble and Royal Rumble
- Posted Sep 30, 2009 10:50 pm GMT
- 114 comments
One peek at GameSpot's live video reveal of the complete roster of the upcoming WWE SmackDown! vs. Raw 2010 and it's clear that THQ and developer Yuke's are cramming a bunch of content into the game. In addition to a roster packed with WWE SuperStars and Divas as well a focus on creation tools (including the brand new story designer, which sounds like a load of fun), the game will also have a ton of match types to compete in. Today, we've got a look at two of the match types in the game, Championship Scramble and Royal Rumble.
Championship Scramble
Mix a timer together with a fatal four-way match, and toss in a championship belt up, and you'll have an idea of how the Championship Scramble works. In this brand new match type, two wrestlers start off the match and a new competitor enters at specific intervals during the timed match. Eventually, five wrestlers are in the ring at once and if any one of them scores a pinfall, he is declared the title holder. The last man holding the title once the timer runs out leaves as the champion.
You have three match-length options in the Championship Scramble matches: five, ten, or twenty minutes and you can choose when your wrestler enters the ring or set it to random. The longer the match, the larger the interval you have until new wrestlers enter the ring so, if your wrestler is in early, the most successful strategy seems to be to work over your opponent as quickly as possible and get a quick pinfall. From there you can do your best to stay away from the opponents until the end of the match. Once the ring fills up with more wrestlers, successful pins are hard to come by, as the AI wrestlers will inevitably break up each pin attempt. Anything goes in this match, including the use of foreign objects like chairs, sledgehammers and two-by-fours, so you'll need to be on your toes at all times.
Royal Rumble
A fan favorite in the real WWE, the Royal Rumble features a constant stream of WWE SuperStars entering the ring, each of them looking to survive and win this prestigious match. In the game, you'll be able to play three variations on the Royal Rumble: 10-man, 20-man, and 30-man, the last of which turns out to be a Herculean task of survival, especially if you're called into the match in the early goings.
As with the Championship Scramble matches, you'll be able to select which SuperStars take part in the Rumble, as well as which wrestler you control. You can set your wrestler's entry round or set it to random and take your chances. Once the match begins, it's a matter of waiting until your number is called and watching the mayhem unfold in the ring. Wrestlers are eliminated from the Royal Rumble only if they are tossed out of the ring, and it's common for alliances to be formed and broken at any moment as wrestlers gang up to get opponents out of the ring.
Once your wrestler is in the squared circle, you'll be looking to chop, slap and slam anything that gets in your way, while doing your best to avoid getting ganged up on. With lots of wrestlers in the ring at once (I counted a maximum of six in the ring during our time with the game), your best bet for success will be to take advantage of someone else's weakness: look for Superstars that are getting ganged up on and wait for a chance to push them over the top rope. If a wrestler is struggling to put someone over the top, you can join in on the action and help him out as well.
Unlike previous versions of the Royal Rumble, ring-outs in SVR 2010 won't just be button-mashing minigames. There are several different types of ring-outs in the game, each with a slightly different control scheme:
Middle rope elimination: The most straightforward of the bunch, this ring-out is accomplished by rapidly pressing the button shown on screen. If you've got an AI wrestler or two helping out, the chance of eliminating your opponent increases. If you're on a defense and have a finisher stored up, you can instantly escape middle rope elimination by pressing the right bumper (R1 on PS3).
Bottom rope elimination: When attempting an elimination here, a meter will pop up; to ring-out your opponent, you'll need to stop a cursor in the meter's blue target zone by pressing the A button (X on PS3). If you've got a finisher on defense, you can escape by pressing the right bumper (R1).
Corner elimination: This one's all about timing. When attempting to eliminate an opponent in the corner, you'll see a button icon appear on screen; press it before your opponent and you'll gain an advantage--do it enough times and you'll eliminate him. Again, if you have a finisher stored you can escape a corner elimination by pressing the right bumper (R1).
Naturally, conserving your energy in the Royal Rumble is of supreme importance. Unless you're the last one in the ring, you can inevitably count on some of the biggest WWE stars coming late in the match. In one Rumble I played--using Finlay who had entered early on in the bout--I made it all the way to the final pairing only to be eliminated by a relatively fresh Triple H. Surprises are common in the Rumble; in one case, you might think you've got a wrestler ready for elimination, only to have him flip over the top rope, land on the mat and roll back into the ring.
As elsewhere in the game, you can use created wrestlers in both Championship Scramble and in the Royal Rumble but, unless you've spent some time building up their attributes, they won't be much challenge for the heavy hitter Superstars. One of the best ways to beef up your created wrestlers is to spend some time in SVR 2010's story mode, known as Road to WrestleMania. We'll have a look at the mode, its multiple storylines, and how you progress your created Superstars in the game, in our next look at the game on Wednesday, October 7.
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MMA's Mayhem Is Not Pleased
- Posted Sep 29, 2009 5:03 am GMT
- 25 comments
Spotted this video over at the great sports blog, With Leather: a YouTube video of MMA fighter Jason "Mayhem" Miller visiting the EA Sports offices to check out his character in the upcoming EA Sports MMA. During the presentation, Miller got a look at the stats of his in-game character while visiting with the developers behind the game. Then this happened.
I have to admit, Miller had me going, and if I was MMA head developer Rob Hydar, I would have been soiling my delicates. Hopefully more guys like Miller will be making their way into the game, as he seems like a load of laughs.
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Yamauchi Talks Gran Turismo 5
- Posted Sep 28, 2009 4:19 pm GMT
- 25 comments

You don't have to travel far in the Polyphony Digital offices to find accolades. The home of the Gran Turismo developer is chock-full of platinum sales awards, awards for excellence, and trophies galore. Yet there's one award that might just all of the rest, at least for GT series creator Kazunori Yamauchi--a best-in-class trophy he won while driving at a four-hour race at Germany's Nurburgring in August. Yamauchi won the race driving a Lexus IS-F and set fastest lap among the three drivers that drove for his team (an impressive 10 minutes, 9 seconds).

Along with that real-world racing result, Yamauchi's day job--Gran Turismo 5 continues to creep closer to its own finish line. The game now has a release window--March 2010 in Japan--and, according to Yamauchi that release for the rest of the world won't be too much different from the Japanese release.
"I don't think it's going to be that much later in the U.S. and Europe," Yamauchi said during a press presentation on Gran Turismo PSP and Gran Turismo 5 from the Polyphony Digital offices on Saturday. "This is based on our production schedule. The reason why the dates for the U.S. and [European] regions are not decided yet is because their marketing is still discussing their issues. It shouldn't be too far off from [the Japanese] date for the other regions as well."
Yamauchi gave a brief overview of the what to expect from GT 5 during the presentation, including a rundown on the numbers fans can expect from the game: more than 950 cars, 20 locations, and 70 variations of tracks to choose from. Yamauchi said the team at Polyphony Digital have been working on several different areas of late, including a new physics engine, damage, adding moveable objects on the track (such as destructible tire walls on the Tokyo Route 246 track, playable on the show floor of TGS 2009), as well as the inclusion of hybrid and electrical vehicles into the ever-growing roster of cars.
Referring to damage specifically, Yamauchi mentioned some details about the how damage will work in the game. There will be two types of damage in the game, depending on the car you're driving. For regular production model cars, you'll be able scuff the paint job as well as deform specific areas of the cars. For race model cars, like WRC and NASCAR models, damage will be extended to include parts falling off the car during particularly violent shunts.
Sony's Gran Turismo PSP, which is due for release this week, will have a connection with GT 5; players will be able to move the cars they've collected from the PSP game to their garage in GT 5 which is a good thing, considering the ease in which money and cars are available to players in the PSP game (Yamauchi estimates that the car acquisition rate in the PSP game is about 10 times as fast as in GT 5). According to Yamauchi, players won't be able to move their credits from one version to the next.

Yamauchi also went over the modes in the GT 5, and it's looking similar to what GT fans have come to expect from the series. As in previous games, the game will be split into Arcade and GT Mode. In Arcade Mode, you'll have a couple of different options--single player race and split-screen two player race. GT Mode is where the majority of the players will spend their time. Players will have a world map to navigate around, their own garage to house their car collection, dealerships and tuning shops to buy cars and parts, as well as championship race events, and the ubiquitous license tests. The tuning shop will be more than just internal parts--there will also be external bits like bumpers, sidesteps, rear wings, and more.
Gran Turismo 5 will have an online presence, but it won't be quite as ambitious as originally planned… at least not yet. When GT 5 ships, it will include online features such as lobbies to set up races, text/voice chat, private rooms, as well as the places to share your photo and replays online (and even the ability to automatically upload your replays to YouTube). However, the plans outlined by Yamauchi back in 2006 for a marketplace that would let players download cars, tracks, and parts, won't be part of the game at launch.
"It's a definite possibility of something we might do [in the future] but, at the release of GT5, I don't think we'll have that functionality where you can buy single components for your car."
Elsewhere in the game, expect some new Phooto Mode enhancements as well as a new and improved Gran Turismo TV with a new user interface, progressive downloading and the ability export videos to your PSP for later viewing. After the presentation, Yamuachi showed off a new trailer for the game which featured, among other things, peeks at some of the new courses that will be part of the game--including a quick look at the familiar tower from the Indianapolis Motor Speedway, which appears to be set for GT 5.
Finally what about the decision to include hybrid and EV cars which, when compared to the high-end Mercedes models, Ferrari's and suped-up imports, will likely feel a bit underwhelming? Yamauchi said the decision has more to do with Polyphony's interest in technology rather than the performance of the cars themselves.
"I tried driving EV cars and hybrids as they've been released and I've found that they're actually fun to drive, [doing things like] monitoring the battery while you're on the road, it's actually kind of interesting," Yamauchi said. "And honestly we have this curiosity for new technology. When a new technology is released into the world, we're interested in trying to [learn] about that system and trying it out."
Afterwords, I joked at the possibility of the inclusion resulting in Prius-based race series in the real world."No joke," Yamauchi said, "I think things like that will happen."
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Madden NFL 10: AFL Legacy Pack Now Available
- Posted Sep 25, 2009 12:29 am GMT
- 7 comments
This year marks the 50th season of the American Football League and the NFL is celebrating the occasion by fielding original league teams in their AFL throwback unis. Now Madden NFL 10 is in on the AFL anniversary fun with a just-released add-on pack known as the AFL Legacy Pack.
The pack is available for download now on Xbox Live and PlayStation Network and features the eight original AFL teams represented by name and throwback uniforms: Buffalo Bills, Kansas City Chiefs (as the Dallas Texans), New England Patriots (as the Boston Patriots), New York Jets (as the Titans of New York), Oakland Raiders, San Diego Chargers, and Tennessee Titans (as the Houston Oilers). In addition, the referees in the game wear the traditional orange striped uniforms and the field will be marked with AFL logos. There will also be a new retro interface and film-grained broadcast camera.
The pack will also inlcude a new set of retro Madden moments, complete with a handful of new XBL achievements/PSN trophies. The AFL Legacy Pack is available now for 560 MS points and $6.99 on the PSN Store.
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Sports Gaming in Japan: World Club Champion Football
- Posted Sep 22, 2009 1:02 pm GMT
- 4 comments

A good chunk of the GameSpot crew is in Japan this week, getting ready to bring your complete coverage of the 2009 Tokyo Game Show, which begins on Thursday of this week.
One of the things I hope to do while here covering the show is illustrate the Japanese perspective on sports games. Soccer and baseball games are kings here on consoles and, if the past is any indication, we'll see a bunch of horse racing sims, exercise games, and maybe even one or two surprises on the TGS show floor. Hell, last year, I got roped into playing a Hawaiian hula game on camera which might be considered a sport somewhere.
You don't have to hit the TGS show floor to find sports games in Japan however. You can just hit any local arcade, particularly the ever-present Club Sega's, located in places like Akihabara, Shinjuku, and elsewhere. As the name suggests, Club Sega locations are packed to the gills with games made my Sega and, on the sports front, you can expect to see Virtua Tennis arcade cabinets, racing games like Initial D, and, perhaps most impressively, World Club Champion Football.
World Club is so popular that it often takes up an entire floor of the multi-level Club Sega--it occupies the top floor in the Akihabara locale, for example. One part massive arcade cabinet, one part management/strategy game, and one part collectible card game, WCCF is tremendously impressive, even if--like me--you have no idea how to play it.
My mystification at WCCF doesn't surprise me; the game's heavy reliance on text coupled with the language barrier, plus an overall lack of soccer strategy fundamentals, means that this game is out of my understanding's reach. However, there are aspects of WCCF's popularity that any game fan can relate to, namely, its collectible nature.
You start with WCCF here:
This is a station where you buy a starter pack of WCCF cars; you can also buy booster packs and handy plastic sleeves that will protect your cards from constant use. A starter pack runs you about 1000 yen, or around $10. I bought a pack yesterday, here's what came inside:
In that set, you'll find your manager card, which is used to keep track of your record when playing the game, a small rule booklet illustrating the rules of WCCF (in Japanese, of course), plastic card sleeves, and finally eleven player cards, enough to field a full team in the game. Here's the players that were included in my pack:
GK -- Mauricio Caranta -- Argentina, C.A. Boca Juniors
DF -- Fabio Luciano -- Brazil, CR Flamengo
DF -- Marco Cassetti -- Italy, AS Roma
DF -- Martin DeMichelis --Germany, FC Bayern Munchen
MF -- Ji-Sung Park -- England, Manchester United
MF -- Thiago Carleto -- Brazil, Santos FC
MF -- Rodrigo Archubi -- Argentina, C.A. River Plate
MF -- Juliu Baptista -- Spain, Real Madrid CF
FW -- Javier Arizmendi -- Spain, Valencia CF
FW -- Danny Koevermans -- Holland, PSV Eindhoven
FW -- Kleber Pereira -- Brazil, Santos FCHere's a close-up of the Ji-Sung Park card:

Flip each card over, and you'll see a description of the player, his ability ratings, and an picture of the field along with areas indicating where that player is at his best. It seems that the majority of the strategic calls you make in WCCF are based on this type of information, including which formation you use and at which point you sub players in and out.
With your virtual team set, you simply take a seat at the closest WCCF table, lay out your cards in the formation you want and then fire up the game. Presumably there's some sort of electronic magic that happens with the cards that allows them to be read by the WCCF tables. Judging from the instructions, and from watching people play the game, you have a measure of control over your players in a match--with big, brightly colored buttons available you can press to take a shot on goal or activate a key player on your team.
One thing is for sure, fans take WCCF seriously. It's not unusual to watch people play the game for huge stretches of time--drink in hand and burning through cigarettes all the while. Good thing too, as a single sitting at a WCCF table will cost you another ten bucks (or 1000 yen). That said, there seems to be a lot of things to do--from playing a match to running practices, and so on.
Of course, the on-pitch action is just half the fun--this being a collectible card game, there's probably just as much intrigue in trying to assemble your perfect deck of cards. Consider the magazine I found in the Club Sega, devoted specifically to recently released player cards--the perfect reading material for that obsessive WCCF player looking to get ahead in the game.
I doubt World Club Champion Football would work in America--arcades are dying, if not dead, soccer is of little importance to Americans, and the game itself is a serious time- and money sink. That said, there's little denying its popularity here in Japan. Moreover, it seems to have attracted the attention of its competitors; Konami recently released a collectible card game in arcades based around its Baseball Stars franchise. Now, that might be an idea worth pursuing in the U.S.... I know it might bring me back to the arcade.





