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11 September 2012

NHL 13 Review

NHL fans are staring down the barrel of another lost season. Team owners and the players association stand at each other’s throats for the second time in under a decade, and neither side seems willing to bend. For those of us obsessed with our respective hockey teams (go Isles!) and deeply saddened by the prospect of being forced to watch the NBA, NHL 13 may be the only place we can go for respite. And that’s the first dose of good news loyal NHL fans have received in a while, because real hockey or not, NHL 13 is a fun, engaging and deep iteration of the world’s best sport.

Right off the bat, you’ll notice some old fallbacks that you can jump right into. Play a scrimmage against the AI or a friend, start a season as any team you choose, or jump into the role of general manager and control your organization’s destiny from the front office (and cozy sky box). The latter is a mode I spent a considerable amount of time with this year, bringing my beloved New York Islanders through a season and into an unexpected playoff berth. But in playing actual games on the ice as opposed to managing from the tranquility of a quiet, digital office, I came to enjoy the more overt tweaks and fixes EA made this year to make NHL 13 a more realistic experience.

This new dose of realism is derived from what EA calls "True Performance Skating." Developer buzzterm aside, True Performance Skating marks a paradigm shift in the series by making the very act of skating less arcadey and more realistic. That means no more turning on a dime when barreling full speed towards the boards or shadowing a rushing player without sacrificing some modicum of control. What it does mean – easily understandable to anyone who grew up playing hockey – is that speed sacrifices control, and staying in control, in turn, sacrifices speed.

Such a system changes the way you’ll play NHL 13, but you’ll quickly adapt to this more realistic take. Hockey is a positional game – far more than casual fans understand it to be – and NHL 13 forces your hand by making you play it as such or reaping the consequences of failing to do so. Instead of playing the body while skating backwards into your own zone, you may opt to play it angularly, sacrificing an easy-to-save shot you know your goalie can handle instead of going in for the check, and likely missing in the process. Likewise, dumping-and-chasing won’t be so much about a straight skate for the puck, but instead knowing when you’re beat and subsequently letting off the gas a bit. If you don’t, you’ll be left in the dust during the ensuing rush.

A fundamental change like this works well, but it’s also admittedly (if only mildly) confusing. NHL 13 isn’t a simulation; it’s an arcade-style hockey game supplemented with a heavy dose of realism. The opposing team almost never ices the puck or goes offside. Goalies regularly dish a covered puck back out to his defenders, hockey logic (and puck safety) be damned. And passes aren’t only tape-to-tape; they’re borderline magnetic. All of this is totally fine, but why emphasize more realistic skating – something at the core of the game – if the ancillary happenings around the rink aren’t also addressed?

Still, for this seeming lack of logic, EA has gone out of its way to change its NHL series in pretty dynamic ways considering the developer has under a year to iterate on last year’s product. For instance, the AI has adjusted with new attention paid to realistic skating physics. The claim is that EA spent more time on AI this year than in the three years prior combined. Players can now skate backwards more easily, cradle and protect the puck with greater emphasis, and choose from a growing number of neutral zone tendencies and overall play styles. Goaltenders are smarter and less inclined to let up easy goals, like one-timers and wrap-arounds. They’re also more acrobatic than they’ve ever been – mirroring the real game we know and love – and can even move individual limbs while sprawling and diving, bringing a Hasek-esque like look and feel to NHL 13’s armored netminders.

This emphasis on presentation oozes into every facet of NHL 13 and isn’t only evident when actually playing. Slow load times and some menu stuttering aside, the game looks beautiful. Games are presented as they would be on NBC Sports, replete with the familiar commentary of Gary Thorne and Bill Clemente. Ambient sounds of the arena, the crowd and the on-ice product are all expertly executed as well, supplementing the game’s high visual fidelity. Animations are occasionally awkward (as they appear to be in all EA Sports products), but that has more to do with the constant number-crunching behind the scenes than anything else. NHL 13 is a sight to behold, as several editors who have watched me play the game in the IGN offices brought it upon themselves to let me know. It plays virtually identically online and off, sacrificing none of the bells of whistles regardless of who you want to play with and where.

Then there are NHL 13’s two new modes. One mode, NHL Moments Live, allows gamers to relive moments from hockey’s past, challenging them to recreate the exact scenario given whether it’s a goal in overtime with a specific player, an overall point count in a certain amount of time, or anything else you can think of. With most of the moments coming from this past season (and with more promised to be downloadable if this currently stalled season ever gets off the ground), these are events even novice hockey fans will remember and appreciate.

But as great as this idea is in premise – and as fun as it is to partake in – there are some puzzling choices that take away from its realism. This is especially true when considering some old moments, such as Gretzky’s big game against the Flyers in 1981 or Doug Gilmour’s overtime heroics against the Blues in the 1993 playoffs. In those games, players are cast in the role as Gretzky or Gilmour but are surrounded by the current roster of the Oilers and Maple Leafs, respectively, while playing against the current rosters of their opponents. It simply doesn’t make any sense and was disappointing when I was expecting to see some familiar faces accompanying these great players, not guys who were, at best, in diapers when some of these events took place.

The other new, notable mode is called GM Connected. EA claims that GM Mode in its NHL series is the most popular offline mode, and I can understand why. It’s totally engrossing if you’re a hockey nerd. EA decided to leverage this popularity by bringing it online and accommodating up to 750 players in a single league. That’s no typo: each league can consist of up to 750 real people from around the world, acting as commissioner, general managers and even players.

GM Connected is an ambitious and bold mode, but one that needs time in the wild to truly appreciate. Gearing up for GM Connected as I reviewed it amounted to checking static screens and waiting for other players to act (I eventually set it so my CPU will make all in-game decisions). This mode can be truly robust and pay off big in the end, but it’s impossible to say right now with the limited amount of players online, and the equally limited interaction it therefore affords. In other words, the jury’s still out on GM Connected, but it’s something worth meddling with, especially if you enjoy offline GM mode.

Combining GM Connected and NHL Moments Live with the aforementioned offline season, GM and scrimmage modes, as well as the ability to play in one-off playoffs, tournaments, practices and more, NHL 13 gives you incredible bang for your buck. And yes, you can even create your own pro once again this year (or even play as some well-known veterans from the NHL’s past) and grind through the junior and minor leagues as you ascend towards NHL glory.

In other words, there’s so much to do in NHL 13. And in a year looking less and less likely to provide the real thing, NHL 13 proves a mighty promising distraction.


Source : feeds[dot]ign[dot]com

10 September 2012

IPTL Premier - MVP look to be favorites, but will they meet their potential?

MVP Clan came to life in October 2010, but December 2010 was the month when Korea StarCraft 2 Association finally recognized them as a professional team; however, it was May 2011 that put them on the Korean map for good when they took second place during GSTL 2011 May finals losing to SlayerS after very close games and five months later when they won GSTL Season 1 defeating Prime.

Yet, it is 2012 that brought them vast number of titles both for the players and the team as a whole; more GSTL medals,  third place at IPL Team Arena Challenge 1, KSL Opening Ceremonies and Asia StarCraft II Invitational Tournament. Now it’s time for the IPTL Season 1 and they are more than ready to become the ultimate champions of another team league again.

Normally this paragraph would be the beginning of “bad picks” chapter, but in case of MVP it cannot be done, since there is no bad player on the team at the moment. Even if some of them haven’t qualified for the GSL Season 4 they still have a strong or at least decent presence on the international or Korean scene. Great examples are Noblesse and finale; they haven’t won anything big in 2012 yet, but are consistently on top and in a tournament full of foreigners like IPTL Season 1 we might see them crushing bones and eating flesh of their enemies. You cannot underestimate Korean players.

Team captain and one of the best Starcraft 2 zergs in the world is DongRaeGu. Despite being a part of the scene since 2010, he made a name for himself in the second half of 2011 after winning LG Cinema 3D Special League over sC, 2011 DreamHack Valencia Invitational over ThorZaIN and taking second place during Arena of Legends 1 after losing to MarineKingPrime.

Just like any other player DRG had his slump during spring 2012 when he stopped performing as well as he used to, but currently he’s back on track. It wouldn’t be an understatement to say that out of every GSTL player it is Park Soo Ho who constantly outperforms his colleagues. He almost single-handedly carried MVP in the 2011 GSTL May event and even outperformed his own track record during 2011 GSTL Season 1 with a 13-2 record. There is no other player who came close to DRG’s score.

Besides GSL and IEM championship titles there is also MLG, which was the curse of MVP’s captain until June 2012 when he finally won his first Major League Gaming title during 2012 MLG Spring Championship after crushing Alicia 3:1. Back in 2011 he won MLG Spring Arena 1, but it was a much smaller event, hence we count his latest gold medal as the first big one. Still, many other players have won MLG events before him, but it is DRG who currently has 2 of each medals in MLG events.

Another huge name for MVP is KeeN who just recently placed third in TeamLiquid StarLeague 4 taking out Sting in a very one-sided match. At the moment, together with Vampire and finale KeeN represents MVP in GSL Code A.

Sniper as a Code S player cannot be overlooked. He always gives his best and is visible on the international scene participating in number of online qualifiers.There is also Monster who proved his worth all-killing Evil Geniuses during IPL Team Arena Challenge 3 three months ago and winning GIGABYTE ESPORTS LAN Invitational.

MVP doesn't have an all-star line-up, but every single one of their players is more than capable of taking down the best in the world. Their strength lies in cooperation during team events and steadily growing skill of every member on the current roster. In IPTL Season 1 they should advance to the playoffs.


Source : feeds[dot]ign[dot]com

29 Agustus 2012

Metal Gear Movie Announced

A Metal Gear movie has been announced at Konami's Metal Gear 25th Anniversary event. It will be made in association with Columbia Pictures.

Avi Arad (X-Men, Iron Man, The Amazing Spider-Man) will be producing and was on stage at the event.

"For many years I fought to bring comics to theaters - and video games are the comics of today," Arad said, as reported by attendee John Ricciardi on his Twitter feed.

There are no further details at this point, but Famitsu has some photos from the event.

2012 marks the 25th Anniversary of the Metal Gear series; the 'Tactical Espionage Action' series was first launched on MSX back in 1987.


Source : feeds[dot]ign[dot]com