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6 September 2012

SEGA Announces Football Manager 2013

SEGA has revealed the latest game in its Football Manager series, Football Manager 2013, developed by Sports Interactive.

A range of improvements to the game's existing elements have been announced, including an improved 3D match engine, new staff roles such as specialist coaches, enhanced training and worldwide leaderboards.  Additionally, the game will make full use of the Steam system’s network functionality, increasing the ease with which games can be set up against other managers.

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In recent years it’s become clear that there’s a large group of people who would like to play Football Manager, but simply can’t devote the time required to get the most out of the game.

Alongside all this is the introduction of the all-new 'Classic' or FMC mode, which promises to offer a streamlined managerial experience for those players who wouldn't otherwise have time for a full season. By only focusing on the nuts and bolts of taking a team to the top, players should be able to play out a full season in just eight to 10 hours.

Sports Interactive studio director Miles Jacobson explained, "In recent years it’s become clear that there’s a large group of people who would like to play Football Manager, but simply can’t devote the time required to get the most out of the game.

"We decided, therefore, to try to find a way to accommodate players with limited free time, without significantly diluting the experience. We believe that FMC achieves this beautifully.

“I would, however, like to stress to our many, many fans around the world that the introduction of FMC will not impact in any way on the game that they’ve come to know and love. For those who still want the full, ‘hands-on’ experience, FM13 offers exactly what they’re looking for – a bigger, better and even more immersive version of the world's greatest football management simulation.”

FMC mode can either be played as an open-ended career, or through the new Challenge mode that was first introduced in the handheld version of Football Manager 2012. Challenge mode tasks players with overcoming a particular scenario which is designed to test his or her management skills over a set period of time. These range from achieving success with a squad of kids to getting your team from the bottom of the table to the top within half a season.

FM13 will ship with five challenges with more made available over time. FMC mode will also offer ‘unlockable’ features which can be used to make the game a bit easier, such as removing the need for work permits.

Football Manager 2013 will be released on PC and Mac before Christmas 2012.

Luke Karmali is IGN's UK Editorial Assistant and regularly struggles to manage, as well as cope. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : feeds[dot]ign[dot]com

5 September 2012

IPTL Amateur -- Will Scarlett help push Acer over the top?

Acer as a company has been around in eSports for many years long before their decision to create and manage a team. They have been supporting and donating money to wide range of tournaments in all kinds of games, whether it was League of Legends or Starcraft 2. However, it was their decision to create their own team that brought them huge attention from all kinds of eSports-related websites and communities.

Still, Starcraft 2 was not their game of choice; they first acquired FIFA back in February 2011 when they’ve launched Team Acer’s website. Yet, their current super-star players are all in the Starcraft 2 roster.

At the very beginning of Acer’s existence in the world of Zerg, Terran, and Protoss they brought in four players to the team, including the most famous German SC:BW player – Mondragon, but as the time was passing by none of them excluding Nerchio, who we are going to talk about in a minute, have not shown any promising results.

Currently, the once called “all-zerg” team has 5 active players in their line-up. Four zergs:  Bly, Nerchio, ParanOid, and Scarlett who joined Acer late June 2012, and one terran – DarkHydra. Single SCV user on the team is also the youngest – he was born in 1997. He participates in online cups on a regular basis, but has won only 1 so far back in 2011. Earlier this year Christian was invited as a stan-in for DeMulim to attend HomeStory Cup IV; he lost 0-3 in his group.

ParanOid aka GOsia used to be one of the top SC:BW players in Poland winning 2009 Polish WCG qualifiers. He played alongside Mondragon in clan called Templars of Twilight. Lately he qualified to IPL Season 5 through the European Satellite Qualifiers, but just like DarkHydra, he also has no huge victories in his Starcraft 2 portfolio.

Bly, despite not being the most recognized player from his country, is one of the top players representing Ukraine on the international scene at the moment. Active participant in many online cups he proves every single time why people cannot underestimate him. He took first place during WCS Ukraine Nationals beating faer, White-Ra, Strelok, and White-Ra once again in the finals. He also qualified for the IPL Season 5 just like DarkHydra and Nerchio through the European Satellite Qualifiers.

Until recently Team Acer was known because of Nerchio who grew immensely as a player since he joined the team in July 2011, but now he’s not the only star  on the team. Scarlett has been performing good since she started playing in the official tournaments like IGN ProLeague Season 4 where she took out DeMusliM, Terius and DdoRo or IPL TAC 3, but the epiphany of her skill took place during WCS Canada qualifiers and WCS NA Championship where she destroyed the competition winning both events with less than 10 games lost in total.

She is more than ready to take part in a huge international events, and go against the best our scene has to offer, but IPTL Season 1 is also going to be a test of her true abilities. For the first time in her career, Scarlett will have to play against the best of what Europe and Korea has to offer; this is not a North American only tournament anymore. Is she going to step up? We might potentially find that out on the 13th of September when Team Acer face aTn.Type in their IPTL Season 1 opening match.

The last but definitely not least on the team is Artur “Nerchio” Bloch. This Polish zerg is not only perceived as a top player in his country, but as one of the best players outside Korea. What is more, in public’s opinion he is also the most skilled Zerg on the western scene, but he exchanges this title with Stephano constantly based on their results in the most recent events. Second place at IEM Cologone 2012, First place in HomeStory Cup V, First place in WCS Poland Nationals and many many more – this is a short list of his latest achievements, and he’s still coming for more.

Although, we what we are seeing now is Nerchio at his best, last year during European Battle.net Invitational he was still an inexperienced newcomer, constantly described as a maphacker and a stream cheater due to his amazing runs in online cups, and poor performance during offline tournaments. Back then people didn’t believe him, when he said that he gets stressed during big events like EBI 2011 for example, but now he got it all sorted out, and can perform at the highest competitive level in Starcraft.

In a team league like IPTL both Nerchio and Scarlett might be used for two things; opening a match to get an early advantage and closing a match to secure a victory. Scarlett has proven many times in the past that she has no problem with being under pressure, hence she might be used by her team mainly as a closer, whereas Nerchio can open a match or be used in the middle of it to secure a draw or catch-up with a score.

Nonetheless, Team Acer, being one of the best team in their group, have a huge chance of advancing into the Up and Down Matches. With two strong star players as a core of their success they might even advance to Premier Division next season.

Written by Albert Palka


Source : feeds[dot]ign[dot]com

15 Agustus 2012

How First-Person Shooters are Growing Up

Let’s face it, Master Chief has all the emotional range of a tin of paint. Whether hanging out on the bridge of a UNSC frigate or being sucked into the anus of an alien spaceship, he can be relied upon to deliver gruff, eye-rolling one-liners. Witnessing the slaughter of fellow soldiers, he breaks down and... briefly shakes his head, in the way one does about the lateness of buses, or teenagers who throw litter.

Main characters in first-person shooters are mostly cardboard cut-outs, generally given a lick of personality to move the story from A to B and get you bang-banging through the field of play as smoothly as possible. And Microsoft’s mighty Spartan is far from the only offender.

Take B.J. Blazkowicz. Unusually in the burgeoning FPS scene of the early 1990s, we saw his face all the time during Wolfenstein 3D, a neat graphic that demonstrated his physical state. Personality wise, he had twitchy, arching eyebrows that suggested a curiously wry nonchalance about metallic melting Hitlers. By 2009, the character had been fully fleshed out into a walking square-headed frown. BJ gives the impression of one puzzled and disturbed by the apparent phenomena of other living beings.

And Duke Nukem? The less said about him the better, a feeble 1990s piece of irony about 1980s action heroes, resurrected needlessly for a 21st century audience.

Look, the best shooters, like Halo, rely on NPCs such as Cortana to add a sense of drama to the stories. You could argue that the main characters exist merely to act as the gamer’s proxy, a spectator of events as they unfold, setting up the shooting action to follow.

This is especially evident because, in first-person, you are ostensibly more the character, rather than the one controlling the character. The less of them there is, the more of you is allowed to inhabit the shell of emptiness. It’s no accident that Master Chief is a face unseen, one who is both iconic and anonymous.

No-one represents this best than Gordon Freeman, the much-loved first-person player-character from Half-Life who is barely ever seen and never heard, and yet who seems to have a personality reflected back on him both by his situation and by other characters in the game world.

The non-accidental nature of these characters’ lack of substance is also seen through Call of Duty’s Soap MacTavish. Voiced by the excellent Scottish actor Kevin McKidd, he is nonetheless merely a means-to-an-end, generally given lines that suggest some action or urgency on the player’s part. Interviewed at the premiere of Modern Warfare 2, McKidd said one of the big challenges of voicing the character is that he is generally given the lines without any attending context of what is actually going on in the game. Hardly the stuff of Hamlet.

But as game-makers strive to find ways to create more believable worlds, all that is changing. Shooters like Borderlands 2 and Far Cry 3 are turning to deeper characters to tell their stories. And fully-realized main characters are beginning to come into vogue.

Take Far Cry 3’s Jason Brody. He evolves not merely in terms of killing-power but also as someone who goes from being a regular guy to one who becomes a survivalist and finally who skirts with insanity, grappling with issues of identity and trust. His struggles are reflected in other characters in the game, most notably the insane villain Vaas and the exotic Citra.

Dan Hay, Far Cry 3’s producer, says bringing character to first-person shooters allows these games to become more fully realised stories, rather than aim-and-fire arcade galleries.

So how difficult is it to incorporate character development in games that are, essentially, all about killing people?

“It's tough," Hay says. "The subtlety of the performance, the believability of the performance, you have to do your homework. You have to make sure that this character isn't a clown or isn't a fake. If a character is off by a certain percentage, that percentage translates to the experience that you have.

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We want the player to have a great time playing it, but also, when they leave, the experience should haunt them.

"The goal is to bridge emotion in the player," he continues. "If you're just taking people out and you want to feel powerful, you can do that. But just like a piece of music, they can't all be notes. There's a value to the rest, and making sure that you can have a moment where you can appreciate what you just did while sharing it with a character in the game.”

Game development originated in a culture of science and technology, but today, artistic storytelling is becoming ever-more important. Hay says, “The teams that we have now include people who worked in the movie industry, marketing, script-writing, commercials. You end up with this pool of talent where it's just incumbent upon you to give them the tools necessary to be able to write that script and exact the characters that you want and capture that performance and get it on screen. It’s one measure to create something that is very interesting to play, and another measure for something to be very interesting to live. It's a fine line to make sure that you get that mixture right.”

Hay says that character-creation in games is still very much a work in progress and that there is a lot of “bumping around in the dark”. He adds, “It comes down to being in a room and asking yourself a question. ‘Does this work?’ ‘Does it feel a little cold?’ ‘How do we inject warmth into it, more humanity and emotion?’

“We want the player to have a great time playing it, but also, when they leave, the experience should haunt them. They're thinking about it, and it affects the world that they live in.”

Of course, the reason why character development has not been seen as a priority in shooters is that players have usually been happy without them. The original Quake, for example, has no main character in the sense of one with a personality, back-story, motive. It didn’t need one because the world and the action was enough.

But today, gaming addresses a broader audience than it did in the 1990s, and story is one way to give a game difference and appeal. Hay says, “Finding characters that are going to resonate and are going to draw people in is important, but so is finding characters that are not going to dilute the shooter experience. We want to make sure that we have a great story but at the same time offer a situation where if you just want to pull the trigger you can do that too.”

Borderlands 2, meanwhile, offers the player four different character classes to play. Gearbox boss Randy Pitchford says drawing characters is one of the most fun aspects of making a game, one in which developers allow themselves to portray the world they live in through fantasy worlds like Borderlands' Pandora.

He explains, “It's a fun process. In some cases, we put ourselves and each other in the games. Maybe there is some stupid trait or some interesting quirky thing that this guy does. I'm going to steal that and put that in there.

“Whether we're talking about the physical design or the behavioral design or the attitude and personality of the character, when you have something real in your mind that you're drawing from, you can say, ‘What would this person do?’ And if I believe that then it'll feel natural and right.

“With Borderlands' characters, we kind of exaggerated. Contrast it with the characters we created for the Brothers in Arms series, which are super-believable, super-plausible kinds of people. The characters in Borderlands, they're believable, but they're not entirely plausible, because they're exaggerated. It's more like a sitcom kind of approach to character development. You take the personality trait that we've all known or seen in other people before, and then you exaggerate that, amplify that, and let that run away. It's a lot of fun.”

The ability to create shooting games in which players are mowing their way through enemies, while at the same time inhabiting a believable character, is not easy. But games like Far Cry 3 and Borderlands 2 are appealing to shooting fans who want more than merely target practice.

Colin Campbell is a British-born, Santa-Cruz based games journalist, working for IGN. You can contact him via Twitter or IGN.


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