
作者彙整: Matthew Kato
Madden NFL 20 Review – Coming Up Short

Publisher: Electronic Arts
Developer: EA Tiburon
Release:
Rating: Rating Pending
Reviewed on: PlayStation 4
Also on:
Xbox One, PC
Xbox One, PC
No team starts the season thinking they’re going to be average. Coaches and GMs believe they can get the most out of their players. Incoming free agents and rookies improve the roster. Coaches try to out-think the competition with new plays. It all works on paper until it doesn’t. Madden 20 claims to improve aspects of its core gameplay. It adds mid-season scenarios in hopes of bolstering both a new career mode and the stagnant franchise mode, and Madden Ultimate Team continues to be one of the best fantasy card modes around. It’s a sound game plan, but it doesn’t stand up to scrutiny.
Madden 20’s gameplay makes a decent first impression. Controlling players in the running game and out in the open feels nice. Both smaller movements with the left stick and gregarious special moves let you weave around and assert your authority. You’ll still see animations not sync properly (like when receivers go up for the ball), awkwardly sped up animations, wonky ball and player physics, and oblivious blockers, but for the most part it’s satisfying to grab the ball and take control. Users must adjust their pursuit angles and tackles to account for stick skill pros, and the new command to pull down the ball in the pocket increases the threat of mobile QBs. Super-jumping linebackers snagging interceptions has even been fixed.
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This year’s X-Factor players and superstar abilities integrate well with the overall feel of the gameplay, making you account for special players on both sides of the ball. I like having to release the ball quicker knowing Khalil Mack is coming, just like it’s fun to knockdown passes and people with Bobby Wagner. Thankfully, they’re not so powerful they overtake the game. X-Factors don’t occur super often since they require meeting specific goals before they’re activated, and they turn off when the player scores a TD or gets tackled for a loss, for instance.
The superstar abilities, which more players have than the X-Factors, are arguably more dangerous since they are always on. For example, they bestow QBs more accuracy, WRs better catching in specific situations, and defenders surer tackles. But on any given play, there are enough variables so an X-Factor or superstar ability isn’t working in isolation. Todd Gurley might be able to stiff arm one defender out of the way, but if you’ve called the right defense and are swarming to the ball, he can’t get past everyone. These new abilities help give the game a big-play feel that mimics what we like about the NFL, and since they can be swapped in and out of players in Ultimate Team, they add value and new strategic opportunities to the mode.
These abilities translate to the new QB1 Face of the Franchise career mode where you star as a starting QB, but the mode doesn’t make for an illustrious career. The scenario engine that generates conversations with coaches, teammates, and other players doesn’t create an interesting story for your character. For instance, the cinematic cutscenes that help give you a backdrop stop after the beginning of the mode. QB1 also doesn’t capture the drama and pressure of the NFL. It’s simply a mechanism to feed you XP to grow your player. The mode is caught in the middle of trying to tell an interesting story and being a full-blown player career like NBA 2K’s MyCareer mode, and it succeeds at neither. Furthermore, on the field, your QB has to rely on not-so-smart A.I. teammates who often don’t pick the right hole in the line or catch type for passes.
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The scenarios and the XP they generate are cross over into the regular Franchise mode (as do the abilities), but these additions don’t transform the areas that have needed updating for years. Free agency and the draft are boring. The sim engine can’t tabulate realistic game or season stats or trade intelligently. The teams and the league as a whole are void of the intrigue and machinations that fans love. Contracts’ total dollar amounts are more realistic, but with simple signing mechanisms and A.I. that can’t manage its own rosters correctly, this is a minor improvement.
The one positive facet of Franchise mode is that scouting is more interesting due to a stretch in player ratings (meaning even players rated in the 70s are useful) and the fact that players can develop into superstars and X-Factors with appropriate abilities. These players’ development trait is hidden during the draft, and since the A.I. scouts more in line with users’ own tendencies, there’s more competition for the good players.
I like aspects of Madden 20 like the addictiveness and slightly easier progression of Ultimate Team, the way players feel, and the new abilities. But too much remains stagnant and unchanged. It’s like expecting a few free agents to change the course of an entire organization when there are key areas the franchise needs to have addressed yesterday. Instead, its roster has gotten old fast and the problems are mounting.

Score: 7.5
Summary: New features can only do so much for a series that needs work in multiple areas.
Concept: EA adds to the series’ gameplay and modes, but it all feels too similar to make a significant progress
Graphics: The players and their uniform details look good on the field, but some of the player models in the career and franchise modes have strange, oversized melons
Sound: The commentary is a mix of good contextual lines referring events that happened earlier in the game or even the previous week, but lines predictably repeat as well
Playability: The new in-pocket QB controls, TE block-and-release function, and pump fake are useful and easy to execute
Entertainment: The football is fun – helped by gameplay improvements and the X-Factor and superstar abilities. Unfortunately, the limited nature and lack of progress in the franchise and career modes is very clear
Replay: Moderately High
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Raw NHL 20 Gameplay Footage Lights The Lamp

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The beta for NHL 19 opened a can of gameplay worms after the final release of that title changed what some fans liked during the beta. So it’ll be interesting to see what NHL 20 looks and feels like at launch on September 13, and if any changes are made after the new NHL 20 beta.
We recently played the game, experiencing new wrinkles like improved one-timers and stick handling (read more about NHL 20’s gameplay here), and so far it feels like a mix of helpful tweaks and some familiar issues from NHL 19.
You can judge for yourself, however, by taking a look at some raw gameplay footage – including the new presentation package – in our video above.
Playing College Football In Madden

College football fans are still waiting for the mess between the NCAA and athletes regarding compensation to resolve itself so companies like EA Sports can get back to putting out video games.
In the meantime, modders have taken matters into their own hands using the PC version of Madden NFL 19 to wedge the college game into the NFL title the best they can. One of the latest, called College Football Mod 19 (CFBM19), replaces the NFL’s 32 teams in Play Now mode with the pre-season top 25 college teams (plus seven others) and also includes rosters and some college-only rules.
I recently played the mod, and found it an easy – albeit limited – way to experience the college game.
Installing the PC mod (via the Operation Sports forums) is simple. One of its creators, TheBleedingRed21, has easy-to-follow instructions in both video and text form for downloading and installing the mod. There is also a roster file (with one update already out) of real-life players as well as an optional file of custom gameplay settings. Other small things to note: The mod only uses DX11, and it’s launched through the Frosty Mod Manager (which you install through the instructions above), not Origin.

Once installed, arguably the most compelling feature of the mod, other than the ability to play with the teams themselves, is the uniforms. Teams like Oregon and Clemson have alternate uniform options (all the mods uniforms are from the 2018 season) that include different helmets and there are even conference patches. Teams don’t have the bloated college rosters, but they do have the real player names and an attempt at player likenesses.
The mod also tries to deliver some of the college-only aspects of gameplay that set it apart from the NFL. Fields’ hashmarks are set wider than in the pro game (affecting playcalling and field-goal attempts), the clock stops after a first down, and catches only require one foot to be inbounds.

The mod includes University of Central Florida’s Space Game unis.
The game itself isn’t fully moddable, so the changes only go so far. The mod covers Play Now and practice modes, and is not intended for Franchise or the online modes, and does not include the college overtime format. Presentation-wise, there are some college team-branded overlays, but the commentary is unchanged, the stadiums are vague approximations at best, and coaches roam the sidelines in team gear but are the same models as in the regular NFL game.
There are plans for a similar mod for Madden 20 that should hopefully be out sooner in the game’s lifecycle than this one was for Madden 19, but that all depends on how much of the code the makers can access in the new game.
It’s limited, but the CFBM19 mod shows that fans’ appetite for the college game has not diminished one bit, it’s just getting more inventive.
THE TICKER
Madden 20 Player Ratings Are Out
PES 2020 Signs Bayern München License
Dirt Rally 2.0 Update 1.6 Patch Notes
DDS: Pro Football 2020 Announced for August 5
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New Monster Hunter World: Iceborne Trailer Debuts Two Terrifying Subspecies

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Publisher: Capcom
Developer: Capcom
Release:
Platform: PlayStation 4, Xbox One, PC
The Monster Hunter World: Iceborne expansion gives fans a new region to explore in which variants of known monsters and all-new beasts test the upmost of your abilities. The game’s new trailer features two such variants: Fulgur Anjanath and Ebony Odogaron, as well as a look at the Seliana home base.
Fulgur Anajanath uses lightning instead of fire, and Ebony Odogaron has a wider attack range as well as a dragon-elemental attack. The new trailer also shows off Glavenus, with its sweeping tail attack.
Before you go out and tackle these fearsome beasts, you can recharge and stock up at the Seliana base in Hoarfrost Reach, complete with a streamlined gathering hub, gear-crafting smithy, resource center, gardens, and more. Players can also customize their My Room in Seliana, and after the game’s launch Capcom says players will be able to visit each other’s rooms.
Monster Hunter World: Iceborne comes out September 6 on PlayStation 4 and Xbox One (the PC version is planned for the winter). For more on the expansion, be sure to check out the exclusive stories in our cover-story hub (click below).

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TGC Tours Adds A New Layer To The Golf Club 2019

The majority of gamers buy and play a game just the way it was intended, even if modes or functionality are missing or incomplete. In the case of TGC Tours, for the last five years over 16,000 video game golf fans have used the website as a jumping off point for their own ambitions of becoming a golfing legend in HB Studios’ The Golf Club series.
TGC Tours is a website not officially affiliated with The Golf Club 2019 that allows players to play a full PGA Tour and tournaments in TGC 2019, and then have their results synthesized and posted on the TGC Tours website as part of a larger, cross-platform leaderboard and season structure that is not otherwise found in TGC 2019.
First players go to the website to sign up and register for Q-School. In the game you’ll join the TGCTours (CC-Pro) society and play four rounds, with your score auto-submitted to the Q-School event leaderboard. Based on where you finish you’ll then get your TGCT Tour card and can play TGC Tour events. The website features multiple tours, including the European and Web.com tours, as well as a variety of other user-made challenge circuit tournaments.
TGC Tours uses data straight from developer HB Studios, and TGC Tours adds more features to the career mode of The Golf Club 2019 (even though it has the actual PGA Tour license) with real opponents, a money list, stats, and other amenities to give players the feeling of competing on a real circuit.
I talked to two of the three founders – Jeff Weese and Scott Doyley – about setting up TGC Tours and the challenges involved in trying to give golfers around the world the tour experience they crave.
How did TGC Tours get started?
Weese: Scott was running some competitive events Prior to TGC Tours just by using a spreadsheet. He was running it off the HB Studios forums. It was very casual. Tim Owens had this vision of creating a bigger competition site, something that would kind of mirror the PGA. And so it was really Tim’s vision. He saw what Scott was doing and approached Scott about creating a site, you know, to run Tim’s sims.
Tim didn’t have any ability to do the front-end of the site. He was mostly just going to handle the logic, and he wanted somebody to come alongside him and handle the front-end of the site. So he posted in the HB forums to see if anybody would be interested in helping him to design and build the site, and that’s when I came along. I had some experience in kind of running some golf competitions in the past and my trade is web development. So I agreed to come alongside him and help him build up the site. So the three of us sort of partnered together and started building the site before we had any idea what the end result was going to be, which was a real challenge.
It looks like you have instituted some of your own Fair Play rules to make things as fair as possible. Have you had to add new rules to make sure the golf is represented realistically on the website?
Weese: The data is what the data is, there’s nothing to change. There are rules that we apply that aren’t game rules, like we have a rule that you can’t chip on the greens if you’re outside of 100 feet, which is obviously not a game rule – it’s not even a golf rule. But in terms of competitive fairness, we want people putting on the green. That’s sort of a legacy rule, because it was more important in previous versions of the game where chipping was easier, but now that chipping is a little harder it’s probably not as important, but we’re keeping the rule. So there are rules like that, like tiebreakers – we set our own tiebreak rules. Obviously in the PGA they would have playoff holes; we can’t do that in this golf setting because there’s no logic built in for playing things off, especially when it’s cross-platform. The events really aren’t cross-platform. The data we’re getting is cross-platform and our leaderboard is cross-platform, but the game itself is not.
Is there a difference between the systems in cross-platform play? Do PS4 users have an inherent advantage due to the controller?
Weese: The PS4 is by far statistically the easiest version to play on, or at least, there’s certain aspects of PS4 that are easier [in terms of control – Ed.]. An Xbox seems to be hardest, and PC kind of runs the gamut in between. PS4 also has the largest user base. It always has, not just because this version of the game seems to favor PS4, but our users – the highly competitive ones; the ones that are at the top tiers of our tours – they know that PS4 has an advantage. They know it. They accept it. You play on the platform you choose to play on… If you prefer to do PC and try and compete that way, you may be at a disadvantage, but you have to go from there. I mean, our hope is the next iteration of the game will be a little more balanced between platforms.
In terms of that cross-platform play, Have you guys considered not doing that because PS4 has such an advantage?
Doyley: Yeah, we’ve talked about it. It’s kind of more complicated than just PS4/Xbox. It’s basically the club set. The three systems are really balanced for the two easier club sets – it’s just on the hardest one where the discrepancy is. So, it almost becomes a point where you’ve got to split it by console, and then by club set almost to create the most balanced tours for this game. So no, I don’t think that’s something that we’re looking to go to because I think the pull for TGC Tours is the fact that everyone is kind under one roof and one leaderboard. So splitting by cross-platform would probably be our least-favorable option.

You mentioned chipping on the greens and we just talked about some of the challenges with cross-platform play. Is there anything else users are doing that you either had to institute a rule for or just had to work around?
Doyley: A couple of things. Obviously, the Fair Play policy was kind of brought in just because of the differences in controllers out there. So we kind of had to set a boundary where we base everything off of stock Xbox and PS4 controllers and the data we get is fairly consistent with what the average player gets. So when you get a third-party controller that’s fairly an outlier, We decided to kind of put in a boundary there. Mouse users too are a bit tricky since that’s such a configurable device. The other thing I should mention too – I guess the other big drama from this year from the PS4 side would be the flick swing. A lot of the top players have figured out that they don’t need to swing the entire full length of a controller. And it’s one of the reasons why we say that PS4 probably has a bit of an edge because it’s hard to replicate on Xbox or PC.
Your schedule uses real event names and people can replicate the courses. Have you guys run into any licensing/legal issues?
Weese: No, we’ve never been contacted. We’re not for profit, so we’re basically using all the PGA names and whatnot under the parody law.
Do you guys rotate the courses used or have them replaced with new creations?
Weese: We change the courses every year. The majority of our events play on fictional courses. Some of them play on real course, or the real-life counterparts to their current events on the PGA Tour, for example. The course designer community is such a huge part of what we’re about at TGC Tours and really what this game is about. And so we want to reward our course designers, who spend upwards of 100 hours per course that they create.
We get I think somewhere around three to four courses per day submitted to our course database – way more than we could ever field events for, but we do want to reward our course designers by showcasing their work every year. So yeah, we rotate the courses as much as we can.
Is there anything you would like to see improved in the game to help TGC Tours in particular?
Doyley: I think the main gripe most people would like to fix is the lack of backspin on a lot of the clubs. You might have issues with the PGA season mode. But obviously, for us, we operate outside that, so as long as the gameplay is fine we can tailor our site to whatever things that we might think is lacking under the PGA career mode. I find I still love the game; I’m still having a blast.
[I would like] a little more variety too in the course conditions, in what we can actually set. They have these basically unlimited settings for designers, but then for us in the game we only get like four or five settings…
Anything you guys can talk about in terms of what you’re working on for the future of the tour?
Doyley: I don’t see any sweeping changes to what we have now. Usually the main decision we have to make in the offseason is, if the new game is drastically different do we have to do a whole new Q school for everyone. Because everyone’s kind of at a certain skill level, and if the game completely changes, it can kind of unbalance that [At this time developer HB Studios has not announced its plans for the next Golf Club – Ed.].
Weese: I think there are a couple of other minor things that we tweak. Overall I think the structure will be the same for the main tours. We may add to what we have. Every year we’ve made changes based on feedback from our users and based on game changes, and I think this is the first year, out of the five seasons we’ve done, where everybody seems to be overall pretty happy with the structure of the tours to the extent that we can control.
There are other things that we do want to do that provided the programming time, we would be able to implement. Some of those things are simple like adding new statistics and some things that we can display on the site to make the user-experience a little more in-depth. We have a sort of a development board of ideas and features to add to the site that is pretty long, and it grows every week. I know Tim would love to have a ladder system for additional competitions, not as part of the main tour structure, but just a separate thing as another outlet for more competitive play.
For more information on TGC Tours, check out the website.
THE TICKER
NASCAR Heat 4 Announced For September
PES 2020 Adds Manchester United License, Loses Liverpool
New Star Manager Coming To PS4 On July 9
Wreckfest Hitting Consoles On August 27
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NASCAR Heat 4 Hits The Track This September

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Publisher: 704Games
Developer: Monster Games
Release: September
Rating: Rating Pending
Platform: PlayStation 4, Xbox One, PC
Publisher 704Games and developer Monster Games have announced the next iteration in the NASCAR Heat series, NASCAR Heat 4, which is scheduled to hit the PS4, Xbox One, and PC this September. Although details on the game are light at the moment, new tire models for the different track types and more career mode flexibility are highlighted among other additions such as a needed graphical upgrade.
NASCAR Heat 3 added dirt racing, and although that may be a big draw for some (legend Tony Stewart is featured on the game’s cover), one of the new features of career mode is the ability to start in any of the game’s four racing series – dirt, trucks, the Xfinity series, and the Monster Energy cup series.
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Whether this is the mode’s main addition for the year remains to be seen, but 704Games president Colin Smith says that the game, “[incorporates] a number of features and improvements recommended by the NASCAR Heat community.”
Hopefully this includes more in-depth car customization options, improved A.I. and online performance, more career mode depth, and improvements in other areas.
NASCAR Heat 4 is now accepting pre-orders for its standard and gold editions (featuring Jeff Gordon on the cover), and the latter includes three-day early access to the game and other goodies. Everyone who pre-orders can play Martinsville at night early. Find out more about pre-orders as well as both editions of the game here.
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F1 2019 Review – Good Through Every Corner

Publisher: Codemasters
Developer: Codemasters
Release:
Rating: Everyone
Reviewed on: PlayStation 4
Also on:
Xbox One, PC
Xbox One, PC
The F1 series has a well-earned reputation for demanding sim-based racing. If you want to feel the full torque and acceleration of your machine and think you can control that beast, then go ahead. That’s just one of the challenges of F1 2019, but it’s not the only metric by which this game should be judged, nor the only one by which it succeeds. Codemasters’ F1 series isn’t only for hardcore racers and F1 diehards; it’s for anyone who wants to race on the edge, who wants to build a top-flight organization, and who wants to test their mettle turn after turn and season after season.
The world of F1 is relentless in its competition, whether that’s on the track, between teams’ R&D departments, or even rival drivers within your own team. F1 2019 has all of these, and importantly, it keeps them in reach of drivers of all abilities. The F1 cars are responsive in acceleration, braking, and control, with the usual variety of helpers, like rewinding and changing difficulty settings. Regardless of your play style, you get tense and triumphant moments, like when a competitor threatens to overtake you as their DRS kicks in along the back straightaway, only for you to dive hard into the corner and hold them off. In specific gameplay terms, the braking feels a touch easier to lock up this year, but it’s not hard to adjust to and I could manage it without losing time or position.
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The addition of F2 racing in certain areas (Codemasters plans to add the full 2019 F2 schedule to season mode after launch) provides additional challenge through cars that are harder to control, whether that’s slowing them down entering corners or controlling them on exit. The feeder series’ is used as a preamble to the career mode, and although the two drivers you meet via cutscenes in F2 follow you into F1, their presence and effectiveness as a storytelling device tapers off once you’re in F1. For instance, I beat a long-standing nemesis from my F2 days, Devin Butler, in a multi-race rivalry faceoff and I didn’t even get to revel in my victory through a cutscene.
Thankfully, F2’s relatively small inclusion in the career mode doesn’t blunt how good the career mode is overall. New this year is the ability to sim practice sessions for a modicum of resource points for your R&D department – a nice way to give more casual players options while still rewarding those who want to put in the time investment. The career mode is filled with such balance. A part fails R&D? You can work harder next practice to get points to try again, as well as buy a durability upgrade for the appropriate department to help you next time. Lose a rivalry matchup? You can still further your reputation by earning team upgrades and perks during the next contract-negotiation session. Even when I wasn’t doing well, it didn’t feel like the beginning of the end – only the start of my next opportunity.
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You can also find versatility in the new user-created leagues multiplayer feature. Creating or participating in a league is easy, and I appreciate options like being able to have a set day to race or leave it up to the discretion of all involved, and the ability to have A.I. cars present on the track but not in the league standings. However, differentiating between ghosted A.I. cars and non-ghosted real players during races is confusing when everyone’s piling up going into a corner.
Customization is also a big part of this year’s multiplayer, but the cosmetic choices for your suit, gloves, and liveries are basic, so far. Most can be unlocked purely through earning and spending the in-game currency, but a few Premium items can only be bought with real money. This monetization isn’t obnoxious, and the customization options are more notable for the fact that there isn’t an in-depth livery editor and there are no face-sculpting options.
You should play F1 2019 not just because you’re an F1 fan or the hottest thing that’s ever gotten in a cockpit. Do it because you want to experience the thrill, the heartbreak, and the satisfaction of competing at ridiculously high speeds. Trust me, you do.

Score: 8.75
Summary: Whether guiding your car, career, or league, F1 2019 has plenty of options to keep you covered and entertained.
Concept: Custom multiplayer leagues add to an already-great career mode. The latter has some minor additions, including a brief stint in the F2 feeder league
Graphics: Objects on the horizon can exhibit some graphical degradation, but it isn’t a serious issue
Sound: The commentary lines are old and often not that interesting. F2 announcers have been added, but they don’t break out of the mold either
Playability: Pushing the F1 cars to their limits is fun, and the F2 cars have their own feel and are actually harder to drive
Entertainment: Whether guiding your car, career, or league, F1 2019 has plenty of options to keep you covered and entertained
Replay: High
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Perfect Team Takes Out Of The Park Baseball 20 Into A New Era

Last year, Out of the Park Baseball added a free fantasy-based card mode called Perfect Team to its simulation offerings, and not only has the mode taken off, but it’s just the start. Out of the Park Developments has added collection missions, and tournaments are planned before the end of the year.
I talked to OTTP community manager Kris Jardine and chief marketing officer Rich Grisham about how fans are finding ways to win in the mode, and what’s next for the mode and the company.
Where any changes made going from Perfect Team in OOTP 19 to 20?
Kris Jardine: We took a lot of the feedback that we got in that initial Perfect Team 19 in terms of player ratings and in-game strategies, and we were able to make some improvements in that regard. So we were able to tinker the way that players were rated, especially in terms of older historical players and trying to use their defensive ratings in a way that more reflected how the game was played at that time. And just some general changes to the way that the A.I. operates. And we introduced the opener/follower scenario that has kind of taken the baseball world by storm.
Have you seen any particular strategy or lineup that you were amused by or thought, “That’s a pretty novel strategy – I hadn’t thought of that”?
Jardine: I’m always impressed by teams built completely on speed. I’ve seen teams that they will amass 600-700 stolen bases over the course of a 162-game season and make it work. Me, when I think baseball I think, “Okay, I want someone who hits for a good average, who can hit with some pop, plays acceptable defense…” Then you see these guys like, “No, I’m going to try to Billy Hamilton, Rickey Henderson, and Lou Brock, and I don’t care if they drop 1,000 fly balls or hit .110.” I just don’t conceivably understand how that could be successful. But I’ve seen people do it, and I’ve seen them make it work. It’s definitely not for me, but it is one that I always look at and am like, “How does that equate to 105 wins?”
Is there any particular meta players are using in Perfect Team you’ve had to adjust to?
Jardine: There’s always going to be a meta. Me personally, I don’t really like the term “meta” in the way a lot of people use it. Sure, I get it, you know, there’s always a funnel-based way to win, right? There’s only so many teams that can win, and it’s all the teams that get to the bottom of the funnel first, and sometimes there’s more effective ways to get there.
If you had to say what the meta of Perfect Team has been, I would generally say it tends to be toward starting pitching. If you look over the course of the history of baseball, I think you would probably say that more often than not elite starting pitching in real life wins out versus elite hitting. There are plenty of examples of that over the course of history, especially in some of the pitcher-dominated eras like the mid- to late-’60s. You see that from time to time in Perfect Team, especially when you get to the upper tiers where you see people trotting out some of the Walter Johnson cards, some of the Pedro Martínez cards…. There’s a peak Curt Schilling card out there, which is “God Tier” here in the community….
We haven’t done anything to combat that – that’s baseball. We provide the cards – how people choose to assemble their teams to win is totally up to them. We haven’t made any sort of groundbreaking changes since 20 has come out to change how the A.I. operates, to buff hitting in any way. We just let it naturally flow through the course of baseball. And yeah, if that’s how people choose to build their teams, going elite starting pitching first, so be it. It’s up to the other 29 teams in your Perfect Team league to figure out how to beat you.

Is the mobile version of the game you’re working on – OTTP Go – tied directly to your PC-based Perfect Team? Or is it a mobile version of the regular OOTP sim game?
Rich Grisham: It’s yes to both. We are building OTTP Go from the ground up…so you’ll be able to play Out of the Park Baseball in a traditional way, and you’ll also be able to play and participate in Perfect Team. So [it has] the Auction House, ripping packs, managing your team, checking the scores, and all of that stuff.
So to clarify, will you use your existing Perfect Team save in OTTP Go?
Grisham: The Perfect Team will be completely the same, so it’ll be your Perfect Team whether you’re on your PC or whether you’re on your mobile device. There is a plan for the traditional Out of the Park experience to also be you know – basically, call it cross-platform play. That’s the plan and the goal, and it just comes down to can we execute that in time for the release? Or will that be post-release?
Can you give any more details about the tournaments scheduled for Perfect Team by the end of the year? Will they be user-generated, what’s the format, etc.?
Jardine: Initially the plan is that people will be able to participate in three tournaments at a time. The tournaments are going to be all generated by us through the servers [Kris says user-created tournaments are on the wishlist – Ed.], and they are going to cover an absolute wide variety of potential possibilities. So, for example, we may have a tournament where you can only use all bronze-level cards limited to 32 teams, double elimination. We may have another tournament that is completely open – no roster restrictions, the first 64 teams that get in there and fill it up, single-elimination, and away you go. We may have a giant 256-team, Diamond and Perfect card-only tournament. The possibilities are really endless.
If we start ignoring the traditional franchise mode and pivot toward this Perfect Team-only focus, we will lose everything that got us here.” – Rich Grisham, Out of the Park Developments CMO
Are there any third-party database websites to track players and auction house data, and do you have to okay that first?
Jardine: Is there a point where we’re going to have the API available and allow third-parties to make you a FUTbin, or a MUThead, or a Daddy Leagues sort of site that can aggregate auction house information, identify trends, and help people build a database of cards? That’s not for me to decide. I think it would make a lot of people very happy. I think it’s something that we have had discussions about and will continue to have in the future. Ultimately, if it happens it’s because we as a team have decided that this is the best method for us to grow the game for the community.
What do you say to fans who worry that because Perfect Team makes money for the series, OOTP’s focus is going to skew in that direction to the detriment of the other modes?
Grisham: I say two things. Number one, don’t worry about that. Number two, don’t listen to me say, “Don’t worry about it.” Just watch what we make. We let Out of the Park Baseball speak for itself. We’re going to continue to make the core game better, we’re going to introduce new things. Baseball’s changing at such a rapid pace. The three true outcomes, launch angles, exit velocities, openers/closers…We cannot ignore that because that’s when we will lose fans. If we start ignoring the traditional franchise mode and pivot toward this Perfect Team-only focus, we will lose everything that got us here.
Has anyone done any of the really hard collection missions yet?
Jardine: There’s two collection missions I could think of right off the top of my head without having the game open in front of me that are particularly difficult. One is we have what I like to call tiered missions. So basically, we have a Chicago White Sox collection of missions, that in order to receive the very top reward, which is a perfect Ed Walsh – a great Chicago White Sox pitcher way, way back in the day – you have to complete a subset of five other collection missions collecting all kinds of players from different eras of the Chicago White Sox. It is incredibly difficult to do, and a lot of those cards are incredibly rare and incredibly expensive. But we have seen it done a few times. That is one that a lot of people on the channels I monitor are really, really psyched and really pushing toward and hoping to someday complete the Ed Walsh collection.
The other mission that has been incredibly tough and time-consuming is we have a subset of missions of collecting all the World Series champion cards for every year of the 1980s. Then you can turn that in for a World Series champions of the ‘80s mission. The last time I had checked, which this is probably four or five days ago, that mission had yet to be completed. When we launched, we had 119 missions. Within about six or seven hours we had some people who had completed upwards of 90 of them, like right off the bat. But yeah, we still have a couple of those outliers that are not completed yet. I expect because we plan on supporting collections with content as well – we do plan on releasing periodical updates with new collections into the game – that we will be introducing some pretty tough ones. Kind of in that same vein as the White Sox. We plan on doing that for all the teams as well.
Do you plan to backfill players’ pictures for cards already out that don’t have them?
Grisham: Never say never. It’s certainly something that we would love to have, and plenty of our community would love to have, but it’s not something that we have on our short-term roadmap.
What are your thoughts on the different legislation against loot boxes being formulated right now worldwide?
Grisham: Certainly, if post-sale monetization becomes illegal, then that would definitely be a bummer. But, you know, if that happens, it happens. We’re still gonna make Out of the Park Baseball, right? That’s what we do. We’re certainly monitoring it, but we’re not ready to start running around flailing with our hands up in the air. Because, again, I think our community knows what we’re about. We’re open, we’re honest, and we respect our fans and our players. We’re not out to get them. There’s this attitude that I think in some parts of the world that companies are out to get people. We’re not out to get anybody.
Out of the Park Baseball 20 is on sale for 50 percent off until July 9.
THE TICKER
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分類: features, IT 資訊科技(信息技术), 熱門新聞 標籤: android, App, apple, Apple Watch, ASUS, Aws, digital game, Facebook, features, Galaxy, game, game footage, Games, Google, Huawei, iMac, IPad, iPhone, macbook, Mobile, news, online game, PC Game, Phone, PlayStation, Samsung, smart phone, Technology, Video, video game, youtube game footage, 多人电子游戏, 手机游戏, 电子游戏, 电子游戏机, 电竞计算机, 超級任天堂, 遊戲, 電競 在〈Perfect Team Takes Out Of The Park Baseball 20 Into A New Era〉中留言功能已關閉
Will The Arcade-Centric Volta Mode Help Or Hurt FIFA 20?

I was surprised when the first thing EA Sports and developer EA Canada announced for FIFA 20 was the Volta small-side soccer mode, a more casual offering akin to the old FIFA Street series back in the day. Is this a good decision for the franchise?
Perhaps there is no reason to be worried when Volta could be a fun experience different from the ones we’ve been having year after year. The mode’s resemblance to FIFA Street alone excites some fans, and I don’t begrudge them. But in the larger context of where the franchise is at and what it needs to do to move forward, adding another mode seems like a distraction from addressing existing gameplay problems and long-standing modes that have been left idle.
The announcement of Volta is just the beginning of what’s advertised for FIFA 20, as the developer has planned reveals for gameplay, Pro Clubs, Career mode, and Ultimate Team on the docket through the summer. Can EA Canada fight and win on multiple fronts and bring everything together? Most years the developer advertises changes in a variety of areas, but these don’t always make the necessary difference.
Some of the gameplay intrinsic to Volta, namely the one-on-one encounters, should benefit 11v11 football. However, small-side football is different in its speed, balancing, the player attributes it emphasizes, and how the A.I. reacts to your movements (including accounting for the ball going off walls). The gameplay shared between the two types of soccer only goes so far.
Volta is EA’s latest attempt at trying to capture the casual audience. The small team sizes of the mode may help in this attempt, but this niche brand of soccer is a far cry from what it is that casuals likely already identify with – the superstar players and the established team and league licenses they see on their TVs every weekend. Perhaps expanding the player-focused option in the Career mode could do this (like NBA 2K already does) in a way that Volta does not. Or maybe investing more into the Champions League experience.
Ultimately, I’m not sure EA or anyone really knows what it is that will hook casuals in. Wasn’t The Journey story mode supposed to do that? That’s gone now, and even the old FIFA Street series tried a comeback back in 2012 that didn’t stick. This was after the EA Sports Big label was retired and morphed into the short-lived EA Sports Freestyle in 2008. Has gamers’ appetites for this kind of take on the sport changed since then? How far will EA go down this road before it’s dropped as well?
Volta might get paid content after launch, so maybe that’s what this is really about. The NBA 2K series has microtransactions all over its many modes, and with loot boxes, “surprise mechanics,” or whatever you want to call them under siege all over the world, perhaps EA is positioning itself for life after Ultimate Team.
I didn’t get a chance to play Volta at EA Play, so I’ll have to wait and see what I really think about the mode. Until then, I’m certainly interested in how other areas of FIFA 20 shape up over the summer. But as it stands, Volta seems like a separate game, and it could lead to the kind of fixture congestion that fatigues the squad.
THE TICKER
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Total War: Three Kingdoms Gets Gory With New DLC

Click here to watch embedded media
Publisher: SEGA
Developer: Creative Assembly
Release:
Rating: Teen
Platform: PC
The Total War series may be predominately about tactics, but sometimes you need that visceral feel that only holding the severed head of your enemy can bring. Total War: Three Kingdoms’ upcoming DLC – Reign of Blood – is out next Thursday (June 27) and features beheadings, gory effects and more to satiate your bloodlust.
The DLC ($2.99) adds brutal animations and kill moves to the game’s Campaign and Battle modes (via the advanced graphics setting) as well as severed limbs and charred bodies.
For more on Total War: Three Kingdoms, check out Dan’s review of the base game.
分類: IT 資訊科技(信息技术), Previews, 熱門新聞 標籤: android, App, apple, Apple Watch, ASUS, Aws, digital game, Facebook, Galaxy, game, game footage, Games, Games Previews, Google, Huawei, iMac, IPad, iPhone, macbook, Mobile, news, online game, Phone, PlayStation, playstation 4, Previews, PS3, PS4, Samsung, smart phone, Technology, Video, video game, youtube game footage, 多人电子游戏, 手机游戏, 电子游戏, 电子游戏机, 电竞计算机, 超級任天堂, 遊戲, 電競 在〈Total War: Three Kingdoms Gets Gory With New DLC〉中留言功能已關閉

