ConsoleSports.net News Items
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JACKED UP video of the week
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Written by Craig Gonzalez
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Wednesday, 20 August 2008 |
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Here at ConsoleSports.net, we are kicking off a brand new feature here called the "JACKED UP Video of the Week" where users submit their hard hitting Madden replays in the official nomination thread in our forums and then we go through and select one to get the JACKED UP honors for the week. To kick things off, here is one from CS.net Co-Founder Quietcool72. Thomas Jones pays for trying to get fancy in the backfield and ends up getting JACKED UP by Steelers safey Ryan Clark!
Also, don't forget to check out this tutorial on how to embed your EASW replays in the ConsoleSports.net forums
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Last Updated ( Wednesday, 20 August 2008 )
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NBA 2K9
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Written by Scott Hemphill
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Tuesday, 19 August 2008 |
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"Each year the stakes get a bit larger and game developers are put into the difficult position of one-upping the games from a year ago. The best example of this may be in basketball games where both the NBA 2K and NBA Live series must not only top last year’s iteration but also each other. Luckily for them both, they both seem to be delivering year in and year out and this year is no exception. NBA 2K9 takes everything positive from last year’s title and adds a whole lot more. As has been the case with each release of the NBA 2K franchise, the game’s presentation seen its share of improvements in NBA 2K9. While the player models still are not on par with last year’s NBA Live 08, they do appear more lifelike than NBA 2K8’s players. Players will now scowl after a disagreeable call and nod their heads tauntingly on “and-1” opportunities. There may be additional emotions that come out but these were the only ones we have seen first-hand. There is a thin layer of sweat on everyone’s forehead (independent of the player’s physical excursion up to that point) that appears too glossy to be lifelike but this may still be an element that 2K is tweaking. Like the players, the crowds also appear more dynamic in NBA 2K9. They react to events in the game and it’s difficult to spot any repeat fans at a quick glance (if they exist). After each game you will be greeted with a highlight reel of the biggest layups, dunks, and rejections from the game. These replays are shown at full speed from a variety of camera angles and are meant to mimic the commercial preludes used in TNT’s NBA broadcasts. As such, these segments don’t include commentary that may have given the feature a more postgame recap feel..." Read full hands-on HERE at Gamespot.
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Madden
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Written by Craig Gonzalez
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Friday, 15 August 2008 |
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I just wanted to post the info given to us regarding the Madden patch that went live this morning. Patch #1
The Madden patch that's now live on XBOX 360 and PS3 addresses the following areas:
1. Changed default quarter length of online leagues to 5 minutes. 2. Solved a very rare stability issue that occured when using a couple of playbooks. 3. Eliminated a button mashing glitch during high latency online games. 4. Eliminated a stability issue that sometimes occured while viewing the player HUB in online leagues. 5. Fixed a tricky disc eject glitch that occured at specific points of online games. 6. Kick Return Tuning - made improvements to help reduce frequent long kick returns. 7. Safety Tuning - eliminated issue where safeties in deep zone coverage would sometimes not react to a run to their side. 8. The game skill slider for interceptions was tuned to amplify it's affect.
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Last Updated ( Friday, 15 August 2008 )
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Facebreaker
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Written by Craig Gonzalez
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Monday, 11 August 2008 |
Lead Designer, Todd Batty, of EA Sports new boxing game Facebreaker has signed up to our ConsoleSports.net forums and is fielding questions about the game.
If you have any questions, feel free to ask...
http://consolesports.net/forums2/Facebreaker-Designer-QandA-thread-t4330.html
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Last Updated ( Monday, 11 August 2008 )
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Madden
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Written by Scott Hemphill
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Monday, 11 August 2008 |
Just wanted to post some quick hitters about the game. I've put in about 6-8 hours so far on the copy EA sent me last week.
+ Very refined football experience, and an extremely good looking one.
+ Unlike NCAA 09, you need to work for your yards- even in the passing game. In years past, I could spring open receivers on high-percentage patterns with some regularity. However, in about 8 games, my longest TD pass play covered 17 yards, and that was against a human. This ain't NCAA
+ The rushing game encourages reading your blocks, and following the play. Very rarely can you just get the handoff and "freestyle" your way to yards. I think this year- more than previous years of Madden- your offensive line encompasses about 70% of your running success, while your back's skill will account for the other 30%. Even a premiere back will struggle on many plays if he's playing behind the Raiders and Cards O-line.
+ Opposing AI controlled QB's seem to get on hot streaks. I haven't seen that hot-streaks are in the game, but damn- I've had some QB's roll off 8-10 completions in a row..then a swat or misfire brings them back down to reality for a bit. The Browns' Derek Anderson had 11 straight completions against me at one point, and I started feeling helpless for a bit, but then he missed a few. AI QB's do seem to take more risks though when behind on the scoreboard...and it can often bite them. Pressuring QB's with blitzes also helps end streaks. Example, Brett Favre on the Jets went 13 for his first 17 against me, but then he missed on five straight- once he was down on the scoreboard and started forcing things. Then he threw 2 picks. (Vintage Brett, might I add.)
+ Footwork is important. The further the WR is away from you on the higher difficulty levels, the less you can throw off of your back foot, or while moving. On All Pro and All Madden, you better damn well have your feet set if you are expecting accuracy downfield. I was running around with Roethlisberger yesterday (to the left) under a heavy blitz..and Santonio Holmes was wide open about 30 yards downfield. I chucked an ugly pass that missed him by about 15 yards to the right. In previous years, it wouldn't have mattered. I would have had 6. Good to see that the game punishes you for poor mechanics this year.
+ Much will be made of Chris Collinsworth's commentary. I can't stand him in real life, but he did a fantastic job in the game, and obviously put in a ton of hours. Dan and Peter have been eclipsed...finally.
+ I'm learning that the "difficulty evaluation" is an ongoing thing. The "Madden Test" just sets a baseline. You are evaluated after each game. For instance, my rushing difficulty has come down to All Pro because I tested all world in the baseline test. Conversely, the AI's own rushing skills are increasing because although I tested TERRIBLY in the defensive run stop tests, my 8 games since have show the AI that I am a force to be reckoned with. (And people, remember, you can set your own difficulty levels using the standard method) However, your Madden I.Q. becomes like a gamerscore, and you actually try to increase it for prideful reasons. :)
+ The graphics are the best I've ever seen in a football game.
+ I've seen shootouts AND defensive stalemate games...unlike the other EA football product this year.
+ Uploading highlights is a blast.
+ Can't wait to port custom plays over from Head Coach for my franchise.
+ After years of piss-poor QB release speeds, this years finally gets it to where it feels like you have a pro release.
+ The AI's pass defense (ALL Pro and above) will do a fine job of showing you that you might have THOUGHT you and skills chucking the rock against those blue-milk NCAA 09 defenses... but welcome to the NFL- you better make damn sure that slant you throw has no up-top help from a safety, and you better think twice about throwing some "out" against an 84 and above ranked pro corner. (And if you do have success with your first throw like that...you had better not even THINK about going to that "well" for a while.
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Negatives:(and thoughts for patch 2)
- EA needs to find a happy medium in terms of the near-sideline receiver momentum. NCAA had guys doing the tiptoe-catch too damn often, Madden has them doing it not nearly enough.
- QB sneak needs toned down LARGE.
- AI running game could use a kick in the pants. Although- I don't know if its because I tested sooooo terribly in the "stop AI rush" test...or the fact that I use the Steelers stout run D. I'll have to play against LT and the Chargers for a good test.
- I don't like not having AI sliders. Yeah, I know the game adjust those for you under the hood (if you want it to) . Still, I betcha those come back next year.
- You STILL have to try to fire up an online game to get the updated rosters. This is annoying.
- I don't like how the game still pushes you into the "ask Madden" playcall screen after change of possession and on 4th downs. There needs to be a setting where you can pick the type of playcall interface you want FOR THE WHOLE GAME...perhaps even attached to your profile.
- The AI tends to call some slow-to develop/misdirection running plays that are too easily crushed in the backfield... although that same AI can be deadly powerful up the middle and between the tackles...so its a mixed bag. AI is tough in short yardage on ALL-Pro and on up.
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