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Written by Scott Hemphill
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Wednesday, 16 June 2010 12:30 |
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It figures. Just when I recently wrote an article pointing out how I felt EA Sports was turning the corner on feature-laden sports releases in their games (HERE), EA Sports decides to drop two steaming stink-bombs at the feet of sports gamers.
But, we shall review. The first bad news came last month in the form of EA forcing 2nd hand game owners to shell out $10 to open up many of the features that came standard on the disc of the original game owner. My thoughts on that ill-concieved move can be found HERE. I hoped at the time that EA had gotten all of their high-level idiocy out of the way for a while.
Clearly, I underestimated the level of foolishness at dear EA.
Within the past week, EA's Phil Frazier was tasked with delivering the bad (read: idiotic) news, this time specifically to the Madden faithful. The full text of his blog can be found HERE, but let me quote the part I shall focus on.
From Phil Frazier:
"Last year we delivered Online Franchise and while it was received very well by community and press, the usage was among the lowest for any of our gameplay modes. What this said to us was that Franchise mode as whole needed more than just a new access point, it needed a complete refresh. As most of you know, Franchise mode debuted in Madden NFL 99 on PlayStation, and since then, we’ve been adding on layers and layers of code each year to make it the most authentic experience possible. As console technology has evolved, it’s become increasingly more difficult to evolve the mode in-kind, since we are handcuffed by the limitations of the code from so many years in the past. To re-write Franchise mode to take full advantage of the PS3 and Xbox 360 would take well over a year to do, which is why we’ve taken the approach we have up until now. With that in mind, we made the decision to focus this year’s development on making the core areas of Madden NFL better, namely the AI, animations, playcall, and online play..." (end quote)
Wow. Lots to digest there.
Lets take it part by part. Â First of all, delivering something, and delivering something of quality is two different things entirely. Â Last year, EA Sports delivered a half-assed, depth-deprived attempt at online franchise. Â The mode had no salary cap (kinda huge), no free agency process, no "Extra Point" show (like offline franchise has), and very little of the depth that offline franchise had as well. Â The online franchise feature, aside from the iphone app that came out well after the release of the actual game, was inferior to nearly every 2K Sports game with online franchise that has been released in the current system cycle (i.e. since 2006).
Okay, live and learn...but improve!  And that's precisely what Madden 11 is not doing with online franchise.  Basically, EA Sports is not touching online franchise mode (or Superstar mode, for that matter) that were both very flawed in Madden 10.  I also find it offensive that they cite usage stats as a reason for leaving the online franchise mode "untouched" (read: still with all of its flaws and missing features).  This just in, EA, perhaps if online franchise wasn't such a hot-mess to begin with, people would have focused on it more and played it more.  Lets face it, for better or worse, you never hear 2K Sports cite "usage stats" to keep an online mode crappy and untouched year to year.  I find it laughable that EA turns the blame back at the fans ...for their own game's lack of detail in a particular area. Wouldn't more people have played a BETTER online franchise mode?
"Sorry folks, your usage number wasn't what we wanted. Â We'll leave the game crappy in that area. Â Carry on."
But that wasn't the only message. Â Later in the blog, Phil Frazier went on to discuss how "Gameplanning" and things like 3 on 3 co-op play saw most of the developer attention this year. Â Seriously? 3 on 3 co-op play? Â Can someone please find me even find me 10 Madden football repeat-buyers who have coveted a 3 on 3 co-op play over full featured modern online franchise? Â None of the Madden players I know is that elated that they can finally play QB while their buddy runs around as a receiver and catches the ball. Â Sure, there might be some fun there, but in most cases, us Madden folks would rather beat the snot out of our buddy with him controlling one team and us controlling another. Â I can only pray that EA releases its "online usage stats" on this "great new mode" once Madden 11 ships. Â Here's a wager. Â FAR less people will play online co-op than did Madden 10 online franchise.
Why?
Because very few Madden fans EVER ask for co-op in any Madden wish-list. (Yet, how many ask for full featured online franchise.)
Later in that article, Phil went on to sing the virtues of the new GamePlan feature (also absent from online franchise, FYI). Â Yes, it could be cool setting up individual game-plans for various opponents, but how many Madden vets would rather just go into each game with their full arsenal of plays to begin with (i.e. like all other years of Madden.) Â I fail to see how deliberately limiting a playbook is such a wonderful hardcore feature. Â Also, who says your AI coach, who prompts you to run plays in that particular mode, will realize things we all know as veteran players. Â For instance, will the AI coach realize that about 80% of the run plays in the Madden are terrible, slow to develop, and prone to lose yards. Â Will the AI playcaller (or play-suggester) realize that many of the stock Madden pass plays put too many receivers bunched in the same area of the field, causing high interception probability on most of the routes?
Yeah, give me ALL my plays. Â Let me decide that. Â However, this was the second of the "big features" that took priority over untouched online franchise.
But wait, it gets worse: At the end of the blog, Phil Frazier goes on to say that EA plans to "build online franchise and superstar mode from the ground up" in Madden 12. Â Those of us who have lived through previous "From the ground up" declarations from EA know exactly what that means. Â It means that we can expect very little in the way of finished product for several years. Â I recall how NBA Live was "built from the ground up" starting about 4 years ago. Â It is currently being built from the ground up again after taking it on the sales chin from NBA 2K10 last year.
(You know, NBA 2K10, that product that has full-featured, modern online franchise, and has for several years now...while NBA Live...still has no online franchise whatsoever.)
Yeah. Â That.
But, it sure is funny. Â I mean, after all, EA's CEO recently told everybody how the EA Online Pass (read: gouging second hand owners of an EA disc at $10 a pop) would mean way more premium content and improved experiences for the new game buyer. Â I guess the EA Tiburon Madden team must have missed that memo, at least as it pertains to improving online franchise and superstar modes in Madden 11. Funny that.
Scott Hemphill Consolesports.net
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Written by Scott Hemphill
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Tuesday, 25 May 2010 12:21 |
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We at Consolesports.net play more games than just sports sims. That's why we decided to create this section several months ago. However, due to the fact that my one year old toddler (with her newfound walking/running ability) is in full-swing lately, I haven't had much time to actually get some thoughts up here on what's going on in the non-sports world of console gaming.
Until now.
2010 is showing itself to be a banner year for quality games accross the board. Look at what we've had just 5 months in. We have Red Dead Redemption, an instant classic of epic proportions. We have Super Mario Galaxy 2, which is probably the best platformer ever made by Nintendo. We have Battlefield: Bad Company 2, which is a top notch game, which has everything COD:MW2 has, but with more depth and the addition of driveable vehicles. Bioshock 2 was fantastic, and had a fresh take on the whole Rapture setting with life as a "Big Daddy". On the PS3 we have God of War III and it is a world-beater of an action game. Mass Effect 2 hit us in January. I know I was particularly fond of Aliens Vs. Predator as well. Capcom recently released Super Street Fighter IV, it's critically acclaimed magnum opus in next gen fighting. Then, to top it all off, just from the beta of Halo: Reach multiplayer, (which had about 2.4 million players sign in to give it a spin) is shaping up to be something VERY special.  And hell, I haven't even mentioned the high quality of the sports games that have released so far this year.
And we are only five months into 2010.
FIVE MONTHS, people!
Still, to hear "industry analsysts" talk about how "slow" April 2010 sales were, you'd think we'd have a gaming-industry financial-meltdown underway. What people don't seem to get is that gamers are selective, and always have been. Many of us, knowing a huge game or big release is coming, will selectively pass on "good" titles that may come out during the wait. Money is not an infinitely available commodity for most of us (sadly!). Plus, lets face it, not all games are AAA level. Suffice it to say, however, that 2010 is really showing itself to be a banner year in terms of game quality. Frankly, I can't remember a time in console gaming history when there were so many non-sports releases THIS good.
But why is that?
Well, for one thing, we are almost five years into this generation of gaming. The XBOX 360 will celebrate its 5th birthday this November, and PS3 and Wii will be celebrating their fourth. Developers now have a very firm handle on the hardware and their in-house toolsets for creating games. They are now able to focus on gaming depth and content moreso than in previous years, when they were still figuring out what could be done on the hardware (and how to do it.) Right now, both the XBOX 360 and the PS3 are hitting a nice stride. Conversely, on the Wii, Nintendo corporate is realizing that relying on third party devs for their gimmicky hardware isn't the ticket, so now they are pushing out the occasionally brilliant first-party wares, such as New Super Mario Bros. 2, Metroid M, and Super Mario Galaxy 2, with a new "Zelda" rumored to be out before Christmas.
All in all, it is a good time to be a gamer.
But I think we have another factor to thank for this glut of game quality reaching our televisions.
We actually need to give kudos to The Recession!
Sounds awful, eh? Sure it does! But hear me out. What normally happens in the fourth or fifth years of a console generation's life-cycle? Developers get pulled off of projects on existing hardware to go design for "generation next" in terms of the upcoming new system hardware releases. By years four and five, consoles are generally just beginning their "farewell tours" with rehashed releases and middling quality games. We remember those days. Remember those PS2 titles and XBOX games in their fourth or fifth year of the console cycle? No? You don't remember those games? EXACTLY!Â
I also have no doubt, were it not for Mr. Recession rearing his ugly head, we'd be talking about the next XBOX and maybe even the "PS4" already. But as it stands now, have a gander at the industry trade mags and the hobbiest mags at your local book store. What do you see about "gaming generation next"?
Nothing.
At best, you'll read about upcoming peripherals for the existing systems, such as Microsoft's "Project Natal", or Sony's "Move" controller. However, you probably won't read about new systems. We are seeing a "hardware generation freeze" on the current generation of systems, with the recession being the root cause. While this may be viewed as problematic for hardware makers to a degree, software quality is seeing a huge "up-tick". Teams of devs are working with known, familiar hardware and are really honing their craft with that existing hardware. Depth, storytelling, features, and online play are driving game quality to levels we haven't seen as gamers. The recession of the past two years has caused what seems to be a "perfect storm" as it pertains to software quality.
Had this recession not happened, I contend we might be waiting some time to play a slightly enhanced version of "Red Dead Redemption", "Biosock 2" and "Halo: Reach" on new Microsoft hardware, since such AAA titles would have been coerced by MS or Sony to be made available on their new hardware as an incentive to early adopters. But instead of that "industry standard 4 to 5 year refresh rate on system hardware" we have seen since the 80s, we are instead seeing something totally different. We are witnessing the quality of the games, and not the newness of the hardware, take center stage.
That is a big win for us gamers, in my opinion.
It is simply not profitable to release any expensive hardware in the current state of the recessed world economy, so smart money is now being spent on game quality for THIS generation of hardware. Subsequently, the sheer quality of that now-intense competition is also pushing developers to better and better things.
So, thank you, Mr. Recession. We didn't know about that bright silver lining in your otherwise dark clouds...
Article by Scott Hemphill Co-founder, senior writer Consolesports.net
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Written by Scott Hemphill
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Thursday, 20 May 2010 12:50 |
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I recently received an XBOX live message from Bmac, a regular reader of my columns. His comment was about how much he enjoyed my piece about how this years football games are shaping up, but he was surprised that I didn't mention anything about EA's very controversial "EA Online Pass" announcement. It bears explaining that when I wrote that article, I had finished it several days before the announcement, and hadn't got around to posting it. So the content of that article was written at a time before this major announcement, even though its posting came shortly after. However, I will use this article to give my thoughts on the EA Online Pass.
Quite simply, I think it is a terrible decision for both EA and any other game publishers that might do the same thing. However, before I get into the reasons why, lets review what the EA Online Pass really is for those who don't truly grasp what is going on. Basically, anybody who buys a new EA game off the shelf will get the "Online Pass" for that specific game at no additional charge. The pass opens up things like "Online Franchise" and all the other modes of play that we have already come to expect from our sports games. That "code" that comes with the game will enable one XBOX 360 with a online pass registered profile to play with all of the features of the game. To be honest, the "EA Online Pass" changes very little for the person who buys all their games new. It will just require code input.
However, what it means for those who buy that same game used is that they will have to pay a set fee to enable those same modes of play on the used disc. (The number being kicked around per game is $10) Why is this being done? Obviously, revenue is the big thing, but EA is particularly jealous of the used market profits being made off of chains like Gamestop who deal in used games. EA wants a piece of that pie.
Gamestop will have to respond in kind by lowering it's pricing on the used EA games to compensate for that fact that features will be locked out and the user will have to pay $10 additional dollars if they want all those features "re-enabled".  I have to admit, I don't feel too bad for Gamestop. Gamestop has been HEAVILY gouging customers in the used market for far too long. Taking in relatively new used games for $20 and reselling for $54 has always been preposterous at best. Gamestop is going to have to adjust for a $10 per game hit. (My guess, Gamestop will be selling the games for $15 under the new game pricing instead of the usual $5.) Again, I shed no tears for Gamestop's dip in profit margin.
But unfortunately the new EA Online Pass doesn't just hurt Gamestop. Any gamer who wants to sell (or give) one of his used games to a friend will be effected. The new user of the disc will have to buy his own $10 EA Pass to re-enable the features on the disc. The whole idea is idiotic.
Some may disagree, but this is yet another self-induced PR nightmare from a company famous for self-induced PR nightmares. Even the corporate spin on the announcement seemed like a bad joke even as written by EA's professional PR department. The poor SOBs from EA (most notably the CEO) who were called on by the media to explain the EA Online Pass sounded like cats who just wrongly ate someone's pet canary and had no excuse for doing so.
The spin begins with the idea that EA is losing revenue due to people buying used games. No, EA was never entitled to used game revenue. Nor was any publisher. The game was purchased by an end user who merely wanted to sell it. If anything, EA is simply jealous of a given revenue stream, but completely not entitled to it.
The idea of locking out core game features on a second hand disc requires a bit of an anlogy for some to grasp where I'm coming from on this. It is important to note that I am someone who does not share the "anti-corporate" feelign that so many claim during this recession. Corporations hire. People need hired. The market is what it is. I am a staunch capitalist, and some would say to a fault. However, I feel the logistics of the EA online pass effect certain liberties of ownership of a legally purchased commodity. The precedent this sets is enormous...and bad.
Let me explain.
Lets say a buddy of mine offers me $5000 for my used 2005 Ford Focus. I sell the car to him, yet because the keyholder changed hands, Ford is requiring him pay 1/6th of the original purchase price of the car directly to Ford, in order to re-enable the air conditioning, power locks, radio, and trunk latch, which were disabled (by Ford) when I handed him the keys.
Similarly, is an artist entitled to a percentage of the sale of their work if the original buyer of their work opts to sell the same piece of art to another person at a later date? Hell no. The artist was paid during the initial sale for the value of the work. He/she is not entitled to profits from further resale. However this is the essential crux of what EA is trying to claim.
Sounds like crap. Smells like crap. And indeed it is crap.
The very fact that EA feels entitled to a used market revenue stream is quite telling as it pertains to the megalomaniacal history of EA's rather unpopular-with-gamers CEO John Riccitiello. Riccitiello is countering by indicating that gamers can expect more from their core new game purchase with the Online Pass. For his sake, he better make sure that extra downloadable content for a given game is free to those who have the Online Pass enabled for that game, or else there will be even more hell to pay from gamers.  Strangely, this was his response to why he felt EA needed to go this route when interviewed on May 11th.
"We think it's a great idea. We think it will build our business, and we think it's a positive consumer experience. Invariably, the consumer is getting a boat load more content to experience than they otherwise would."- John Riccitiello
(Note, he doesn't say HOW skimming $10 each off of used sales would somehow give "more content to experience"..) "We used to literally pull our teams off of a game within four to six weeks pre-ship and they'd go work on something else because the game was done. our teams are being held in place up through and beyond ship to continue to create content to entertain the consumer with the franchise the like best." - John Riccitiello
Okay, but what about this deal guarantees that EA still won't do the same thing? What about this deal guarantees "more content" to the new game buyer? What are the tangible, measurable deliverables that the customer gets with the advent of the EA Online Pass, other than second hand game owners being $10 poorer in order to enable then locked-out standard features on a game disc that has simply changed hands?
Absolutely nothing.
At the end of the day, this is a huge cash-grab for EA, who is now using the deliberate limiting of features on a software product to invade a revenue stream that it should feel no sense of entitlement to be involved with in the first place. They've tried this move before with the past two NBA Live games where the updated "daily rosters" were part of the game with the initial registry of the product, but if the game changed hands, the person using the disc would have to pay $10 to re-enable the feature. However, those same NBA Live games still had no online season/online franchise like their competition has had for the past 5 plus years. (So much for the idea of this business model somehow equating to more content for the customer, Mr. Riccitiello!)
And, to make matters worse, that other major game publisher who has a PR disaster of a CEO with a PhD. in "Dumbassitude" (Activision CEO Bobby Kotick) allegedly thinks that Riccitiello and EA are onto something good with this horrid idea.
So it looks like both EA and Activision will continue their ugly "race to the bottom" in terms of consumer friendly/consumer concsious game publishing.
But at the end of the day, my used Ford Focus analogy holds, and my re-selling art analogy holds. The manufacturer/artist is not entitled to profits from a second-hand sale of their work after already taking the revenue from the initial sale. One can only hope that 2K Sports, EA's competitor as it pertains to basketball titles and a few other sports, does not follow this idiotic path.
And when it is all said and done, this EA Online Pass can be thought of as nothing more than a steamy pile of corporate excrement for the consumer. A bad idea at a bad time from a very bad CEO.  And who knows what this means for online game renter GameFly.
Lets hope we might see some legal challenges to this business practice going forward.
article by Scott Hemphill
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Written by Scott Hemphill
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Wednesday, 10 February 2010 07:36 |
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I recently had an article of mine published over at The Sports Journal. This one is called "Football, Casually Speaking." It talks about how many companies (EA included) have tried to reel in the mega-diverse audience that Tecmo Super Bowl once had with various "softer-core" products, such as Blitz, NFL Street, and Madden NFL Arcade. They all seem to miss the mark though, because few of them seem to understand what it was that Tecmo Super Bowl (released in 1991) did so well.
Check it out HERE.
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Written by Scott Hemphill
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Thursday, 31 December 2009 16:33 |
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I figured this being the last day of 2009, I'd compile a list of my top 10 favorite games I've been playing this year. Of course, this is all opinion, and admittedly, I don't play EVERY game release (but close!). I'm also not going to limit this list to just sports games. The reason for that is because that a top 10 of ONLY sports games is rather limiting, since there ae so few sports releases. So making the top 10 is rather easy since there are only about 10 releases. (Heck, by default, MLB 2K9 would be on there towards the 10 spot, which isn't exactly a ringing endorsement of the game!) So, this is gonna be a list of my top 10 games in general. Now, I know there's some I haven't bought, such as the new "Uncharted 2" for PS3, or Assassin's Creed 2- since in both cases I've resolved to beat the first game before playing the second. So by all means don't go assuming this list is "comprehensive"...at all.
Also, feel free to debate the list in the forums, and let me know what titles I'm wrong on, and which ones I should have included.
Here it is....starting at #10
10. Wolfenstein (XBOX 360/PS3/PC

Yeah, I know. Another "Me too" World War II FPS, right? Wrong. Many people dismissed Wolfenstein as another Nazi shoote-em-up retread. In doing so, they missed out on a very fine action game that seemingly merged the demonic world of Doom with some Nazi experimentation set in the 1940s. The story, while the usual id Software supernatural meets boxes of bullets, wasn't half bad either. The game is a really fun romp and a showcase of next-gen graphics. Yes, and you get to also shoot a lots of Nazis. And demons...and other weird things from other dimensions.
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9. Brutal Legend (XBOX 360/PS3)

Okay, how do I describe Brutal Legend to someone who hasn't played it? Take a hardcore metal roadie (played/voiced by Jack Black), drop him into a world that looks like a Meat Loaf album cover, add in a war between the metal gods (one of whom is Ozzy Osbourne) throw in an all-star soundtrack of hairbands from the 80s and 90s, mix in open world driving, craziness, and a great sense of humor, and a lot of fun, and you have Brutal Legend. It is one fine game that mixes third person action and a casual mix of real time strategy. And the soundtrack is the best I've heard in a video game.
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8. INFAMOUS (PS3)

Due to the fact that Infamous is a Sony developed game and is therefore a PS3 exclusive, half of the gaming world hasn't had the awesome experience of playing this completely novel super-hero/super-villain game. (Yes, it is BOTH). This is a pure action game focusing on a kid who is a bicycle courier who's mysterious package to be delivered explodes and changes/devastates the world. He survives being at ground zero and has been given super powers from the explosion... most of which focus on manipulating electricity and matter. This is an open world super-hero game...or, an open world super villain game. Yes, you can be either. The choices you make help set your path to evil or good, and your powers change as you progress down either path, as does your character's look. Being able to weild finger-launched lightning is also mega-fun, (think Emperor Palpatine..). Great game if you have a PS3.
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7. New Super Mario Bros. (Wii)

Now when I say "kickin' it old skool", this is what I mean. Nintendo has had a rather paltry year in terms of good game releases on the Wii, but New Super Mario Bros. was a pure gaming gem. Yes, it is a classic 2D side-scroller, but a highly refined and deep one. It harkens back to Super Mario Bros. and Super Mario Bros. 3, yet is incredibly long, fun, and super challenging. Did I say super-challenging? Yes I did. This is a HARD game for a hardcore audience. The game is so hard at points that I'm sure some of the younger Mario faithful might be put off by the stiff challenges..which start to hit around WORLD TWO! But, for us "seasoned" vets. (read: those of us used to the high level of difficulty of old NES games), we should be able to adjust...after dying. Alot. Great game, and its even better when you try to tackle it co-op. (Up to four players.)
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6. Borderlands (XBOX 360/PS3/PC)

What do you get when you cross a Mad-Max style post-apocalyptic world, with GTA style open world gameplay, first person shooting, driving, and Diablo II style lootfesting? Well, you get Borderlands. Borderlands was one of the most unexpected gems of the year, and many people dismissed it as being probably too similar to id Software's upcoming "RAGE" game. However, this game made a name for itself right out of the gate with some of the ConsoleSports.net faithful, many of whom can be found playing it on any given day on XBOX Live. In a rather dismal year for 2K games, Borderlands was a quality hit for them. I've never seen a game combine so many genres so well. This one isn't to be missed.
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5. Call of Duty: Modern Warfare 2 (XBOX 360/PS3/PC)

Lets face it, the whole COD series, be it the "modern warfare" games or the ones centering around WWII, is expected to be good. Infinity Ward has set the bar exceedingly high with each COD game release. And, as usual, they did it again. This game is a graphical and storytelling marvel. Mix in a storyline right out of a Tom Clancy novel and throw in some of the best FPS action around and you have COD MW2. I must say that the Siberian level with the ice-climbing and snowmobile escape rank right up there with among my favorite moments in my 30+ years of gaming. Well done Infinity Ward, another must buy.
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4. NHL 10 (XBOX 360/PS3)

Since 2007, no sports video game franchise has "righted their sinking ship" better than EA Canada has done with the NHL series. In short, the series used to be an arcade, score-a-thon joke. However, once EA' Vancouver team got ahold of the product and added some Canadian-style hockey authenticity, the series has won back fans and utterly crushed the competition. NHL 10 continues this trend with more depth, and some much needed board-play mechanics. I only hope that goalies get some much needed "humanity" in NHL 11 though, because they are still somewhat superhuman ... except for your own.
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3. World of Warcraft, Wrath of the Lich King (PC/MAC)

Yeah, yeah.. I know. Wrath of the Lich king came out in November of 2008. However, much free content has been pushed out to the game in 2009 (such as Ulduar, Trial of the Crusader, and IceCrown Citadel). The best MMORPG just keeps getting better. It is a real credit to Blizzard that they can keep a game on top for five years with all they have done to improve it, refine it, and make it better. It will be interesting to see how BioWare counters with their new Star Wars MMO, or how the new Star Trek MMO will fare against the reigning king of MMOs.
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2. Madden 2010 (XBOX 360/PS3)

2009 was the year that saw the Madden series make some significant strides in the right direction, and us gamers sure are thankful. Previous next-gen releases seem like "baby steps" compared to the jump from Madden 09 to Madden 2010. We finally are starting to get the presentation and cumulative depth in the series that we've been hankering for. Also, though rather bare-bones, Madden online franchise is alot of fun this year, even though way more depth will be demanded of that play mode in 2011. Kudos to EA for also pushing out semi-regular roster updates with greater fequency than previous years. Madden 2010 is a lot of fun, and I can't wait to see where Ian Cummings and co. take the game this coming year. (Still plenty to fix, however.)
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And my number one game of the year for 2009....
#1 Batman: Arkham Asylum (XBOX 360/PS3/PC)

Arkham Asylum is one of those rare "Holy hell this is awesome" games that makes you remember where you were when you first played it, not unlike BioShock. More than that, we are used to licensed property games involving superheroes usually being absolutely suckworthy. Well, Arkaham Asylum changed the rules, and set such a high bar in terms of a game that takes the comic hero and builds in such incredible depth and atomosphere. The game does so many things right. First of all, the story is top notch, as well as the acting and voice acting. (Mark Hamill deserves an award for best acting/voice acting in the history of all gaming with his portrayal of the Joker...play the game and you'll understand). The action is incredible. This game has extremely awesome combat controls for Batman. Other games falter in this regard when they try to mix combat with stealth (like...the first Assassin's Creed game). Arkham has a great "sneaking" dynamic, great combat, great story, great setting, great controls, great acting, and an epic story. Then you throw in the depth that developer RockSteady delivers on a bat-shaped platter, and you have what I think is probably the greatest game I've played on next gen consoles. Quite simply, this is the must-have game of the past five years. It is that good.
Scott Hemphill
Consolesports.net
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