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  • Curling 2010: Good Timing and Nice Pants

    There probably is no better time for the release of Curling 2010 than during the two-week window of the 2010 Winter Olympics in Vancouver. Curling--the relatively obscure winter sport that involves Teflon shoes, granite stones, and long brooms--is currently enjoying a dose of worldwide exposure at the Olympic Games. Dadoo Games' Bill Fowler, the one-man team behind Curling 2010--which was released this week on the Xbox Live Indie Games channel--didn't plan the release necessarily to time with the Olympics, though he recognizes that the timing works in the game's favor.

    "The timing of its release did work out pretty well," Fowler told me over e-mail. "I wanted to have it released in the fall originally, then a month ago, but it ended up smack dab in the middle of the Olympics. I give a lot of the credit for the interest in curling and the game to team Norway's pants. Man, those are nice pants!"

    Even with lovely pants, though, it's doubtful that curling will ever gain a toehold in America in the same way as the NFL or the NBA. That said, the Xbox Live Indie Games channel is proving to be a haven for sports gaming experimentation. Curling 2010 is just the latest in a catalog of games based on under-the-radar sports like bowling, college lacrosse, and even Japanese hand games--with more to come in the future.

    I recently had a chance to speak with Fowler over e-mail about Curling 2010 to find out more about the game and his future plans for Dadoo Games (be they involving sports games or home improvement).

    GameSpot: Tell me about the development of the game. How did you get started with the project and why did you choose curling? What previous games (if any) have you worked on?

    Bill Fowler: I had no experience at all with making games when I began making Curling 2010. My day job involves programming, and I had heard of [Microsoft's game development toolset] XNA, but that was about it. The game was born out of a demo for a 2D physics library I was playing with at the time. I had just started curling myself and decided it would be easy to make a curling game--I was wrong! From there, it was one small improvement after another. There was no master plan, and I had a lot of learning to do concerning the basics of 3D games. When it came to adding features, like the AI and online portion, there was a significant amount of rework needed, but [there] are still parts of that original demo in the final game. Working on the game for two to three hours every other night makes for slow progress, but I'm very happy with how it has turned out.

    GS: We've seen curling in games before, often included in larger minigame collections as in Deca Sports. What does Curling 2010 do that those other games don't?

    BF: Online multiplayer is the one glaring omission from all other console curling games I've seen. Curling is a very social game, so it only makes sense that gamers would want to play against each other. Curling 2010 allows up to four players to compete in the same game online, which I'm pretty sure no other title allows. The game also includes a practice mode, which is a lot of fun on its own. It's basically "no rules" curling: You can place stones wherever you want on the ice and retry shots over and over. There's no scoring and no end goal, so it quickly turns into a competition to see who can make the most outlandish shot. Finally, there's a target competition mode that is less competitive than a normal curling match and is easy to pick up and play.

    GS: How is the game played? What kind of modes and difficulty levels are there?

    BF: The mechanics of the game are pretty simple: spin, power, and direction are the only controls you need to master. When you throw a curling stone, it will follow a curved path controlled by the direction you spin the stone handle and how much force is behind the shot. You need take that curve into account when aiming the stone down the ice, then throw and hope for the best. When you find that you need the stone to curve less or travel farther, the sweeping aspect comes into play. The game features a tutorial that explains the basic rules of curling plus walks you through throwing stones and the strategies involved. Once you've gotten the hang of how to throw, it becomes a matter of planning and strategizing.

    There are three game play modes: Traditional Match, Target Competition, and Practice. All modes except Practice allow for four-player online play and local play against your friends or family. There are also computer opponents with three levels of difficulty for when there's no one else around. There are little extras as well, including eight unlockable awards and 20 different curling badges you can earn for good (and bad) shots.

    GS: The release of Curling 2010 times nicely with the Winter Olympics in Vancouver. Was the timing intentional or just a happy accident?

    BF: When I originally started development, I figured I might be able to get it ready for the launch of the [Xbox Live Indie Games] service (circa November 2008), which was pretty naive looking back. There is a lot of behind-the-scenes work that needs to be completed for the game to be robust and pass through the XBLIG review process, and it can take a while to work it all out. Fortunately, there is strong community support on the creators.xna.com Web site. Then, I decided to add online multiplayer, delaying the game by another few months. I switched my release date to last fall, hoping to catch the start of the curling season, but that didn't work out so well either. The last few months the target release date switched to whenever it's ready. It was just luck that it ended [up] being released right in the middle of the Olympics.

    GS: For viewers who might be seeing curling for the first time on the Olympic broadcasts, what do they need to know about the sport? What separates the great teams from the rest?

    BF: Curling is a strategic game. My advice would be to ignore the throwing and sweeping (and yelling) aspects of the game at first and focus on the strategy involved. Most people see curling and think it's easy, but it's a lot harder physically than it looks. I think great curling teams need to be able to roll with the punches, as every stone has the potential to totally change who has the advantage. It's very similar to chess, where you need to plan ahead but still have a solid backup plan. There is also a rumor that checkered pants make you sweep harder, but I can't confirm that.

    GS: What's your next project?

    BF: I need to finish renovating my bathroom. It has been ripped apart since January, and my wife's patience is at an end. I'll definitely work on another game, though I'm not sure what yet. It will partly depend on how viable multiplayer turns out to be for XBLIG. If there isn't enough of a player base to be able to readily find matches, I'll probably drop it from my next game. One of the biggest advantages of [the] Xbox Live Indie Games service is that game genres and concepts that no studio would touch will find a voice. So maybe a good caber tossing game or online knitting?

    GS: We're all over either of those! Thanks for your time, Bill.

    Curling 2010 is currently available on the Xbox Live Indie Games channel for 240 Microsoft points.

  • MLB 2K10: My Player and More

    The moment you take the field in MLB 2K10's brand new My Player mode, the pressure is on you. Sure, you might only be playing in Double-A ball, but that doesn't mean that you won't need to perform. After you've created your player from scratch, given him a name, worked out his look, and chosen his position on the field, you're immediately dropped into a clutch situation late in a game. If you're a pitcher, your goal is to get a batter out and not let any runners on base score. If you're a batter, your goal is to--you guessed it---get those runners home and win the game.

    Check out the trailer for MLB 2K10's My Player mode.

    It's not the end of the world if you don't come up big in the clutch. As a pitcher, I actually let a runner score but managed to send the game into extra innings, where my Tennessee Smokies eventually lost. But completing your goal will earn you extra skill points, which you'll put toward your player's attributes on his way to getting the call up to the big leagues.

    My Player mode was included in last year's NBA 2K10 and career modes have become increasingly popular in sports games. As a result, including My Player in MLB 2K10 was a virtual certainty. And while there's little that's utterly new in 2K's version of a baseball game Career mode (beyond the high drama of your debut, with its slow-mo camera pans and tense musical score), the mode does look like a fun alternative to the more traditional modes in MLB 2K10, like exhibition games or Franchise mode.

    Getting called up to the major leagues is any baseball player's dream, and in My Player mode, there will be very little mystery about what you need to do to get promoted. A handy menu screen will present you with the precise criteria you'll need to meet in order to earn your way onto the MLB roster for your team. For example, in order for my pitcher to get called up, he had to have at least five starts under his belt, as well as some very specific attribute and statistical goals. These included having two pitches rated at 60 or above, a composure rating above 60, a stamina rating above 65, and a pitching rating against both left-handed and right-handed batters above 60. There's even a meter that gives you an ETA on when you're expected to get the call up that is based on your current attributes--the more that meter is filled, the closer you are to getting the call.

    Depending on the situation of your organization, you might get called up earlier than expected--such as when a key member of the MLB roster is hurt. However, if you meet all of the requirements listed on your My Player menu, you are guaranteed to get called up. I haven't played enough of the mode myself to see if this means you'll get an earlier call-up than you might in the Career mode in Sony's MLB series, but it certainly seems that way in the early goings.

    You can spend skill points on whatever player attributes you like--dumping all your points into one or two areas or spreading things around and trying to progress a bit more evenly. As a pitcher, you can spend skill points on your current pitches to improve their speed or accuracy. Or you can spend a big chunk of points and add an additional pitch or two to your arsenal (you start with three pitches in the beginning). Producers told me that an evenhanded approach to progress is probably best because if you dump too many skill points into a few areas in order to get an early call-up, your resulting deficiencies in other areas of your game might mean a quick trip back to the minors.

    New position drills will let you focus on specific skills away from actual game situations. There are six drills in all:

    - Control and velocity (pitching)
    - Composure and stamina (pitching)
    - Contact and power (hitting)
    - Plate battle (hitting)
    - Lead off and jump (running)
    - Advancing and sliding (running)

    I saw control and velocity, as well as contact and power, in action. With the former, you have to hit certain areas of the strike zone with a certain type of pitch. You have only so many attempts of a certain pitch type to hit that target, and the more areas you hit, the more skill points you'll earn at the end of the drill. With contact and power, your goal is to hit the ball either left, right, or center a certain number of times. To earn a bronze medal, for example, you'll need to pull one ball, hit two to center, and hit one to the opposite side. More prestigious medals will require more accuracy, and as with the pitching drills, higher performance will earn you more points to spend on your player.

    Both the pitching and batting drills illustrate the new mechanics that have been built into the pitcher/batter duels in MLB 2K10. When batting, a lower camera angle offers a slightly better look at the kind of pitch that's coming your way. There's also the new batter's eye rating; while not available for every player, those with a high enough "batter's eye" rating will get an occasional glimpse at where a ball is heading--left, right, up, or down. The system doesn't tell you whether the pitch will be a ball or a strike, but it does effectively train your eye on where to look.

    In terms of controls, batting works similarly to last year--you push forward for a contact swing and pull back then push forward for a power swing. Defensive swings have been added this year; by flicking the right stick left or right you can perform a defensive swing designed to keep you in the batter's box during a lengthy duel with a pitcher. You can actually get on base with a defensive swing, but you'll more often simply hit the ball foul down the line. Between defensive swings and the batter's eye function, it seems that the rarest of baseball video game occurrences--taking a walk--might be probable… perhaps even frequent.

    In MLB 2K9, pitching was mostly guesswork. You had a series of sometimes confusing pitch-specific motions you needed to perform on the right stick. The game, then, essentially guessed at what pitch you were attempting and graded your success accordingly. The result was often frustratingly inaccurate and simply not a lot of fun. While the pitch-specific moves are still in MLB 2K10, the system has been improved with a simple fix: Before you deliver from the mound, you choose the pitch you want to throw by pressing a corresponding face button. Then, once you deliver your pitch, you're judged on how well you performed the motion of the pitch you chose--no guesswork here. Different pitches have different break points, and you'll be able to see how much movement pitches have via a small arrow onscreen.

    Elsewhere in MLB 2K10, the Franchise mode has gotten some attention, with features like an improved player filter, trade finder (where you can put a player on the block to see what other players will offer for him), an MLB.com front end that will highlight all the news around your franchise, a super sim feature that will let you quickly sim through games (on a batter-by-batter, half-inning, or full-inning basis), spring training, 40-man rosters, September call-ups, and a mid-season draft.

    More than all of the new additions in the game, the developers behind MLB 2K10 seem intent on proving that this year's baseball game will be a better experience than last year's disappointing effort. A full 11-month development cycle (compared to the eight-month schedule for last year's game, necessitated by the game's move to being developed in-house by 2K Sports) has made an impact. Between fixing all of the problems of MLB 2K9 and adding the new features to this year's game, it has certainly been a busy year for the guys at 2K Sports. We'll see how well those efforts paid off when MLB 2K10 is released on March 2. Look for the demo of MLB 2K10 to be available on February 23 on Xbox Live and on the PlayStation Network on March 4.

  • 2010 FIFA World Cup and FIFA 10 Ultimate Team Impressions

    Today was footie day at GameSpot HQ, as developers from EA Canada came by to show off two of the company's big soccer releases for this year: 2010 FIFA World Cup South Africa and the latest edition of the Ultimate Team feature for last year's FIFA 10. I've got some thoughts and observations on both games, but if you want a more complete look at World Cup, check out GameSpot UK's hands-on preview of the game.

    2010 World Cup South Africa
    - It might not be a back-of-the-box feature, but this year's World Cup game has something that no previous FIFA game has seen: women. If you look closely during game introduction, you'll see ladies in the mix who are supporting their favorite teams among the guys wearing jester hats or brightly colored Mohawks. For whatever reason, people go nuts when they see girls at World Cup games, so it's nice to see EA is including the fairer sex this time around.

    - While I didn't spend a lot of time playing last year's FIFA 10, I like what I've seen of 2010 World Cup's evolution of the FIFA engine. Consider a situation I experienced during my hands-on time with the game: Playing as Japan (against Cameroon, who was being controlled by EA Canada producer Luke Didd), I gave up a goal I'd never seen in a soccer game before. After my goalkeeper made a wonderful diving block to stop an otherwise certain goal, the ball bounced off his hands and just in front of him. My center half--who was nearby--collapsed down near the ball and over the keeper as he lay on the ground. Desperate to kick the ball free, I tried to move my defenseman close enough to the ball, but his legs were tangled up in the crumpled form of my keeper, which gave the Cameroon striker just enough time to get to the ball and knock in the go-ahead goal. Sure, I was angry at giving up the goal, but the game's attention to the physics of how bodies interact on the pitch was surely impressive.

    - The good news: 2010 World Cup will let you play a full World Cup tournament online, matching you with players of similar skill levels from the group stage matches, through the knockout rounds, and all the way to the World Cup finals. Matchmaking is random, so you can play a round in your WC tournament at any time and be matched up with a similar player. The not-so-good news: Matchmaking is completely random, so if you and 31 of your friends want to get together to organize a private World Cup tournament online, you're out of luck.

    - The "Battle of Nations" feature stands intact from previous international tournament games, which were first seen in UEFA Euro 2008. It is a metagame that assesses which nation--among the 199 national teams that were eligible to qualify for the 2010 World Cup--has the most serious FIFA skills. Playing the game will earn you points for your favored nation, but you won't need to play as your country of choice in order to earn points. So with that said, fellow Americans, let's plan on loading up Brazil online and never looking back!

    FIFA 10 Ultimate Team
    The popular card-collecting series, which began with UEFA Champions League 2006/2007 and has now migrated over to the Madden series, continues in late February. That is when FIFA 10 Ultimate Team is released for the Xbox 360 and PlayStation 3. It will run you 400 Microsoft points or $4.99, respectively. The FIFA team has made several crucial changes to the mode. Here's a look at some of the most notable tweaks:

    - Unlike in previous years, Ultimate Team in FIFA 10 no longer includes the concept of doing away with excess cards in your collection. The card-collecting album is gone, and though you can still discard cards for coins or put them up for auction, keeping a ton of cards on hand will be to your benefit. Instead of simply focusing on creating a single ultimate team, you'll be able to create multiple teams from your various cards (and even save your various teams in any of 15 available slots).

    - Why would you want to create different teams? Why, for tournaments, of course. Ultimate Team will have numerous different tournament types, with new tournaments introduced on a regular basis after the game is released. While you'll want to have your most powerful team available for some tourneys, others will challenge you to build teams with very specific requirements (such as a team with a maximum skill level of three stars or fielding a team where no more than two players come from the same club). These various restrictions are another good reason to keep as many cards as possible on hand.

    - The developers behind FIFA 10 Ultimate Team are clearly putting a premium on playing in tournaments--thanks to tournament modifiers. These modifiers will change depending on the difficulty of the tournament and will affect the amount of coins you earn at the end of the tourney. In addition, one team in a tournament will earn bonus coins by being declared the best team in the tournament. Winning a tournament doesn't necessarily guarantee you this bonus; you still have a chance at it by playing skillfully throughout the tournament, even if you don't pick up the trophy.

    - Contracts will still play a role in FIFA 10 Ultimate Team, but there is one big change this year. Even if a card's contract is reduced to zero, it won't be automatically removed from your deck. Instead, you'll need to renew the card's contract with...you guessed it...a contract card.

    - Speaking of cards, there are a few changes to note here, as well. First, FIFA 09 Ultimate Team's gameplay cards--cards that you could play in midgame to affect either your team or your opponent's team--have been removed this year. New to the Ultimate Team deck are rare cards--which are essentially pumped up versions of their regular counterparts. Rare cards can happen for players of any skill level--for instance, you might have a rare card of a player who would normally be found in a silver or bronze pack but a boosted heading ability will elevate him to "rare" status.

    - Chemistry--or how Ultimate Team players play together on the pitch--is one of the most interesting aspects of Ultimate Team's gameplay, and there are plenty of theories on how to improve your team's chemistry. This year, the parameters for how team chemistry works have opened up a bit. For example, unlike last year, players who play in the same league or the same club in real life will enjoy a boosted chemistry bonus. The developers have also changed how a player's preferred position or formation affects his chemistry rating. For example, a player who normally enjoys playing right wing won't take as a big a chemistry hit if he's playing right midfield on your team. Similarly, a defender who prefers a 4-4-2 formation won't be put off if you change the formation to the very similar 4-4-1-1 formation. - Your club is your own in FIFA 10 Ultimate Team. If you created a team in last year's game, you'll be able to transfer your team name to this year's version. The game will even note the year when your team was established. The bad news? All the coins you earned in FIFA 09 will not transfer over into FIFA 10...because that would just be cheap.

    FIFA 10 Ultimate Team will be released on February 25. Look for more 2010 FIFA World Cup South Africa in the coming weeks ahead of its release in late April.

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