MOOOOOORTAL KOMBAT! REMAKE: MOVIE TRAILER

Yesterday my dude Rebel Un hit me up on twitter and showed me this trailer! since then my mind has been BLOWNED! this is by far the rawest movie trailer ive ever seen in my life! and im SOOOO READY FOR THIS ONE! there has been speculations that it was a fake but impossible to much star power for this movie trailer! so i did some digging around my damnself and ive found absolutely NOTHING! all i can say when ever this movie does drop! CHAOS!

YO! I’M ON THE CIPHER SHOW!!

VIEW THE CIPHER SHOW!!

The Cipher Show was a great experience and i felt honored to be apart of it! (normally i get skipped for things like that who knows?) but to be respected as a lyricist in the industry is something i strive for every time i pick up a pen BIG UP!to cash hollister and ict hip hop for recognizing skill and putting on a incredible idea. i havent been in a freestyle cipher since highschool when cats was making beats on the locker! lol! it made me reflect and realize why i ever wanted to be an emcee in the first place and for a once in along time i had FUN!! doing music!  shotout to all the emcees who came out and repped their city! man i knew they called him BIG STEEL but i never knew he was that BIG! sheesh! lol!

IS IT FOOTBALL SEASON YET? (madden 11′ ncaa 11′ preview)

With my MAVS out of the playoffs and the NBA shaping up for the lakers to have another boring finals against orlando i cant help but to ask?

IS IT FOOTBALL SEASON YET??

(so here is an inside peak of ncaa 11′ and madden 11′)

[cntrl c'd +cntrl v'd from operation sports]
Gameplay Improvements

Locomotion

Many people already know that this year’s game includes the highly touted player locomotion system. What everyone does not know is how successfully this locomotion system is implemented into the game. The best way I can describe it is to simply say that the players just “feel right.” With appropriate weight shifts occurring after initiating jukes and spin moves, this system should make the days of turning on a dime with players that felt like paper a thing of the past.

The locomotion system also feels good in execution because the game speed has been slowed from the breakneck pace found in NCAA 10. For those who prefer the faster game speeds, do not fret, there is an option included to increase the speed by two levels if deemed necessary. To me, the default game speed was perfect in the build I played (it is a bit faster than Madden 10‘s default), and really allowed me to appreciate the new locomotion engine.

The locomotion engine shines even more when it comes to the game’s running animations. Who can forget the frequent “hitch” steps that would persist on long runs in previous versions of the series? Ben and Russ explained to me that this was the result of certain running animations being looped together, causing this “hitch” to occur as the loop reset itself. The locomotion engine completely rewrote player movement in the game, and the result is a control experience unlike any football game to date — agility and acceleration actually mean something now, with high speed ratings taking a backseat to player skills (as they should).

This locomotion engine translates to defense as well by allowing users more control of their respective player. It also seems to have eliminated the magnetic attraction to blockers that has plagued EA football games for years. The defensive locomotion has also tweaked the efficiency of the hit stick, making big hits a lot harder and more rewarding to pull off.

I think Roy put it best when he told me that you can watch as many gameplay videos as you want and try to critique the locomotion system, but until you actually get your hands on the game and “feel” the difference the mechanics make, you will not fully understand. I honestly could not agree more with this statement, especially after my extended time with the game.

Dual-Analog Stick Moves

The right stick is now used to control your player’s upper torso. Just as with Madden 11’s dual-analog control, NCAA 11 allows for a whole new repertoire of ball-carrier moves. Russ showed me my personal favorite new move: the ability to have your player lean back, arch his back and high step a bit to shake off a tackler attempting to track him down from behind, which was all accomplished with a subtle movement of the right stick in the back direction coupled with pressing the left stick forward. The new moves definitely take some time to master, but after three or four games I was pulling off some highlight-reel moves.

Completely New Line Blocking AI

An even more significant gameplay improvement comes in the form of all new blocking assignment AI. In hopes of eliminating the OS Blocking Complaint threads, the AI blocking logic has been completely rewritten to eliminate suction blocking and make sure linemen are never standing still. Ben took me through a couple examples where a center would actively search out a man to block during pass protection. During these examples, I could see the center’s head swiveling as he actively searched for the best person to block.

On the defensive side of the ball — and as someone who plays exclusively as a lineman against the CPU — I was extremely impressed with the line interaction. I was able to get heat on the opposing QB in realistic scenarios, and both power and finesse moves actually work this year, which should lead to far more potential sack opportunities and QB disruptions. It seems to finally be fun to be a lineman again.

CPU AI Enhancements

CPU AI is dramatically improved. Here are some quick hitters that should make the community very happy. First off, robo QB may just be thing of the past because I frequently saw weaker CPU quarterbacks overthrow or flat out miss a receiver.

The CPU run game also has to be experienced to be believed. I was amazed during the first game I played because the CPU was realistically hitting holes and, better yet, the CPU was using all the same right-stick moves that typically only human players pull off. The best part was that this was all on Varsity difficulty. When I made the mistake of cranking the difficulty up to Heisman in a Cincinnati (CPU) vs. Oregon game, Russ was laughing and praising the CPU AI as I lost the game 63-8. The best part was that I did not feel that I was destroyed by a line of code, rather the CPU actually outworked me in every facet of the game.

Presentation Improvements

120 Ways to Win

NCAA 11 is putting a huge emphasis on different team styles and playbooks, much like what the NCAA Basketball franchise was able to accomplish with their team-specific motion offenses. 120 Ways to Win is a tagline that describes the 120 different teams represented in the game and their different offensive styles.

Per Russ, the following main offensive styles are present in the game:

Spread
Air Raid
Option
Pro Style
One Back
Pistol
Run and Shoot
Multiple (Basically a variety of different styles)

The styles noted above are the main offensive categories represented in the game, and different teams will run different variations of these styles. For example, Michigan will run a spread offense, but it is a hurry-up spread that is intended to intimidate and confuse opponents. Each team received a lot of individual attention from Ben and Russ in the past few months, so if you are a fan of a team that recently changed offensive styles (like Notre Dame), expect to see that change in NCAA 11.

To touch again on the no huddle, one of the cooler things I experienced was that you are now able to select any play from your playbook as you rush to the line. In the past, you would be forced to audible into one of your preset plays if running a hurry-up offense, which put a major damper on a potential game-winning drive. Not only are you now able to select any play you want, but your team will realistically look to the sideline as the play is made just like you would see on a Saturday afternoon. This animation is one of the cooler things I have ever seen, and it just goes to show how dedicated the NCAA 11 team is this year when it comes to the authenticity within their “120 Ways to Win.”

Improved Lighting = Improved Graphics

Simply put, NCAA 11’s visuals are gorgeous and much of that has to do with the all new lighting system. According to Ben, shadows are now more dynamic, allowing for much more realistic jersey graphics, skin tones and equipment on the player models. Just as an example, in the past games this generation, there was no way of differentiating between jerseys made of different materials. If you look closely at your copy of NCAA 10, you will see many teams with far “shinier” jerseys than they wear in real life. In NCAA 11, you are now clearly able to see teams with mesh jerseys (Auburn being an example), and differentiate them from something like a flashier Central Michigan jersey.

But as previously mentioned, the new lighting system makes everything look better, not just the jerseys. NCAA 11 is one of the better looking sports games I have seen this generation, and it is an enormous step up from last year’s visuals.

Animations

Due to the revamping of the engine and addition of the locomotion system, I was stunned to see multiple player animations on runs, catches, tips, deflections, blocks and tackles that I have never seen before. After spending four years with NCAA this generation, I thought I had seen it all, and for the most part, the animations had all been pretty ugly.

NCAA 11 will change the game on this front because it is more closely replicating what you would see on any given Saturday. Gone are the hit-stick flips of NCAA 10, replaced now with more subtle wrap tackles. Linemen will jostle with one another, pushing each other forward and backwards realistically instead of getting stuck in an an “engaged” animation with one another. Defensive backs and linebackers will actually track balls with their eyes and attempt to make plays in a realistic fashion — the old-blind-linebacker-magic-swat animation is seemingly out this year. Even cooler is seeing a player miss a tackle. For instance, a defender attempts to grab the ball carrier while out of position, but he loses his grip on the ball carrier as his body momentum attempts to catch up to his arms.

One particularly impressive animation that I experienced occurred during a two-point conversion. A Notre Dame receiver became open in the back of the end zone during this conversion attempt, but the pass was thrown a bit hot and in front of the receiver. So, the receiver reached out with one hand and made a fingertip catch, tiptoed along the back of the back of the end zone, pulled the ball into his body and regained his balance all in one sequence. I happened to be standing next to Russ when this happened, and he turned to me and said that even he had not seen that animation before.

The Little Things

Those obsessed with little details such as helmets, face masks and cleats should love what NCAA 11 brings to the table.

Jersey selection is amazing, and if you are a self-proclaimed jersey freak like myself, then be ready to get excited. The game includes the occasional NCAA-approved throwback jersey, like Oregon’s classic green and yellow combo, and also some alternate jerseys that people are going to be very happy to see (Tennessee’s Halloween black jerseys and Cincy’s white helmets for example). There is also more to this story, but I cannot go into too much more detail here due to an embargo.

One negative, however, is that there will be no bowl patches this year — Roy has mentioned this is something they will most likely be integrating into NCAA 12 because there were bigger fish to fry this season.

Presentation

I have saved the best for last as NCAA 11’s presentation package is one of the best I have ever seen in a video game. There is a lot I cannot talk about because of the aforementioned embargo, but rest assured, there are some amazing things up EA’s sleeve.

The ESPN integration is jaw dropping, with real-time replay wipes that will select the most dynamic camera angle to highlight a specific play. But stat banners and cut scenes are my favorite part of the presentation because many are almost photo-realistic, especially the ones that include players trash talking with each other after a big play. Ben and Russ realized how much acclaim a game such as MLB 10: The Show has received for its attention to cut scenes, and they are out to prove that their title will be mentioned in the same sentence.

I am also very excited to let everyone know that authentic team-pregame entrances are back, and after seeing a couple in action, I have to say I was more than impressed. EA will be releasing a blog very soon detailing which entrances are in the game, so I do not want to steal their thunder. I will tell you this: what I saw in action was put together in such a way from a broadcast-presentation standpoint that I initially mistook it for a live game feed on a loading or intro screen.

Again, there are some very big things regarding presentation that I cannot talk about, so keep your eye on the EA blogs and here on OS as they are “officially” announced.

Gameplay Improvements

Locomotion

When I first sat down with Ian, I was introduced to Madden’s locomotion engine. Much like NCAA Football 11’s movement mechanics, Madden’s locomotion engine promises to provide much more realistic player movement and acceleration on the field. On offense, the right stick now controls a player’s upper torso, giving players unprecedented control over a ball carrier’s ability to shed and avoid tacklers.

The most surprising addition to Madden 11’s gameplay is actually a subtraction: the removal of a turbo button (off by defaut, can be turned on). Taking a cue from EA’s successful NHL franchise, Madden 11 no longer requires players to spam a turbo button in a desperate attempt to create offensive separation or track down an elusive player on defense. Instead, player speed and acceleration are completely tied to ratings.

While I was a bit surprised when Ian let me in on the removal of the turbo button (again, this is off by default and can be turned back on) once I got my hands on the game, I immediately felt the difference. The best way I can sum up my gameplay experience with Madden 11 is that the game feels very organic in the way it moves. In other words, the days of choppy animation transitions and stop/starts on a dime that were in previous versions of the game should be minimized this year — replaced now by an an overall feel that sim fans everywhere should enjoy.

Game Flow

During our time together, Ian also informed me that a lot of research had been completed that determined how many plays gamers had been calling in an average game, which was also coupled with some insight from John Madden himself. After these findings, the development team decided to completely overhaul the way plays are called.

The result is what is known as the “GameFlow,” a streamlined game-planning option that will allow a virtual coordinator to call in a play for your team via headset based on a number of offensive variables that the game calculates. Now, before anyone jumps to conclusions and immediately writes this feature off as a way to make Madden 11 more “noob” friendly, please note that the feature can be ignored at any point during the game with a simple button press that takes you back to the traditional play calling menu.

As a veteran of the series, I was a bit worried that GameFlow would be something that I would not utilize — I typically avoid the “Ask Madden” types of plays in my football games. However, after getting some hands-on time with the feature, and grilling Ian on it, I am absolutely hooked because of the depth that its simplicity provides.

First off, you can completely customize what plays end up in the GameFlow playbook, and you can change plays on a game by game basis. You can even rate your plays via a five-star system (like on iTunes) so that you can easily find them on the fly when customizing a GameFlow. I can already see myself putting together different game plans for online and offline franchise mode, which would add an NFL Head Coach-like layer of strategy to the game that has been sorely missing since the removal of the create-a-play feature.

Secondly, GameFlow makes you feel more like a real head coach. As many of you already know, it is a rarity for a head coach to actually call plays while in a game. Clicking over to the GameFlow button, and then listening to my offensive/defensive coordinators call out specific plays based on game situations is undeniably cool. What is even better is executing plays to perfection — something that is undeniably rewarding. I can see the GameFlow feature being big among coach-mode fans, especially if you take advantage of the playbook customization in between games.

Finally, as advertised, GameFlow dramatically increases the tempo at which the game is played. In a day and age where the “core” Madden gamer is getting older and has more non-gaming responsibilities, it is very refreshing to be able to complete an entire game of Madden in roughly 30 minutes. I was able to play an entire half utilizing GameFlow in approximately 15 minutes, and it did not feel like I had been cheated out of a gameplay or play calling opportunity either. Instead, I felt like I was an actual NFL head coach who had a laminated page of plays in hand. Yes, I know I come off sounding a bit lame by writing that, but as a huge fan of the NFL, it is a feeling I have never had before in a football game.

New Line Interaction

Similar to the NCAA series, shoddy line play and interaction has been something that has plagued the Madden series for years. However, the new locomotion engine has gone a long way towards improving what some considered “broken” line play in past iterations of the series.

Since players now have to plant before moving, suction blocking and lackluster AI seem to have at least been minimized when it comes to the offensive and defensive lines. During my limited amount of time playing the game, I was able to get solid pressure on the QB when it made sense. In addition, the CPU also pressured me if I attempted to hold the ball for too long in the pocket.

Presentation Upgrades

Outside of the new GameFlow feature, I was able to see some of the improvements EA has made to the presentation in Madden 11. While Ian was feverishly button pressing through some of the more secretive options (more on those in future Madden blogs), I was able to catch some team-specific introductions (example: Drew Brees’ pregame “speech”), and even cuts to players preparing for the game in the locker room. On the field, you will see new cut scenes between plays that look more natural than those in the past, and new animations for sideline catches, big hits and mid-air collisions.

Graphically, the game looks to be largely unchanged from Madden 10. Player models, stadium lighting and the turf look like they received minimum upgrades at most. It is worth noting, however, that the build of the game I played was very early in development. In other words, many of the aesthetic details most likely will be improved by the time the game releases.

As a side note, the kicking meter has also been completely redone. It now more closely resembles the putting meter from the Tiger Woods games. Ian explained to me that this change was the best way to differentiate kicker ability in the game because the old meter would not allow the developers to create the differences that truly exist in the NFL. The meter feels great to use, but since I was only able to use one kicker during my time with the game, I was unable to feel any difference in how the meter reacted.

PRO STARS 2010??

So the other day i was chillen watching sports center “you know how i do” (smokey-friday voice! lol) anywayz and i was thinkin “yall remember that cartoon “PRO STARS” that had M.J/Bo Jackson/Gretzky (some of yall are waaaay to young to remember this is grown folk talk! lol) and i was thinkin if they redid this cartoon in 2010 (if anybody steals this idea you must pay royalties to me i’ll sue your ass! lol!) who would be the characters i know LEBRON would be the basketball player and SID CROSBY would be the hockey player! BUT WHO WOULD BE THE 3rd? hmm? only 1 way to findout TO THE POLL: (my vote would be for TONY ROMO but thats just me) lol!

NIGHTMARE ON ELM ST:REVIEW

Whats up world? i know i know? ive been a little delayed on updating the site (due to the fact of my new baby boy and working on this album havent had much time!) but what i did have time to do was check out the new NIGHTMARE ON ELM ST i was a little nervous about checking this movie out due to the fact that film makers have been slaughtering classic horror films with new remakes which becomes epic fails. but? i believed in michael bay! kinda? but i must say this movie was FAWKING AWESOME!! it has everything it needed it told the story of freddy kruger but it didnt just remake the original and add in 2010 technology like instead of  listening to a boom box they now was listening to an ipod?? the story explained the side of the story we really NEVER knew (dont worry no spoiler alert needed) the movie else had a good gore factor which wasn’t too excessive it was the perfect amount, and the scare factor was off the METER this is the first time a horror movie has kept me on the edge of my seat in a loooong time! i was jumpin all over the theater (no front) lol! from the opening scene i knew this movie was gonna be a new classic. NOW! there is a slight negative i have about the film and that is THE NEW LOOK FREDDY wasnt cutting it! it looked to cartoonish but maybe it’s just wasn’t the freddy i was used to seeing that haunted my dreams as a kid? freddy always had a witty sense of humor and in this film it really didnt come out til the end! BUT! that was a small small small very small negative! THIS MOVIE DEFINITELY BROUGHT NEW LIGHT TO THE CLASSIC FILM WES CRAVEN SHOULD BE PROUD!! this is a MUST SEE! now i can just hope and pray that whenever Child’s Play is remade it goes as hard as NIGHTMARE ON ELM ST! 2 THUMBS UP!!

WELCOME TO DALLAS: #88 DEZ BRYANT

So as the NFL draft wraps up, i can say as a DIE HARD COWBOYS FAN! i am still in shock and disbelief! is it true? is it really true? is DEZ BRYANT really a DALLAS COWBOY! this isnt some crazy dream that i will soon wake up from? People who know me, know that since the departure of terrell owens i have been screaming for another reciever to play alongside Miles Austin, and that i am the leading spokesman for getting Roy Williams out of Dallas. As i watched the NFL draft i honestly thought the cowboys would go for another disappointing pick and pass up on a super talent as they’ve done with randy moss.desean jackson and more! I’ve been honestly frustrated with the cowboys this off season for the lack of moves we have been making but on draft night JERRY JONES gave me what i’ve been longing for, for soooo long a EXPLOSIVE RECIEVER! As he moved up to draft dez! i havent screamed that loud in years as i jumped from room to room in my house knocking pictures of the wall! (yungstar reference) i have got my wish finally! we will be a high octane offense once again and with our defense still intact i can honestly say! but wont say it (i dont want to jinx us) no longer do i have to sit on my couch on sundays and yell at my tv with a sick feeling in my stomach as i watch roy williams! no longer will i have to play madden and only look to the left side of the screen because i have no reciever on the other side! I mean i honestly couldnt tell you who shedded more tears when dez’s name was called! me or dez? (yeah i cried! lol) but all i can say is im EXTREMELY EXCITED FOR THE SUNDAY NIGHT GAME vs the skins! i have faith in dez and so does jerry as he gave him the forbidden number #88! and besides? even if he is a bust he cant be no worse than “boy” williams! so with further adue i would like to WELCOME DEZ BRYANT TO AMERICA’S TEAM THE DALLAS COWBOYS!

YEEEEAH OHHH LET’S DO IT!