Wednesday, December 24, 2008

Best. Offseason. Ever.

I've only been following the Yankees closely since '96 so my frame of reference is pretty small, but the news that Mark Teixeira has agreed to an 8 year $180m deal catapults this offseason into a class all of it's own.
The Yankees have now mopped up 3 of the top 4 free agents available, after previously agreeing to deals for CC Sabathia and AJ Burnett to address the urgent need for quality pitching at the top of their rotation.
Now, by signing Teixeira, they have added a quality bat (combined .308 with 33 homers and 121 RBI for the Atlanta Braves and Los Angeles Angels last season), ensured there will be protection for A-Rod in the middle of the lineup, and instantly upgraded the defence.
All of this has been achieved without dismantling the farm system that Brian Cashman has worked so hard to rebuild over the last few seasons.
Personally I'm also hoping that this means Brett Gardner will get a chance to start the season as the centre fielder, as there isn't such a pressing need for offensive output from that position now.
I'm in awe of Cashman, the financial might of the Yankees....and I can't wait for Opening Day to come round!

Friday, December 19, 2008

CC and AJ

The New York Yankees officially announced the signings of free agent pitchers CC Sabathia and AJ Burnett today.
CC in particular is an exciting signing, although he hasn't come cheaply at $161m over 7 years (and an opt-out clause after 3 years) - the richest deal for a pitcher in MLB history. The American League CY Young winner in 2007, he gives the Yankees a true ace at the top of their rotation.
AJ is a different proposition though. On his day he has incredible stuff, but his track record with injuries is worrying to say the least (particularly given that the contract runs for 5 years, meaning he'll be a Yankee until age 37). He was dominant against the Yankees last year though, going 3-1 with a 1.64 ERA in five starts. He's also 5-0 lifetime against the Red Sox, which is always welcome. :-)
Check out CC's site for more info, and the great coverage over at River Ave. Blues.

Sunday, December 14, 2008

FM2009 - Genie arrives!

The rather excellent FM Genie Scout 2009 has been released for download, either from the Genie site (which is down as I write this) or from the equally excellent FM Scout site.

The interface has been completely re-designed, and bears more than a few similarities with the latest version of Microsoft Office. Not necessarily a bad thing, and it seems to work fine against the saved game I have to hand. I have noticed one or two glitches and it disappointingly doesn't seem to provide the option of viewing or searching on a player's current/potential rating, instead focusing on the calculated effectiveness percentage. In theory this is a more accurate reflection of ability, but I must admit I prefer using the rating allocated within the game as a starting point.

But if you're after the most effective way of scouting new players you should definitely give it a try.

Friday, December 12, 2008

Fallout 3 extended?

One of my friends pointed me in the direction of an interview on IGN with the lead designer of Fallout 3, Jeff Gardiner. The key thing for me was at the end:

"IGN: Not to spoil the end of Fallout 3, but extending the story in the Broken Steel download might be a bit tricky. Will the main character still continue through for that storyline? Will he or she be usable in the other downloads?

Gardiner
: Based on a lot of feedback, we're going to allow the player to continue on after the main quest ends in the Broken Steel DLC. While a lot of details still have to be sorted, this will allow the player to continue on and play in the Wasteland enjoying the side and freeform quests, along with any new downloadable content we have planned in the future."

Not only is it great news that there is going to be more content for Fallout 3, but opening up the end of the game is awesome. Obviously a lot of people felt the same way I did about how the main quest plays out, and it's really nice to see that Bethesda have listened.

Saturday, December 6, 2008

The Friends Problem

I love xkcd, but the latest strip is one of the best. Also poignant as I've been in the same situation, and it worked out just as well! If only I'd had xkcd back then....

Tuesday, November 25, 2008

RTFM!

You know how you get used to something that always works the same way? It feels comfortable, safe almost. You understand what's going on and that brings with it a sense of order.

Of course, when that certain something suddenly stops working it brings with it a sense of extreme frustration and key bashing anger!

Which is what I've been experiencing with FM09 and the tactics editor.

Editing tactics comprises creating a basic positional picture of the formation, providing overall team instructions, and then modifying individual settings to suit particular players. To a certain extent the positional and individual elements have been independent; the former used to indicate where on the field your players will start and move when your team has possession or not, and the latter to tweak how certain players may deviate from the norm for your team tactics.

With FM09 these two are now linked a lot more closely, a change I was unaware of and didn't pick up from my cursory 3 second scan of the manual.

In previous FM versions you could add a forward or backward arrow (farrow or barrow) to a player to indicate that they may run forward when you have possession of the ball or drop back when you don't. In this version that arrow is directly linked to the "Forward Runs" setting on the individual instructions screen. Which probably makes more sense.

So don't get annoyed or frustrated when your carefully crafted tactics seem to alter themselves while you're still creating them. Like I did. Grrr.

Oh, and RTFM. :-)

Thursday, November 20, 2008

Falling out with Fallout 3

What on earth happened with Fallout 3?!

I read the reviews that made it sound like an improved Oblivion (one of my all time fav's), but that turned out to be a totally invalid comparison. Sure they're created by the same studio and are essentially the same genre, but it's like comparing raisins and sultanas and asking which is the best dried grape.

So I'm disappointed to start with. I'm wandering round a bleak landscape, I don't understand why I'm earning XP and 'perks' as it doesn't really seem to fit with the game. Surely this is closer to something like Half Life 2, a superior FPS with a great storyline?

But then I get further into the main quest and I'm getting really engrossed. I'm higher up the levels, I'm looking forward to the level 20 perks being available to me, I've found cool new weapons that I'm itching to try out.

And then....

WTF?!

Well; then that was it. I'd completed the main quest almost by accident. I'd watched the end sequence play and I'd started to get a little worried when the credits rolled. And then I was at the main menu with an option to continue from my last saved game.

So I went back and played out the ending a different way. Same result. Game over, no gaining my level 20 perks, no discovering all the locations I'd yet to find. No using my cool new weapons! Nothing.

I don't think I've ever felt such bitter disappointment when I've actually finished a game!

Which leads me back to my main reservation when I started playing - XP and levelling up. Why? What was the whole point in developing my character's skills, just for the game to end and not allow me to explore the rest of the environment?

I honestly cannot believe that any RPG designer would think this was the right way to end the main quest. By ending he game completely? Are you serious?!

Still, even with all that, my advice would be to buy the game. It's a beautifully realised world and worth investing time in. But, please, when following the main quest leads you to a place called Raven Rock, STOP! Save your game, put the main quest to one side and go do all the things you fancy doing in the rest of the Wasteland. Your Bobblehead collection demands it! :-)