Showing posts with label WiiU. Show all posts
Showing posts with label WiiU. Show all posts

Saturday, 12 March 2016

Game Review: Injustice: Gods Among Us (WiiU)


Game: Injustice: Gods Among Us
Console: Nintendo WiiU
Developer: NetherRealm Studios
Release Date: 19th April 2013

Injustice: Gods Among Us is a fighting game featuring various heroes and villains from the DC universe including Batman, Superman, The Joker and Lex Luthor. Unlike many fighting games there's no conventional Arcade Mode, as the main mode is Story Mode, which is split into 12 chapters, each featuring a different hero or villain and advancing the main plot through lengthy movie style cutscenes as well as the fighting gameplay.

In addition to story mode there's S.T.A.R Labs mode which sets players challenges in preset fights, and Battles which is a sort of arcade mode allowing players to make their way through many rounds with different conditions, such as only fighting heroes or villains. There's also local and online multiplayer, but as the game is on WiiU, I'm not quite sure how the control scheme would translate to a Wiimote.


Fights feature several interesting features, some that have been featured before in other fighting games, and others which are somewhat unique. Firstly each player has two health bars, the first appears to represent armour of some kind, with the second acting more like true damage. Since there's two health bars for all fighters, all fights in Story mode are single round affairs. Environmental attacks can be used, with many features of each battlefield that can be picked up, thrown, broken or otherwise tampered with to cause damage to an opponent. Finally there's the special move meters in the bottom corners of the screen; these have sections which can be used in a face-off where players "bet" their special bar in a bid to out bet and thus cause damage to an opponent, as well as governing when special moves can be used.

The controls, though a little strange for the WiiU gamepad are fairly easy to get used to; X, B and Y are the main attacks, with RZ used for special moves, and R used to interact with environmental features. I found the d-pad to be far more useful than the analog stick, mainly due to its placement on the controller and actually being able to hold it whilst playing. There are also QTE sequences before some fights which can affect the amount of health that players begin with, these aren't too hard unless you play a lot of consoles, in which case remembering where A, B, X and Y are can be a little harder.


The fighting gameplay featured is fairly standard in terms of attack choices, though every character has different light, medium and heavy attacks, as well as interesting and detailed personalised special moves. Usually it's strategy which decides who has the advantage in a fight; making use of the environmental weapons, face-off meters and special moves, and understanding the damage cap after the first meter. This makes it easier to plan how to beat opponents, both AI and live and adds a different element to the game.

The large selection of characters and additional DLC characters makes for an impressive fighter line-up for any comic book fan, and I'm sure if there was a similar Marvel based fighting game (there might be, I haven't checked) that fans would be equally excited for it. A DC vs Marvel fighting game would be particularly amazing, but remains highly improbably with both companies competing as they do.


Graphically the game isn't all that impressive on WiiU, and is probably only comparable to a PS3 title; I can only assume that the other versions of the game were better. The general look and style of the game is good, with recognisable characters from the DC universe and some good, if somewhat lengthy cutscenes. Musically the game is pretty average featuring the kind of suspenseful movie music you'd expect it to have and not much else.

Overall Injustice: Gods Among Us isn't your average fighting game; the main mode is in a strange length category - far longer than conventional arcade modes, but far shorter than most story modes in other games. This results in a movie-like experience which players should really only want to sit through once, with S.T.A.R Labs and Battles modes providing the excitement post-completion. There's a lot to do in the game, and the fighting does feel satisfying and fair for the most part, especially if you're a fan of the characters already.

Rating: 84/100
Grade: B

Sunday, 30 August 2015

Game Review: Game & Wario


Game: Game & Wario
Console: Nintendo WiiU
Developer: Intelligent Systems
Release Date: 23rd June 2013

I am a huge fan of the Warioware Series, its microgames and general humour. Having played a short demo of this game at MCM London Expo, I was fairly confident that it would be pretty fun upon release. Unfortunately, as much as I would like it to be a great game, it isn't. Whether or not it's under the Warioware banner is debatable; certainly it's not in name, and only features microgames in one of it's 16 minigame segments, but even without the expectation associated with the Warioware series, the game feels like little more than a misguided tech demo.

Many gamers will recall Nintendoland, released alongside the WiiU as its pack-in game, featuring a selection of Nintendo based minigames, each showing off a different function of the WiiU gamepad. In many ways the overall impression given by Game and Wario is similar to this; its 12 single player stages and 4 multiplayer stages feature an array of ways to hold and interact with the gamepad; some clever, others not so much. The problem is that unlike Warioware: Smooth Moves on the Wii, there's less of a fun, party game atmosphere.


I don't want to simply list each stage and compare flaws between them, since most problems are common to the game as a whole, however I will provide a few examples of stages featured in the game. In Mona's game 'Shutter', players must search for specific targets to photograph on their tv screen before taking a picture of the target with the gamepad. As with most stages in the game, there are 5 different levels for players to try, progressing in difficulty as players continue. Patchwork features Kat and Ana, challenging players to piece together knitted puzzle pieces to make shapes. This is a contender for worst minigame, but there's no shortage of options.

The better minigames include Pirates, Wario's minigame which is rhythm based and fairly fun once the gameplay has been mastered, Kung-fu, which sees Young Cricket jumping across platforms towards Master Mantis, using the tv and gamepad for different viewpoints, and bowling. Which is literally bowling, but it's in my top 5 minigames simply for not having too many faults.


The game I take most issue with, however is Gamer, featuring 9-Volt and 18-Volt. The premise is simple, stay up late and complete your videogame, whilst pretending to be asleep when 9-volt's mum enters the room. This game features microgames from the Warioware series as the videogame 9-volt is playing (much like previous Warioware games have done), and was the minigame which I played during the demo at MCM. Having advertised the game in its demo as featuring microgames, I was fairly surprised to find that this was the only one actually sporting them, and reused ones at that.

It seems to me that either this is a game, entirely unrelated to the Warioware series which was meant to serve as a tech demo for the WiiU gamepad, released too late to do so and thus Warioware themed so as to avoid having to release it as Nintendoland 2. Or worse it's meant to be part of the Warioware series (I mean it does feature all the same characters, and a similar concept) but has taken the series in a new direction of minigames, rather than microgames. If this is the case, the then latter is far worse but the former isn't exactly good for my opinion of Nintendo.


With every newly completed stage, players earn coins which can be exchanged for minigame/collectible prizes, but it's also clear that this gimmick is an attempt at infusing some replayability into the game. Without collectibles and an incentive to continue it'd be fairly easy to stop playing after unlocking and trying each minigame. Having said that, most of the minigame and collectible prizes are pretty rubbish anyway so there's little point unlocking them all.

Graphically it's unclear what overall style the game is going for with cartoon and 3D elements mixing together in a far less coherant way than Smooth Moves. Musically the game is alright, but doesn't seem to feature as much of the instantly memorable tunes that other games in the Warioware series have done. Overall Game & Wario is a fairly poor mish-mash of games, in the same vein as Nintendoland with Wario's face slapped on the front to increase sales. Perhaps young gamers who aren't expecting the Warioware legacy to be continued in the game might find a little enjoyment, but I'll stick to the classics.

Rating: 65/100
Grade: C

Thursday, 9 April 2015

Sports Review: Basketball Masterpost

There's plenty of basketball games out there; just like football games there's been several highly popular series as well as individual games and retro titles. Some take a more arcade like approach while others focus on attempting to simulate the sport. I noticed an ever-growing pile of basketball games in my collection so here goes; reviews of every basketball game I own in order of their release.


Game: Basketball Nightmare
Console: Sega Master System
Developer: Sega
Release Date: 1989

Basketball Nightmare is an aptly titled game for the Master System in which the captain of a high school basketball team has a strange dream that he's playing against various different creatures. Predictably, players must beat each of the teams of creatures to progress through the game. From the start, the gameplay is irritatingly slow as each player moves at a snail's pace across the screen.

Of the controller's two buttons, the first is used to jump and shoot with the ball, and the second is used to pass and switch players. Getting the ball off an opponent is very difficult and doesn't seem to be related to the pressing of any particular button. Overall the game feels as if the player is having very little say in what the on-court team does.


Graphically the game looks pretty awful; the player's team is supposedly composed of high schoolers but they appear to be very short and babyfaced, the opponents are what I assume to be wolves, and the use of several clashing bright colours doesn't help matters either. Musically the game features a single theme that loops every 20 seconds or so to bring on a headache in no time.

Overall Basketball Nightmare is a poor attempt at a Basketball game where players have very little control over the slow and tedious on court action. The difficulty level is high thanks to the controls, and it's not enjoyable enough to persevere with, in the hopes of getting to level 2. If this isn't the worst basketball game in the review, I'll be truly surprised.

Rating: 22/100
Grade: F


Game: Arch Rivals
Console: Sega Mega Drive
Developer: Acclaim
Release Date: 1992

Having played and liked the arcade version of Arch Rivals on the Midway Arcade Treasures collection, it stands to reason that the Mega Drive home conversion of the game should also receive a positive review. The game simplifies the rules of basketball somewhat, with two players on the court instead of the usual five, and no fouls save for shot clock violations. In a move away from more serious basketball simulation, the game also features hazards such as popcorn and soda cans on the court which if hit, will trip team members and give away possession.

There are two buttons used for the control of a single player on court; the other team mate is computer controlled and only responds to pass and shoot commands from the player. The A button is used to shoot whilst in possession, and to jump/block when not in possession. The B button is used to pass when in possession and held down/released in order to punch and dispossess the opposition. Pressing both the A and B buttons will perform a lunge move, when not in possession of the ball, which can be pretty effective at stealing possession.


Graphically the game is more washed out and less cartoon-like than its arcade counterpart, but on the whole it's not too hard to make out what's going on. There are 6 teams featured in all, though none are licensed and two are fictional colleges. The players are the same for each team, and there's only the option to play single games, rather than any sort of tournament or career mode. The music featured behind gameplay loops constantly and resets each time points are scored which can get frustrating if you intend to play for longer than 20 minutes or so.

Overall Arch Rivals isn't without it's issues; it'd have been more enjoyable to control both on-court players, and as C isn't used in the control scheme, this could have been a switch player button, scoring points from anywhere on court is fairly easy; there's no relationship between distance and likelihood of scoring, leaving no need for strategy, and the lack of game modes does make for a definite arcade experience; play once, and move on. If you can get past all of these flaws, there's a fairly fun and violent arcade basketball experience, but it could have been better.

Rating: 71/100
Grade: C


Game: Bulls vs Lakers and the NBA Playoffs
Console: Sega Mega Drive
Developer: Electronic Arts
Release Date: 1992

While Arch Rivals chose to adopt an arcade style of basketball play, Bulls vs Lakers goes to the other extreme with simulation; there are 5 players on each team, movement is far slower, all 16 teams who reached the NBA playoffs are licensed and feature their correct rosters, and scoring is far harder than in arcade style games. Players can choose between 2, 5, 8 and 12 minute quarters, in exhibition and tournament modes (the latter simulating the NBA playoffs).

Player movement is almost painfully slow across the court, giving more of a focus to passing; much of the time players are completely blocked by opponents from making runs down the court too. Many types of foul are included in the game such as charging and travelling, which improve the realism but tend to slow down gameplay further also.


Graphically the game is a huge improvement on anything that came before it, with far more facial detail and better animation overall. Unfortunately there's no soundtrack behind gameplay, meaning that all players have to listen to is the referee and coaches vocal clips. Controlwise it's fairly similar to Arch Rivals, without the option to punch or dive at opponents, though there's a nice Alley-Oop option included for when there's a team-mate near the net.

Overall the effort put towards making Bulls vs Lakers more of a simulation than an arcade game hurt its enjoyability due to the slower gameplay, constant foul interruptions, and difficulty in being able to make plays and score points. Perhaps with more time and practice, becoming more skilled at the game might help its playability, but I had a hard time playing more than one game thanks to the slow pace and other issues.

Rating: 46/100
Grade: D


Game: NBA Jam: Tournament Edition
Console: Sega Mega Drive
Developer: Iguana Entertainment
Release Date: 23rd February 1995

NBA Jam is perhaps one of the most famous basketball video game series; in fact there are 2 more games to come in this review which are also in the series. Building on the success of Arch Rivals, but adding in 27 licensed NBA teams as well as a turbo function, and removing the option of brute force to steal the ball, the game features the same kind of 2-on-2 fast paced gameplay, with a new sense of character thanks to catchphrases from the in game announcer, and some humourous options in the cheat menu.

Controlwise, the commands can be set in any combination but the default method of control has A for jumping/faking/shooting, B for a limited amount of turbo boost, helping players get past tricky opponents, and C for passing and trying to steal. With this range of control and strategic options, players are able to take full control of their team. Another new feature of the game is the option to turn on tag team mode, in order to control both team players instead of just one; something I wanted to be improved from Arch Rivals.


One of my favourite features of NBA Jam when compared to other games of the time is the comprehensive stats given to players when they're selecting their team. Each team member has 8 ratings for various different skills, allowing players to plan their strategy effectively; I usually go for 3 point shots to edge out a scoring advantage, so for me players with an 8 or 9 rating on 3 point shots work well. Players can also change which team members are playing, to create any combination they'd like.

As shown above, there's an option to use the mascot of each team as a playable team member. This adds some humour and novelty to the game, especially if playing against a friend. One of the most classic aspects of NBA Jam is the announcer who comments over the gameplay. With phrases like "He's on fire!" after 3 consecutive baskets by one team member, and "Boom-shaka-laka", the game lives on in many gamer's memories for it's unique style and excitement.


Graphically the game is middle-of-the-road, with a more motion captured look than EA's Bulls vs Lakers, meaning the animation is better at the cost of more pixellation overall. The tune that plays behind gameplay isn't overbearing, but is mixed well behind the sound effects and announcer to give interest to the less interesting moments.

Overall NBA Jam: Tournament Edition features exciting and fast paced basketball action, with a good choice of teams and a players, as well as exhibition and tournament modes. With an array of options and a few humourous cheat settings, the game doesn't take itself too seriously, but manages to feel like a more complete experience than Arch Rivals. Besides the announcer, the audiovisual aspects of the game are fairly average, but it's the gameplay and charm which raise things to another level.

Rating: 80/100
Grade: B



Game: Total NBA '97
Console: Sony Playstation
Developer: SCEE London Studio
Release Date: 14th March 1997

Spearheading the next generation of basketball simulation games, Total NBA '97 (known as NBA Shootout '97 in America) featured licensed teams and players from the NBA, Season, Playoff and Exhibition modes, and a variety of game options to personalise the experience to player tastes. Unlike arcade style games, the flow of play relies heavily on scoring 2 point shots and dunks, with far less chance of scoring 3 point shots than many of the other games in this review. This reflects basketball in real life, and doesn't seem to make the game any less fun.

Stats are shown for each team instead of for individual players when picking sides, though there are a small amount of stats shown for each player once a team has been chosen. Controlwise, the game is most similar to NBA Jam as Square is the turbo button, X controls shooting, jumping and stealing, and Circle is used for passing and switching players. These work well, and steals are fairly easy to perform, though not overly so; skilled players should be able to pull off 8-10 steals a game.


Graphically the game looks a little blocky by today's standards, and it can be a little hard at times to keep track of the ball, but there's a nice shine effect on the floors, and the courts, kits and players themselves are well presented for the original Playstation era. The commentary is well performed, but can easily get repetitive as there's only a few clips recorded for each type of scoring, and player names.

Overall Total NBA '97 is the best simulation basketball game so far, as it's able to pull off a fun and engaging experience alongside realistic chances of scoring, stealing and dunking. While the pace may be slower than arcade basketball experiences, the tension is arguably higher, especially with the inclusion of Season and Playoff modes.

Rating: 73/100
Grade: C


Game: Showtime: NBA on NBC
Console: Sega Dreamcast
Developer: Avalanche Software
Release Date: 31st October 1999

Continuing the NBA Jam series (though not in name), Showtime: NBA on NBC is presented in the form of a television broadcast (as most modern sports games are), with quickfire arcade action, a challenge to beat all of the teams in the NBA as its arcade mode, and Create-a-Player mode which has a few basic styles of heads and looks for players, but also features an innovative stats system whereby players can improve their created character with points from winning games, turning them into an unstoppable superstar.

Once again, as an arcade game the action features 2 players per side and moreso than any of the other games featured so far becomes a fast paced scoring contest with shots and dunks being made at both ends of the court constantly. In a regular game with 3 minute quarters it's not unusual for both sides to score in excess of 100 points. Scoring 3 point shots is also far easier than in most games featured so far, and can almost be guaranteed through the use of hotspots (places on the court which have an increased chance of scoring for particular players).


Graphically the game isn't as blocky as Playstation titles, but there's still some work to be done before the players look "normal". That being said, it's good enough to play with, and this is the first game so far to feature support for up to 4 players, giving a true 2 on 2 multiplayer experience. Musically the game's menus and overall feel is exciting, with lower level music behind the game. The announcer is once again a large part of the game character, with the usual comments when players are on fire, or make a particularly spectacular shot.

Overall Showtime:NBA on NBC holds a lot of memories for me as it was the only basketball game I owned for many years. Fans of simulation basketball games may find it far too arcade-like, and playful (there's literally pages worth of cheat codes online for all sorts of characters and effects) but if you're trying to have a laugh with some friends, it's a fast paced and action packed game that puts fun first, even sometimes at the expense of long term playability.

Rating: 73/100
Grade: C


Game: NBA Street
Console: Sony Playstation 2
Developer: NuFX
Release Date: 18th June 2001

Bringing yet another gameplay style to basketball titles, NBA Street expands the arcade approach to include trick moves, points for style, and an urban feel with 3-on-3 games in a first to 21 point format. 1 point is scored for dunks and lay-up shots (traditionally 2 point shots), and 3 pointers are worth 2 points - just to be different. From the outset the game is almost embarrassingly hip and down with the kids, with the speed stat renamed to "Quicks" and an irritating game commentator/coach who won't stop repeating the same few phrases.

Players are given a choice of team members from the NBA, of whom they must pick 3. From the outset Michael Jordan is selectable, and it's not particularly important as to who is selected alongside him, as his stats mean an almost guarantee win unless you're playing on hard mode. Gameplay too is fairly mediocre, with most shots being too easy to pull off; especially 3 pointers for players with a high enough stat. Moving around the court feels too spongey compared to most other basketball games, and overall there's an almost budget feel to the entire experience.


Graphically the game is the most lifelike game yet in this series of reviews, but often doesn't feel as if it is thanks to the animation of most "Street" moves. Backgrounds and onlookers are displayed with a fairly low level of detail, and only a small amount of effort has been made to make any of the locations interesting. The music featured in game mostly consists of basslines over a basic beat in predictable "urban" style for the game. 

Overall NBA Street doesn't seem to be quite sure what it wants to be; having re-invented the rules of basketball so that 3 point shots are an even more efficient method of scoring, and added in an arbitrary style score system that fills an onscreen meter, allowing just one amazing shot to be scored once full, it still seems to want players to incorporate the street elements of the game into their overall strategy, despite the fact that it's far easier to ignore all of the style moves and simply go for the distance shots and an easy win - In which case you're better off playing a basketball game without all the tricks and frills.

Rating: 60/100
Grade: D


Game: NBA Jam
Console: Sony Playstation 2
Developer: Acclaim
Release Date: 23rd September 2003

NBA Jam for PS2 was Acclaim's attempt to re-ignite the franchise, providing 3-on-3 gameplay in combination with classic concepts from the earlier Jam games such as being "on fire", scoring hotspots, and an overzealous announcer. There's a Jam Points meter which is similar points system featured in NBA Street, and allows players to make a 4, 5, and even 6 point shot once full. Added to this, the game also offers Jam Tournament and Legends Tournament play modes, as well as create a character, and create a team.

The controls and overall feel are pretty similar to NBA Street, if a little less gimmicky. Steals seem to happen particularly often in game, and some of the time it's even difficult to keep track of who has the ball due to this. The AI can be fairly challenging and frustrating at times, especially as there's no difficulty level setting (though each team has a rating for Offence, Defence and Overall, allowing players to choose the difference in skill between both teams). Having said this, the skill stats don't often matter as there's a harsh catch-up setting for the AI whenever the player's team pulls ahead, rendering their team-mates and attempts at scoring almost useless.


Graphically the game isn't too much of an improvement on the previous games in this review; players are still only somewhat realistic, and the crowd and courtside details aren't overly impressive either. There are some interesting animations, especially shots which are taken from hotspots in which players leap amazing distances to score. The music featured in the game is generally funky and inoffensive, but doesn't really add anything to the gameplay as a whole. The announcer is comparable to other NBA Jam instalments, but not quite as definitive as a feature of the game.

Overall NBA Jam for Playstation 2 is probably best played in multiplayer mode with friends, as there's up to 6 player support and the arcade style is best suited to this sort of play. As a single player game, it falls a little short in many aspects, despite offering a larger range of modes than previously seen. The best way to sum the game up is as a moderately successful attempt at revitalising a classic series, which never reaches the heights of the original.

Rating: 62/100
Grade: C


Game: NBA Live 2004
Console: Sony Playstation 2
Developer: EA Sports
Release Date: 14th October 2003

The first of four simulation basketball games to end this roundup, NBA Live 2004 represents a significant step forward for the simulation genre both in terms of graphics and gameplay. There are several new in-game features since NBA Live 2003, and most of these help to give players more control over their team and overall strategy. The game features all of the NBA teams from the era as well as the Eastern/Western Allstars and dream teams for each decade from the 50s to the 90s.

One of the best features controlwise is that dunks and jump shots have been split into separate button presses; Circle makes a player take a jump shot, even from below the hoop while Square performs a dunk if close enough to the hoop, or a lay up shot if not. The X button is used to pass, while the Triangle is used for a power dribble move, which can cut through opponent's defences. Another new control feature is the custom dribble which is controlled with the right analog stick and works best when used sparingly to get past opponents.


But wait! There's more; off-ball players can be controlled with a tap of L2, and then a button press corresponding to the desired player (though this doesn't work as well as it could do; the computer tends to stand there while the player is chosen, and then pass straight away regardless of opposing players in the way), R2 attempts to set up an Alley-Oop which is sometimes the easiest way to score, and the d-pad controls general defensive tactics while the regular controls on defence remain greatly unchanged.

Overall the controls and gameplay work well together to create a simulation experience that's still rich in action and player choice. It's definitely more difficult to play with weaker teams, and the harder the difficulty level is set, the less scoring there is in general for both teams, but these issues are outweighed by the quality of the game as a whole.

NBA Live 2004 offers a great selection of modes for players who want to simulate the real basketball experience; Season and Dynasty modes allow players to play 28 up to 82 game seasons, including the play-offs (for 1 to the full 7 games), and the Play Now mode allows more casual players to jump straight into the action, or learn the game's controls before attempting a more serious mode.


Graphically the game is the first in this series of reviews to look pretty much like real life basketball. Players are fairly detailed facially and in terms of their physique, and the crowd, courts and other details are well rendered. The views offered in the game differ slightly from most of the previous games too, I mostly used a baseline camera angle which showed action from basket to basket rather than the sideline camera. The only downside to this was that for a quick break of play, the rotation of the camera was a little disorientating.

Overall NBA Live 2004 offers some great features as a simulation basketball game which increase the potential enjoyment for those looking to play a more serious title. End-to-end scoring is more difficult, but the range of options and control available to players works well with the choice of modes and settings that are offered. While it takes a little getting used to, coming from a slew of arcade style titles, in many ways I prefer it to most of the gimmicks offered by NBA Street and others.

Rating: 77/100
Grade: B


Game: NBA Live 07
Console: Sony Playstation Portable
Developer: EA Sports
Release Date: 25th September 2006

The first game in this review for a portable system, NBA Live 07 had 3 years since the release of 2004's effort to improve and build on what was an enjoyable simulation game. The same general assortment of modes remain and menu-wise things are pretty much unchanged. Some minigames and small changes have been added, but the main meat of the game is contained in Play Now, Season and Dynasty Modes.

Controlwise the game has been simplified; perhaps for PSP controls as there are less shoulder buttons, but I'm fairly sure the PS2 version is pretty much the same. Gameplay tends to be a little closer to arcade style games with baskets being easier to score and defences less difficult to break through whilst dribbling. The free dribbling and powerup features don't add too much to the gameplay however, leaving the experience feeling a little lacking at times.


Graphically the game has a few issues which make it difficult for players to tell what's happening onscreen. Part of the problem is the size of the PSP screen, but the game's motion an animations don't particularly help either. The commentary is much the same as that featured in Live 2004 and tends to change with whichever team is winning; a team can go from "needing to do more" to "having been excellent the entire game" with a single basket.

NBA Live 07 on the PSP feels like a step back from 2004's instalment in many ways; on the handheld console the graphics aren't the best, the controls have been reverted to a simple "one button to shoot" system and the game as a whole feels more like a mix between arcade and simulation play, leaving something to be desired from both aspects. While it's still an enjoyable experience, there's better arcade and simulation titles, and this should only appeal to those who want a bit of both, for a portable console, which is surely a small market.

Rating: 69/100
Grade: C


Game: NBA 2K12
Console: Sony Playstation 2
Developer Virtuos
Release Date: 4th October 2011

The final two games of this review are from the 2k basketball series, which in recent years has been the pick of the licensed basketball series, with EA's Live series taking a break between 2010-13 and coming back with an incredibly poorly received instalment in NBA Live '14. The 2k series however, was going from strength to strength with quality simulation titles. NBA 2k12 features all of the licensed teams from the NBA as well as All Star Teams from the Eastern/Western Conferences and various decades of the NBA.

The choice of gameplay modes is pretty similar to the Live series, with the addition of Michael Jordan mode; giving players the opportunity to face any of the teams Michael Jordan played for at the peak. There's also "The Asscociation" mode which acts like a manager simulation for the basketball season (though the games can be played manually also). Season and Playoff modes work in very much the same way as all other basketball games.


Gameplay is probably the closest yet to realistic basketball, with a reasonable number of fouls and free throws called as well as tough but beatable team defences, and a good balance between 2 and 3 point opportunities. Default quarters last 5 minutes, within which the level of scoring is usually only slightly above real life basketball. To reach 100ish point scorelines players would need 10 minute quarters or thereabouts. Momentum also seems to play a big part in team scoring, as teams go on scoring runs and the lead swings one way and the other.

Controlwise the game is fairly basic, but this allows players to use a general strategy and let the AI worry about the finer details. If a player is close enough to the basket to dunk, he'll dunk and if there's a rebound to be caught, once a player is close enough, you'll automatically get the ball. The overall difficulty of the game is fairly low, but can be adjusted in many different ways to find the perfect balance. A nice feature of the difficulty settings is that raising the level of difficulty doesn't suddenly turn the opponent into superhumans, but instead means they'll get a higher proportion of chances to score, unless you're on the ball with defence.


Graphically the game seems to look far worse in screenshots than it is; while the introductions to games feature pretty poor body modelling and the crowd leave much to be desired, the players and basketball courts and details are well displayed considering they're running on what was a 12-year old system. The commentary on games is of a good quality and only repeats itself a few times per game, and the crowd sounds are pretty impressive on the whole.

Overall NBA 2K12 does a great job as a simulation style basketball game, with realistic play and strategy combining with simple controls and customisable options. If you have the time for each game to last around 20 minutes then this is a great choice, however if you'd rather have shorter games with higher scorelines this may not be quite the right game.

Rating: 78/100
Grade: B


Game: NBA 2K13
Console: Nintendo WiiU
Developer: Visual Concepts
Release Date: 18th November 2012

As a launch title for the WiiU, NBA 2K13 needed to show off the new console's capabilities both graphically and with the WiiU gamepad in a sports game setting. Arguably the most interesting mode of the game is the Create a Player mode which begins at the Rookie Showcase game, continues through the NBA Draft and eventually sees players through a number of seasons with whichever teams they are picked by/transferred to. It's fairly in depth and has a lot of impressive features.

The gameplay in Create a Player mode allows for controlling only your created player at any time in the game, thus forcing players to create their own chances, and move into good positions for scoring and defending. As the game continues players are given a "teammate grade" for thing they've done well or badly, which fluctuates as events occur. One of the issues with this initially is that players must build up their skill points to improve, and so whilst playing with a fairly unskilled player, it can be difficult to make any real positive impact on games, especially in terms of point scoring until they've spent their upgrade points.


Exhibition match, Season and Playoff modes allow players to control the entire team of players and in this way can be a little easier than Create a Player mode. The overall gameplay is once again matched closely to the real life game of basketball. Scoring can be a little more difficult than in the previous instalment with legitimate looks at the basket needed to score much of the time. Dunks have become more of a rare occurrence and my only real complaint of the AI as a whole is that there's some harsh catch-up tactics that are used in the 4th quarter, should the player be leading the game which often result in a tight loss or having to fight against what seem to be miraculous scoring opportunities for the win.

The WiiU's gamepad can be used in a variety of ways, displaying game stats, heat maps for players bodies, tactics and substitution options or just what's on the TV screen. While this is impressive and seemingly useful, I didn't often feel the need to look at or interact with the gamepad, and because of the button assignment (B for accept, A for back), I often found myself confused in menus and gameplay options.


Graphically the game looks great; maybe not 8th generation super detailed, but close enough for each player to be recognisible, and the experience to almost mirror the real life experience. The animations and fluidity of players movements are particularly impressive, and the broadcast style presentation adds a finishing touch to the package. The commentary and sounds in-game are also the best of any seen in this set of reviews, and probably any basketball game until the next one came out.

Overall NBA 2K13 feels fairly similar to the last instalment in many ways, despite the 2 generation gap between the systems I played the games on. Graphically there are obvious improvements, and the new modes and features add a bit of interest for those seeking somewhat of a deeper gaming experience. For simulation basketball this is a good choice, providing you can stand the AI's tough comebacks in the 4th quarter every game.

Rating: 79/100
Grade: B

And so I've reached the end of my basketball roundup, having played every basketball game that I own. There's a definite divide between simulation and arcade titles through the years, with NBA Jam games at the height of their popularity between '95 and '03, and simulation titles picking up in popularity more recently. Perhaps the ability of newer consoles to more accurately depict the sport have played a part in this. Anyway, for convenience here's the summary of my grades and scores for each of the games in this review.

NBA Jam: Tournament EditionMD



B80.10
NBA 2K13WiiU



B79.50
NBA 2K12PS2



B78.05
NBA Live 2004PS2



B77.20
Showtime NBA on NBCDC



C73.72
Total NBA '97PS



C73.32
Arch RivalsMD



C71.05
NBA Live 07PSP



C69.80
NBA JAMPS2



C62.10
NBA StreetPS2



D60.8
Bulls vs Lakers and the NBA PlayoffsMD



D46.35
Basketball NightmareMS



F22.25

Saturday, 6 September 2014

Football Games Masterpost #2

Recently I've acquired a good deal more football games than I'd ever have much interest playing. Since I managed to review all of the football games I owned a while back with the first Football Games Masterpost, I'm keen to do that again and finally decide for good which is the best game. I'll be going in chronological order once again, and although these games span from the NES to the WiiU, most are centred around the year 2000.


Game: Soccer
Console: NES
Developer: Nintendo
Release Date: March 1987

As the earliest football game I've ever reviewed, there's no real pressure on 'Soccer' to be anything other than a basic representation of the game of football. On the game's main menu there's a choice of 7 international teams to choose from, 5 difficulty levels and 3 match length options. While this is basic by today's standards I was impressed that players had been given so much choice. There's no option to choose which team you face, but that's not a huge problem.

The d-pad is used to move the currently selected player around; the game does rather well with picking the player closest to the ball for players to control as there's no button for players to control this. The A and B buttons are used to kick the ball, and as far as I could tell there wasn't a button to tackle the opposing team's players, as gaining control of the ball is achieved by successfully running into the player currently in possession.


Gameplay is pretty standard for an early football game; passing is difficult to do successfully so players will mostly be trying to hold onto the ball. When the time comes to shoot, there's an arrow which players can set shot direction with, in an attempt to beat the goalkeeper. The difficulty options provided cover a good range with 1 being far too easy and 5 being pretty hard. Graphically the game is basic, but offers enough differentiation between players and environments to get by. The accompanying music is enjoyable, and the sound effects and crowd noises are fairly standard for 1987.

Overall Soccer plays well for an NES sports game and would no doubt have been enjoyable for football fans back in the day. Although it'd be nice to have a tackling option, and better passing there's still some fun to be had, especially if you can get a friend in on the action. The game provides a decent base for subsequent football titles to build upon.

Rating: 46/100
Grade: D


Game: Power Soccer
Console: Nintendo Entertainment System
Developer: Kitty Group
Release Date: 30th March 1990

Power Soccer was released 3 years after Soccer for the NES so although they're both for the same system, I'd expect to see a little progression between the two titles. Power Soccer gives players a choice of two teams to play as; Eagle and Shark but I don't think there's any difference between the two, save for their kit colours. Opposing teams also have the same sort of names, such as Buffalo and Star. There are no other options to the game, and once the player's team has been picked, the match begins.

Unlike 'Soccer' the game is played up and down the pitch, instead of left and right. Personally I prefer to control football games from the sideline view rather than the goal line view, as I would assume most people do. Kick-off is difficult to gain an advantage from as players can only kick the ball towards their opponents rather than passing back to their own team. This can become frustrating if players find themselves kicking off a lot due to being several goals down.


Another complaint of the game is that the viewpoint switches when the ball gets near to either goal to a zoomed, slightly harder to use angle. While this angle is technically impressive for the NES it doesn't really help players to score or save goals. Switching between players is also difficult in the game, although it is user controlled it's hard to see who's currently selected. Graphically the game is a little less basic than Soccer in terms of its players, but shows less pitch features. Soundwise there's a nice tune which plays behind gameplay, but the sound effects can be a little lacking.

Overall Power Soccer is a bit of a let-down when compared to other NES football games due to its viewpoint, strange controls and overall high difficulty level. These days there's not much point playing anything but the best NES titles, so this is a game that's already been forgotten by most.

Rating: 23/100
Grade: F


Game: ISS Pro Evolution
Console: Sony Playstation
Developer: Konami
Release Date: 6th June 2000

Skipping forward 10 years or so to the end of the original Playstation era, ISS Pro Evolution the forerunner to the PES series was released. The important new feature of this game to note was the Master League Mode which allowed players to take control of a club team (from a choice of 16 of the best European sides of the time) and gain points based on match results, to transfer in players from other teams and make a custom all star team, of sorts. Whichever team players selected had its squad replaced with a generic set of fictional players, to give a blank slate.

The controls in the game are similar to other Konami football games such as PES, allowing players to pass, shoot, cross and tackle at will. There are also some skill moves available, although they're rather specific about when and where they can be used. In general the game controls well when compared to most football games of the time. Mode options include Exhibition Match, Cup Mode, Master League and Training, all of which are fairly self explanatory.


Matches tend to be contested defensively on Normal difficulty mode, with the AI providing a tough back line, and defensive controls for the player being easy to master. Scoring goals isn't impossible but will take practice and skill, much like real football. As the game has difficulty options all players should be accommodated, whatever their skill. Graphically the game doesn't compare well to Dreamcast football games of the time, or PS2 titles but has a distinct original Playstation feel. The commentary and crowd sounds are generally good, if a little repetitive and unintentionally amusing at times.

Overall ISS Pro Evolution is a decent football title which at the time of its release was one of the best available, as evidenced by its glowing reviews. As time has progressed certain elements of the game have become outdated, however the overall gameplay and freshness of the Master League Mode remain, meaning that even today players can get something out of the game.

Rating: 62/100
Grade: C


Game: Euro 2000
Console: Sony Playstation
Developer: EA Sports
Release Date: 10th August 2000

Released a couple of months after ISS Pro Evolution, in conjunction with the Euro 2000 football tournament, Euro 2000 by EA Sports uses a modified version of the FIFA 2000 engine. In addition to the Euro 2000 tournament mode the game also features a tournament format Challenge mode, Golden Goal mode where a set number of goals will win a game, Skill Drill which acts as a training mode, and Classics mode where players can play from the semi finals of all the previous 10 Euro championships.

Controlwise the game is pretty poor, as the dash has been bound to tapping the triangle button, and swapping players is set to the X button. Not only does this lead to players falling over their own hands while trying to input their actions but there's no autoswapping between players. If you're currently controlling a player and that player goes offscreen then you continue to control them until the X button is pressed, rather than being swapped to a player closer to the action. This gets frustrating pretty fast and takes a lot of getting used to. The controls for shooting and passing aren't too bad, however.


The AI in the game is pretty bad as I managed to score 19 goals in my first 2 games, with 3 of those being penalties; considering this was on the default time and difficulty settings, I doubt any assortment of options would be truly challenging. The AI also seems to lack any real intent to take the ball off players, only intercepting passes when they're already in the way of them. Graphically the game is pretty poor; any close-up on players reveals hideously chunky appendages and body parts. The commentary isn't up to the standard of ISS, but is alright.

Overall Euro 2000 is a let down due to its lack of challenge, disappointing AI, poor control selection and lack of auto swapping between players when the action moves across the field. The variety of game modes and licensed players could have been so much more enjoyable with better gameplay and other improvements. It's still passable as a football game, but there's definitely better games out there.

Rating: 45/100
Grade: D


Game: LMA Manager 2003
Console: Sony Playstation 2
Developer: Codemasters
Release Date: 15th November 2002

Done correctly, football management games should provide players with enough options to feel as if they're making a difference to the results and gameplay of the team as a whole, while making sure not to confuse players with a sea of options, stats, and other confusing information. Unfortunately LMA fails on both of these counts, providing both complex and confusing menus alongside a feeling of powerlessness when it comes to winning matches.

Outside of matches the main screens are not only difficult to navigate and understand, but are also time limited meaning that players who are new to the series have little to no chance of being able to change anything significant. While matches are played, players can shout basic commands and control substitution and formation options. None of these seem to do anything much, however and this results in frustration as your team tends to throw games away while you watch.


Graphically the game isn't particularly impressive, looking more like an original Playstation title in its match highlights. The menus and other game features aren't as bad, but still tend to look rather boring. There's very little in the way of commentary or interesting sounds from the game, and overall the audiovisuals are pretty poor.

LMA Manager 2003 fails to excite both as a football game, and a management simulation. With an array of options that seem to change nothing about the results, which are presented to players in a visually unappealing way, there's not much to like about the game. Unless you're an aspiring football manager who wants to understand the complexities of running a club, I'd give this a miss.

Rating: 20/100
Grade: F


Game: Premier Manager 2002/03
Console: Sony Playstation 2
Developer: Zoo Digital
Release Date: 19th December 2003

Released after the 2002/03 season that it features, Premier Manager was already at a disadvantage sales wise against LMA. Luckily game quality is the only thing that matters in this review since both games are now 11 years out of date at least. Taking a more meeting based, personal approach to football management than the menus and confusion of LMA, Premier Manager sometimes ends up feeling like a meetings simulator rather than a football management one.

At the beginning of each career mode game, players are invited to negotiate their contract with the chairman of their chosen football club, and begin preparations for the upcoming season. Once every member of training and commercial staff has been met with, players can arrange transfers and organise training for their squad. Enticing any players to join your club is a difficult business and quite possibly reflects the real life challenges of signing a player. Assuming the player hasn't quit after a month and a half of meetings and setting things up for the upcoming season, games will actually begin to be played.


The highlights system for the game is what you'd expect from a management game, but better graphically than LMA 2003. When meeting and interacting with staff, their faces and models lack detail somewhat, but are fairly representative of graphics from 2003. There's hardly any sounds in the entire game, save for background noises such as the crowd or whirring equipment in the medical centre. This is disappointing for a game based around interaction, but understandable as there'd have been a lot of lines to voice.

Overall Premier Manager may oversimplify football management a little, but it shows players all of the options available to them and allows them to set up the team as they see fit. The choice of responses for conversations is a nice touch, although sometimes there's no way to convey how you're really feeling, but it's a clever way to hide all of the management options. On the whole, while I'm not the biggest fan of management games, this seems to be on the right track.

Rating: 48/100
Grade: D


Game: Mario Strikers Charged Football
Console: Nintendo Wii
Developer: Next Level Games
Release Date: 30th July 2007

Mario Strikers Charged Football is the odd one out in this roundup of football games; it takes itself far less seriously than any of the other games featured and focuses on fast paced 3 minute games where scores of 31-0 are entirely possible. There are 3 different game modes as well as a training option, and now inaccessible online mode via Nintendo WiFi. Domination mode is the equivalent of exhibition match, allowing players to adjust many of the options and go head to head, Road to the Strikers Cup mode acts as the career mode, with 3 progressively more difficult cups to win and a maximum of 39 games to win, and Challenge mode provides scenarios in which players must meet certain goals.

The controls for the game are simple; teams consist of 4 players switched between by pressing A (also the pass button), the d-pad tackles when players aren't in possession and does tricks when they are, the B button is used to shoot, C to use items, Z to lob the ball upfield and the analog stick of the nunchuk to move around the field. Moves using the A and B buttons can be charged for more power, and holding B for a long while without being tackled (when in possesion of the ball) will set off a Megastrike which can score up to 6 goals, depending on the speed of the shots and the goalkeeper's skills.


The overall difficulty of the game ranges from fairly easy in the early stages of the career mode to nearing impossible for the final matches. The best bet for well matched difficulty is multiplayer mode against a friend of equal skill, otherwise there'll only be a small amount of games which are at a good level. Graphically the game looks good, although players can be a little small onscreen at times, and there's a slight amount of slowdown in pre-game cutscenes. The music featured in the game isn't quite as memorable as you'd expect from a Mario game, but it's not bad either.

Overall Mario Charged Strikers Football is a fun, but short and slightly unbalanced game. The fast paced and easily changeable arcade action makes a nice change from more serious football titles, and isn't affected too badly by the large gap in AI difficulties. The scenario mode is a fun concept but past the first few, they become pretty difficult. The fact remains that sports games need a unique twist to stand out, and this game has just that.

Rating: 76/100
Grade: B

Game: FIFA 11 
Console: Nintendo Wii/Sony Playstation 3
Developer: EA 
Release Date: 4th October 2010/28th September 2010

While the PS3 and Wii versions of FIFA 11 are entirely different experiences, I don't want to spend too long pointing out everything different between them. I'll start with FIFA 11 on the Wii as it's the first of the two games that I played; featuring 2 career style modes as well as the option to play in any tournament you wish, or exhibition matches, FIFA 11 on the Wii's mode select menu seems pretty sparse, though it actually covers pretty much everything you could want. 

There's not a huge amount of motion control needed to play the game if you own a nunchuk; the A button is used to pass, the B trigger to charge up and shoot, the control pad for tricks and the Z button to sprint. The only moves requiring motion control are slide tackling and self volleys which are controlled via shaking the wiimote and nunchuk respectively. The only complaint I have of the controls is when players are not using a nunchuk; the computer controls movement, leaving players to "focus on the fundamentals of football" (i.e. passing and shooting). 

Streets to Stadium mode is the best experience, as it challenges players to create a footballer who spends his first season playing matches on the streets before being signed by major football clubs for the next 4 seasons. Throughout the 5 seasons players will compete in some of the fixtures of their chosen club as well as some training matches, earning XP and Fame points by completing selected challenges. With enough Fame points (getting up to Level 10), players can represent their chosen international side, and take them to a World Cup at the end of Season 5. 


The viewpoint in Streets to Stadium mode isn't typical of most FIFA games, showing action focussing on the created player, who is the only footballer on the pitch that players are in full control of. It's possible to call for passes between your team and orchestrate some pressuring defensive moves, but there's no control of movement for other players. The viewing angle definitely takes some getting used to, and Fame/XP matter far more than actual results a lot of the time, but this is definitely the most engaging mode I've come across in a FIFA game. 

The other career style mode included in FIFA 11 for Wii is the manager mode where players can take control of a side in a more traditional football game style. It's possible to control formation, squad and transfer settings while also playing the fixtures as normal. There's also the option to simulate games for players who prefer a more managerial role. The only real stand out feature of this mode is the managerial aims, which if met can earn players game booster cards which help players to perform. 


The graphics featured in FIFA 11 for Wii leave quite a lot to be desired when inspected up close. While it's common knowledge that the Wii wasn't quite as powerful as its contemporaries, the blockyness and general lack of detail shown is inexcusable. The crowd sounds and commentary featured are similar to the PS3 version, with some of the more detailed lines omitted. The soundtrack is also much the same as the PS3 version and isn't bad.

Overall the Wii version of FIFA 11 is tolerable as long as you're in possession of a nunchuk and don't mind incredibly blocky graphics that make it clear how little effort EA put into making the game look nice. Streets to Stadium mode is incredibly engaging once you're used to its viewpoint, and provides an interesting RPG-esque take on football as a whole. Outside of this mode though there's very little to like, and I'd advice picking up literally any other version of the game for the "classic FIFA experience".

Rating: (Wii Version) - 66/100
Grade: C


Now to the PS3 version of the game; Lacking a Streets to Stadium mode, FIFA 11 for PS3 allows players to sign for whichever club they'd like to straight away in its main career mode. Having chosen a team, and played fairly well for a few matches I was surprised to find a email from the coach (the game's email system is completely unnecessary by the way) telling me that I'd been dropped because "my level was too low". 5 matches on the bench later (which literally forced me to skip each one and wait for a simulated result) and I was wondering whether I'd ever get to play the game again.

There's a choice of just controlling your created player or the entire team, which is an improvement from the Wii version but overall the game feels a lot easier when you're controlling the entire team; I was winning 8-0 regularly when I actually got the chance to play. Other minor problems like not being given man of the match after scoring 5 goals in a game, and a general lack of skill upgrades save for being emailed by the assistant coach also frustrated me.


Graphically the game looks excellent, and it's easy to tell that a lot of effort has gone into the lighting and general look of the game. The commentary and sound also are impressive and give players some of the most realistic football gaming available. My biggest problem with the game is that outside of exhibition matches, there's no depth to the game modes; I didn't feel compelled to continue with the career mode as my player's progress wasn't something I was in control of, and even with managerial options available, nothing felt like it was going to be as exciting as the Streets to Stadium mode featured in the Wii version.

Overall both games have a wide range of licensed leagues and cups to compete for, but exhibition and multiplayer matches are clearly better in the PS3 version. Without depth or real control of progression in its career mode though, and several small annoyances which could easily turn into bigger ones when enough time is spent in career mode, the PS3 version falls short of being an engaging football experience for me, and ends up being a hollow football engine that's good for the odd game.

Rating: (PS3 Version) 62/100
Grade: C


Game: FIFA 13
Console: Nintendo WiiU
Developer: EA
Release Date: 13th November 2012

While it's commonly known that FIFA games don't vary too much from instalment to instalment, I was still a little surprised to find that FIFA 13 for the WiiU is literally FIFA 11 for the PS3 with very minor changes, save for the WiiU touchpad gimmicks that have been added. While it's said that the games are constantly improving little by little (at least that's what EA say), and their metacritic ratings have been steadily rising to match that apparent progression, I saw no sign that any of the problems from FIFA 11 had been dealt with at all.

Because of the game's similarity to its last instalments I'd like to just take a moment to give my view on the ratings given to FIFA games. FIFA 13 for PS3 holds a Metacritic rating of 88, the exact same rating as Shenmue, one of my favourite games of all time. Does this mean they're at all comparable in quality or lasting impact? Of course not. I'm not sure how, but I think the gaming press need to re-evaluate their ratings of FIFA games so as not to just reflect the apparent slight progression between instalments. If it's basically the same game, then give it the same score. Simple.


Controlwise the game feels very much like the PS3 version of FIFA 11, save for additions made for the WiiU touchpad which are optional. Touchpad shooting for example, allows players to press the right stick in to bring up a goal on the touchpad screen, which can be tapped anywhere to shoot there. Touchpad passing allows players to tap for a precision pass anywhere on the field of view. Unfortunately both of these require players to take one of their hands completely off either the buttons or left analog stick, and considering that play is still continuing this isn't ideal, and I found myself ignoring pretty much all of the new additions for the touchpad.

While the WiiU's primary audience isn't exactly the same market that'll be buying FIFA every year, it's a shame to see a game that feels so clunky when controlled by the WiiU gamepad. I couldn't help but think how much I'd rather have a conventional controller in my hands whilst playing (although the game does support the pro controller). A combination of the touchpad controls and general control layout means that the game doesn't feel as good as on other platforms, thus harming the WiiU's image in the eyes of those who would play the game on this system.


Graphcally the game is excellent, but the same can be said for many of the other platforms the game came out for, as well as previous instalments. The commentary seemed to have some new phrases, but again it wasn't significantly better than in the last game. Overall there's almost no reason for the game to exist, save for making EA money. The updated rosters and leagues could be downloaded as an update pack, and a new instalment made when there's been a real advance in technology. The only purpose buying the game new seems to serve is online play, other than that it's literally FIFA 11 in my view.

Rating: 62/100
Grade: C

Now that I've reviewed all the football games I own, there probably won't be any more football game reviews on the blog as they're not exactly my favourite genre of game. Below is a table with the ratings of every football game I've ever reviewed, and I think its telling that a game which didn't take the football aspect too seriously, but instead applied fun and unique ideas to the genre beat out the rest of the competition to take top spot.

#1 Mario Strikers Charged Football Wii



B 76.60
#2 FIFA 10 PS2



B 75.30
#3 FIFA 09 PS2



C 72.70
#4 Pro Evolution Soccer 6 PS2



C 68.60
#5 Pro Evolution Soccer 2009 PS2



C 68.50
#6 Pro Evolution Soccer 2008 PS2



C 68.30
#7 Pro Evolution Soccer 4 PS2



C 66.60
#8 FIFA 11 Wii



C 66.55
#9 FIFA 08 PS2



C 64.60
#10 FIFA 07 PS2



C 63.40
#11 FIFA 13 WiiU



C 62.27
#12 FIFA 11 PS3



C 62.25
#13 ISS Pro Evolution PS



C 62.2
#14 SWWS 2000 DC



D 54.20
#15 Pro Evolution Soccer 2 PS



D 52.00
#16 Premier Manager PS2



D 48.30
#17 UEFA Striker DC



D 48.20
#18 Euro 2000 PS



D 45.85
#19 90 Minutes DC



E 44.70
#20 European Super League DC



E 42.10
#21 World Cup Italia '90 MD



E 32.10
#22 Actua Soccer PS



F 27.00
#23 Power Soccer NES



F 23.20
#24 LMA Manager 2003 PS2



F 20.50