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PureSim Baseball 4 released

My old friends over at Wolverine Studios recently released Pure Sim Baseball 4, the latest entry in the storied series by Shaun Sullivan. I’ve downloaded the Lite version, which is free but kind of limited on features, to play around with and I’ll be getting my impressions to you soon. It’s an exciting release, but whether it’s worthy of taking out a checkcity.com cash advance or not is up to the individual, I suppose.

Also in baseball videogame news, Out Of the Park Baseball 12 isn’t out yet, but I’ll certainly be interested to see how the two games stack up feature for feature this season, since they are both releasing in roughly the same time frame. Whoo!

Shaun Sullivan, Wolverine begin beta for PureSim 3

Several months ago, developer Shaun Sullivan moved his PureSim Baseball franchise to a new publisher, Wolverine Studios. Now, for the first time since the move, Sullivan and Wolverine have admitted that work on PureSim Baseball 3 has begun; the announcement was made by Sullivan, through the act of establishing a PureSim Baseball 3 Beta topic in the Wolverine Studios forum.

PureSim 2 is available for $19.95 from Wolverine’s Web store and currently is in Official Release version 2.59. Virtually no other information is known nor has any been made available at this time. However, I’m not sure I’d trade a Sony VAIO for any guarantee on a release date; the overhaul is expected to be significant, which means a fair amount of development time, I’d guess.

DDS:PB2 progressing nicely in beta

One of my favorite PC sports sim developers, Wolverine Studios, has been in an open, public beta on their next game, Draft Day Sports: Pro Basketball 2, for a while now; I must say that the game is progressing nicely.

The most recent beta, 0.9, was released December 13 and includes some feature implementations that, if they make it to the final build, will certainly set a new standard for pro basketball sims. And I appreciate that the developer is taking their time with this title, rather than rushing it to a flawed final release.

I’d love to share what some of these new features are, but since they aren’t locked in for the final release, I’d rather not hurt the title by talking about them just yet… in case they don’t make the final cut.

As far as I know, anyone wanting to save money on the final release, though, can still sign up, pay up-front for the in-progress software, and have a license that will last for the lifetime of the product, even after it’s out of beta and in final release form! That’s more value than the average Nordic Track coupon code!

PureSim Baseball 2 switches to Wolverine

PureSim Baseball 2 is now available from Wolverine Studios, rather than its previous publisher. The game, developed by Shaun Sullivan, will replace the previously announced title, Draft Day Sports: Pro Baseball, which Sullivan briefly considered giving birth to at Wolverine before the deal was arranged to move the PureSim Baseball franchise to Wolverine, maintaining the brand identity of Sullivan’s franchise.

Currently available for purchase, the game has been updated to v2.31 with 2.32 available in beta. While the game is doing quite well, no word on whether Wolverine needs any call center services to handle the order volume related to the PC baseball mainstay!

Music Wars 2010 announced

After making the leap from freeware to a pay title with his first Wolverine Studios release, Music Wars Rebirth, developer Antuan Johnson has announced that he has begun development on Music Wars 2010, the next big installment in his music industry simulation series.

According to a Wolverine press release, the new features in the game will include the following features:

  • NEW Digital Downloads
  • NEW Added territory – Latin America
  • NEW Hundreds more bands and artists
  • NEW Superior engine performance
  • NEW Create music videos, live albums and DVDs
  • NEW Form your own band
  • NEW Improved trend model
  • NEW Strategic marketing options
  • NEW Multiplayer option

All of this sounds like the game is moving in the right direction! So stop investing all your spare change in water filters and save up for this PC gem!

Draft Day Sports Pro Basketball 2 in beta-testing

Wolverine Studios is now in the middle of beta-testing its next big title, Draft Day Sports: Pro Basketball 2, a long-awaited follow-up to the title that helped launch developer Gary Gorski’s start-up company several years ago.

I’m pleased to say that I’m part of the open beta-testing team and that the process is proceeding quite smoothly indeed. While it’s a little too early to treat the code as preview-worthy, I do want to put the word out there that this game is under heavy, active development and will hopefully be released sometime this basketball season.

Beyond that, I can’t say a lot due to the nature of beta-testing and disclosure agreements; but I am excited to be in on the open beta and watch as this title comes together. More details, and a preview, soon! What a franchise opportunity for Wolverine!

Wolverine Studios announces next Music Wars

Wolverine Studios has announced the next installment in the Music Wars series, Music Wars 2010! While the transition from freeware to commercial software was a bit difficult for some fans, Music Wars Rebirth did well enough for the developer and publisher to green-light a new installment of the music industry sim. And you heard that here, folks, not on Bell TV.

Among the improvements announced for this new installment include digital distribution as an in game factor, the ability to create videos, live albums and DVDs, improved trend models, new strategic marketing options, Latin America as a new territory, multiplayer option and hundreds of all new bands and artists.

The title, expected before the end of the year, is a joint development between developer Antuan Johnson and Wolverine Studios.

Review: Music Wars Rebirth (PC)

The latest offering from Wolverine Studios is not a sports game.

OK, now after you’ve allowed that stunner to settle on you for a while, consider what their latest offering actually is, rather than what it is not: Music Wars: Rebirth is a music industry sim that allows the gamer to take on the role of heading up a major music label, managing the careers of established stars, signing acts away from rival labels, and seeking out new, undiscovered talent. It’s a deceptively deep game that seems simple on the surface, but possesses a great deal of hidden depth – even if it is a downloadable title and not some hidden classic that can still only be played on tape drives.

Now, this particular type of simulation game is not without its predecessors. Rob Cooper has, for a long time, offered up a similar game experience with his independent series, Chart Wars. Though built from a decidedly UK perspective, the Chart Wars series saw three main versions released on the freeware marketplace, as well as a final version that never went the full step to a version four.

Also, Music Wars: Rebirth developer Antuan Johnson released three versions of Music Wars to the freeware market before deciding to take the franchise commercial. Do to the game’s freeware background, the most natural question is this: What in Music Wars: Rebirth makes it different enough from Johnson’s previous freeware iterations, to merit a purchase price?

As it turns out, quite a bit. First of all, all three freeware versions of Music Wars were far more limited in scope; at the start of the game, you could choose which artist or band you wanted to control, and then one would play through the game as that band. By contrast, Music Wars: Rebirth shifts the focus of the game from being a recording artist sim to being a record label sim.

This is no small shift; it opens the game up in significant ways, adding an entirely new challenge to succeed in the game. Whereas before you only had to worry about and manage one career, now one is managing the careers of many artists and acts, and miscalculations can be costly.

As the game opens, you can choose either to take over an established label, or start one of your own; the challenge of taking over established labels is that many of them are mismanaged and your task is to bring order to the chaos and turn the companies around. This could mean cutting acts with fat contracts who aren’t performing well, signing the right new acts to small deals so that you can create some cost-effectiveness while hopefully uncovering the next big multinational superstars, or even scaling back some of the extravagant show tours that are flushing money down the toilet at venues that don’t sell out.

Alternatively, at a new label, the challenge is to scout out the cream of the unsigned artists crop – some of whom may not want to sign with you because you’re too small a label – and stay in budget until you can get some singles and albums released and get some money coming in, as well as floating out. Investing heavily in a well-established artist isn’t always the best path for a small label, even if they are willing to sign with you, because they can eat up your limited starting resources quickly before they begin to turn a profit for you.

Either method provides some deep strategic and thrilling game play, and while it may not be quite as interactive as, say, Rock Band 2 or Guitar Hero: World Tour, it is nevertheless a fun simulation game for music fans. And the game gets many aspects to the music business just right.

For example, through subtle code-work (rather than over-the-top extremism), Music Wars: Rebirth accurately portrays aspects of the business such as the effects of age on artists. (Hint: after the age of 25 or so, female acts begin to decline in sales, while the career Bell Curve for male artists is less youth-obsessed.)

The game also portrays well the dynamics of how singles sell, versus how albums sell. Other innovations in Music Wars: Rebirth include complete control over your artists’ recording, writing, practicing, and releasing schedule, a detailed economic model, and an evolving industry, meaning the popularity of styles changes as time goes by. All of these are features no previous version of Music Wars offered, and which Chart Wars didn’t even do well at.

Music Wars: Rebirth also features a universe of specific fictional personalities; this is a feature that may remind some PC simulation fans of Total Extreme Wrestling’s “Cornell-verse,” at least in its infancy. While Music Wars: Rebirth lacks the extended backstories for each artist that TEW has developed over the years, it is still a strong core to build upon.

Already, I have developed personal favorites among some of the acts in the game; for me, it wouldn’t be a fun session of Music Wars: Rebirth if there were no Britney Mathis to sign; and growing one’s label large enough to sign a higher-prestige act like Ego Riot makes the achievement of reaching that level of success in the game more memorable.

The game also features an editor mode that is mighty powerful, allowing those interested in futzing with the game before playing it plenty of power to customize the game; these tools ought to make the work of Wolverine’s loyal mod community that much more effective. Already, many from the mod community have rallied around this game to contribute artist portraits as well as work on real-world mod packs and other major undertakings.

Heck, one industrious modder has even rejiggered the game’s purple-themed graphics to a blander silver-gray look that may not be quite as eye-catching, but is certainly highly functional and will be more friendly to users of Microsoft Office, or at least versions of office prior to Office 2007, which introduces a default blue theme, tossing aside its old gunmetal gray design.

Finally, compared to the freeware version of the game, the whole user interface is much more solid and well-designed. Wolverine Studios graphics designer Ivan Carrillo helped Johnson out with this aspect of the game, and the game is the better for it. Certainly MW:R is more pleasant to look at than the splashy, hard-to-read-text-against-it Britney Spears concert photo that served as the backdrop of one of Johnson’s freeware version releases of Music Wars.

All of these aspects are strengths of Music Wars: Rebirth and provide a solid core game experience for fans of the series. However, that is not the whole picture. Like any game, Music Wars: Rebirth has weaknesses and areas where improvement is needed. The drawbacks are these:

One of the first things gamers will notice is that only a handful of the game’s acts have proper portrait art in place. This is due, in part, to the limited team working on the game, since much of Music Wars: Rebirth was completed by Johnson himself, with little outside help. Though the game has been officially released, only about 20 percent of the artists and acts in the game have portraits included in the initial install.

Johnson’s plan is to add more artwork to the game as he releases updates, but in the initial install, don’t expect more than about 20 percent of the acts to have portraits. This will improve, of course, as time goes on, and the portraits included in the game so far are fine, high-quality, high-detail works of art that are certainly worth the wait.

Another drawback to the game is the somewhat sales-centric model used in the game. For this first version of Music Wars: Rebirth, Johnson’s goal was to reflect the actual behavior of Billboard-style singles and albums sales charts. This approach generally reflects retails sales figures of traditional record shops as its economic model, with media exposure playing a minor role of influence.

Of course, this is a “stuck-in-the-’90’s-at-best” economic model. The game does not include or take into account the influence of music videos (an industry reality since the early 1980s), nor the production time or expenses involved. The game also makes no effort to reflect non-retail-store sales that are part-and-parcel of the music industry in the 21st century. That means iTunes and other forms of MP3 sales, as well as the negative stat of illegal music downloads, is not included in the current version of Music Wars: Rebirth, which makes the game – fun as it is – feel a bit dated.

Another disappointment is the lack of any sort of multiplayer mode around which online “leagues” could be formed, similar to Wolverine’s sports titles. Imagine playing competitively against other human label owners to sign a top unsigned act like Britney Mathis, the sort of bidding wars that could be built around online play. The possibilities for having charts that rate record labels against each other in profitability, sales and such might provide a whole new competitive play aspect to the title. However, any form of multiplayer option was ruled out for Music Wars: Rebirth, although Johnson did admit in an interview with DigNews.com that it remains a possibility for future versions if sufficient demand develops for a multiplayer mode.

At this point, interactions with artists are relatively limited within Music Wars: Rebirth. One interacts with their artist when signing them or negotiating a new contract, and one also interacts with the talent if you work them too hard and they get too pissed at you to ever re-sign with your label. (Once this error is achieved, by the way, you can never win back the artists’ affections, so play carefully!)

Music Wars: Rebirth also has the ability to add in things like relationships between artists, which allows them to collaborate but also can take them out of action for several months, if that “collaboration” leads to a pregnancy. Some of this is in the game by default, but far more random events can be added in via the editor interface. By offering such powerful customization tools, Johnson has given gamers the ability to improve the game themselves to quite a significant degree, and the value of this should not be underestimated.

Finally, the game could stand for a lot more data to be added into the database; for example, if one’s record label is based in the US, there are many concert venues of every size in which your acts can perform, ranging from tiny to huge. However, in most other territories (the game features six major media markets) there are only Tiny and Small venues to be found; while this works early on in the game, it can be a limiting factor once you hit International status; it just seems weird to have Ego Riot (for example) play to crowds of 60,000 in the US, and be even more popular in, say, Japan, but limited to played in ventues under 10,000 people.

Despite its shortcomings, however, Music Wars: Rebirth is certainly more than a fresh coat of paint on an old piece of freeware. It is a complete, from the ground up reimagining of the franchise into a form that is deeper, more comprehensive, and more engaging than any previous freeware version. In fact, most of the shortcomings of the game simply demonstrate the “being rebuilt from the ground up” nature of the title. Wolverine has a sterling history of responding to customer feedback and incorporating suggestions from their loyal customer base, and Johnson has proven to be no different than the rest of the company.

Johnson has promised to work to continually improve on MW:R in successive updates, adding more bands, more portrait art, and more data as time goes on. The FirstAccess stage of the game’s development ferreted out quite a few problems and, as a result, the game is relatively light on the bug reports and need for bug fixes following the official commercial release of the game. If this low occurrence of game bugs continues as a trend, that will enable Johnson to continue to build the game out as time goes on, updating not so much to fix broken code, but to add new content to the game.

Some items and features often wished for in this game may never see the light of day in this version of Music Wars: Rebirth. For example, Johnson has stated that to be the case with music videos on Wolverine’s forum boards and in interviews. Like all developers from Madden on down, some ideas had to be back-burnered until the next major release of Music Wars.

While the game still has room to grow to its full potential, it is off to a solid start and is a significant enough upgrade from previous freeware versions to merit a purchase price, if for no other reason than the game will be constantly improved for the life of the product, just like all of Wolverine Studios’ sports titles.

In the end, Music Wars: Rebirth may feel a bit less than finished due to the portrait art deficit, but given the promise of future updates and the titles’ core improvements and re-visioning of the franchise from the ground up, it is certainly worthy of consideration by industry simulation fans with a passion for the music business.

Review: Draft Day Sports College Basketball (PC)

When some companies update their sports games, the changes from release to release are so minor, so cosmetic, it would make Jane Iredale jealous enough to look into IP infringement. That’s not the case with Wolverine Studios and developer Gary Gorski.

2007 has been a banner year for Gorski and Wolverine; they began the year updating their pro basketball game into the well-received Draft Day Sports: Pro Basketball, them releasing the second iteration of their pro golf sim, Total Pro Golf 2. Now, just before the Christmas holiday, the company has managed to release their version of college hoops, Draft Day Sports: College Basketball.

Actually, DDS:CB is an update of Gorski’s last take on college ball, Total College Basketball, which was originally released through Grey Dog Software before Gorski broke off on his own and formed his own publishing concern, Wolverine Sports. Since he was the sole developer working on TCB, he was able to take the game with him, but with the release of DDS:CB, the franchise is now back to being completely in his control.

Using a code base and design sense that debuted in DDS: Pro Basketball, College Basketball is functionally quite different from Gorski’s pro game. For one thing, instead of a pro draft and free agent period that predominantly takes place in the off-season, DDS:CB boasts one of the most detailed, advanced and in-depth college recruiting engines found in any college hoops title on any platform; yes, that even includes beating out the critically-acclaimed College Hoops 2K8 from 2K Sports, found on most console systems.

In Total College Basketball, recruiting involved only a slim selection of actions, including putting a player on a weekly call/watch list, as well as the occasional opportunity to schedule a campus visit, home visit, watch a game, or scout a game in-person. While that game stuck very closely to real-world recruiting limitations, the interaction between coach and player was limited but functional. With DDS: College Basketball, recruiting has grown into a complete game experience all its own, and can take place both in and out of season, still in strict accordance with current NCAA contact restrictions, as well as a realistic budgetary limitation on recruiting. (e.g., the larger the school you coach at, the higher the budget available for recruiting the best possible players.)

The main difference between TCB and DDS:CB is that the new game has amped up the sense of real contact between player and coach. One is able to interact directly with potential recruits via interactive phone calls, and the player’s responses are based on not only his general interest level in your program, but in your coach’s ratings as well. Also, recruiting success is highly dependant on coaching skills in DDS:CB; even the best coaches won’t necessarily see a player’s true ratings in basketball skills and abilities, but a less experienced coach with low ratings in the areas of scouting and recruiting, for example, could really vary quite a bit from their actual, hard-coded abilities.

For example, with low ratings, a less experienced coach might look at a Greg Oden-style player and see only an average center, while at the same time looking at a guy like Minnesota Gophers center Spencer Tollackson and seeing an all-Big 10 talent where only an average player exists. As one progresses through a coaching career and improves these abilities, perceptions will stray less and become more accurate, but will never be 100 percent true.

This is because that even among very talented coaches, opinions vary and DDS: College Basketball reflects that; current Gophers coach Tubby Smith, for example, valued Canadian point guard Devoe Joseph very highly and pursued him with intensity before signing him. Joseph actually plays shooting guard in Canadian high school ball, and so some equally-talented college coaches never pursued him has a point guard prospect. While Devoe was highly pursued by both Kansas and Minnesota, for example, Florida and Duke never seriously went after him.

Wolverine developed DDS: College Basketball by following a very public path of opening the beta testing of the game to anyone who purchased a pre-order of the game. This allowed the company a plethora of opinion from the people who play the game most: devoted fans. While no game releases without any flaws, this public beta has produced a relatively stable, clean version of the game in its initial release.

Also, developer Gorski has announced on his company’s message boards that the game as released will see new features introduced as time goes on, as he has added to the code base the capacity for several new features suggested by his public beta-testers, but that are, in release version 1.0, currently not utilized. Therefore, we can expect the game to get even more feature-rich as time goes on and successive patches are released.

Supported once again by a devoted and prolific mod community, Draft Day Sports: College Basketball’s official release is free of any trademark infringement, but for those who desire a more genuine, real-world experience with the game, there are unofficial mods available that can enable those daring enough to modify the game to make sure they are playing, for example, the Minnesota Golden Gophers, rather than the Minnesota Rodents. Since these mod designers are not employed by Wolverine and reap no profits from their freely-distributed efforts, it’s a no-harm, no-foul situation that can make the game feel perhaps a bit more authentic.

The real benefit of the game, however, is the way in enables multiplayer online leagues to be formed and supported through the game itself; a full-featured commissioner’s office is available so that online league administration is possible. In the 1.0 release, however, this is the least-changed feature of the game and although some much appreciated minor fixes have been implemented, such as making it possible for the game to track the money spent each week on recruiting functions by each team, the game still tasks the commissioner to enter many functions manually, rather than allowing each player to accomplish these tasks within the game and email their team file to the commissioner.

This is an unfortunate oversight that makes being the commissioner of an online league far more labor-intensive than it ought to be; hopefully some of the upgrades waiting in the code for future patches include automating some of these owner/commissioner tasks by expanding the actions the .tem file is able to capture.

Such minor oversights, however, do not make this game any less amazing an upgrade than it is. While many uses of Total College Basketball never thought the game could be improved, Wolverine and Gorski are, as always, incredibly open to user feedback and have implemented the best and most-often requested improvements into the new title already; as future patches promise only to add to the experience, the end result is a game that is at the top of its class. Whether compared to competing text management sims or the company’s own released in the past year, Draft Day Sports: College Basketball is the best game of its kind on the market today.

Total Pro Golf 2 rocks!

If you’re out for practicality, buy some financial reporting software. But even the busiest, most productive accountant needs a bit of a break now and then, right? And what would accountants do without the occasional round of golf to de-stress them?

That’s where Wolverine Studios’ Total Pro Golf 2 comes in; while it’s 2D and more of a text-based sports management sim than a graphical 3D golf romp like the average Tiger Woods or Hot Shots Golf game, Total Pro Golf 2 has garnered a loyal following that is growing every day.

Developer Gary Gorski has refined the original game in every way, adding in new features, an optional three-click shot control scheme, loads of deeper stats and much more. It’s the only version anyone should consider buying.

Draft Day is finally here!

While the audience for PC-based sports management sims isn’t as huge as the audience for, let’s say, NBA 2K7, the arrival of the latest offering by Wolverine Studios’ Gary Gorski is cause for celebration among fans of this genre of sports game.

For years, Gorski’s games have been the subject of much anticipation; he has revitalized and revived interest in statistically-accurate text-based sports sims with previous releases, and Draft Day Sports: Pro Basketball is a significant refinement over his previous version, Grey Dog Software’s Total Pro Basketball 2005.

What is most impressive is the small company’s ability to respond quickly to reported bugs and glitches with timely patches. In the 10 days or so since the game’s official release, Gorski has released three “public beta” patches as well as one official “v1.1″ patch, and the process is still ongoing.

While some folks may find DDS:PB a bit retro since it’s not a console-style sports game, the depth of DDS:PB is without parallel. Plus, he has a college hoops title, Total College Basketball, that integrates seamlessly with the pro game.

Sadly, sales of Wolverine Studio’s titles is still minuscule compared to that of EA Sports. They count their sales volume in the thousands, not the 100s of thousands.

Help keep independent studios like Wolverine Studios thriving! Hop over there now and try out the three-day trial copy of all his titles, and buy the ones you like. It’s not like they’re gonna be jetting off to Orlando vacations on the modest $25-$35 fees they charge for their games… and the patch-jobs are free!

Draft Day is coming!

It’s been a long time coming, but from what I hear on the indy PC gaming circuit, developer Gary Gorski of Wolverine Studios should soon be unveiling his newest pro basketball sports management sim.

The game, Draft Day Sports: Pro Basketball, runs on Windows PCs and will be one of the most statistically accurate sports sims on the market, when it’s released.

How do I know this? Because Gorski is the guy who made the last title to hold that honor, Total Pro Basketball. While the game lacks the flash-n-dazzle of EA Sports’ NBA Live 2007 or 2K Sports’ NBA 2K7, what the game does well – better than anyone else, really – is keep the results of simmed games believable. Gorski takes every conceivable stat and game dynamic, stacks them up in a virtual truck rack, and drives them into the sunset of a polished, finished game.

Gary’s company, Wolverine Studios, is hoping to release the game sometime soon. It could be January, it could be later. But whenever it’s released, you have to know it’s gonna rob a lot of hours from sports management freaks like me.