EA Explains FIFA 17 Player Ratings

EA Explains FIFA 17 Player Ratings
FIFA 17’s player ratings are determined by 9,000 data reviewers
These include coaches, scouts, and season ticket holders
The league a player is in also determines his rating
FIFA 17 might not have had the warmest of critical receptions but that rarely dampens the series’ commercial success.

This year appears to be no different what with retailers selling copies early. One hot topic of discussion around EA Sports’ footie franchise is how player ratings are calculated. How does the company judge and rank players, giving them a number to represent their skills, abilities, and intelligence among other attributes?


According to EA Sports producer Michael Mueller-Moehring it begins with some guesswork.

“We guess a little bit … until our people have seen the player in action,” Mueller-Moehring said to ESPN.

This is followed by 9,000 data reviewers – a group consisting of professional scouts, coaches, and season ticket holders, chiming in. They watch matches in person for most part and provide feedback on players through a secure website.

It’s a subjective take on each player, of which 18,000 are in action. The reason for this approach is because the statistics EA needs doesn’t exist.

“We have many leagues in the game; no stats provider could offer us data for all these leagues, teams and players,” Mueller-Moehring said. “This is also the reason why we use this online database, because it’s not possible to buy this data some way — it just doesn’t exist.”

Furthermore, the numbers tell only half the story. Mueller-Moehring stresses on the context of how these numbers come to be.

“The stats are, in most cases, not taking into account very specific circumstances,” he says. “When you look at passing completion, if you play for Bayern Munich or if you play for Manchester City or if you play for Pep Guardiola, if your system is based on possession, you will have more successful passes than other players, but this doesn’t necessarily make you a better passer.

“And when you look at attributes like trapping and ball control, there is data, but the data never gives you the specific situations. Same for tackling.”


Also of importance is the league a player is in.

“If Messi were playing in the Irish league, his attributes would drop simply because he’s not on the highest level anymore,” he said. “We want to base our ratings on actual performance data.”

FIFA 17 is out officially in India on September 29, although it’s been readily available for the last couple of days at brick and mortar stores across the country via parallel imports.

HTC Vive and Oculus Rift Sales Have Reached a Crashing Halt for Steam Users

HTC Vive and Oculus Rift Sales Have Reached a Crashing Halt for Steam Users
Only 0.18 percent of Steam users own the HTC Vive
Only 0.10 percent own the Oculus Rift
It appears that there arent many takers for VR at current prices
According to the latest hardware and software survey conducted by Steam, it appears that the hype around virtual reality is what it is, hype. At this point, only 0.18 percent of Steam users own the HTC Vive and only 0.10 percent own the Oculus Rift. Pitiful considering that July and August were the first months for both devices to be available without any supply constraints.

With the Oculus Rift costing $600 (around Rs. 40,000)and HTC Vive costing $800 (approximately Rs. 53,000), not factoring the hardware needed to use either, it would appear that the limit on the number of enthusiasts looking to spend that much has been reached.

In comparison, 36.95 percent of Steam users are still using 1920×1080 resolution – the most popular at the moment, with only 1.68 percent adopting 2560×1440. This would make adoption of 4K displays – another talking point for many a company such as Microsoft, Nvidia, and Sony, nowhere close to mainstream levels.

On the topic of Sony, the company is set to unveil a new PS4 console which is rumoured to have greater support for VR. In addition to this, more details around the PlayStation VR (PS VR) headset, which is slotted for release next month, are expected as well. The tepid response to VR headsets from the likes of HTC and Oculus may give Sony cause for concern.
Although the entry barrier to PS VR isn’t as high as it is for PC gamers, we found the experience to be lacking. With Samsung’s Gear VR and Google’s Daydream VR smartphones on the way as well, the charge towards a VR-enabled future shows no signs of abating just yet. But whether it will reach the level of acceptance needed to go mainstream remains to be seen.

Forza Horizon 3 PC Requirements Announced

Forza Horizon 3 PC Requirements Announced

  • Forza Horizon 3 has gone gold
  • Microsoft has announced what kind of PC you’ll need to play it
  • Forza Horizon 3 is available from September 23

One of the standout games of E3 2016 was Forza Horizon 3. Along with hitting the Xbox One, the game will be coming to Windows 10 PCs. Microsoft announced what kind of PC you’ll need to get the best out of it.

Unlike Halo 5: Forge which saw minimum, recommended, and ultra PC requirements listed, all we have for Forza Horizon 3 are its recommended requirements. This will allow you to play the game at 1920×1080 although there’s no mention of what graphical preset or frame rate you’d be able

Duke Nukem 3D World Tour Leaked?

Duke Nukem 3D: World Tour Leaked?

  • Once popular FPS franchise Duke Nukem might be making a comeback
  • Duke Nukem 3D: World Tour is possibly a remaster of Duke Nukem 3D
  • The last game in the series was the poorly received Duke Nukem Forever

It’s been awhile since we’ve seen a game in the Duke Nukem series. The last entry was Duke Nukem Forever that released after nearly a decade in development hell, and, was critically panned. You’d think that would be the last of Duke Nukem’s adventures. And that’s where you’d be wrong. According to eagle-eyed Redditors, Duke Nukem 3D is being remastered with development duties handed over to Nerve Software.

“These are official. This is a Duke 3D remaster. In many ways, you can look at this game as a Duke Nukem 3D remix as there will be a lot of new/original content added in as well. From my understanding, these screens are just a handful out of a bunch of press shots that will be coming out in the following days,” said a source to user Tezla55.

It appears that the game will have co-op and online deathmatch too. While we’re yet to hear any news on this being official or not, it would be best to temper expectations given that the screenshots lookmildly cleaner than what the game was when it originally released back in the day and Nerve Software’s website doesn’t work. Furthermore, the Duke Nukem website itself is a mess, sporting what appears to be a half-finished WordPress theme. After all, attempts at trolling aren’t unheard of in the games industry.

Would you play a new Duke Nukem game? Or does Doom do enough to scratch the itch for old school gaming goodness? Let us know in the comments.


Android leading with 64% for online gamblers

Android leading with 64% for online gamblers, which shouldn’t surprise anyone. Android smartphones are among the most popular of all smartphones, and this has been the case for a long time. While sixty-four percent is not a huge majority, it does still represent enough of a majority for people to take notice, especially Android’s competitors. Android leading with 64% for online gamblers, and there have to be reasons why this is the case. Gaming companies and tech companies should ask the right questions.

For one thing, the creation and distribution of apps for Android smartphones has been comparatively easy for a long time. People can design and post Android apps to the Google Play store themselves relatively easily. This is not the case with other types of smartphones, especially iPhones. Many other smartphone manufacturers manage to make it much harder for people to be able to create their own apps and to download a wide range of new apps. Professional app developers often have similar problems with other smartphones. Android creates a user-friendly experience in more ways than one, which makes a difference in the world of mobile casino gaming for the people who develop and use the games.


Android leading with 64% for online gamblers due to the inherent popularity of Android phones and the fact that Android reduces many of the barriers to creativity that exist in lots of other smartphone companies. Many of the people who have ideals regarding the freedom of information tend to love Android phones for that reason. These people are often going to like online gambling more than the individuals who believe in more restrictions in terms of technological products and information on the Internet. Android is going to attract people who have the beliefs and personalities that tend to make a person more favorable to online gambling, so it isn’t surprising to see Android leading with 64% for online gamblers.

The majority of online casinos will give people plenty of flexibility when it comes to which mobile devices they can use to access the games. The All Slots online casino makes it easy for people to use all of their favorite mobile devices if that is what they want. As such, people aren’t going to have to make any compromises when it comes to their favorite mobile devices. They really can choose the devices that they want, and if they like those devices for reasons that have nothing to do with online gaming, it won’t make a difference. Online casino gaming websites have given people enough flexibility that the other market forces are going to decide with mobile devices become particularly popular among online gamblers.

Mobile devices in general are popular among online gamblers, who enjoy the freedom that comes with playing outside of their homes in any location throughout the world. Fans of Android phones often claim that Android phones are the best mobile devices for gaming in general, which is going to cross over into online casino gaming. Android leading with 64% for online gamblers, and this trend should only continue.

A gorgeous, interesting world built around a frustratingly generic game

Sometimes—not often, but sometimes—I play a small indie game and I think “I’d love to see what this team could’ve done with a larger budget.” Traverser is one of those games.Traverser is a game I want to make excuses for.

It is not a great game—but I wish it were. It’s a game where I’m stuck on “It’s not very good, but…” and after that come rationalizations. “…But the setting has such promise.” “…But it’s sort of like one long Half-Life 2 Gravity Gun level!”

Oh, and the most important of all: “…But the graphics are beautiful.”

A tale of two cities

As far as genre, Traverser fits somewhere in the larger sphere of “Puzzle games that are sort of like Portal.” There are no portals in Traverser, and the game is played from an isometric camera instead of first-person, but there’s unmistakably some shared DNA.


You’re Valerie, a girl who lives in Brimstone—a city under the Earth’s surface. The sun died out somehow, forcing the last remnants of humanity to build this oddly-Victorian-era city closer to the planet’s core. The problem? It’s sort of hard to breathe underground. And one large corporation, known as Raven Corp, controls all the air. And all the city’s guards. And everything, basically.

Valerie is training to be the titular Traverser, a guard with a nifty Gravity Glove that can travel between the upper and lower parts of Brimstone—names which, aside from actually being the “upper” and “lower” halves of the city, also correspond to the class disparity between the two sections. The lower city is so toxic that inhabitants have to wear gas masks at all hours or suffocate. People in lower Brimstone are understandably not happy about this, and are rebelling against Raven Corp.

If you feel like you know where the story’s headed, well, you probably do. Traverser’s story is not only familiar, but rather predictable. And full of plot holes—for instance, the fact that apparently it’s a great honor to become a Traverser, but Raven Corp guards you encounter don’t bother to use their own Gravity Glove. Or the fact you’re “undercover” in lower Brimstone, yet you’re a teenage girl with a massive Gravity Glove strapped to her arm.

So inconspicuous.

Logic aside, the Gravity Glove itself seems like it should be fodder for some great moments. And early on, it is. Tossing trash over the side of the floating city or painting a house by picking up balls of paint is extremely reminiscent of the first few hours I spent inHalf-Life 2 picking up trash and flinging it around for no reason.

The problem is that, just like Half-Life 2, the Gravity Glove is mostly used for the same ol’ generic puzzles. There are dozens of objects you can pick up and whip around inTraverser—cans, barrels, chairs, tables, robot birds, et cetera—but you’ll mostly use it to…move boxes. Sometimes you will put boxes on switches. Sometimes you will put boxes in water. Sometimes you will stack boxes to reach an area you couldn’t reach before.

What’s frustrating about Traverser is you’re constantly aware it could be better. The Gravity Glove isn’t exactly unique, but it’s unique from this third-person, isometric perspective. And some of the puzzles are great! The aforementioned house-painting puzzle, for instance, is wonderfully unique. I spent probably ten minutes just flinging paint at the wall trying to make interesting designs. There’s also a clever puzzle involving pipes—especially if you’re aiming to get the corresponding achievement.

But then it’s back to stacking boxes. Busywork. Or suffering through interminable boss battles.

Look at all those boxes.

The boss battles are a particularly low point in Traverser. I wanted to like them because at least they give you something to do with the Gravity Glove besides “put objects on other objects.” However, I kept getting more and more frustrated due to a combination of some iffy hitboxing and terrible checkpoints. Get killed? Start the boss battle over. Even if the boss battle is four stages long and incredibly repetitive.

And the checkpoints are a problem throughout the game. They don’t happen nearly often enough, and everything (including collectibles) resets when you die. Considering the game takes place in a floating city—i.e. one where you’re liable to fall off—it’s frustrating to get booted back to the beginning of an area just because you didn’t progress far enough to trigger the next checkpoint. And doubly frustrating when you have to regather six different collectibles on the way back to where you died.

It really is a shame though. Even now, I feel sort of bad complaining about Traverserbecause it has so much potential. The story is bog standard rebellion type stuff, filled with more tropes than you can believe. However, the setting is incredibly creative—I would’ve loved to see the dual-city idea play into the game more, as well as the apparent lack of oxygen. It’s referenced a bunch, but it doesn’t really affect you in any way.


And the graphics. Oh wow, the graphics. As if it hasn’t been proven enough, Traverserrams home again how a distinctive and attractive aesthetic trumps photorealistic graphicsevery single time. The exaggerated, almost German Expressionist look of Traverser is easily its greatest asset.

Bottom line

It’s not enough though. Traverser is also proof that all the pretty graphics in the world can’t make up for staid mechanics. I want to love Traverser. Taken piecemeal, I do loveTraverser. But it’s not enough to have great ideas—you need to execute on them too. And Traverser doesn’t quite nail the execution.