Madden NFL 21 - title

In the past 2 years, EA has added 2 new arcade modes (Superstar KO, and now The Yard), on top of the existing [pay-to-win] arcade mode that has been in the game for a decade (Ultimate Team), and they've experimented with 2 new single-player career modes, but they refuse to make any substantial upgrades or improvements to the core Franchise mode. And they have the nerve to call this a "simulation" football game? And no, I do not consider Face of the Franchise to be a "Franchise Mode", no matter how EA may want to brand it.

Look, if Madden already had a deep, robust, and engaging Franchise Mode on par with the breadth and quality of the mode from 10-20 years ago, then I'd be perfectly fine with the team branching out and experimenting with new game modes. If the Franchise Mode were already so complete and robust that both EA's devs and the fan community were struggling to think of things to add or change, then all these other modes would feel more warranted. But that isn't the case. Franchise mode has been a half-baked, bug-riddled, experience since at least Madden 13. And the wishlists from consumers have plenty of ideas for EA to implement, ranging from hiring coordinators and assistant coaches, to off-season training camps, to position battles, to contract restructuring, to a more meaningful preseason and in-season scouting, and even relatively mundane and simple things like a weather forecast or a U.I. that shows us our player and team goals when we're actually in a match. Year after year, EA and Tiburon tell us that they "hear us" and are committed to improving Franchise Mode. But year after year, we get a "new feature" list that reads like an October patch log for last year's game.

Tiburon did not add anything to Franchise mode, but we got a whole other arcade mode.

In this regard, Madden 21 is the worst offender yet, because there is absolutely nothing new in the Franchise mode at the game's launch. We had to wait until October before EA even acknowledged that Franchise Mode exists in Madden 21, and for them to promise updates.

To be fair, The Yard isn't all that bad

Even though I'm frustrated to see yet another arcade mode that feels nothing like actual football (to the total exclusion of any Franchise mode updates), I have to admit that I'm more likely to play (and maybe even enjoy) The Yard more than Ultimate Team. The Yard is basically a modernized, but less-developed, version of EA's old NFL Street games. Despite still being a micro-transaction-fueled online-multiplayer-focused arcade mode, the fact that it is not built on a pay-to-win gambling architecture makes The Yard feel less cynically manipulative. It feels less like a brazen, anti-consumer scam, and more like a genuine attempt to make a fun game first, then stick an optional micro-transaction economy on top of it. It's still bad, and cynical, and exploitative (especially in the wake of Star Wars Squadrons, which was also published by EA, but had no micro-transactions at all), but it's less bad, less cynical, and less exploitative than the efforts EA has made in the past.

Can someone please double-check my math? Does this one uniform really cost $20?!

That being said, the cost of these purely cosmetic accessories is downright absurd. EA seems to think that a virtual helmet is somehow worth twenty dollars! Did somebody on the U.I. team fuck up and accidentally shift a decimal two places for these micro-transaction costs? 20 cents? Maybe. But 20 dollars? Are you fucking kidding me, EA?! $20 is what I expect to pay for an entire expansion pack, not for a single cosmetic novelty item.

The cynic in me believes that this exorbitant cost is a deliberate attempt by EA at sabotaging their own micro-transaction store. Maybe they think that if they jack up the prices ridiculously high for these cosmetics, nobody will be willing to pay for them. They could then go back to focusing on gambling and pay-to-win loot boxes and blame the consumers, "well we offered cosmetic-only micro-transactions, but you didn't want to buy them. Clearly the market prefers randomized 'surprise mechanics'."

I lost a game by 1 point because the scoreboard became unreadable,
and I didn't know if I should go for 1, 2, or 3 pt conversion.

My first impressions of The Yard were further hampered by several significant bugs. The most egregious was several instances in which the scoreboard overlay graphics became corrupted, and I couldn't read the score. With the weird scoring rules of The Yard, it's much harder to remember and track the current score in my head. In one of these occurrences, I scored a touchdown in my final drive, but was unsure of whether to go for 1, 2, or 3 because I couldn't remember exactly how far I was down. I went for 3 and failed to convert, only to lose by 1.

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Axis Football 20- title

Compared to messy launch of Maximum Football 2020, the release of Axis Football 2020 went pretty smoothly. Maximum launched with some signs of regression from its 2019 iteration. Canuck Play has since patched out most of those bugs and issues, but those weeks spent fixing bugs that shouldn't have been in the game to begin with, are weeks that weren't spent improving the game in other areas. Axis 2020, on the other hand, is a small, but noticeable, upgrade to its 2019 counterpart.

This tweet may have oversold 2020 a bit.

Not the overhaul I expected

I may have set my expectations a little high with Axis 2020. Axis Games had posted to Twitter that they planned to completely redesign their locomotion and tackling system. I got my hopes up for something more robust and realistic. The end result still shows some steady progress, but it isn't the complete overhaul that I was expecting and hoping for.

I don't want to discourage Axis from tweeting promises of gameplay improvements. I really like having the transparency of knowing what the developers are working on, and I also understand that it can be easy to over-promise sometimes. I work as a software engineer. I know how it goes. That being said, I really don't feel like 2020 constitutes a "complete rebuild from the ground up", and the tweet in question definitely oversold 2020 by a lot, in my opinion. I don't know what was done under the hood. Maybe they did make extensive changes. It just doesn't feel all that different.

Movement hasn't been completely overhauled,
but there are some new animations.

There was some noticeable work done to animations and player movement. Tackles do look a lot cleaner most of the time. There are also a few new animations, such as animations of players bending over to pick the ball up off the ground on fumbles or un-fielded kicks. But that's about it. I would have liked to see more animations of players falling on a lose ball, especially the less athletic linemen. Other than that, most of the player movement, ball-carrier evasive moves, catching animations, blocking animations, and so forth look pretty much identical to last year (and the year before).

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Civilization VI - Ambiorix of Gaul

Firaxis will be releasing Civilization VI DLC packs with new game modes, new civilizations, and new leaders through March of 2021. Two new civilizations were released at the end of September. One of which is entirely new to the Civilization franchise. That new civ is Gaul, which is lead by Ambiorix.

Patreon

For future releases that include multiple leaders or civilizations, I may put up polls on Patreon to let my Patrons decide which civ or leader to cover first (if Firaxis gives enough advance notice). I may also put up polls asking if my Patrons would prefer that I make guides focused on the new game modes. So if you would like to vote on which content you would prefer to see sooner, I hope you'll consider supporting the creation of this content on Patreon.

Gaul (or Gallia in its original Latin) is the name the Romans gave to a region of Western Europe that now encompasses France, Belgium, Netherlands, and parts of Germany and Austria. The land was inhabited by industrious Celtic tribes that frequently raided Greek and Phoenician settlements in southern Europe. Around 1200 BC, the small settlement of Hallstatt (near modern Salzburg, Austria) built an economy around salt mining and developed advanced metal-working techniques. These techniques spread throughout the tribes of Gaul until Hallstatt was abandoned for unknown reasons around 500 BC.

Civilization VI - Ambiorix portrait

Ambiorix (whose name possibly translates to "protector-king") was a king of the Eburones clan in Belgian Gaul. After a drought destroyed much of the Roman harvests in Gaul, Julius Caesar requested that the Eburones give up their grain harvests to feed occupying Roman troops. Ambiorix conceeded, but he and his men soon joined the resistance against Caesar. The resistance did not last long, as the insult caused Rome to lead a genocidal campaign to exterminate the rest of the Eburones.

Overall, the Gauls held off the might of the Roman Republic until Gaul was finally subdued by Julius Caesar, who contracted tribes of Gauls to help him in his fight against the other tribes. The conquest of Gaul spring-boarded Caesar towards his destiny. Though the "Barbarians at the gates" theory is a widely-known explanation for the fall of Roman Empire, there is also the competing (or complimentary) theory of "Barbarians inside the gates". As Rome's conquests expanded across Europe and North Africa, the growing empire needed more and more soldiers to defend its borders. As such, later emperors opened military service to non-Romans, including Gallic mercenaries. These troops retained much of their Celtic culture, spoke Romanticized Gallic instead of Latin, had never been to Italy, and so had little loyalty to Roman law or culture. They fought for whoever would pay for their services, and their loyalty to their commanding officers enabled internal conflict that contributed to Rome's downfall as much (or perhaps more) than external threats.

When Belgium became an independent nation in 1830, historians found Caesar's accounts of Ambiorix (who Caesar praised as the "bravest and strongest of the Gauls"), and the government annointed him as a national hero. Poems and statues were commemorated in Ambiorix's honor throughout Belgium. Today, he is also a pop hero, appearing in Belgian cartoons and comic books.

DISCLAIMER:
Civilization VI is still a "living game". Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the release of the "New Frontiers" October 2020 ("Pirates") Update (ver. 1.0.6.9)

In Civilization VI, Ambiorix spreads his cities out a bit more, fueling his economy and culture with mines. He also swarms his opponents with units that support each other and promote the cultural development of the civilization.

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UNLV Running Rebels logo

The Raiders may have already played home games in Allegiant Stadium, starting with a victory on a Monday night against the Saints on September 21. But the Raiders have so far played without any fans in the stands. Allegiant Stadium opened its doors to the first fans this weekend when the Nevada Wolfpack came to town to play the UNLV Rebels football team.

Back in the summer, the Mountain West conference had announced the postponement of the football season until next spring. For a while, it seemed like UNLV would not be the team to open up Allegiant Stadium after all. However, after the NFL, SEC, and a couple other college football conferences began play in September with strict social distancing protocols in effect and a [thankfully] relatively low number of incidents, the Mountain West decided to reverse course and move play back up to the end of October. The Raiders may have played the first game there, but it was still UNLV who opened the stadium to fans.

Photo by: Isaac Brekken via Associated Press.
The Raiders played their first Las Vegas home game in an empty Allegiant Stadium.

Unfortunately, despite the new head coach and the new stadium, UNLV is still the same old Rebels. The team has been completely unable to produce offense in its first two games, gaining a measly total of 25 yards in the entire first half of the opening game against San Diego State, and finishing the game with only 6 points (due to a missed extra point), while also rotating between three different quarterbacks. Coach Marcus Arroyo seems to have settled on Max Gilliam as the starting quarterback going into the game against Nevada, and the offense performed better, putting up 348 total yards on offense and 19 points in a 37-19 loss.

Marcus Arroyo was the offensive coordinator for an explosive Oregon football team in 2019, so the hope was that he would bring that explosiveness to UNLV, allowing the team to keep up in offensive production and scoring with its high-powered Mountain West opponents. So far that has not panned out. The season is still young, and it's unclear if the disappointing start is due to Arroyo failing to live up to his promise, a lack of talent on the team, the disruptions of the 2020 COVID-19 pandemic (and lack of training camp and other team activities), or some combination of the above. I'm not going to condemn Arroyo after two games, least of all in this miserably, topsy-turvy year of 2020.

Photo by: Rudy Garcia via Las Vegas Sun.
UNLV was the first team to host fans at Allegiant Stadium.

That being said, I was not impressed with Arroyo's play-calling in that San Diego State game. He repeatedly called screen passes to wide receivers, despite San Diego State being on top of those plays each and every time. Either San Diego State knew those plays were coming and specifically prepared for them, or UNLV's offense telegraphed them far too clearly for them to work. The fact that Arroyo kept calling them, and didn't have some counter play prepared in case they didn't work made me worried about how he's scheming this offense. With San Diego driving on those screens every time, I would have liked to have seen an early pump fake to the screen, followed by a deep shot down the field. This would either catch the defense overreacting to the screen, or to force the defense to have to play back a bit and give those screens a bit more room to breath. I don't recall seeing such a play call in that game.

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Star Wars Squadrons - title

I don't think it will be controversial to say that the best part of EA's 2017 Star Wars Battlefront II was the multiplayer space dogfighting. It made me yearn for a good Star Wars flight sim in the vein of the old X-Wing and TIE Fighter PC classics. But in this age of big-budget, micro-transaction-fueled, multiplayer-focused, spectacle shooters, I wasn't going to hold my breath for EA (the exclusive rights-holder to Star Wars games) to deliver any time soon, especially after a planned remake from LucasArts was canceled back in 2009.

So it came as a surprise to see Star Wars: Squadrons. Yes, it's an online game with a competitive multiplayer focus, so no divergence from modern norms there. But it's also a $40, "middle-shelf" game built on a lower budget than the usual AAA blockbuster that EA produces. That lower budget and pricetag seems to have liberated developer Motive from much of the corporate burden of expectations associated with a larger-scale, more expensive product. Squadrons takes a few risks by raising the expectations and barrier of entry for players, and it doesn't stoop to offsetting its lower pricetag by incorporating a micro-transaction economy (at least not yet).

A flight-sim light

Much like the Ace Combat series, Star Wars: Squadrons hits a good, comfortable middle-ground between an arcade dogfighter and a flight-sim. Squadrons even errs a bit closer to sim in some regards via its power-allocation and sub-system-management mechanics. It is also much more restrictive about the use of special weapons. While Ace Combat allows players to coast along by shooting down almost every enemy plane with your stockpile of 60 or 70 missiles (despite flying a plane that only has between 2 and 6 missles strapped to its undercarriage), Squadrons focuses much more heavily on the use of the fighters' primary laser cannons.

Squadrons locks the player into a cockpit view.

Players are even locked into a cockpit view with limited HUD elements, forcing players to rely on the cockpit instruments. This game makes me wish I had a good PS4-compatible flight stick. The only flight stick I own is an old PC one, which I had to jury-rig to work with Ace Combat 7 on Steam.

No, it isn't as as involved as the classic X-Wing and TIE Fighter PC flight sims, but it's a significant step up from the N64 Rogue Squadron game and its sequel.

Motive has redeemed itself from the awful
single-player campaign of Battlefront II.

A more serious effort

Squadrons shows a lot of signs of learning from the failures of Battlefront II. In fact, I was surprised to find out that Motive was not the studio that developed Battlefront II's space dogfighting. That duty was handled by Criterion Studios. Motive was, in fact, the studio behind Battlefront II awful single-player campaign.

This time, Motive seems to have put some actual thought and effort behind Squadrons' campaign, its story, and its characters. Almost as if this is a project that the studio actually wanted to do, rather than being a project that was imposed upon them by a greedy publisher who just wants a token single-player mode in a game that is actually designed to scam money out of people with pay-to-win online multiplayer.

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Grid Clock provided by trowaSoft.

A gamer's thoughts

Welcome to Mega Bears Fan's blog, and thanks for visiting! This blog is mostly dedicated to game reviews, strategies, and analysis of my favorite games. I also talk about my other interests, like football, science and technology, movies, and so on. Feel free to read more about the blog.

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Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

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