Yesterday, Chicago Bears coach Marc Trestman announced that he would be benching Jay Cutler and starting Jimmy Clausen in this coming Sunday's game against the Detroit Lions. It's about damned time! After Chicago lost to Dallas two weeks ago and were eliminated from the playoffs, I thought the Bears would put Cutler on the bench. When I turned on last Thursday's game against the Saints and saw Cutler step onto the field for the first drive, I stopped watching the game.
Is the Bears organization going to look through Cutler and blame only Trestman?
What more was there to see in Jay Cutler? How could he not have conclusively proven that he is a bust? Why weren't the Bears taking the opportunity to test out Clausen and / or David Fales for the remainder of this dead season? It seemed so stupid! Heck, if Clausen could win games or spark the offense back to life, it could save Trestman's job. It would be solid evidence that the Bears poor season was mostly on Cutler's shoulders, and not on Trestman's. Again, the Bears looked good last year with Josh McCown playing during Jay Cutler's injury, so Trestman and the Bears have already proven that they can be successful with other quarterbacks.
Well, Trestman and Emery finally smartened up and realized that Cutler isn't the guy. But now they only have two games to examine the potential of Clausen, and it seems unlikely that they'll bother with rookie David Fales. If I had been coach, I would have given Clausen one game as starter and given Fales one game as starter, then give the third game to whichever of the two performed better. It would let me know whether Fales is a keeper, or if I should look to the draft for yet another quarterback. The big question will be: can either quarterback successfully run Marc Trestman's west coast-style offense?
Unfortunately, neither Clausen nor Fales will have access to star wideout Brandon Marshall, ... [More]
I haven't talked about Bloodborne on this blog yet, other than in passing. This has been because there wasn't much information on it except for the most superficial information and a few minutes of gameplay video. But over the past few months, more information has come out, so I'm going to take a moment to talk about some of the features and mechanics that I am excited about.
If you're not already aware, Bloodborne is the PS4's spiritual successor to FROM Software's hit games Demon's Soul and Dark Souls. Both of those games are among my favorite games on the PS3. I'm eagerly awaiting this game, as it is likely going to be the reason that I end up buying a PS4.
Overall, the game looks to play similarly to the Souls games with one major exception: it takes place in a steampunk, Victorian setting instead of a medieval fantasy universe. This means that the traditional sword and shield gameplay doesn't transfer to the new setting. In fact, shields don't seem to play a role at all. Instead, the player's off-hand can be used to equip a second bladed weapon or a gun. The lack of a shield means that the game is designed to be faster-paced, and combat is intended to be more aggressive and offensive so as to encourage players to attack and dodge rather than backpedal behind their shields.
Bloodborne looks to be a darker, bloodier, and faster-paced variation of Dark Souls - with guns!.
Little is known about the game's story so far, except that it involves people transforming into vicious beasts, and the player character is hunting them. There might also be a bit of a "Dr. Jekyll and Mr. Hyde" theme here, as it's been hinted that players can transform into beasts. This is presumably a replacement for the "soul form" and "hollow form" in Demon's Souls and Dark Souls (respectively). There will be multiplayer components similar to the previous Souls games, but specific details are limited.
According to a preview at a recent Sony expo, the PS4-exclusive Bloodborne will have some interesting new features:
A demo shown in December's PlayStation Experience expo in Las Vegas, Nevada (apparently, there was an official Sony PlayStation convention in Vegas that I didn't hear about until the week after it was done?) revealed an intriguing new feature: the game will include a procedurally-generated dungeon.
The "Chalice Dungeon
" (as it is called), is an optional
dungeon that will vary from player to player, or character to character, or game to game, or visit to visit, or moment to moment (depending on how you interpret the tranlator). A key semantic point is that the dungeon is being called a "procedurally-generated dungeon", and not a "randomly-generated dungeon". The extent of the randomness isn't entirely clear ... [More]
I was finishing up my Civ V: Brave New World strategies this fall, and thought that I'd finally have some time to play other games besides Civilization. Firaxis and 2K, however, had other plans. Instead of being able to play other Steam games and getting back to my PS3, instead, I now have Civ in SPACE!
I guess I can't escape Civ so easily...
So is Beyond Earth going to hold my attention, keep me up till 3 in the morning playing "one more turn", and monopolize my PC gaming? Or will it be a short diversion before being shelved in favor of other games?
Table of Contents
Most of the gameplay mechanics of Beyond Earth are variations of equivalent mechanics in Civilization V, with more or less complexity. This makes the game very accessible and familiar for most Civ players, but it also means that Beyond Earth isn't really pushing any gameplay boundaries. Whereas Civ V's transition to a hex grid revolutionized the series, Beyond Earth just feels like more of the same.
Most of the added complexity works in the game's favor, but some mechanics have been simplified such that they almost feel pointless.
Beyond Earth's extraterrestrial setting does play a small factor in the gameplay and differentiates this game a bit from Civilization V. The most prominent displays of this are in the alien life forms and the terrain of the map. The inclusions of canyons as a geography characteristic is mostly superficial, as they function almost identically to mountains. The biggest change is the inclusion of toxic "miasma". Miasma tiles cause damage to units that end their turn on it, and trade units cannot pass through miasma at all.
Miasma damages units and blocks trade routes until you unlock the ability to remove it or survive it.
This adds a satisfying challenge and sense of having to deal with a hostile alien environment.
This adds some challenge to the first half of the game, since miasma can force the player to explore and expand differently than they would in Civ V. Miasma can force your workers to have to avoid improving certain terrain, and may prevent explorers from accessing certain regions of the map or completing some expedition sites. It can also prevent your trade units from following direct routes between cities, which can cause them to follow winding paths far outside your inherent zone of control, making them harder to protect.
Contrary to the developers' claims prior to release, the aliens really are just reskins of Civ V's barbarians. They are counted as "enemy" units to every civilization and inflict zone of control automatically. They spawn randomly from nests that function identically to encampments, and even offer monetary rewards for entering the tile and destroying the nest. The only major difference is ... [More]
UPDATE December 17, 2014 : Sanchez unanimously approved by UNLV board of regeants
As of this afternoon, Tony Sanchez has been unanimously approved to start his 4-year, $2 million coaching contract for UNLV's football program.
UNLV's board of regents has unanimously approved Tony Sanchez's head coaching contract.
He's already started putting his new coaching staff in place...
The speculation that UNLV would hire Bishop Gorman high school coach Tony Sanchez to replace Bobby Hauck was confirmed and made official. Pending confirmation by UNLV's board of directors, Sanchez will be the next head coach of the Rebels, and will be granted a $500,000 per year salary. Starting over the next few weeks, he will have to start building his coaching staff and looking to recruit some players.
Sanchez helped establish Bishop Gorman high school as a top-ranked high school football program in the nation. He compiled an 85-5 record and won six consecutive state championships, as well as a No. 1 overall national ranking after their most recent championship. In addition to dominating Nevada schools, Gorman has also won victories against some powerhouse out-of-state schools (including beating California's #1-ranked Centennial High on their home turf), which cements their status as a top national team.
In addition to being a successful high school coach who has already turned around some high school programs, he also comes with some intangible benefits.
For one thing, he could potentially sway some of his current Bishop Gorman players to sign with UNLV, thus bringing national-caliber athletes to UNLV - something that former coaches Sanford and Hauck could not do. But this is only a temporary benefit. Within two or four years, all players who had associations with Sanchez will have graduated from Gorman, and he wouldn't have the relationship or sway with later students.
Tony Sanchez accepts Bishop Gorman's sixth straight Nevada state championship
after a 70-28 victory over Sparks High School (Reno, Nevada).
This means that expectations will be very high for Sanchez right out of the gate, especially if he can land a few top-tier recruits this coming spring.
Despite looking good on paper, this hiring is not without controversy.
There has been criticism that UNLV railroaded this job for Sanchez due to financial promises from Gorman boosters ... [More]
Shattered Memories was derived from
a pitch called "Cold Heart",
which was not supposed to be a "re-imagining".
This may be old news to some people, but earlier this month, I came across a post on Silent Hill Memories dot net that included scans of the full, 14-page pitch document for the game that became Silent Hill: Shattered Memories. Climax held a contest to give away seven copies of the document to fans, and scans of the document have since been posted online in various sources.
The document tells us that the final product ended up being radically different than the original concept. Apparently, Climax did not originally intend to do a remake / reboot / "re-imagining" of the original Silent Hill. Instead the plot would continue on with the standard Silent Hill timeline (presumabely following the events of Homecoming) with a new character. The game's working title was Silent Hill: Cold Heart. The document outlines what some of the game's intended features were supposed to be (including combat mechanics that were completely cut from the final product), describes the main character, and also provides a brief walkthrough of an early chapter of the game.
The introduction page describes the playable character: Jessica Chambers. Jessica was planned to be an over-stressed and emotionally-vulnerable college student. She ends up in Silent Hill after a freak snow storm causes her car to crash on her way to visit her parents.
Page 1 and 2 describe the main character, Jessica Chambers, and how she ends up in Silent Hill.
Jessica is described as being "emotionally vulnerable" and is dependent on a therapist. She has nightmares and is "weighed down by a deep sadness". The pitch doesn't specify the nature of this sadness or her reason for being dependent on a therapist (other than perhaps the stress of college).
I would suspect that the reason for her sadness and the therapy would have been similar to Shattered Memories ... [More]
|12|| || || || || || ||60|
|11|| || || || || || ||55|
|10|| || || || || || ||50|
|09|| || || || || || ||45|
|08|| || || || || || ||40|
|07|| || || || || || ||35|
|06|| || || || || || ||30|
|05|| || || || || || ||25|
|04|| || || || || || ||20|
|03|| || || || || || ||15|
|02|| || || || || || ||10|
|01|| || || || || || ||05|