
I've been really dismayed by the focus that EA has placed on its Ultimate Team feature in the past couple years of Madden releases. I've made my distaste known in my reviews of both 16 and 15. With the NCAA football series dead due to the revocation of the license, Madden is all we have. I feel like the best thing for me to do at this point is to just give up, since it seems that EA has no interest in appealing to the small demographic of simulation die-hards to which I belong. Instead, they want to keep their model of annual releases that force people to have to give up their established decks of Ultimate Team cards so that they can spend more money on micro-DLC to buy the credits necessary to rebuild their collection.
But as cynical as my reviews can be, I don't want to give up on football gaming. I love football, and I love gaming, and I want to continue to be able to enjoy the union of the two. And right now, Madden is the only way that I can do that.
So I'm going to take some time to write up a wishlist of the kind of features that I want - no expect - a modern football game to include. Some of them are new features that football games have never attempted. Others are ones that previous games just never got right. And still others might be things that were present in earlier games, worked just fine, but have been inexplicably removed to make room for less worthwhile features.
Table of Contents
[More]
4fd5b939-3284-4e4a-8b9f-96a72208a4b6|4|4.5
Tags:Madden NFL, Madden NFL 16, Madden NFL 17, Madden NFL 18, wishlist, EA, EA Sports, Tiburon, sports, football, NFL, simulation, franchise, preseason, game prep, scouting, practice, drills, film study, practice squad, scout team, rookie, weather, special teams, kicker, punter, onside kick, longsnapper, rugby punt, Dave Toub, skills trainer, ESPN NFL 2K5, Ben Roethlisberger, Russell Wilson, Cam Newton, Colin Kaepernick, Tony Romo

My recent forays into mobile and casual games has been pretty disappointing. I'm becoming pretty pessimistic about these games, and hoped that Bethesda's Fallout Shelter might have the production quality and complexity of design to keep my attention. After all, Bethesda doesn't seem to be using this game as a simple delivery service for micro-transactions and actually seemed to be taking it seriously as a video game.
Fallout Shelter does, indeed feel like a more honest attempt to make a true video game for mobile devices. Some of the telltale features of casual games are present, such as rewards for daily play and some micro-transactions. But the game isn't constantly badgering you to buy micro-transactions, and the player can't spend money to accelerate the basic production cycles of the game (as is the case in most other casual, resource-production games of this type). In fact, there are plenty of high-level items that can be unlocked fairly early via in-game rewards without having to spend any money at all.
Fallout from a different perspective
The player assumes the role of a vault overseer in the Fallout universe and must build your vault and manage the dwellers that live inside. Each dweller is assigned to a specific room in order to produce resources. There are three resources: power, water, and food, that are each produced in various rooms that you can build in the vault. Each resource has its own unique utility. Power allows rooms to keep functioning. Food keeps the dwellers from losing HP. Water keeps the dwellers from suffering radiation poisoning. And bottle caps are used as the primary currency for building rooms and buying or selling equipment. I don't get the sense that the different resources are just a way of forcing the player to grind more to pad out the length of the game, and the costs of new items stay fairly low and reasonable. There is still grinding, but it's nowhere near as painful or tedious as in Trexels, which has a very similar basic gameplay mechanic. Management is also more complicated than in Trexels, since each dweller has specific S.P.E.C.I.A.L. stats that affect how quickly the room will produce resources. So it matters which room a dweller is assigned to.
The different resources have different utility, which makes the game feel less like a grind.
Worked rooms will produce resources every so often, but they can also be rushed if you're desperate. Or if you want extra money, or if you want experience for your dwellers, or if you just want surplus resources, or if you're just bored. Rushing production seems to be highly encouraged by the game mechanics, since it is the fastest path to bottle caps, experience, and resources! The tradeoff is that you risk triggering an "incident" whenever you rush production. Incidents can include the room breaking out in fire, or radroaches or mole rats infesting the room. Both will do gradual damage to any dwellers in the room while the dwellers try to fight them off. Incidents are easy enough to deal with, especially if you have a hefty stockpile of stimpacks, and if all your dwellers are equipped with weapons. The risk of incidents will increase each time you attempt to rush, and so everytime I load up a vault, I usually collect all the resources already accumulated, then I repeatedly rush all the production rooms until the risk of incidents goes up to 60% or more. And once you get a medbay and laboratory, you can produce (and rush) stimpacks and rad-aways to heal your dwellers from incidents, which makes this cycle almost trivially easy to maintain.
Incidents can also occur randomly, and you'll even see the occasional random raider attack... [More]
c4477ea0-6ff6-42c3-bc43-e9d325496f82|1|4.0
Tags:Fallout, Fallout Shelter, Bethesda, vault, post-apocalypse, wasteland, raider, resources, dwellers, mobile, mobile gaming
UNLV football fans were riding high earlier last month after the team's record-breaking victory against Idaho State, and the nail-biting victory against rival Nevada the following week. UNLV was going into a pair of winnable games against Mountain West opponents San Jose State and Fresno State, and there was a very real possibility (and expectation) that UNLV could go 3-0 in Mountain West play and go into last week's Boise State game to determine first place in the conference. I don't think anybody expected that UNLV could have beaten Boise State, but Boise's debacle against Utah State certainly left doubts about that team's ability.
But it doesn't matter, UNLV managed to blow the games against San Jose and Fresno in the fourth quarter. A potential 4-3 start to the season fell to a pathetic 2-5, right in line with pre-season predictions from skeptics. UNLV has certainly shown that they have the ability to play well and win games, but in traditional UNLV fashion, they still can't muster up the discipline to pull through at the end of the game.
UNLV blew two fourth quarter leads to San Jose State and Fresno State to fall to 2-5 on the season.
The overtime loss to San Jose State was pretty heartbreaking. Watching UNLV completely fail to cover that last-minute screen pass for the game-tieing touchdown was a punch in the gut. A win would have given UNLV a respectable 3-3 record overall, but instead, they walked out 2-4. The team put up a good fight, especially considering the limitations of backup quarterback Kurt Palandech. The comeback effort was admirable, but UNLV just couldn't get it done in overtime. The following week's game was probably more disappointing. UNLV walked into the fourth quarter with an 11-point lead over Fresno State and looked to have the game well in hand. But the offense just couldn't execute in the fourth quarter, and the Bulldogs managed to put together a couple scoring drives to strip the victory from between UNLV's fingers.
A lot of the expectations for the team were squashed going into the game against Boise State, but I still held out some hope for a surprise upset. Starting quarterback Blake Decker was back from injury, and Boise looked vulnerable to mistakes. If UNLV's defense could contain Boise's offense, then UNLV might have a chance. Unfortunately, UNLV's defense just couldn't do enough. Boise cut through UNLV's defense like butter in the first quarter, putting together three scoring drives to open the game. In the meantime, UNLV's offense sputtered thanks to a proliferation of dropped passes.
Dropped passes prevented UNLV from sustaining drives in the first quarter against Boise.
UNLV seemed to have given up on even trying to run the ball, as almost every play seemed to be a pass. It felt like UNLV went into halftime with three total rushing yards. Eventually, the defense made a big play, forcing a fumble that UNLV recovered in the end zone for UNLV's first touchdown... [More]
a4b77d8c-296a-43bd-bcd9-cb7994e6397b|0|.0
Tags:UNLV, University of Nevada Las Vegas, Rebels, Tony Sanchez, football, Sam Boyd Stadium, Black Decker, Kurt Palandech, Devante Boyd, Nevada, San Jose State, Fresno State, Boise State, Mountain West Conference
|
12 | | | | | | | 60 | 11 | | | | | | | 55 | 10 | | | | | | | 50 | 09 | | | | | | | 45 | 08 | | | | | | | 40 | 07 | | | | | | | 35 | 06 | | | | | | | 30 | 05 | | | | | | | 25 | 04 | | | | | | | 20 | 03 | | | | | | | 15 | 02 | | | | | | | 10 | 01 | | | | | | | 05 |
|