Cities: Skylines II - title

One of the biggest criticisms of Cities Skylines II since its release last fall, has been the lack of expressive options for the player to customize the look and feel of your city. The sequel lacks a lot of the content that was in the first game. But considering that the first game had a 10-year life span, during which it received around a dozen expansions, numerous other content packs, and uncountable mods, it's understandable that the sequel would feel a little lacking in this regard at release. We can't expect a brand new game to have all of the content of such a massively expanded and modded predecessor. That being said, I do think that there are ways that Colossal Order could modify its rules and mechanics in Cities: Skylines II in order to restore some of this expressiveness.

I already published a video and blog outlining my suggestion for a modification to the building upgrade and industry area mechanics in order to make them a lot more flexible and to allow greater freedom for the player to tailor how these assets look and behave. While I was working on that project, I had another idea for how Colossal Order could give players a bit more expressive control over their cities. I had originally planned on briefly sharing this other idea in that first video and blog, but decided to break it out into its own post. I'm not going to transcribe the whole video here on the blog. Instead, I will summarize the main points of the video, and refer you to the full video if you want to see specific examples and more detailed explanation.

Full video outlining my suggestion for adding specialized zoning.

As I mentioned in my previous feature suggestion video for Cities: Skylines II, I have posted a poll on Patreon asking if Patrons would be interested in seeing a "Farewell Tour" video of my Cities: Skylines cities before I uninstall that game for good, and those cities disappear into the ether forever. This poll will close at the end of April. If I get enough interest in such a video, I will plan to begin work on it during the summer.

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Remember, my channel is not monetized, and so all of my financial support comes from viewers like you via Patreon. Patreon pledges go towards offsetting the cost of the licenses for the software that I use to create video content like this, as well as the cost of maintaining the blog website at www.MegaBearsFan.net. Patrons receive previews of upcoming content, early access to select content, and voting power in polls of what content I will make next. I would like to take this moment to thank all of my Patrons, past, present, and future. Your support really means a lot.

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Cities: Skylines II - title

One of the biggest criticisms of Cities Skylines II is that it is lacking content or feels "incomplete". I don't necessarily disagree, but I feel like saying that the game feels "incomplete" might be doing it a bit of a disservice. It is lacking a lot of content from the original game, sure, but that original game had over a dozen expansions and countless content packs and mod assets released over its decade-long life cycle. So of course there's going to be things that the original, expanded game had, which the new game doesn't have.

But the sequel also has (and does) a lot of things that the original didn't do. It has a much more complicated economy, in which all industries generate specific types of raw materials or goods, and all commercial stores sell specific types of goods or resources. Basically, the core idea of the Industries expansion supply lines and logistics was expanded out to the entire game, rather than just those few specialized industries.

In fact, the sequel includes content or ideas from almost all of the original game's expansions. In addition to the industrial aforementioned seasonal cycle and industrial supply lines, we also have a few natural disasters, some eco-friendly upgrades to various polluting infrastructure, pedestrian roads, road-building tools that put Mass Transit to shame, and some customizable, modular buildings.

Unfortunately, some of these mechanics imported from the original game (and its expansions) do not quite live up to my hopes and expectations. I made a video describing how the modular buildings and industry areas of Cities Skylines II do not live up to the expressiveness and creativity of the Parklife and Industries areas from the first game. I'm not going to transcribe the entire video here. Instead, I will summarize the main points and ideas, and refer you to the full video if you want more detail and examples.

Full video outlining my suggestion for improving building upgrades and industry areas.

Also, I would like to remind my readers and viewers that video and blog content like this is supported by viewers like you through Patreon. So if you like this content, and would like to see more like it, please consider becoming a Patreon for just a dollar or 2 a month. Your patronage helps to offset the cost of maintaining this website, as well as the software licenses I use to create the video content.

Patreon

Patrons also get previews of and early access to upcoming content, and Patrons at higher tiers have voting power in polls of upcoming projects. I've been working on a massive project about Star Trek video games over the past few months. There are currently a couple previews available on Patreon, and I plan on releasing the entire project early to Patrons when it's finished, while publishing the episodes one at a time to the general public. So if you'd like to see that project early, then consider becoming a Patron. I'd like to take this opportunity to thank all my Patrons, past, present, and future. Your support really means a lot.

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The UFL hasn't even started yet, but It's already proving to be a disappointment. The recently-merged XFL and USFL announced some of its rules recently, which give an insight into how the league's managers are approaching the sport. And it isn't good.

Easily the single best idea that the XFL implemented was its lower-risk kickoff rules. This rule lined the kickoff coverage team at the receiving team's 35 and the kick return team at their own 30 -- only 5 yards apart from each other. The only 2 players not lined up on these yard markers are the kicker (who kicks the ball from his own 30), and the returner (who lines up around his own 10). No return blocker or coverage player may move until the ball has been fielded by the returner or has bounced no the ground. This rule put all of the players only a few yards apart from each other, instead of staggering the blockers across the half the length of the field. This eliminates the high speed collisions that resulted from coverage players running into blockers or the returner at a full sprint, and was expected to dramatically reduce major kickoff injuries (the kickoff being one of the most dangerous plays in all of football).

There has been talk over the years of eliminating kickoffs from football entirely, because of the danger inherent to the high speeds on the play. But the XFL rule provided perhaps the best opportunity to save the kickoff. It was such a smart idea, that both the NCAA and the NFL have considered adopting the XFL's kickoff. Neither has done so yet, but they should. If kickoffs are going to stay in football, I think this is how it will be done.

The XFL's old kickoff rule should be the standard for all football leagues -- but apparently not the UFL.

But the UFL apparently doesn't think so, as the UFL's rules managers are apparently opting to ditch the XFL kickoff rule in favor of the traditional, higher-speed, kickoff.

The UFL is claiming that the XFL kickoff did not result in a significant reduction in injuries, but I'm skeptical of that claim. The league only operated for 2 seasons, and teams didn't play more than 10 games in either of those 2 seasons. That's not a whole lot of time to establish long-term trends. It's not like major injuries are happening in NFL kickoffs every single game. It would take years to establish whether the rate of injuries is actually lower than the NFL, or if it is substantially higher than on any other football play from scrimmage.

Other than a flimsy excuse that the XFL kickoffs didn't apparently reduce injuries in the highly limited sample size that was available, the league's head of football operations, Daryl Johnston, said "the stationary kickoff [...] just didn't look like football.". So the XFL rule is at least as safe as the NFL rule, but the UFL provided no justification (that I could find) based on fair competition -- only a superficial preference that the traditional kickoff "looks better".

In fact, the UFL is actually moving the spot of the kick back to the kicking team's 20 yard line (instead of the 35 yard line in the NFL, or the 30 yard line in the XFL). This is their attempt to eliminate touchbacks and force more returns. This means that the UFL's kickoff rule will likely end up being more dangerous than the NFL's kickoff rule because the UFL will have a higher rate of kickoffs being fielded and returned, which means a higher rate of players running into each other at a full sprint and risking major injuries.

The XFL's kickoff, by the way, had more than a 90% return rate. So it also successfully resulted in almost all kickoffs being returned.

If this lack of forward-thinking is going to be common in the rationale that the operators of the UFL are using to create their rules, then I have zero faith in their ability to run a successful football league.

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Silent Hill: The Short Message - title

Silent Hill: The Short Message is a first-person horror game about wandering through looping, decrepit hallways in an abandoned apartment building, while confronting a secret, repressed guilt. And stop me if you've heard any of this before.

Silent Hill used to be a series that innovated, that pushed the envelope. The first game basically introduced the video-game-playing public to the concept of psychological horror. The second polished the formula to introspective perfection, while also providing a template for a plot twist that would be repeated in (what feels like) every horror game since -- at least the ones not named Resident Evil. Even action-oriented games like Dead Space ripped off Silent Hill 2.

Silent Hill 3 introduced gamers to a teenage girl protagonist who actually felt like a real person, instead of being a hyper-sexualized "boob ninja" in a bikini or skin-tight catsuit, while also providing jaw-dropping technical accomplishments. The moving, bleeding, living environmental textures of Silent Hill 3's Otherworld amazing and un-precedented at the time. And it's character models and lighting looked better than many games that would be released on the following generation of consoles.

Hideo Kojima's playable teaser P.T. spawned a cohort of horror games ripping off the formula of first-person looping hallway horrors, of which The Short Message is only the latest example. And heck, even P.T. was really only popularizing horror conventions that Silent Hill 4 had already started experimenting with a decade earlier.

This is a blunt and earnest depiction of teen depression, self-harm, and suicide.

The Short Message, on the other hand, is largely a retreading of horror gaming tropes that are quickly becoming tired and stale. The looping hallways were mind-blowing back when P.T. did it -- ten years ago. But I've seen it in seemingly every horror game since, from Layers of Fear to Visage to MadIson.

It isn't just general horror trends that The Short Message is retreading either. It's also invoking well-worn and frustrating habits that the Silent Hill series just refused to break in its never-ending quest to recreate the lightning-in-a-bottle that was Silent Hill 2. The character's repressed guilt being hidden from the player and revealed as a mid or late-game plot twist? Check. The person you're looking for being dead already? Check. Silent Hill acting as a purgatory that seems to be willfully trapping people until they confront and overcome aforementioned guilt? Check.

The heaviest, bluntest hammer Konami could find

One thing that The Short Message doesn't bother to copy from its ancestors is the subtlety and nuance that Silent Hill used to be famous for. The Short Message is unbelievably heavy-handed, blunt, and melo-dramatic. This is owing, in large part, to trepidation from Konami and/or developer HexaDrive about how to depict the game's subject matter: teen depression, self-harm, and suicide. It's a touchy subject, for sure. One has to give credit to Konami and HexaDrive for so directly addressing an issue that most game publishers and developers won't touch with a 20-foot pole.

HexaDrive's depiction of mental illness is not
as hopeless and fatalistic as Bloober's.

But this is also where The Short Message lands on one of its greatest strengths. It's blunt depiction of teen suicide is at least a hopeful and optimistic one -- one that is also grounded based on the very real social and technological issues that often motivate or catalyze real-life self-harm and suicide by actual teenagers. And this is not something that we should overlook in discussion of The Short Message. It's almost the polar opposite of how Team Bloober (the company that is developing the Silent Hill 2 remake) has historically treated the same topic. Bloober has always shown abuse victims as totally, fundamentally broken individuals for whom death or suicide is a welcome release that spares the world from their burden.

In contrast to Bloober, The Short Message wants depressed teens to know that they are not broken, that they can get help, and that there are people out there who care about them and would miss them and would be there for them in their times of need. The Short Message wants people to know that recognizing the red flags, and talking to the person can save their life, and that, for the depressed individual, things will get better.

If nothing else, The Short Message has its heart in the right place.

And let's face it, teenagers aren't exactly known for subtlety or nuance. Teenagers do tend to blow things out of proportion and be melo-dramatic. So it's hard for me to hold The Short Message's overly-blunt and melo-dramatic dialogue against it. Yeah it's cringe-worthy at times, but it's cringey in exactly the way that real-life teenagers are often cringey. There might also be more intentionality behind the blunt, cringey dialogue than is apparent at the surface level. Does the heavy-handed and cringey dialogue represent the literal events as they actually happened? Or are we seeing the world as the teenage character sees it?

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We've been hearing all year that the "analytics" say that going for it on 4th and short situations results in (on average) more points and more wins, compared to punting or kicking a field goal. The fad for the past few years has been for teams to more frequently attempt to convert 4th and short situations, even when they are not in "comeback mode". More and more teams are refusing to punt the ball from inside the opponent's 50 yard line, or to kick chip shot field goals from within the opponent's 5. So far, this has been working out for teams more often than it has back-fired.

I've been a vocal opponent of these overly-aggressive play calls throughout the entire season, and have been insisting that these decisions are going to start to bite teams in the ass. That finally happened in the NFC Championship game, when the Detroit Lions found out the hard way that maybe they should have just taken the points.

The Lions refused to kick field goals on 2 separate occasions in the 2nd half. On both occasions, they failed to convert the 4th down. They left 6 points on the board, and they ended up losing the game (and their hopes of going to the SuperBowl) by 3 points.

In the 3rd quarter, after the Lions left the first 3 points on the board, I told the people watching the game with me that I thought this was the wrong move. The 49ers had scored a field goal with their first possession of the 2nd half to reduce the Lions' halftime lead from 17 to 14. Had the Lions simply kicked the field goal (and made it), they would have kept parity with the 49ers and maintained their 3-score lead. When they opted to leave the 2nd 3 points on the board, the Lions were only down by 3. That field goal would have tied the game, or it would have taken the lead if the Lions had already made the previous field goal.

The Lions left 3 points on the field twice, and lost the NFC Championship against the 49ers by 3 points.

The Lions lost the NFC Championship because their coach, Dan Campbell, dogmatically obeyed the analytics. I would have hoped that Dan Campbell would have learned this lesson after the failed 2-point conversion shenanigans against the Cowboys that cost the Lions the number 1 overall seed. But he didn't. He doubled-down. They lost out on the opportunity to host the NFC Championship game, which probably would have made all the difference for them. And now they've lost their chance at going to the SuperBowl.

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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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