Civilization VII - title

When Civilization VI released, it was criticized by many as being a "do-over of Civ V." It was, indeed, a much more iterative release than many other Civ games have been, taking the concept of "un-stacking" units that was pioneered by Civ V, and expanding that to include un-stacking of cities. Then it threw in some iterative changes to many other core systems that had been introduced in Civ V, such as city states, religion, trade routes, and archaeology (to varying degrees of success). The end result is that Civ VI felt very familiar to anyone who had played Civ V.

That is absolutely not the case with Civilization VII, which enters life in a much more competitive market, and may have felt pressured to do things different. Civilization isn't the only dog in the yard anymore, when it comes to historic 4-x strategy gaming. For the first time in the series' history, it has real competitors in the form of Amplitude's Humankind, Microsoft's Ara: History Untold, Paradox's Millennia, and others. In fact, Civ VII seems to have taken many design cues from these competitors, and there definitely seems to be a lot of convergent design.

For example, Civilization VII borrows the idea of changing cultures between the different eras, which was introduced by Humankind. It divides the game up into 3 distinct Ages, similar to how Ara divides its gameplay up into 3 Acts. And all of Humankind, Millennia, Ara, and Civ VII feature units that stack together into armies. And that says nothing about all the "live service"-inspired systems that have been added, such as cumulative progression rewards for each leader, profile badges, and so forth. These all represent pretty dramatic departures from what Civ V and Civ VI were doing, and I'm not sure if I like the way that these creative choices have affected this version of Civilization.

3 ages of history

The division of the game into 3 Ages is probably going to be the most controversial change, since it fundamentally changes the way that the game is played.

Civilization VII is not designed as a single, seamless trek through alternate human history. Instead, it is basically divided up into 3 smaller, more focused games, each with their own distinct gameplay mechanics and goals. I couldn't find any statements from 2K or Firaxis that the ages were implemented in order to better facilitate multiplayer, but that seems to be the consensus among the game media. Many articles (from GameRant, The Gamer, and others) highlight how each of the ages can be played as a stand-alone multiplayer game that is much shorter than a traditional game of Civ, thus resulting in more mutliplayer sessions that actually go to a proper resolution, rather than everyone simply stopping because it's 3 in the morning.

This is great for players who do want to be able to complete a game, and reach a proper ending within a single afternoon. It's less good for players who do want a full, Civilization game. Put simply, the Ages create hard stops and resets at pre-determined points in the game, which hurts the sense of continuity when playing a full game.

The game is divided into 3 ages, with hard resets in between each age.

An age might just end when I'm in the middle of doing something, or with there still being things that I wanted to accomplish. Maybe I wanted to settle another city, or capture another player's city, or annex a city state, or build a wonder? Nope. Can't. The age just ends, and the game kicks me back out to a loading screen before advancing straight to the start of the next era, which may skip decades or centuries on the in-game calendar.

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NFL

March's announcement that the NFL had granted a license to 2K to make "non-simulation" NFL football games gave many in the football gaming community hopes that the monopoly that EA and Madden have enjoyed for so long would soon come to an end. Well, sadly, that won't be happening anywhere near as soon as we may have hoped -- if ever. Yesterday, EA and the NFL agreed to extend the "simulation football" exclusivity deal through 2026.

There was hope that the NFL was perhaps becoming unsatisfied with Madden's declining review scores and slumping sales, and that they were opening a door to grant a simulation license to 2k when the EA exclusivity deal expired in 2021. But that won't be happening now, unless EA does something egregious enough to warrant the NFL backing out of the contract or claiming that EA is in breach of contract. I wouldn't hold my breath for that though.

By the time this extended exclusivity contract expires (in 2026), EA will have enjoyed a lack of competition for 22 years, I will be older than 40, and an entire generation of adults (old enough to legally drink alcohol, smoke cigarettes, and gamble) will have grown up without ever knowing an NFL video game other than Madden, because the last NFL-licensed simulation football video game was released to store shelves before they were born.

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Big news in football video gaming earlier today, which was that 2K and the NFL announced a multi-year deal that allows 2K to publish NFL-licensed football video games. The first such game is expected to release in 2021.

2K Games NFL

The catch: the license only allows 2K to produce "non-simulation" games, so as not to compete directly with Madden. So don't expect to see NFL 2K22 next August. Instead, we're more likely to see something along the lines of NFL Blitz or NFL Street.

Now, if you ask me, EA already makes a "non-simulation" football game. The main driver of EA's game is the loot-box-fueled Ultimate Team, which is about as "non-simulation" as you can get. And while EA focuses attention on new arcade modes like Draft Champions and Superstar KO, while continuing to neglect Franchise mode, the quality of Madden as a simulation experience has only continued to slip.

XFL logo

In any case, this news was a shock to me. I had no idea a deal between 2K and the NFL was even in the works. In fact, if 2K was going to get back into producing and/or developing licensed football video games, I thought for sure that it would be via an XFL license! 2K already publishes WWE Wrestling games (which have been terrible of late, by the way), so 2K and Vince McMahon already have a working relationship. The XFL has shown an interest since its inception to license its rights out to a video game, but so far, no such deal has surfaced.

If we're lucky, maybe 2K will do both an arcade NFL game and a simulation XFL game, so that when the NFL eventually wises up and gives them the rights to do a simulation game, they'll already have an engine ready to go. In fact (according to Polygon), the NFL's current licensing arrangement with EA expires at the end of the 2021 / 2022 NFL season. So it is entirely possible that the NFL plans on granting simulation rights to 2K after that. This "non-simulation" license deal might just be the NFL's way of allowing 2K to get a headstart so that they can hit the ground rolling with a full NFL 2K23 releasing in fall of 2022. Fingers crossed...

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If you're a fan of college sports video games, then you've probably already heard that in the middle of May, the NCAA announced that it would be convening a special group to re-examine the issue of student-athlete compensation for the use of their name and likeness. Lawsuits from former players whose likenesses were being used in college games without their permission (let alone compensation) is the reason that companies like EA and 2K Sports had to stop releasing new college football and basketball games back in 2012 and 2013.

These issues have been in and out of the courts over the years, with most (if not all) cases being decided in favor of the individual athletes and requiring the NCAA, video game publisher, or both to have to pay damages the athlete. Ever since, the NCAA has refused to lend its license to video games in particular, as they have steadfastly refused to allow players to be compensated on the grounds that they are "amateur" student athletes, even though they are the primary driving force of a multi-billion dollar-a-year industry.

College sports games have been absent for quite a few years now.

Over recent years, the NCAA has been receiving mounting public pressure to pay athletes and/or allow them to profit from the use of their likeness in commercial products, and it looks like they might finally cave to this pressure later this year. We've talked about the idea of college sports games returning in the past, but up till now, it's always been purely speculative. This time is a bit different, however, since the NCAA itself is finally taking some actual action on the topic. No final decision will be reached until October, so it's still entirely possible that the committee will decide to retain the status quo, which will mean no NCAA-licensed video games in the foreseeable future.

I already thought 2020 was shaping up to be a good year for football video games,
even before this announcement from the NCAA!

I am optimistic that the NCAA will decide in favor of allowing players to receive compensation. In fact, I think this could actually be a brilliant -- and somewhat insidious -- decision by the NCAA. On the one hand, it allows them to license their brand to video game, which would provide a revenue stream for the NCAA. Secondly, it allows the players (the popular ones, anyway) to get paid, which may quell much of the popular demand for the NCAA themselves to pay athletes a salary.

Lastly, based on what I've read about the proposed rule changes, the deal would allow the license-holder of the game or the manufacturer of the paraphernalia holding the athlete's likeness and/or name to pay the athlete directly. Which means the NCAA isn't actually the one paying the athletes. The athletes are getting paid with someone else's dollar. It would, thus, allow the NCAA to save face by continuing to pretend that they are facilitating an "amateur" sport".

In fact, the NCAA's official statement flat-out says:

"... the group will not consider any concepts that could be construed as payment for participation in college sports. The NCAA’s mission to provide opportunity for students to compete against other students prohibits any contemplation of pay-for-play."

It's a kind of cop-out win-win-win for the NCAA, so it's actually kind of amazing that they didn't consider doing this sooner.

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Red Dead Redemption 2 - title

Once again, Rockstar is absolutely abysmal when it comes to its tutorials. It gets the very first one right, by displaying the prompts on the bottom center of the screen, below the subtitles. That's for the basic movement controls that should be common sense. Once it gets into the more complicated and esoteric stuff that isn't intuitively obvious, it falls back on the tried-and-failed method utilized in Grand Theft Auto V of printing a tutorial prompt in a tiny black box in the top corner of the screen, during the action of the game!

Even if you are lucky enough to notice that there's a tutorial tip while you're in the middle of a horse chase or shootout, it's still hard to read and decipher the tiny text and button icons. There's no option to use a larger font or to rescale the UI if you're playing on a less-than-huge TV. Rockstar, listen, I'm playing the game on a console, from my couch, with a wireless controller, ten or so feet away from a 46-inch TV. I'm not 14 inches from the screen. Use a readable font!

Tutorial prompts appear in tiny, hard-to-read black boxes in the corner of the screen,
often in the middle of an action sequence, in which your attention is on something else.

We did buy a much larger TV over Black Friday, so the UI is now much easier to read, and my girlfriend might even go back and play games like Monster Hunter: World and Assassin's Creed: Origins now that the TV is big enough to read the damned text on the screen.

It doesn't help that there is no way in-game to review any of the tutorial prompts that you may have missed, nor is there any way to view the controller mapping. There's a "Help" section in the pause menu that does contain a large amount of information, but that only helps if you know what you're looking for. If you couldn't read the tutorial prompt because you were busy in a gunfight or horse chase or whatever, then you're not going to know what you're even supposed to be looking for if you try to look it up. It's like opening up a dictionary, but not knowing what word you're trying to define. The controls for this game are very complicated, with lots of buttons being overloaded to multiple, context-sensitive commands, and with certain commands requiring that you hold multiple buttons. I'm constantly forgetting the controls for fist-fights, and I can never remember the dive/roll button for the life of me. It would be very nice to be able to pause the game and double-check the controls if you're coming back to the game after having not played for a few weeks or months, or if you come across a mechanic that hasn't been tutorialized or practiced yet.

It's hard to make out what many of these icons are supposed to represent.

This is further exacerbated by the use of tiny icons that are still hard to decipher on the 75-inch TV -- and were impossible to read on the 46-incher. Seriously, if you're playing on anything less than a 60-inch TV, you need hawk eyes to be able to read this stuff! Often, I would see one of the horse icons above my mini-map flash red with some un-discernible icon, and I had no idea what this icon meant. It was over the horse's health icon, and kind of looked like it might be a steak, so I tried feeding the horse, which did nothing. Besides, why would Rockstar use a steak icon to indicate that you need to feed a horse? Horses don't eat steak. After some digging online, I discovered that this icon maybe means that my horse is dirty, and I need to brush her or run her through water to clean her.

Similarly, in base camp, there are three icons in the top right corner that are tiny and un-discernible. They are supposed to represent the camps supplies: food, medicine, and ammunition (I think), but damn if I could tell which one is which. The glut of articles and forum topics explaining just what these icons mean tells me that I'm not the only one who had this problem.

Living in the game world

Once you get through the tutorials and start playing the game proper, you'll be rewarded with a massive, immaculately-detailed, and well-realized world that feels like a living, breathing place. Unlike many other open world games and RPGs, Red Dead Redemption 2's simulationist design truly provides a feeling of living within this world. There's a bevy of context-sensitive animations that make everything feel so organic and life-like, and which really help to immerse the player in this gritty, realistic setting.

The game world is immaculately constructed and detailed.

I've seen plenty of complaints about these time-consuming, laborious animations on the internet, and at first, I thought that I was going to loathe having my time wasted. I was all ready to draft up a review complaining about Rockstar being arrogant and over-indulgent. But as I played the game more, I have to say that I came to love them...

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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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