Over the past year and some change, football video game fans have had some huge pieces of good news. Last year, 2K announced that it would be returning to the NFL-licensed football game market; albeit with a "non-simulation" licensed game -- and we still have no clue what that is going to entail. Earlier this year, EA announced that it would be resurrecting its college football series under the apt banner "EA Sports College Football".
For years, there were no football games at all except for Madden, so the boom of indie football games starting around 2018 / 2019 created a little renaissance of competing products looking to fill the vaccum left by the absence of competition and lack of niche titles like a college football games. As good as the news of new games from 2K and EA is, one thing that worried me was whether or not the indie football games (Axis Football, Maximum Football, Sunday Rivals, Legend Bowl, and so forth) would survive the impending release of new, big-budget football games entering the market. Well, the first indie casualty of the AAA announcements came on Wednesday night.
David Winter, the founder, owner, and lead developer of Canuck Games announced Wednesday night over Discord that plans for future versions of Maximum Football have been canceled, and the company Canuck Play is terminating its business operations. Apparently, Winter is offering the Maximum Football IP (and I think also the game code) up for sale. It's possible that another studio may purchase rights to Maximum Football and resume development, but it seems exceedingly unlikely that any new Maximum Football games will be coming out.
David Winter, owner of Canuck Play, announced the cancellation of Maximum Football and closure of the studio.
In his announcement, Winter cited several factors in the decision. Perhaps the most important one is his own health. He had been working himself 7 days a week for lengthy periods of time, and said that he had to be hospitalized for stress and fatigue. I'm a huge supporter of a stable and healthy work / life balance, and no job is (in my opinion) worth working yourself sick; least of all a video game. I certainly can't fault him for his decision, and I, personally, probably would have thrown in the towel a lot sooner if I had been in his shoes. Take care of yourself, David. Your health (both physical and mental) comes first.
Winter also cited EA's announcement of its upcoming college football game as a major contributing factor in the decision. In 2019, Maximum Football rebranded itself from being a Canadian football game to being a college football game, with the introduction of a college Dynasty mode. Personally, I always thought that this was a bad move. I understood it as a business decision at the time, as there was huge desire for a college football game, and nobody was filling that market demand. However, this move shifted Maximum Football away from its core identity as a Canadian football game, broadened the scope well beyond the ability of such a tiny group of developers to reasonably handle, and introduced a massive set of new challenges for the developers to overcome. I always feared that as soon as a bigger studio came along with a more polished college football product (whether it be EA, 2K, or even IMV with its crowd-funded Gridiron Champions that never saw the light of day), then Maximum Football would be kind of dead in the water. I didn't expect it to happen so quickly, but I figured it was an inevitability.
Maximum Football moved away from its Canadian football roots.
If another company does actually buy Maximum Football, I hope its another Canadian studio, and that they re-focus the game as a Canadian football sim. Doubling-down on its Canadian identity would give the game a unique selling point, would fill an otherwise vacant niche, would expose a larger audience to Canadian football, and might provide a consistent base of support from existing Canadian football fans. That doesn't mean they would have to abandon the college dynasty. They can still include a Canadian college dynasty if they want. Rather, I think they should focus on having a robust, quality game using Canadian rules first, before branching out to extensive U.S. pro and college rules and modes.
Nevertheless, it looks like we'll have to go through 2021 and 2022 without a Canadian or college football game to speak of while we wait to see what EA has to offer when EA Sports College Football releases in 2023. Or who knows? Maybe Dwayne "The Rock" Johnson will buy Maximum Football and turn it into an XFL-licensed game? Hey, that's as realistic a possibility as him buying the XFL! [More]
I bought Maximum Football 2020 for PS4 on launch day and found that the PS4 version launched with a set of bugs that made the game almost unplayable. In those first couple hours, I noticed some benign bugs. Every team in the game was duplicated in the team select and customization screens, and Canadian rules showed the wrong button icon for the sixth receiver. The more game-breaking bug, however was that running plays were completely absent from the user playbook, and the on-field action was very unstable.
The PS4 version was riddled with bugs at launch and practically unplayable.
After resigning myself to wait for a patch before bothering to play any further matches (let alone starting a Dynasty), I tried playing around with the logo creator, play designer, and other customization features to pass the time. The logo creator seems to be pretty much identical to last year. You have a handful of basic shapes, letters, and numbers that you place in layers on a canvas. If you ever created a logo with the Rock Band 3 logo creator, then you have a pretty good idea of how Maximum Football's logo editor works. Except that Rock Band 3 had a tremendous amount of shapes -- and even pre-made art -- that you could add to your canvas. Maximum Football has way less to work with here. The thing that stops me from even bothering with the logo creator is that I can't use an existing team's logo as a baseline.
I'd love to be able to take one of the cowboy logos from Columbia or another school to use for my Las Vegas Pioneers in Dynasty mode. Change the colors up a bit, maybe add the words "Las Vegas" (or at least the letters "LV"), and so forth. Just take the existing logo and give it a more personal touch. Nope. Can't. I either have to use the existing logo as is, or make a new one from scratch out of layers of basic geometric shapes. I'm not necessarily expecting to be able to disassemble each existing logo into their constituent parts, but at the very least it would be nice to insert the existing logo as part of a new logo, and maybe change the colors.
The logo editor has rudimentary shapes, and does not allow you to import or edit an existing logo.
These limitations don't mean that you can't make a good logo. Plenty of people with a lot more time and patience have certainly made some good stuff. I just don't care enough to put that much effort into it. Especially if I can't even share it online or expect to be able to export the logo into next year's game.
So I moved on to the play designer, and was almost immediately roadblocked by bugs. I was excited to try out the play designer in this game, but I went in with measured expectations. I was expecting to find a token play editor that was limited to basic football concepts. I didn't even get that far because the damn thing didn't work. I couldn't select different formations for new offensive plays. I couldn't test defensive plays. And I soft-locked the game by trying to back out of a certain menu, then hard-locked the game by trying to change the ruleset and re-enter the play designer.
The Play Designer didn't work as intended at launch, but I committed myself to coming back to it later.
Booting up the game to find nothing but bugs and lackluster new features in every corner that I looked was absolutely not the first impression that I was hoping to get from Maximum Football 2020. Sadly, this was the condition of the PS4 launch. How this got past Sony's approval process, but Axis Football got held up or blocked for both 2018 and 2019 is beyond me. At least Axis worked!
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I was harsh on Maximum Football 2018 last year. Perhaps overly so, considering the game's indie nature and budget price. I wasn't trying to hate on the game, nor am I a Madden fanboy (feel free to check out my reviews of the last few years' of Madden releases if you need proof of my being fed up with lackluster releases from EA).
I was harsh because I wanted to point out as many possible flaws as I could, so that as many of them as possible could be resolved, and Maximum Football would get better the following year. I bought Maximum Football 2018 in order to support the developer, Canuck Play, to that end. I also bought Maximum Football 2019 in order to continue to support Canuck, because I am still hopeful that this game can turn into to something special. I didn't wait a couple weeks and buy a used disc for cheap off of eBay, which is what I usually do with Madden because I don't want to give EA a cent until they actually earn it.
College and Canadian football legend Doug Flutie offered his name and likeness.
Not in the bargain bin anymore
Canuck isn't there yet. But I honestly didn't expect them to be (which is why I made a YouTube video about being excited for 2020, rather than 2019). I'm still approaching Maximum Football 2019 as an "early access" work-in-progress.
At last year's budget price point of about $15, it wasn't too hard for me to overlook Maximum Football's many flaws and limitations and still recommend it to people who want to see competition in the football video gaming marketplace. It wasn't much different than paying for "early access", after all. However, with the price of this year's game nearly doubled to $30, it's a lot harder to make a similar recommendation. The inclusion of a Dynasty mode does partially resolve my single, largest complaint with last year's game, as it means that there is an actual game here to play now, with an actual sense of progression and accomplishment. But Maximum made so few strides in its core gameplay, that I'm just not sure it's worth the hike in price.
$30 pulls Maximum Football out of the category of "budget indie title", and puts it firmly into the price point of "Double-A" or "mid-market game", alongside games like Hellblade: Senua's Sacrifice, Lords of the Fallen, and Cities: Skylines. But Maximum is not "Double-A" quality!
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Tags:Maximum Football, Maximum Football 2019, Doug Flutie's Maximum Football 2019, Canuck Play, Doug Flutie, football, Canadian football, college football, dynasty, recruiting, indie gaming
We finally have some competition in the football video game sector! Canadian developer Canuck Play recently released PS4 and XBox One versions of its Maximum Football 2018 game. Canuck Play is a small, independent studio with limited staff. In fact, I couldn't find a count of how many employees or developers they have, so as far as I can tell, the whole game was developed by one guy: David Winter. The fact that he could single-handedly put together a functioning football game is, itself, a pretty impressive feat. I wish I had the time and drive to do what he's accomplished.
Maximum Football 2018 is a $17 budget title, so I went into it with pretty low expectations -- as should you. I bought it because I want to support indie developers, and I would love for Canuck Play to eventually grow into a studio with the skill and manpower to challenge Madden. I'm not going to lie though, Maximum Football is not there yet. Not even close.
How do I even play Canadian football?
Being a United States resident and fan of NFL and NCAA college football, I admit that I have only a passing familiarity with some of the rules variations of Canadian football. There was a Canadian football team in my home town for a couple years (the Las Vegas Posse), and my dad and I did attend the games. I remember the basic differences like there being twelve players on each team instead of eleven, three downs instead of four (which encouraged more passing), more generous backfield motion rules, 50+ yard field goals being worth four points instead of three, and a longer field and deeper end zone. But there are a lot of other rules changes that I don't know, and even in the cases of the rules that I do know, I do not understand the strategic nuances of playing under those rules.
Canadian football has some significant rule variation that I don't know the strategy for.
As such, I was very disappointed to see that Maximum Football 2018, which is a Canadian football game, does not include any sort of tutorial or training mode (that I could find). There is an option in the settings menu that allows the game to automatically snap the ball for you after the pre-play motion(s) are complete, but there's nothing in the game that explains how these motions are supposed to work, or how the offense is supposed to utilize them. There's no in-game commentary to possibly provide the player with any insight into the intricacies of Canadian football. Not even so much as some splash screens with some diagrams and explanations. There is a practice mode in which you can test out the playbooks, but you'll have to learn everything through trial and error.
The waggle concept allows multiple offensive players to go in motion before the snap.
To compound this issue, the game lacks explanations for some of its own mechanics and conventions. Receiver routes are highlighted in up to five different colors: red, yellow, blue, white, and sometimes green. What do these colors mean? I assume that one of them is supposed to be the primary receiver and one is supposed to be the hot receiver. So what do the other two colors mean? Are they supposed to represent the QB's receiver progression? If so, then in which order am I supposed to read them? Do they represent the types of motion that they perform before the snap? If so, then it would be nice to have an explanation of how these motion concepts work.
What do all these colors mean?
It doesn't get any better on the defensive side of the ball. Heck, it gets worse. There's no pre-snap defensive play art at all, nor is there any defensive player assist. You're stuck having to decipher the small play art that is shown in the play-selection screen. You have to remember the assignment of whichever defender you happen to select, then fulfill that job completely manually without any in-game indicator of what the player's assignment actually is. The safest options, therefore, are to always select a defensive lineman (despite there not being any controls or mechanics for breaking blocks or steering blockers), or play a safety in zone coverage (if you can actually figure out which safety is in zone coverage). [More]
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