Legend Bowl - title

I already made one video praising Legend Bowl's innovative, player-driven passing mechanics: the passing charge meter, and the QB Vision. Within hours of me posting that video, Sports Gamer's Online broke the news that leaked information on Madden 23 shows that Tiburon will be copying this idea from Legend Bowl and implementing its own pass charge meter. If you can't beat 'em, copy 'em, right? Well it wouldn't be fair to Madden or to >Maximum Football or to Axis Football if I just gave Legend Bowl a free pass for not being a 3-d, physics-based football sim, and if I didn't also give a critical eye to Legend Bowl as well. So now I want to turn my attention towards perhaps my single biggest pet peeve with Legend Bowl.

The full commentary video is available on YouTube.

You might be thinking, "if this quy who made hours of video content tearing apart Madden, Maximum and Axis Football can't find anything wrong with Legend Bowl other than to nitpick about the huddle, then Legend Bowl must be pretty darn near perfect!" But, mmmm ... no. Legend Bowl is far from perfect, and there are plenty of other things that I can find to complain about, especially if its developer wants it to be taken seriously as "simulation" football. I have issues with how the game handles its difficulty levels, and the inability to more finely tune difficulty to my skill level or play style. Defenses have horrible containment logic and let too many plays break to the outside. Pulling linemen are often too slow about getting out to their blocks. Every team uses the same playbook, with the same formations and plays, so none of them have any distinct play style or personality. The QB Vision mechanic could use some more granularity. Special teams feels wildly under-developed. And ever since the Franchise patch, the button on the PS4 gamepad that used to assign a kickoff returner now moves a player to the top of the depth chart, meaning I can't set my kickoff returner for Franchise -- let alone field goal holder, longsnapper, or coverage gunners. Maybe I'll talk more in detail about any or all of those issues as well, but perhaps the one issue that sticks out to me the most with Legend Bowl is its weird game clock.

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Legend Bowl - title

Readers of my blog and viewers of my YouTube channel may be familiar with my series on "How Madden Fails To Simulate Football". In the second and third episodes of that series, I discussed how Madden's binary blocking logic, and the ability of QBs to hit any receiver anywhere on the field with the push of a button, leads to unrealistic pass rushes and inflated sack stats. Pass rushers either have next to no impact on the play, and the QB can throw a dime to anywhere on the field; or the pass rush gets home for a sack. An aggressive pass rush in Madden does not force a QB to have to throw early or off-platform and result in an off-target pass. Or at least, Madden's attempts at emulating this reality of football often feel poorly-defined, arbitrary, and inconsistently-applied. It hasn't been since the QB Vision Cone of 06 that Madden has really come close to getting this right.

This is where a little, pixel-art indie football game called Legend Bowl really shines (see my full review). With one simple, elegant mechanic, Legend Bowl has managed to emulate the idea of a panicked QB having to release an off-target pass before he wants to, in order to avoid the pass rush. You see, Legend Bowl employs a charge-up mechanic for determining the power and accuracy of passes -- and the same mechanic is also used for kicking.

This entire essay is also available in video format on YouTube.

The QB can still throw to any receiver with the push of a button (although there is a "QB Vision" mechanic, but it doesn't work like Madden's old QB Vision, and we'll talk about that a bit later), but the QB needs to hold the button for a split second in order to charge up the throw. Release the button too early, and the throw will be an under-powered, floaty, lame duck of a pass that will sail over the target's head, or be easily picked off by zone defenders. Hold the button for too long, and the throw will be "over-charged", which results in a severe accuracy penalty. The pass will likely be a laser beam directly into the dirt -- the football equivalent of a gutterball.

Ideally, you always want to charge your throw to 100% power, without overcharging and taking an accuracy penalty. However, that is easier said than done when a 300-pound defensive lineman is charging right at you. This is where Legend Bowl respects the pass rush in a way that Madden hasn't come close since the days of its QB Vision Cone. If the defense gets pressure, the QB doesn't have time to hold that button down and fully charge the pass, which will lead to more floaty, inaccurate throws. Inversely, panicking because you see a defender break free of his block at the last second can distract the player's brain just enough to mis-time the charging of the throw and over-charge it for an accuracy penalty. This is especially true on higher difficulty levels, in which the meter charges faster and the accuracy penalty is greater.

Pressure can rush throws, making them less accurate, and preventing the QB from putting his full power behind it.

Best of all, as far as I can tell, the CPU-controlled QBs are also bound by this mechanic. They also, as far as I can tell, have to take a split second to charge their throws. And if they don't have time to fully charge the throw, they too will throw a wobbly floater of a pass that sail over the receiver's head, or be swatted down or picked by a defender waiting in a nearby zone.

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Madden NFL - title

For the past few years, Madden Franchise gamers have been reporting a glitch in which the game will softlock and hang on the loading screen after exiting a Franchise match. If this happens, the only way to resume the game is to force quit the Madden app, re-launch, and attempt to resume the Franchise. If this happens after the score goes final, then all progress will be lost, and the user will have to re-play that match from the beginning. For some users, this softlock occurs every time they finish a Franchise match, which renders Franchise Mode completely un-playable. This softlock glitch goes back to at least Madden 21, and might go back further, and it seems to happen to both online and off-line Franchise players.

I am going to explain the glitch itself, so that everybody knows what, specific softlock I'm talking about. Then I'll go over my proposed work-around. Then I'll discuss why I think the softlock happens, how it can potentially be fixed, and the specific game conditions that lead to me experiencing this softlock.

UPDATE 18 January, 2022:

Apparently, EA thinks they've finally fixed this bug in the most recent update. It only took 2 releases for them to finally do it. Oddly, I didn't see this patch announcement until after publishing this work-around, even though I had searched for it. Yet, oddly enough, I encountered the bug this past weekend, after the patch was supposedly released. So it's possible this bug is still in the game, and EA didn't catch all the causes. So if you encounter this bug in your games, try the work-around described below. Hopefully it works.

What happens, and how to work-around it

Usually, Franchise matches autosave after every play. If the game freezes, or the connection to the server is lost during an online Franchise match, Franchise games can usually be resumed from the last play that finished before exiting the Franchise match. If you get booted, or the game freezes, it usually only requires replaying one play, maybe.

But if the softlock happens while loading the Franchise Hub after finishing the match, you're screwed. This is because the in-game autosave is apparently deleted after the score goes final, but the Franchise file is not saved until the user returns to the Franchise Hub. So if a crash or freeze happens between these points, the whole match's progress is lost. This is bad programming from EA Sports and Tiburon -- no "ifs", "ands", or "buts" about it.

There is usually an auto-save after each play in Franchise matches.

I've been experiencing this problem on both PS4 and PS5 versions of Madden 22, and after a bit of experimentation, I think I may have found a work-around -- at least for online Franchise players. This work-around is based on my suspicion of why the softlock is happening, and takes advantage of teh in-game auto-save to try to prevent the softlock from happening.

The work-around is to try to exit the match prior to the score going final, and then resume from the autosave. For example, just before the last play of the game, pause and exit to the menu. Even if the game softlocks on the loading screen, you can force-quit, re-launch Madden, and resume the Franchise match from the auto-save. If you do this, you should hopefully be able to execute the final play, finish the game, and hopefully Madden will properly load the Franchise Hub. Just do not let the score go final before closing and re-loading!

If you are playing offline, you must force-close the game. Do not simply pause and quit, as doing so will delete in-match auto-save and return you to the Franchise Hub. If you force-close, then you'll be able to resume from the auto-save next time to try to load your offline Franchise.

Quitting and re-loading the autosave before the last play of the game may
preserve progress and bypass the softlock.
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Madden NFL 22 - title

I knew it was a bad sign when the "tutorial" demo game for Madden 22 did not explain or tutorialize any new gameplay features at all. The reason is probably because there aren't any new gameplay features in Madden 22 -- at least not for the current-gen systems. If you want the advertised "home-field advantage" and momentum features, you need a PS5 or XBox Series X|S. Apparently, EA said this would be the case, but since I didn't pay too much attention to pre-release news, I wasn't aware of this fact when I bought my used copy of Madden 22 off of eBay a couple weeks after the game released. I remember reading that the "momentum" feature would not be in last-gen versions, but I thought that was a different feature from the Home-Field Advantage. I guess not. I still don't have a new console, so I'm stuck playing the inferior last-gen game.

I honestly don't see any technical reason why home-field advantage and momentum couldn't be included in the last-gen versions. It doesn't seem like it would be a technically demanding thing to include. I would be willing to bet that, since people complained about last year's next-gen game being identical to the last-gen versions, EA decided to just withhold features from last-gen this year in order to make the next-gen look like a legit improvement.

The heavily-promoted Home-Field Advantage feature was withheld from the last-gen versions,
even though I see no technical reason for why it couldn't have been included.

What EA failed to realize is that the complaint wasn't really that the next-gen games wasn't different from last-gen; the complaint was that EA wasn't doing anything with the hardware that they couldn't do in last-gen. Simply withholding features from last-gen that are perfectly possible to include from a technical standpoint does nothing to address the fundamental complaint that the next-gen game does not feel "next-gen" in any substantive way.

Personally, I actually thought that last year's next-gen version did have noticeably better player movement and overall game pacing in the one match that I was able to play on a friend's PS5. The higher framerate and more precise movement gave me a much greater sense of control. The improvement was most noticeable on inside running plays, in which I found it much easier to squeeze into the gaps for positive yards, instead of just ramming into the asses of my blockers, or right into backside pursuit. The problem was that the animation system and A.I. looked identical to last-gen, even if some of the physics and locomotion were better.

Frustratingly, many users seemed to complain about last year's next-gen version feeling "too slow", so I wouldn't be surprised if all of those subtle improvements were stripped out from this year's next-gen version. I guess I'll find out if / when I get a chance to play this year's next-gen version. If I do get to play the next-gen version, and notice that it does feel substantively different in any way, I'll be sure to update this review, or post an additional review of the next-gen version. So be sure to check back for that...

#FixMaddenFranchise movement finally forced token upgrades

Thankfully, the new Franchise features at least made it into the last-gen version; otherwise, there would be absolutely nothing new in the game at all. EA finally did make additions to Franchise, but the effort feels limp, and it came at the cost of removing some of my favorite features from this past generation of Madden Franchise modes.

Axis Football has been offering full coaching staffs (including position coaches) for years now.

Adding offensive and defensive coordinators has long been considered to be the bare minimum that EA could (and should) do to improve Madden's Franchise mode. We only get a head coach, offensive coordinator, a defensive coordinator, and some abstract "personnel" manager. If you were expecting a full slate of position coaches, as has been offered in Axis Football for the past few years, then you'll be disappointed. There's not even a special teams coordinator. Let alone a team doctor / medical staff or talent scouts (at least not when the game released).

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Madden NFL - title

I don't think I've ever played a football game that feels like it truly nails special teams play. Madden has been especially bad at this phase of football for a very long time, and has largely neglected it year-in and year-out. Every now and then, a release comes out that focuses on special teams, but the upgrade is never as comprehensive as it should be. I was considering making a video about all of special teams, but that's too big a topic to tackle in a single video, so I decided that it would be best to make shorter videos that each focus on specific aspects of special teams play.

While drafting the script for my previous video about pass blocking and pass rushing, I had started thinking about issues with blocking and rushing in special teams, and thought I'd do a video about one specific specialist position that has been a personal crusade of mine for quite a few years now. I'll surely discuss more of Madden's special teams failings in future videos. But for today, I want to talk about how Madden completely fails to do justice to an oft-overlooked and under-appreciated specialist position: the longsnapper.

The full video on YouTube contains additional commentary and examples.

I'm looking at this specific position for two reasons:

  1. I played on special teams in high school and worked alongside our longsnapper. He spent extra time before and after practices honing that skill.
  2. And the 2nd reason I'm covering this topic is: unlike other highly specialized positions like holder and kickoff coverage gunners, Madden actually includes Longsnappers as a position in the depth chart, but has never included any mechanics or rules that actually make the longsnapper a meaningful position on your team, or which differentiate who is a good longsnapper versus who is not.

As for my high school teammates on special teams: there were several of us who never would have seen playing time if not for our special teams duties. Instead of resigning ourselves to a life on the bench, as some other reserves had done, we carved out niches for ourselves, so that we could see more playing time. We worked hard to earn our positions, and the coaches noticed the hard work (especially if it was extra-curricular in nature), and they rewarded us with extra rotational reps on both offense and defense in relief of tired starters. My experience has lead me to respect special teamers, probably much more than most football fans.

Some of us reserve players would have never seen playing time if not for our specialist roles.

A Knee-Jerk Reaction

I remember proposing a "Longsnapping" rating on a YouTube comment or Madden forum like 6 or 7 years ago, and received absolutely vitriolic responses that largely boiled down to "having the outcome of a game decided by a random fluke like a botched snap would be horrible game design." It's a sentiment that does makes a certain degree of sense. Determining the outcome of a match by a die roll does seem like it would be bad video game design -- at least, outside of digital craps.

But hold on a minute. Is it really bad game design...?

Running backs have a rating that determines their likeliness to fumble. Quarterbacks have several ratings that determine the accuracy of passes. Receivers have several ratings that determine their likelihood to catch a pass. Linemen have ratings that determine if they whif on a block. Defenders have ratings that determine the likelihood of missing tackles. DBs have ratings that determine whether they blow a coverage. Kickers have ratings that determine if they miss a kick. Every player has ratings that determine if they get injured on any given play. All of these ratings can affect the outcome of a play or an entire game based on a random die roll. Heck, even coaches have ratings that determine how much players develop in the offseason or how likely free agents are to sign a contract. Ratings semi-randomly deciding the outcomes of games or entire seasons is apparently OK for literally every other position both on and off the field, but somehow having a rating that determines if a snap or special teams hold is botched is a bridge too far?!

Nobody complains about other positions having ratings that can randomly decide a game.

To be fair to the critics: if you're playing a 5 or 6-minute quarter pick-up game online or in Ultimate Team, and each team is only getting between 3 and 5 possessions the entire game, it does make sense that you wouldn't want your one and only attempt at a punt or field goal to go awry because of a fluke like a botched snap. In such a shortened game, it would swing the game wildly in one direction or the other, with little-to-no time or opportunity for a team to overcome such an unfortunate outcome. (I keep saying, every installment in this series is probably going to refer back to that first essay about quarter length.)

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Grid Clock provided by trowaSoft.

A gamer's thoughts

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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