Doug Flutie's Maximum Football 2020 - title

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!

[More]

It's summer time, which means that football video game developers are hard at work implementing features for the fall release of this year's games. It's probably too late to influence the design of the 2020 slate of games (due to release in September), but I'd still like to take some time to express some of my ideas for growing these games over the long term. This post should hopefully give both Canuck Play and Axis an idea of the roadmap of improvements that I'd like to see over the next two or three years.

For each suggestion that I'm going to make, I'm going to try to provide a general goal that I want to achieve with the idea. Then I will provide one (or more) ideas for how I think the games' developers can attain that goal. If Canuck and/or Axis like the ideas, then by all means use them. If, however, they think they can accomplish the goal with a different method or implementation, then by all means do that. You know your games better than I do. I'm just a blogger with a YouTube channel and little more than a basic understanding of how game development work. You guys and gals do whatever you think is going to make your games the best that they can possibly be.

Table of Contents

[More]

Maximum Football 2019 - title

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!

...

[More]

I've been hearing some complaints about the difficulty of kicking the football in Doug Flutie's Maximum Football 2019 (from Canadian developer Canuck Play). Many players seem to be having difficulties making field goals longer than an extra point. At the risk of sounding like an elitist, the kicking in this game really isn't that hard once you learn one simple thing about how it works. So I just wanted to put out a short post here to help out players who are struggling with the kick meter, so that they don't have to spend too long going through trial-and-error.

The kick trajectory defaults to a low, line drive.

Basically, the kick meter defaults to a line drive trajectory. This results in short, low kicks (like a squib kickoff). All you have to do is pull down on the right analog stick to raise the kick trajectory arrow. I usually raise the trajectory almost as high as it will go.

This design is counter-intuitive to most people who have played football games in the past, since most other games set the kick trajectory default to a basic kick that is usually "good enough" for most purposes. In many situations, you can just kick the ball without having to bother with aiming at all. NFL 2k5 and All Pro 2k8 continually dragged the kick trajectory off to the side, and forced you to have to adjust. This was (I assume) to simulate the pull of the wind and the kicker's handedness -- or is it "footedness"? But the height of the kick usually did not have to be adjusted.

Other games do not require as much adjustment of the kick trajectory.

Once you have the kick trajectory in Maximum Football aimed correctly, all you have to do is flick the stick down, then back up to actually make the kick. Flick the stick quickly in order to maximize the power your kicker puts behind it. The game doesn't have any meters or anything to give you feedback on whether you're doing it correctly, but the faster you flick the stick, the better. As far as I know, pulling the stick a little to the left or right will not cause your kicker to shank the kick left or right (as it would do in earlier versions of Madden).

Just aim your kick up with the right stick, then flick as quickly as you can with the left stick, and you should be making 50-yard field goals like a pro in no time!

With the proper trajectory, you'll be making 50-yard field goals like a pro!

Personally, I actually like that the game requires the player to have to manually aim every kick. It's not an automatic action like it is in so many other football games. It's not perfect, but it certainly isn't broken, the way that some people seem to think it is.

[More]

I was inspired a few weeks ago by a Twitter post from Ryan Moody (@ShutdownSafety), who asked why people are being so negative about football video gaming, and why people aren't making content. Well, I decided that I'd make some content sharing some of my optimism about the future of football video gaming in the next few years. I posted a video to my YouTube channel, but loyal blog readers can read the full transcription here.

YouTube: Will 2020 be a good year for football video games?

Football video games have been in a rut for a while now. The exclusivity deal between the NFL and EA didn't only kill NFL 2k series, it also may have killed the NFL Gameday, NFL Fever, NFL Blitz, and other series as well, some of which had game releases as late as 2004. All Pro Football 2k8 is now eleven years old. Backbreaker came and went nine years ago, leaving EA as the only major publisher still making football video games. EA's own NCAA Football series is now in the fifth year of its hiatus (the optimist in me still prefers to use the term "hiatus" instead of "cancellation"). This has all left football video gamers with nothing but mediocre Madden releases for years.

EA's NFL exclusivity may have put the final nail in the coffin for other games besides just NFL 2k.

All that being said, I am actually very optimistic about football video gaming come 2020 or 2021.

New indie games on the market

First and foremost, Madden's 5-year complete monopoly on consoles was broken this year with the releases of Canuck Play's Maximum Football 2018 and Axis Games' Axis Football 18. For the first time since 2013, there are football games on consoles not called Madden, and for the first time since 2009, there are football games on consoles that are not published by EA.

So why do I still consider football gaming to be in a rut?

...

[More]
Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
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.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn a small commission from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

A Demon's Souls remake? What to keep, what to fix, and what to addA Demon's Souls remake? What to keep, what to fix, and what to add08/18/2017 Rumors of a Demon's Souls remaster or remake have been floating around for a while now (as have rumors of a sequel). I have mixed feeling on the idea of a remake/remaster. On the one hand, Demon's Souls is one of my favorite games ever and may represent the peak of the series. Naturally, I want more people to play it and recognize...

Random Post

Top 10 reasons why the Earth might be a better place after the RaptureTop 10 reasons why the Earth might be a better place after the Rapture05/16/2011 Considering the recent claims from the fundamentalist Christians over at Family Radio that the world is going to end, and the Rapture will occur, this coming weekend (May 21, 2011), I thought I'd take a look at how the world would be different if all the Christians were, in fact, Raptured. While those who claim that the end...

Month List

RecentComments

Comment RSS