Axis Football 20- title

Compared to messy launch of Maximum Football 2020, the release of Axis Football 2020 went pretty smoothly. Maximum launched with some signs of regression from its 2019 iteration. Canuck Play has since patched out most of those bugs and issues, but those weeks spent fixing bugs that shouldn't have been in the game to begin with, are weeks that weren't spent improving the game in other areas. Axis 2020, on the other hand, is a small, but noticeable, upgrade to its 2019 counterpart.

This tweet may have oversold 2020 a bit.

Not the overhaul I expected

I may have set my expectations a little high with Axis 2020. Axis Games had posted to Twitter that they planned to completely redesign their locomotion and tackling system. I got my hopes up for something more robust and realistic. The end result still shows some steady progress, but it isn't the complete overhaul that I was expecting and hoping for.

I don't want to discourage Axis from tweeting promises of gameplay improvements. I really like having the transparency of knowing what the developers are working on, and I also understand that it can be easy to over-promise sometimes. I work as a software engineer. I know how it goes. That being said, I really don't feel like 2020 constitutes a "complete rebuild from the ground up", and the tweet in question definitely oversold 2020 by a lot, in my opinion. I don't know what was done under the hood. Maybe they did make extensive changes. It just doesn't feel all that different.

Movement hasn't been completely overhauled,
but there are some new animations.

There was some noticeable work done to animations and player movement. Tackles do look a lot cleaner most of the time. There are also a few new animations, such as animations of players bending over to pick the ball up off the ground on fumbles or un-fielded kicks. But that's about it. I would have liked to see more animations of players falling on a lose ball, especially the less athletic linemen. Other than that, most of the player movement, ball-carrier evasive moves, catching animations, blocking animations, and so forth look pretty much identical to last year (and the year before).

[More]

Tags:, , , , , , , , ,

Outer Wilds - title

I refuse to give money to Epic,
and waited for Steam release.

Outer Wilds was one of my most anticipated games in 2019. As such, it was immensely disappointing that it became a timed exclusive for the Epic Games Store. I have a lot of issues with how Epic Games runs its business, and with the ethics (or lack thereof) of the company, and so I refuse to give them a single penny of my money. Our daughter plays Fortnite with her friends, and we're not going to disallow her from doing such (and besides, her socialization options were incredibly limited during the COVID-19 pandemic lockdown, and I think playing Fortnite stopped her from going stir crazy). But I've told her that the first time she asks me for money to buy V-Bucks, it will be the last time she plays the game.

I could have bought Outer Wilds on PS4 a year ago, but it just looked like the kind of game that would be better experienced on PC. I've been burned enough times by Bethesda RPGs that I'm always skeptical of a console's ability to adequately run a game with a world of the scope and comlexity of Outer Wilds. So I bit the bullet and waited the year for the game to release on Steam.

The opening screen recommended the use of a game pad, and I obligingly started using my PS4 controller on my second play session. And I've read that the game ran just fine on consoles. So I guess I could have spared myself the wait and just played on PS4 from the start. Ah well, live and learn.

Outer Wilds plays best with a controller anyway, so there was no need for me to pass up the console release.

Now to go back to finishing Fallout: New Vegas while I await the Steam release of The Outer Worlds...

Knowledge is your upgrade

Readers of my blog know that I'm not a huge fan of most open world games. The sandboxy nature of those games tends to lead to stagnant stories and worlds that feel ironically dead. They also tend to be full to the brim of monotonous copy-pasted content that becomes a drag to play.

Outer Wilds offers an entire solar system as an open world sandbox for you to explore. Granted, the scale of this solar system is considerably shrunk down in order to accommodate a game, such that an entire planet is about as big as a small neighborhood, and the different planets are only a few kilometers apart from one another. It's fine. It works well enough with the game's cartoony aesthetic style.

You have an entire toy solar system to play in.

What's important though, is how rich with detail and intrigue this world solar system is. Nothing looks or feels copy-pasted. Every nook and cranny of the map contains something new that you haven't seen before. On top of that, the map is positively dynamic!

[More]

Cities Skylines: Sunset Harbor - title

I was starting to wonder if maybe Colossal Order was done with Cities: Skylines, or they had moved on to development of a full sequel. After releasing two expansions per year since the game's launch in 2015, we've now gone almost a year between expansions. The last one was the Campus expansion last May. Now here we are with a new Sunset Harbor expansion.

The announcement for this expansion (a mere week before its release) got my hopes up in a similar fashion to the Snowfall expansion. I thought that Sunset Harbor would add a slew of features that I had been longing for in the game for a long time. Sadly, Sunset Harbor disappointed me in much the same way that Snowfall's lack of a seasonal cycle and poor implementation of ski resorts did. Sunset Harbor lacks almost all of the things that I had hoped for, and it continues a trend of Skylines expansions that add new mechanics or content without revising or enhancing existing mechanics or content to utilize the new ideas.

Much like past expansions, Sunset Harbor neglects a lot of seemingly-obvious content.

When I saw the title of the expansion, I thought for sure that this would be the expansion that would finally introduce public beaches! No such luck. There's no public beach area. Sunset Harbor (despite having "harbor" in its title) does not introduce modular passenger and freight harbor areas, or upgrade harbors into a leveled industry like Industries did with agriculture, forestry, ore, and oil. I still can't daisy-chain my harbors to send shipping routes up rivers or canals, despite the fact that the existing passenger ferries and the new fishing industry can. It similarly doesn't convert tourism and leisure into leveled industry or commercial areas.

As always seems to be the case with Skylines expansions, I'm torn between whether I should review the expansion from the perspective of what it actually brings to the table, or from the perspective of failing to meet my own hopes and desires for what the expansion should be.

One of the things that was missing from Industries

Sunset Harbor does, however, check off a couple items from my wishlist. At long last, it has provided a desert biome map! As someone who lives in the American Pacific Southwest, I've long been frustrated by the inability to create a city that looks more like the familiar landscape of my own back yard. Now I finally can. Sadly, it's only one map, but the asset editor that's always been included in the game will allow me to make more if I want to, without having to resort to downloading mods that might destabilize the game.

I've long hoped for a desert biome to be added to the game.

The big feature of this expansion is also a feature that I thought was missing from the Industries expansion. I complained that Industries only added new infrastructure that replaced the existing agriculture, forestry, ore, and oil industries that have always been in the game, and didn't bother to add any new industries. Parklife, by comparison, added a couple new types of parks that hadn't been in the game before, including nature preserves and an amusement park. Personally, I thought that the most obvious option for a new industry to add to Industries would have been a fishing or aquaculture industry. Well, now we have a whole expansion that has added that one idea.

The new fishing industry doesn't follow suit with the Industries expansion industry areas, or the Campus university areas. You don't paint aquaculture areas and then grow them and level them up. There's no complicated production line or logistic element. The different types of fish that you can catch also don't do anything different. There's no fancy factories that consume specific types of fish (like a pizza factory that consumes anchovies), or that combine your fish with other types of fish (like a fish stick factory), or with other industry products to create a more valuable luxury good (like combining fish and seaweed with crops to make sushi).

Aquaculture does not level up or have production lines like other industrial sectors.

Instead, there's a handful of fishing harbors that act as resource-extractors, and then there's exactly two buildings that process or consume them. Your fishing harbors can either sell their fish to a market to be sold directly to consumers, or the raw fish (regardless of type) can be shipped to a factory that processes the fish and distributes them as generic goods to send out to commercial zones. In lieu of either the market or the factory, the fish will be exported to other cities for a small amount of money.

That's it! That's everything that fishing has to offer!

...

[More]

Dawn of Man - title

There was a surprise indie hit on Steam a few months back. The prehistoric city-builder / management sim Dawn of Man saw lots of buzz around its release date and sold well beyond the developers' expectations. Did you buy it? Is it on your radar, but you haven't purchased it yet? Have no idea what Dawn of Man is? Well, it's a pretty good indie game that is well worth a look for those into city-builders and management sims. If you liked Banished (and you should have liked Banished if you played it), then I would say you owe it to yourself to give Dawn of Man a look.

I released an early version of this guide (in video form) to my Patreon backers.

Dawn of Man can be a difficult game to figure out, especially as you work your way into the middle sections of the game where the options available to you suddenly explode into a myriad of possibilities. Some of these difficulties can be traced back to the game having a sometimes-lackluster U.I. that makes some of the management more difficult than it needs to be. Other difficulties are simply things that you have to experiment with to figure out.

Well, I've done a bit of experimenting, and am happy to offer some of my observations. I hope these tips will help you to get into Dawn of Man with less of the headaches and growing pains that I experienced, so that you can get to enjoying this surprise indie hit more quickly.

...

[More]

Cities: Skylines: Campus- title

Hot off of releasing a video in which I criticized Colossal Order's design philosophy for its Cities: Skylines expansions, a new expansion was released. This expansion fulfilled my fears by being similarly narrow in scope compared to the previous expansions. Campus might even be more narrow than previous expansions. Every city will need parks and industries, so you'll have plenty of opportunity to use those expansion features in every city you build. Not every city will need a sprawling university complex, so a given city might not ever need to include any of the Campus content.

I had recently criticized the expansion design philosophy for Cities: Skylines.

Fortunately, there's more options here than a full-blown research university. Colossal Order has added several types of university areas that are more suitable to modestly-sized cities. Sure you may not need that full-blown research university, but maybe your smaller town could use a trade school or liberal arts school?

Even so, the scope here is very narrow! Colossal Order seems to have recognized this, as they are selling the expansion for a couple dollars less than previous expansions.

School is back in session, even for your industries!

Since Mass Transit, new expansions have struggled to find ways to make broader impacts on the game as a whole. They mostly stayed in their lanes. Campus follows suit by not adding anything that isn't related to education, however, those overhauls to education do have some further-reaching ripple effects.

Over-educated citizens used to refuse to take lower-level industrial jobs.

One of the problems that players have had to deal with since the initial launch of the game has been over-educated workers. Once you have schools in your city, it's only a matter of time before virtually everyone has a high level of education -- even children. This would leave all those educated citizens unwilling to take low-education, low-paying jobs in your factories and farms and would starve those industries of eligible workers. Demand for high-end commercial and office zones would skyrocket, and all your educated citizens would take those jobs. This would force those lower level industries to all but shut down once your city grows large enough.

Citizens' education level is now bounded by the level of schooling that they've attended. Prior to Campus, simply having a university in your city would provide everybody attending school (at any level) with a high level of education. Now, this has finally been fixed such that only those citizens who attend higher levels of schooling will receive the higher levels of education. This means that if a student goes to elementary school, but doesn't attend high school (either because they get a job first, or there isn't enough capacity in your high schools), then that citizen will be capped at a low level of education and will remain eligible for those low-level factory jobs.

...

[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

How Madden Fails to Simulate Football: Quarter LengthHow Madden Fails to Simulate Football: Quarter Length06/05/2020 This series of blog post will also presented as a video essay on YouTube. My first foray into long-form video analysis was a cathartic, hour-long, breakdown of how EA and Tiburon's design philosophy causes its Madden NFL video game series to feel disappointing and stagnant. That video was mostly about how EA's insistance on...

Random Post

Stop complaining about sci-fi tech that hasn't been invented. What has been invented is better.Stop complaining about sci-fi tech that hasn't been invented. What has been invented is better.07/10/2015 "Back to the Future Day" is rapidly approaching. This fall, expect to see an onslaught of social media posts about how scientists and engineers have failed us because they haven't invented hover boards, self-drying clothes, holographic sharks, or flying cars. These sorts of Back to the Future memes have been showing up on social...

Month List

RecentComments

Comment RSS