A video retrospective of the last few years' of Cities: Skylines expansions and DLC is on YouTube.

I recently published a new video essay to my YouTube channel about the last few years' worth of expansions and DLC for Cities: Skylines. I will not transcribe the entire essay here, since most of what is in the essay has already been presented in my various reviews of the relevant expansions and DLC. This video features my impressions of the Campus, Sunset Harbor, Airports, Plazas & Promenades, and Hotels " Retreats expansions, as well as the World Tour DLCs (including the Financial Districts mini-DLC and content creator packs).

In summary, while most of these expansions were even more limited in scope than the earlier Cities: Skylines expansions, they started to show some signs that Colossal Order was starting to address some of my long-standing complaints and criticisms with the earlier expansions. Most notably, the newer expansions started to back-port new features and mechanics into the older expansions, such as adding new buildings if players have other expansions installed, or adding new mixed-use transit options that combine transit methods in the new expansions with transit options found in old expansions. It's a lot of subtle stuff, but it goes a long way towards making all the expansions feel more robust and homogenized.

In addition, the newer expansions and content creator packs started introducing assets that I had been asking for for a very long time. These include native parking lots and garages, sports parks such as baseball diamonds and football fields, and new sports stadiums. Sadly, we still don't have public beaches, water parks, or golf courses.

These subtle changes to the way that the expansions also expand other expansions has me very excited and optimistic that Cities: Skylines II will learn lessons from the original game's expansions' faults, and will offer much more robust and complete expansions.

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Madden NFL - title

I'm going to change pace a little bit for this installment of "How Madden Fails To Simulate Football". Previously, I've focused on the rules of the game and on on-field gameplay. This time, I'm going to go off the field and start talking about team-building and coaching strategies, which are key to creating an engaging Franchise Mode experience.

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This is a topic that was voted upon by my Patrons. If you would like to have voting power to influence the content that I create, then I encourage you to support my content creation through Patreon. Patron support helps offsets the cost of the server for my blog, the license for the software that I use to YouTube edit videos, and any research material that I buy.

The COVID years have been hard on a lot of people, and many of my Patrons had to discontinue their support due to financial hardships. I want to take a moment to wish all my former Patrons the best. I hope that 2022 treated you better, and that 2023 will be better yet. I'd also like to thank my current Patrons and those who stuck with me. To all my Patrons -- past, present, and future -- thank you for your support.

Now let's talk football! I'm writing drafted this essay in the month or 2 leading up to the 2023 NFL Draft, so this topic will actually be kind of relevant at the time that it is published.

The full video on YouTube contains additional commentary and examples.

One of the ways that Madden is most different from real life football is that in Madden, the exact skill level of every player in the league is known to everyone all the time. Because of the way that Madden implements player attributes and progression, users don't have to evaluate player talent at all. Ever. In the vast majority of cases, ordering your depth chart is a simple matter of sorting the players by their overall ratings. And if it's not the overall rating, then there's usually a single other attribute rating that determines who starts and who doesn't. It's usually speed. For example, I favor kick and punt returners with speed, and usually put my fastest reserve player as my starting returner, regardless of his overall rating. So yes, there are some edge cases where a user gets to make judgement calls about which player better fits your play style. But for the most part, it's all about that overall rating.

This means that there is no mystery or question about which players are actually good, which players aren't so good, and which players are outright busts. It also means that Madden doesn't have true position battles. One player is objectively better than the other in the vast, overwhelming majority of cases, even if it is just marginally so. It means there's no question whether a free agent or trade will be an upgrade over the players already on your roster. It means that there isn't much value in testing out rookies in the preseason because you already know exactly how good those players are, and whether they are deserving of a starting position or roster spot based on their overall rating.

All of the intrigue and "what ifs" that go into roster movements and decisions in NFL front offices are simply non-existent in Madden because so much of the game is based on these absolute numbers that are completely open and transparent to everybody.

Trubisky vs Pickett
photo credit: Pittsburgh Post Gazette
Dean vs Edwards
photo credit: John Jones / Icon Sportswire
Every year, there are questions about who is the best player in many teams' lineups.

Think of some of the big questions from early in the 2022 season: Is Mitch Trubisky better than the rookie Kenny Pickett? Should Devin Singletary get more carries than James Cook? How about Tony Pollard or Ezekiel Elliot? Should the Packers look to Allen Lazard or Sammy Watkins to replace the lost productivity of Devante Adams? Will Nakobe Dean play well enough as a rookie linebacker for the Eagles, or should they stick with their veteran starter from last year? Is Bailey Zappe better than Mac Jones? Is Trey Lance better than Jimmy Garoppolo?

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For Halloween this year, and in anticipation of Konami announcing new Silent Hill titles, I have adapted an old blog post about the Lakeview Hotel of Silent Hill 2 into a YouTube video essay. The video essay includes some revisions, including clarifications of certain points, further explanation of some of the assumptions and head canon that go into my interpretations, and so forth.

This video essay was available exclusively to Patreons for 2 weeks prior to public release.

This video was available exclusively to Patrons for 2 weeks prior to its public release. If you would like to support my content creation, and get perks such as early access to content, please check out my Patreon page and consider becoming a contributor. And be sure to take the Patron entry survey to tell me which content you like the most, so that I can try to produce more of that type of content.

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Editing of the video and its release to Patrons was completed a couple days before Konami announced its upcoming livestream in which it would announce new games, so I sadly did not know about the new slate of Silent Hill games (including the official announcement and trailer of the Silent Hill 2 remake). At the time of releasing this video, all of that was still rumor -- and not entirely convincing rumor, considering the bevy of Silent Hill rumors that have been floating around since the cancellation of Hideo Kojima's Silent Hills all the way back in 2015.

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Gran Turismo 7 - title

I recently published a video to YouTube explaining how playing Gran Turismo 7's weird campaign reminded me of why I stopped playing Gran Turismo games to begin with. This video is not a full review of Gran Turismo 7, since I don't do video reviews. It's more a retrospective of my history with the franchise, why I chose to buy GT7, and my reaction to the game's campaign and reward structure. Not to mention some obligatory jabs at the game's awful, scammy, and borderline fraudulent bait-and-switch monetization scheme. Even though this isn't a proper review, it does echo much of the content of my original blog review, so I invite you to check that out. And since the review already contains most of the points made in the video, I'm not going to transcribe the entire video in text.

Gran Turismo 7 reminded me why I stopped playing Gran Turismo.

In summary, I have felt that since around Gran Turismo 4, the games have shifted to being more about collecting cars than about actually driving or racing them. Reward cars are given out like candy, leading to a garage full of cars that I never drive and which I don't feel I really earned. There's no attachment or sense of ownership over the cars, and they just don't feel like my cars in the way they did in the first Gran Turismo. That first game required greater investment to win prize cars, making them feel more earned, and it put a greater emphasis on tuning the cars in the garage to get the best performance out of them. Buying my own cars and meticulously tuning them really created that sense of ownership that is just lacking in GT7.

I also want to emphasize that I do not hate Gran Turismo 7. Even though I dislike the campaign and its reward structure, and even though the monetization model is despicable, the actual driving is absolutely fantastic! Especially with the Dual Sense controller on the PS5. I am particularly impressed with how well the Dual Sense's motion controls work for steering the car. There's some nifty haptic feedback features as well, but steering the car with the motion sensor is an absolute game-changer. So the campaign may suck, but I'm still playing GT7 on a regular basis because of how much I enjoy the driving. I've been alternating between GT7 and Elden Ring.

Patreon

So anyway, I hope you enjoy the linked video. Feel free to share your own experiences with the game in the comments, either here on the blog, or on the YouTube video. And remember, all my content is funded by the support of readers and viewers like you through Patreon. So if you enjoy this content, I hope you'll consider contributing to help support the creation of further content. And if you do decide to join as a Patron, then, first of all: thank you! And secondly, don't forget to fill out the Patreon Entry Survey and tell me what content you enjoy the most.

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I recently posted a new video to my YouTube channel about my frustrations with the design of Control's "challenging" gameplay. I'm not going to transcribe the entire video here on the blog because most of what is in the video is already in my previous written review of the game.

In summary, the video compares the "tough but fair" design philosophy of From Software's games (most notably, Dark Souls) with the way that difficulty is implemented in Control. Even though I found Control to be a much easier game overall, and I suffered far fewer deaths in Control compared to Dark Souls, I did feel that Control lacked that "tough but fair" feeling that Dark Souls is famous for. Control uses a lot of seemingly cheap tricks to artificially inflate the difficulty of the game. If deliberate, then they are cheap tricks. If not deliberate, then they are faulty game design. I may not have died as often in Control, but the few deaths that I did suffer rarely felt deserved.

The full critique is available on YouTube.

The video also contrasts Control's healing system with that of Doom (2016) and Bloodborne. All three games seem to be trying to encourage fast-paced, aggressive play by rewarding the player with health for relentlessly assailing the enemy. Yet this intent doesn't come through as clearly in Control because the player needs to be close to where the enemy dies in order to pick up the health, but most of Control's action is done at medium or long range. Doom and Bloodborne, however, give health to the player when the player performs melee attacks, ensuring that even if the health is dropped on the ground as a pickup, that the player is always close enough to immediately get it if they need it.

One thing that I neglected to mention in the actual video, but which I want to add here, is that Control also has enemies with hit-scan weapons. Most enemies have machine guns that instantly damage the player if the enemy has line of sight. Attacks are not always projectiles that travel across the arena and which can be dodged, blocked, or otherwise avoided. This means that exposing yourself to crossfire is almost certain death if your health is critical in Control, and it contributes to the player needing to slow things down and play cautiously and defensively, instead of maintaining that fast-paced, aggressive play.

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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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Without Gravity

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