Axis Football 19 - title

Well, the football video game price wars have apparently begun. Unfortunately, however, the prices are not shifting in the direction I'd like. Instead of EA being forced by competition to drop the price of Madden to something reasonable, like $30 (as they had to do in 2004 to compete with ESPN NFL 2k5's budget price of $20), both Maximum Football 19 and Axis Football 19 have upped their price from $20 (in 2018) to $30 (in 2019). I've already complained that Maximum has shifted its retail price out of the budget indie tier and into the middle-market (or "double-A" tier), and that Maximum isn't quite up to the level of quality that I might expect from a title at that price.

Axis Football doesn't feel quite as over-priced, as it was a much more feature-complete product to begin with (and remains a more feature-complete product this year, despite Maximum's new dynasty mode). That being said, I don't feel that Axis is improved enough to warrant a 50% jump in price.

Whereas Maximum focused on adding a much-needed dynasty mode in order to prop up its mediocre-at-best on-field gameplay (and moderately succeeds in that regard), Axis already had a working Franchise mode. What Axis needed was to improve its on-field gameplay. ...But they kinda didn't... Like, not at all...

Same as last year?

I was optimistic about Maximum Football and Axis Football because I expected them to make significant improvements to on-field gameplay from year-to-year -- something that EA has consistently failed to do with Madden over the last ten-to-fifteen years. So to see both of these indie games play virtually identical to last year's counterparts is very disappointing and has substantially deflated my initial optimism.

My excitement for the potential improvement of Maximum and Axis has been deflated
by both games releasing with virtually identical on-field gameplay compared to last year.

If you read the gameplay section of last year's review, then you pretty much know how this yea'rs game plays. Axis Football 19 still has much of the same rigid and robotic player animations. The locomotion system is terrible and allows runners to cut and turn on a dime. Defensive players still frequently stand in place. Deep zone coverage is still atrocious. The CPU still never defends 2-point conversion attempts. Receivers still lack varied or convincing catch animations, and defenders similarly lack pass defense animations. Blocking and tackle interactions can still be triggered with players who are not in physical contact with each other. I can still run my defensive end around offensive tackles, unblocked, for free sacks.

Some football rules are also still wrong or not implemented at all. Axis might as well just end games in ties if they can't implement a working overtime ruleset. I can still exploit kicking kickoffs out of bounds without penalty in order to pin opposing offenses deep. There's no fair catch. I can't motion receivers before the snap to see if the defense is in man or zone coverage.

The developers failed to address many of the problems that plagued last year's game --
such as poor deep zone coverage [LEFT] and the ability to easily run around offensive tackles [RIGHT].

Much moreso than last year, I'm noticing that outside runs seem to be far too effective. The reason for this seems to be the crazy success rates of receivers making (and holding) blocks on the edge and in the second level. Safeties are not only bad at deep coverage, but they're also terrible in run support. They stay back too deep (and sometimes just stand around), instead of trying to meet the runner in the lanes or trying to force an outside run back inside. If a receiver or tight end gets into the second level and blocks the safety, then the play is practically a guaranteed touchdown.

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A perfect microcosm of UNLV's 2018 season existed in the first possessions of that game against Nevada. On its first drive, UNLV had a 3rd down and 4, and a 4th down and 4, that they failed to convert. Both failures were off of 50/50 balls that were thrown deep along the sideline.

On its first drive, Nevada had a similar situation, in which it had to convert a 3rd and 3 (or 4) and later a 4th and 2. They succeeded on both conversions by throwing short drag routes to wide open tight ends. In both cases, the tight end broke the play for a big gain, and the 4th down wasn't just converted for a first, it was converted for a touchdown.

Now, we could chalk all this up to poor execution by UNLV. But it's not just poor execution; it's bad play-calling. UNLV is one of the best rushing teams in the nation (they are ranked 22nd now, but I think they were 30-somethingth going into the game), but they couldn't trust their running game to convert a 3rd and short/medium? Worse yet, instead of calling a safe drag route, or quick out, or getting the running back open in the flats, they threw up two 50/50 balls down the sideline? I could understand trying to take the shot play on 3rd down if you are already expecting to go for it on 4th. A good stop-and-go route could catch the defense biting on the short pass and leave a receiver open for a big play. But why would you try the same failed concept again on 4th down?

Sanchez routinely squanders convertible 3rd downs by calling 50/50 passes down the field.

This is typical of UNLV this season. I can't count how many times I've watched UNLV squander a convertable 3rd down on a failed jump ball along the sideline, or on the QB overthrowing a receiver running a post route down the middle of the field. Drive after drive, game after game, they just refused to call a play designed to get 4, 5, or 6 yards and the first down, and instead called plays down the field.

Is the coach calling plays on 3rd and short/medium that are intended to go down the field? Or is the QB just making bad reads and not throwing to the underneath receivers? Either the coaches are calling the wrong plays, or the QB isn't being coached to be aware of the situation. That's bad coaching, either way. Get the first down first, then you'll have three more plays to take shots down the field.

Excuses, excuses

Somehow, UNLV managed to pull off an upset, come-from-behind victory to beat Nevada 34-29, after having been down 23-0 early in the second quarter. The team is currently celebrating by painting the Fremont Cannon red, while coach Tony Sanchez gets ready to start hitting the recruiting trail.

UNLV came back from a 23-0 2nd quarter deficit to beat Nevada and bring home the Fremont Cannon.

In the meantime, however, UNLV's higher-ups are mulling over whether or not to keep Sanchez on for the 2019 season. UNLV was expected to win six or seven games in 2018 and make a bowl bid, but they ended the season with only four wins.

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A few months ago, I wrote a blog piece about suggestions to expand Madden 16's feature set to make the game a deeper, more realistic depiction of the management of an NFL team. This year's Madden game has proven to be a much better game than the previous few years, and I actually have found myself playing it well into the new year. As such, I've also been coming across new, nagging annoyances, and new ideas for features and enhancements. Most notably, I finally got to play through a complete off-season, and I have several ideas for how offseason can be improved in future years of Madden.

So I've decided to write a follow-up piece with more suggestions for future games. This article will focus on off-season activities. In order to keep things clean and concise, I've also made a few changes to the original post as well. I wanted to keep specific topics grouped together. There's also less to talk about in this new post, so I've moved the "Little Things" section from the original post into this article in order to shorten the original post and pad this one out to about the same length. I've also made some small revisions and clarifications in the original post, so I highly recommend re-visiting that post to see the changes.

Table of Contents

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I saw on NFL Network earlier today that there is apparently some controversy regarding the following play at the end of the New York Giants / Tampa Bay Buccaneers game on Sunday, September 16th:

After the game, during the handshake, Giants coach Tom Coughlin was apparently irate with Buccaneers coach Greg Schiano regarding this play, shouted at him the whole time, and almost walked away without shaking hands. The folks on NFL Network were even talking about the possibility of the league taking action against the Buccaneers and possibly even changing the rules somehow to prevent this sort of thing.

What a big baby!

The Buccaneers are trying to win the game! That's the whole point of playing. They are trying to force a mistake that will give them an opportunity to get the ball back and score.

I guess the Giants just didn't want another "Miracle at the Meadowlands" to spoil their game.

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