UNLV managed to pull off one final, pleasant surprise this year by actually beating Cal in the L.A. Bowl. After the news that head coach Barry Odom left UNLV to take the head coaching job at Purdue, UNLV went from being a 4-ish point favorite to being an underdog in that game. Things started out shaky, with the offense having difficulty moving the ball in the first quarter. But the defense played well, and the offense eventually got its footing just enough to seal an 11-point victory.
Credit to interim coach Del Alexander, who kept the team focused, and called a pretty good game, including a masterful fake punt on a 4th and long inside UNLV's own 40 yard line! UNLV's scouts did their job and identified that Cal would be vulnerable to a play like that, and Alexander had the guts to call it in a completely surprising situation to steal all the momentum back in UNLV's favor.
This fake punt from UNLV was an example of masterful scouting and coaching!
In any case, I was pretty sour on the idea of the bowl game. I wasn't going to be able to attend the L.A. Bowl in person anyway, because it was in the middle of the week on a Wednesday, and I couldn't get the time off work, since I had already committed all of my remaining time off to the week between Christmas and New Year. But after Odom abandoned the team, and offensive coordinator Brennan Marion was snubbed for the head coaching promotion, I was kind of mad at both UNLV and the NCAA for allowing this collapse to happen. Though I did end up signing up for a 7-day free trial of Fubo in order to watch the bowl on TV, out of a sense of obligation.
Complete changing of the guard
Dan Mullen seems like a fine hire. He's had success in the SEC, which is the most difficult conference in college football. If a coach can win there, they can win anywhere.
I was really hoping for some consistency in terms of the team's identity. In that regard, I was rooting for Brennan Marion or defensive coordinator Mike Scherer to get the head coaching job. Marion's offense was as much a part of UNLV's recent success as Odom's head coaching was. And Scherer's defense was the best defense I've ever seen from this team. Odom, Marion, and Scherer successfully turned a perennial basement-dweller into a potential powerhouse that proved it could compete in a big boy conference like the Big 12. I wanted that identity to become fundamental to the team's DNA in the way that the Flexbone Triple Option is fundamental to the identity of the service academies. I wanted the Go-Go Offense to be "the UNLV offense" to the layman and casual college football fan. That success should have been rewarded by UNLV. Honestly, I thought that Marion would be a shoe-in.
But it seems like Marion may have some personality issues that make him difficult to work with. He may have been the one who promised NIL money to Matt Sluka, which the university couldn't actually afford to pay. I've read that he was almost fired for that. Maybe Odom wanted to fire him, but Harper over-ruled that decision, and maybe that's part of the reason why Odom seemed like he couldn't get out of Vegas fast enough. More generally, I've heard that Marion has a very abrasive personality, and that's not a good quality in a head coach.
Odom did not invite Marion to follow him to Purdue the way he invited Scherer. Instead, Marion is going to be the head coach of the Sacramento State Hornets in the Big Sky conference of the FCS. It doesn't seem like there were too many FBS schools banging down Marion's door to invite him to coach their teams. And maybe that is for very good reason. If that's the case, then the Sacramento State football team is a powder keg waiting to explode.
UNLV passed on OC Brennan Marion [LEFT] in favor of former SEC coach Dan Mullen.
So in summary, UNLV has lost is entire winning coaching staff, and it will be losing a majority of its starters to graduation (including a few potential NFL draftees). Ricky White, Jacob De Jesus, Jackson Woodard, Tiger Shanks, Jalen Catalon, Cameron Oliver, Hajj-Malik Williams, Jett Elad, and others will all be graduating, with White, Woodard, and Oliver having already declared for the NFL Draft. Some of UNLV's top recruits have also already switched their commitments to follow Odom to Purdue, and who knows how many under-classmen will follow suit and transfer to Purdue? Will Jaiden "Jet" Thomas still be a Rebel next year? Or Antonio Doyle? Or Fisher Camac?
Mullen will certainly have to do a lot of building through the transfer portal.
The NCAA needs to regulate in-season talent poaching!
This story is also bigger than just UNLV. The NCAA should really be paying close attention to what's going on here. You have a team that was 1-game away from making the inaugural College Football Playoff, and they had their head coach poached out from under them the week of a conference championship game. That should not be happening!
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Tags:UNLV, football, college football, Erick Harper, Barry Odom, Brennan Marion, Mike Scherer, Purdue, Del Alexander, Dan Mullen, Hajj-Malik Williams, Ricky White, Jacob De Jesus, Jackson Woodard, Tiger Shanks, Cameron Oliver, Jalen Catalon, Jett Elad, go-go, NCAA, coach, regulation, transfer portal
I wrote previously about my trepidations regarding the free-to-play status of Modus Games' reboot of Maximum Football. I'm not going to retread that again here. Instead, I've poured over the announcement trailer, dev diaries, and other information about the game, and would like to discuss my impressions on how the game might play, based on the publicly-available information and video.
The announcement trailer shows a few clips of gameplay, but doesn't provide a whole lot more information.
There have so far been 2 development updates, in addition to the announcement trailer. All these videos show a little bit of gameplay, but not much. So I don't have a whole lot to go on. But I'm going to go through each video and try to identify gameplay issues that stand out to me.
Rebuilt gameplay
The first develop update, released last June, was focused on the gameplay goals of the development team. They say they want to focus on authentic, simulation gameplay. They threw away all the assets and animations from the original Maximum Football codebase (developed by Canuck Play) in order to rebuild everything from the ground up. This includes bringing in professional and college athletes for motion capture and shifting to the Unreal Engine (I think Canuck was using Unity?).
Dev Update 1 (June 2022) covers the main goals of gameplay.
The visuals certainly look a lot better than what Canuck Play was able to create. Player models and stadiums look a lot more detailed and realistic. The jury is still kind of our on whether the animation and control will be dramatically improved, because it's hard to get a feel for the animation and controls from a simple video. [More]
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Tags:Maximum Football, Modus Games. Micah Brown, football, simulation, free-to-play, blocking, customization, college, dynasty, franchise, recruiting, scouting, coach
Whether you agree with my assertion in the previous essay that NCAA 13's recruiting was better than NCAA 14's, I hope I've at least made a compelling case that NCAA 14's recruiting system left a lot of room for Tiburon to improve in its upcoming EA Sports College Football game in 2023. Now I want to provide some constructive feedback and pitch some ideas I have for how Tiburon could improve the recruiting mechanic going forward, by hopefully taking the best of what both NCAA 13 and 14 had to offer.
This essay is also available in video format on YouTube.
Lessons from NCAA 14
The previous essay included a lot of criticism of NCAA 14, so I want to start off this second part by acknowledging a feature in NCAA 14 that I feel is a strict upgrade over 13, and which I would like to see preserved in EA's future college football games.
I think my single favorite upgrade in NCAA 14 is the idea of having "complimentary" and "competitive campus visits". If you schedule players from complimentary positions to visit campus on the same week, you'll get bonus points. For example, bringing in a running back along with the linemen who will be blocking for him will provide bonus points.
But you also have to be wary of scheduling multiple players of the same position. If you schedule 2 or 3 running backs on the same week, they'll see each other as competition, and will lose interest out of fear that your backfield will be crowded, and they'll loose out on playing time to another back in the same class. This is one of the few elements of 14's recruiting design which I feel retains the more humanistic, character-driven ethos from 13, and I like it a lot.
Users should avoid scheduling multiple recruits at the same position to visit in the same week.
14 also makes it much more clear how your performance on the field will impact the interest level of the visiting prospects. In NCAA 13, I was never clear about whether scheduling a visit during a bye week would make a difference, or if it mattered whether or not I won the game (if I played one that week). I always assumed that the prospect was there to watch the football game, so scheduling the visit during a bye week would impose a penalty, and I also always assumed that winning the game improved the prospect's interest, and I assumed that the prospect would also get more interest if the players at his position performed well during the game. But the U.I. for NCAA 13 was never clear about whether any of that was actually the way the game worked, or if the prospect only cared about the 3 recruiting pitches that I try to sell him on during the visit. NCAA 14 makes all this blatantly clear when you schedule the visit by showing exactly how many points the prospect will get if certain criteria are met. [More]
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Tags:NCAA Football, NCAA Football 13, NCAA Football 14, EA Sports College Football, EA Sports, Tiburon, dynasty, recruiting, ultimate team, loot boxes, gambling, women, gender equality, Sarah Fuller, Katie Hnida, Tonya Butler, Ashley Martin, Liz Heaston, Tony Harris, college football hall of fame, coach, Heather Marini, Katie Sowers, Lori Locust, Jennifer King, sexual harassment, sexual assault
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). [More]
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Tags:Madden NFL, Madden NFL 22, Electronic Arts, EA Sports, Tiburon, sports, football, simulation, franchise, coach, skill tree, draft, scouting, game prep, home field advantage, Axis Football, NCAA Football
The third (and presumably final) update for Madden 21's long-neglected franchise mode is finally live. Madden franchise players finally have the full Madden 21 franchise mode to play with -- in March ... a full month after the SuperBowl and the end of the NFL season. Obviously, this is too little, and too late for me to bother changing my review of Madden 21 or to change my mind about my long-standing frustration with the lack of attention that EA is paying to Madden's franchise mode.
This update will supplement some of the superficial changes made in the earlier updates with some slightly more substantive upgrades. On the superficial end of the spectrum, it adds a league history that tracks SuperBowl champions, seasonal awards, and other information from year-to-year. On the more substantive end of the spectrum, it also makes some long-overdue revisions to CPU teams' trade logic. CPU teams will supposedly be better at evaluating trade proposals, will value elite offensive linemen more highly, and can no longer be tricked into thinking that a reserve player is a starting-caliber talent simply by moving the player up on your depth chart.
Good thing I had already completed my trades for Quentin Nelson and Deshaun Watson to the Bears before this update went live; otherwise, I might not have been able to get either player -- let alone both. Not that it matters, I probably won't be putting much more time into Madden 21. I'll likely have to play a few more games to capture footage for the next installment(s) of my "How Madden Fails To Simulate Football" video series.
The only reason I would continue playing Madden 21 would be to capture footage
for my "How Madden Fails To Simulate Football" video series.
A good sign for the future of Franchise?
Madden's current executive producer, Seann Graddy went on YouTube to prior to the patch releasing to sing its praises as part of EA's continuing effort to provide lip service to Franchise players. In this video, he also gave Franchise players a sneak peak at what we can expect in next year's game. On Graddy's computer screen in the background, we can see a "Staff Management" screen showing the Chicago Bears' head coach, Matt Nagy, along with an offensive coordinator named Sam Norris, a defensive coordinator named Bill Lando, and a fourth slot that simply says "player personnel". This means that players should expect to see offensive and defensive coordinators return in Madden 22 -- something that has been sorely missing from the game since (I think) Madden 13.
EA's preview of the 3rd Franchise update for Madden 21 gives clues about what will be in Madden 22.
I don't recognize the names Sam Norris or Bill Lando. The Bears' current offensive and defensive coordinators are Bill Lazor and Sean Desai (respectively). Sam Norris and Bill Lando were not the names of previous coordinators either. I looked both names up on Google, and didn't find any results for Chicago Bears coaches. These are either place-holder names for a feature that is still a work-in-progress, or it is evidence that Madden 22 will not have real-life coordinator names. [More]
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