Madden NFL 21 - title

In the past 2 years, EA has added 2 new arcade modes (Superstar KO, and now The Yard), on top of the existing [pay-to-win] arcade mode that has been in the game for a decade (Ultimate Team), and they've experimented with 2 new single-player career modes, but they refuse to make any substantial upgrades or improvements to the core Franchise mode. And they have the nerve to call this a "simulation" football game? And no, I do not consider Face of the Franchise to be a "Franchise Mode", no matter how EA may want to brand it.

Look, if Madden already had a deep, robust, and engaging Franchise Mode on par with the breadth and quality of the mode from 10-20 years ago, then I'd be perfectly fine with the team branching out and experimenting with new game modes. If the Franchise Mode were already so complete and robust that both EA's devs and the fan community were struggling to think of things to add or change, then all these other modes would feel more warranted. But that isn't the case. Franchise mode has been a half-baked, bug-riddled, experience since at least Madden 13. And the wishlists from consumers have plenty of ideas for EA to implement, ranging from hiring coordinators and assistant coaches, to off-season training camps, to position battles, to contract restructuring, to a more meaningful preseason and in-season scouting, and even relatively mundane and simple things like a weather forecast or a U.I. that shows us our player and team goals when we're actually in a match. Year after year, EA and Tiburon tell us that they "hear us" and are committed to improving Franchise Mode. But year after year, we get a "new feature" list that reads like an October patch log for last year's game.

Tiburon did not add anything to Franchise mode, but we got a whole other arcade mode.

In this regard, Madden 21 is the worst offender yet, because there is absolutely nothing new in the Franchise mode at the game's launch. We had to wait until October before EA even acknowledged that Franchise Mode exists in Madden 21, and for them to promise updates.

To be fair, The Yard isn't all that bad

Even though I'm frustrated to see yet another arcade mode that feels nothing like actual football (to the total exclusion of any Franchise mode updates), I have to admit that I'm more likely to play (and maybe even enjoy) The Yard more than Ultimate Team. The Yard is basically a modernized, but less-developed, version of EA's old NFL Street games. Despite still being a micro-transaction-fueled online-multiplayer-focused arcade mode, the fact that it is not built on a pay-to-win gambling architecture makes The Yard feel less cynically manipulative. It feels less like a brazen, anti-consumer scam, and more like a genuine attempt to make a fun game first, then stick an optional micro-transaction economy on top of it. It's still bad, and cynical, and exploitative (especially in the wake of Star Wars Squadrons, which was also published by EA, but had no micro-transactions at all), but it's less bad, less cynical, and less exploitative than the efforts EA has made in the past.

Can someone please double-check my math? Does this one uniform really cost $20?!

That being said, the cost of these purely cosmetic accessories is downright absurd. EA seems to think that a virtual helmet is somehow worth twenty dollars! Did somebody on the U.I. team fuck up and accidentally shift a decimal two places for these micro-transaction costs? 20 cents? Maybe. But 20 dollars? Are you fucking kidding me, EA?! $20 is what I expect to pay for an entire expansion pack, not for a single cosmetic novelty item.

The cynic in me believes that this exorbitant cost is a deliberate attempt by EA at sabotaging their own micro-transaction store. Maybe they think that if they jack up the prices ridiculously high for these cosmetics, nobody will be willing to pay for them. They could then go back to focusing on gambling and pay-to-win loot boxes and blame the consumers, "well we offered cosmetic-only micro-transactions, but you didn't want to buy them. Clearly the market prefers randomized 'surprise mechanics'."

I lost a game by 1 point because the scoreboard became unreadable,
and I didn't know if I should go for 1, 2, or 3 pt conversion.

My first impressions of The Yard were further hampered by several significant bugs. The most egregious was several instances in which the scoreboard overlay graphics became corrupted, and I couldn't read the score. With the weird scoring rules of The Yard, it's much harder to remember and track the current score in my head. In one of these occurrences, I scored a touchdown in my final drive, but was unsure of whether to go for 1, 2, or 3 because I couldn't remember exactly how far I was down. I went for 3 and failed to convert, only to lose by 1.

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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).

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UNLV Running Rebels logo

The Raiders may have already played home games in Allegiant Stadium, starting with a victory on a Monday night against the Saints on September 21. But the Raiders have so far played without any fans in the stands. Allegiant Stadium opened its doors to the first fans this weekend when the Nevada Wolfpack came to town to play the UNLV Rebels football team.

Back in the summer, the Mountain West conference had announced the postponement of the football season until next spring. For a while, it seemed like UNLV would not be the team to open up Allegiant Stadium after all. However, after the NFL, SEC, and a couple other college football conferences began play in September with strict social distancing protocols in effect and a [thankfully] relatively low number of incidents, the Mountain West decided to reverse course and move play back up to the end of October. The Raiders may have played the first game there, but it was still UNLV who opened the stadium to fans.

Photo by: Isaac Brekken via Associated Press.
The Raiders played their first Las Vegas home game in an empty Allegiant Stadium.

Unfortunately, despite the new head coach and the new stadium, UNLV is still the same old Rebels. The team has been completely unable to produce offense in its first two games, gaining a measly total of 25 yards in the entire first half of the opening game against San Diego State, and finishing the game with only 6 points (due to a missed extra point), while also rotating between three different quarterbacks. Coach Marcus Arroyo seems to have settled on Max Gilliam as the starting quarterback going into the game against Nevada, and the offense performed better, putting up 348 total yards on offense and 19 points in a 37-19 loss.

Marcus Arroyo was the offensive coordinator for an explosive Oregon football team in 2019, so the hope was that he would bring that explosiveness to UNLV, allowing the team to keep up in offensive production and scoring with its high-powered Mountain West opponents. So far that has not panned out. The season is still young, and it's unclear if the disappointing start is due to Arroyo failing to live up to his promise, a lack of talent on the team, the disruptions of the 2020 COVID-19 pandemic (and lack of training camp and other team activities), or some combination of the above. I'm not going to condemn Arroyo after two games, least of all in this miserably, topsy-turvy year of 2020.

Photo by: Rudy Garcia via Las Vegas Sun.
UNLV was the first team to host fans at Allegiant Stadium.

That being said, I was not impressed with Arroyo's play-calling in that San Diego State game. He repeatedly called screen passes to wide receivers, despite San Diego State being on top of those plays each and every time. Either San Diego State knew those plays were coming and specifically prepared for them, or UNLV's offense telegraphed them far too clearly for them to work. The fact that Arroyo kept calling them, and didn't have some counter play prepared in case they didn't work made me worried about how he's scheming this offense. With San Diego driving on those screens every time, I would have liked to have seen an early pump fake to the screen, followed by a deep shot down the field. This would either catch the defense overreacting to the screen, or to force the defense to have to play back a bit and give those screens a bit more room to breath. I don't recall seeing such a play call in that game.

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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!

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Monday, September 28, 2020 05:00 PM

Is Chicago's Trubisky experiment over?

in Sports | Chicago Bears by MegaBearsFan

Readers of my blog know that I was not a big fan of the Chicago Bears' decision to trade up in the 2017 draft to select Mitchel Trubisky. The decision seemed flat-out stupid considering how much money they had given Mike Glennon in the trade with the Buccaneers. Why spend so much money to trade for veteran QB, if you were planning to go all-in on a QB in the draft? It was especially non-sensical considering that Trubisky wasn't even the highest-rated passer in the draft.

This past offseason's decision to trade for Nick Foles initially excited me. That excitement turned to disappointment when head coach Matt Nagy announced that Trubisky would remain the starter. The move to pay for a high-profile QB in a trade, only to keep the under-performing incumbent as the starter wreaked of poor decision-making in the same way that the Glennon / Trubisky situation did 3 years ago.

Mitchel Trubisky has not been nearly as infuriatingly bad as Jay Cutler was.

It isn't like Trubisky is a horrible quarterback. He had a phenomenal 2018 season that lead to a Pro Bowl invitation. His 2019 season was a noticeable regression (possibly due to nagging injury), but it was never as bad as the worst Jay Cutler years. Remember that Cutler lead the NFL in interceptions multiple years during his tenure in Chicago that got three coaching staffs fired. Trubisky has not been that bad, and he is a big upgrade over Cutler.

But Foles seemed like an upgrade over Trubisky. Foles had, after all, lead the Eagles to the Super Bowl (as a backup to injured Carson Wentz). If the Bears made the trade for Foles, then I had to conclude that it meant they didn't have faith in Trubisky.

When Nagy announced that Trubisky had won the job in offseason competition, I expected that he must have looked damn good to have beat out Foles. In fact, Trubisky did look fantastic in the comeback win against the Lions in week 1. The offense then went on to struggle in week 2 against a bad Giants team, then appeared to falter again in the first half against the Falcons. Apparently, all it took was a single interception from Trubisky for the Nagy to decide to pull him out in favor of Foles.

I didn't get to watch the game because it wasn't televised in my region of the country. The highlights that I saw made it look like Trubisky was playing a good game up until that interception. The offense was moving the ball. They just weren't scoring points, and some of that is on the kicker for missing a field goal on the opening drive.

Trubisky was benched after botching the primary read on a dagger concept.

Even though the interception was a bad decision, there must've been more going on that wasn't in the highlights that I saw. I can't imagine that the one interception by itself was enough to replace the starter. Even though Trubisky ultimately is responsible for botching the primary read and throwing the drag route right into a flat zone defender who Trubisky is supposed to be keying off of (instead of the wide open deep in route), Jimmy Graham didn't help Mitch by running a lazy-looking route and carrying it right into the defender (as opposed to stopping and sitting in the hole of the zone). So this one wasn't all on Mitch.

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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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