Axis Football 2026 - title

Axis Football 2026 is the first new Axis Football game to be released since its development switched to a 2-year development cycle. The extra development time means that I have slightly higher expectations for the game (especially after the previous, 2024 edition, ended up being a bit underwhelming). However, I am still going into this game with the tempered expectations of a low-budget indie game, and the satisfaction that it's a budget $20 title. This means that even if this release is bad, it can only be a quarter as disappointing as any annual release of Madden that costs 4 times as much.

I also put off playing this game until the end of December, even though I bought it on its Steam release date. I kept meaning to start playing it, but my gaming time has been very limited the last few months due to real life circumstances. I was so engrossed in Cities Skylines 2's first major expansion that I kept putting Axis Football off another week. Honestly, I wasn't in much of a hurry to jump into Axis. I was kind of still getting my football video game fix from this year's Madden, since I actually do kind of like the new weekly strategy feature in Franchise that uses coach abilities -- especially once the run blocking issues were patched and fixed (in, like, November!).

The 2-year development cycle also means that I didn't feel as much pressure to play and review this game as quickly as I normally do. I hope the developers at Axis, and anyone who might have been waiting for my review, can forgive me for the tardiness.

Mad scientist

Let's jump right in by talking about the biggest and potentially most innovative new feature of this year's game: the play editor. The previous version of Axis introduced a playbook editor, and this game lets users fill any gaps in those playbooks by creating your own custom plays. This works about how you would expect and doesn't really do anything particularly innovative. In my experience, the play creator is defined more by what it can't do, rather than by what it can do.

A new play creator can be used to fill-in under-developed formations or playbooks.

Your play designs are limited to only the play concepts that exist within the game (including the newly-added Run-Pass-Option (RPO) plays). Concepts like Read Option and Triple Option are still absent in the default playbooks, and you cannot create pure option plays in the play editor. You are also limited to the formations that are present in the game, so you cannot create your own custom formation. So if you were hoping to be able to mod in a college football league and play as a service academy running a Flexbone Triple Option playbook, then I'm sorry, you'll have to wait at least another 2 years. I also couldn't create a proper 3-2-6 defense.

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Crow Country - title

Last month, I had 2 choices for retro indie survival horror games to play. I could play Tormented Souls or Crow Country. I chose to play Tormented Souls first, since it has a sequel coming out soon, and I wanted to play the first in order to determine how interested I will be in the sequel. I was a bit underwhelmed with Tormented Souls, and was still on the fence about whether to check out its sequel. Thankfully, the developers of the game might have made that choice easier by offering a free playable demo. So I guess I'll play that and see how it goes.

In any case, I came out of Tormented Souls still itching for some retro survival horror, and I was still waiting for a used copy of Silent Hill f (because Konami isn't getting a penny of my money after fucking up Silent Hill so thoroughly for 2 decades). I wasted no time and jumped right into Crow Country.

Crow Country is a different, but familiar take on retro survival horror.

Retro style; not-so-retro gameplay

Crow Country takes a very different approach to its retro stylings than Tormented Souls. For one thing, it comes up with an original story, instead of ripping off the story of one of the survival horror classics. It also eschews classic survival horror gameplay staples, such as the fixed camera angles, in favor of rotatable camera. Even though the camera can rotate around the character, it cannot pan up or down, so it does maintain the sense of claustrophobia and limited visibility of the old fixed-camera games. Threats can always be just off-screen, waiting for you, and enemies frequently respawn, which makes sprinting across the map very risky.

It has tank controls on the left analog stick, but I found that they were never really useful. Since the camera can rotate, and there aren't cuts to different angles as you walk around a room or down a hallway, it was easy enough to navigate with the analog stick. The analog stick is also more reactive, which made it easier to duck and dodge around enemies slinking around in the darkness just off-screen.

Instead of fixed cameras and tank controls, the retro aesthetic of Crow Country comes almost entirely from its art style, map design, and emphasis on resource-management. The graphics are very low-def. Characters look like they were pulled straight out of NPC crowds in the original PS1 Final Fantasy VII. Crow Country expertly evokes the visuals of a PS1 classic, but it also takes advantage of technical upgrades that were impossible for the PS1. For one thing, you can aim your gun freely, and targeting different body parts of enemies will have different results.

The free aim is integral to resource management.

The free aim is also an essential part of the game's novel resource-management. The maps are littered with crates and plastic bottles that may or may not contain resources. But you aren't given a melee weapon at all, and so if you want to smash these containers, you have to shoot them with a gun (and hope that you don't miss due to poor aim). You can see what resource is contained within a breakable plastic bottle, but you have no idea what (if anything) might be inside a wooden crate. There's always a cost-benefit analysis going on. Will you get something that is more valuable than the bullet you will spend to have to acquire it?

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Exo One - title

Continuing to go through my back-log of shorter games that I've bought in bulk on sales, I spent a couple nights going through an indie game called Exo One. Exo One is a sci-fi ... um ... adventure game? Puzzle game? Platformer? Infinite runner? I'm really not sure how to classify this game ludically. Exo One feels like somebody thought "let's adapt the last 10 minutes of 2001: A Space Odyssey into a game" So it's part 2001, with a little bit of Contact thrown in for good measure, and plays similarly to Journey (but without any of the multiplayer aspects that made Journey such a beloved insta-classic). Basically, it's a game about going somewhere, but without really knowing where that "somewhere" is supposed to be. As such, it's the journey that matters; not the destination.

The basic plot, as I understood it (because it's a bit trippy and difficult to follow), is that an alien civilization transmitted data to Earth containing plans on how to build an exotic interstellar space craft (hence, the Contact reference). When a crew of astronauts travel to Jupiter to test the spacecraft, there is some kind of accident or unexplained phenomena that causes one of the astronauts to become lost in space. We play as that astronaut trying to return home -- well, actually, it's a little bit more complicated than that, but what's actually happening falls into spoiler territory, so I'll just leave it at that for now.

The spacecraft itself is a metallic, shapeshifting ball that can transform into a discus-shaped glider. It is equipped with a "gravity drive" that allows it to temporarily multiply the the force of gravity that is applied to it. As such, the core gameplay loop consists of rolling this ball across alien landscapes, using the gravity drive to pick up speed whenever you are falling or rolling downhill, and then jumping and transforming into the discus glider in order to reach higher elevation or travel long distances.

What if the climax of 2001: A Space Odyssey were a game?

Yeah, it's a weird one...

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No One Lives Under the Lighthouse - title

I've been trying to go through some of my backlog of games on both the PC and PS5, and recently played through a retro, lo-fi indie horror game called No One Lives Under the Lighthouse. I'm not quire sure what to make of it, and have very mixed feelings. In essence, the first half of the game is excellent. It perfectly evokes the loneliness and sense of isolation of being a lighthouse keeper, and both the lighthouse and the island it sits on are incredibly atmospheric. The back half of the game, however, kind of went off the rails for me. It jumps around a lot, the imagery becomes exceedingly abstract and difficult to parse, and it was just overall confusing. Honestly, I kind of wasn't even sure if I was playing as the new lighthouse keeper, or if the game had flashed me back to the past to play as the previous lighthouse keeper who had gone missing. That's right, the game was so confusing that I wasn't even sure which character I was playing as!

It doesn't help that the dialogue and narration is completely text-based, and that text is too small, and the font is too elaborately-decorated in an Old English style. So I may have mis-read some of the text that might have explained what is going on. There's no options to change the size of the text or use a more plain type-face either.

The premise is to maintain a lighthouse after the former keeper disappeared.

The basic premise is that a lighthouse keeper goes missing under mysterious circumstances, with no body being found. A new keeper comes to the island to take over that missing keeper's duties, and the nature of the previous keeper's disappearance is gradually revealed. Or at least, it's supposed to be revealed, but I honestly couldn't follow along with what was happening.

After the prologue, it is assumed that I'm playing as the replacement keeper. But later in the game, it starts to be implied that either I've switched to playing as the previous keeper in the past, or that I was playing as the previous keeper all along. There might also be a third lighthouse keeper, who was the original keeper before the one who disappears in the prologue? I don't know.

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This Bed We Made - title

I think I bought This Bed We Made on a PSN sale. Or maybe it was one of the free monthly titles? The trailer piqued my interest. It looked like it might be a fun little murder mystery.

Mystery video games are difficult to get right. It's a tough balancing act to give the player enough information to solve the mystery, but not so much that the game basically plays itself. Can the solution be easily brute-forced? Do option prompts give the solution away? Does the player ever get that sense of "eureka!" for figuring things out for yourself?

Generally, in my experience, the bigger the game, the more difficult it is to hit that fine balance. It seems like indie games make much better mystery games due to their smaller scope. This Bed We Made certainly keeps its scope fairly small, which helps to provide a reasonable possibility space for the player to work with, and allowing for player-driven deduction and some assertive leaps of logic.

The protagonist is a hotel maid with a penchant for snooping into guests' personal belongings.

The player plays a hotel maid tasked with cleaning up the rooms for patrons. But she has a penchant for snooping around in the customers' personal belongings. The game takes place entirely in the handful of rooms that she is assigned to clean, on a single floor of the hotel, as well as the lobby, and some of the employee-only spaces in the basement. The protagonist being a hotel maid also introduces the game's core gimmick: the game isn't necessarily about solving the mystery; it's more about how you handle the evidence and clues that you find.

Your job is to decide which pieces of evidence should be cleaned up, and which should be left behind. After all, your job is not to tamper with guest's belongings; it's simply to clean up their trash. Throwing away the wrong scrap of paper could, hypothetically, get you fired. But at the same time, not throwing away certain pieces of evidence could incriminate you or another innocent character.

Furthermore, your choices will also have impacts on the other hotel staff. Your actions may reveal co-workers as negligent or insubordinate, but that negligence or insubordinance may be justifiable or sympathetic, which leads to interesting moral and ethical dilemmas. Does a co-worker deserve to be held accountable for their actions and potentially fired? Or are their reasons for the inciting action justifiable or excusable, given the circumstances?

Your actions (or inactions) can lead to consequences for yourself and other characters.
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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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