Since Canuck Play shuttered its studio, canceled Maximum Football 21, and sold the Maximum Football IP to Modus Games, the other major simulation indie title, Axis Football, found itself without any major competition in 2021. There are other indie football games on the market, such as Sunday Rivals, but that is a more arcade-style game and isn't a direct competitor to Axis. I own the Steam version, but haven't played much of it yet. The only other real competition for Axis Football is the indie game Legend Bowl.

I've received several requests to play Legend Bowl and create content for it, including a request by the game's creator, himself. Don't worry King Javo, I bought Legend bowl during the Steam Fall Sale, and will be playing it more this holiday season.

In the meantime, Axis Football has been the only indie football game that I've played this year. So I cannot do my usual thing of comparing Axis to Maximum because there isn't a Maximum Football to compare Axis to. I could do a direct comparison between Axis Football 21 and Madden 22's supposedly-upgraded Franchise Mode, but I'm hesitant to directly compare any low-budget indie product to a billion-dollar licensed game from a major publisher. Maybe I'll revisit that topic later, if I get a lot of demand for it. In the meantime, if you're interested in my thoughts on Madden 22's supposedly-improved Franchise Mode, you can check out my video on that topic, or my full review.

So instead of comparing Axis Football to its direct competition, I've decided that I will instead focus on sharing my hopes and expectations for where the game goes from here. With EA releasing its college football game in 2023, and 2k presumably releasing its "non-simulation" game in 2022, Axis Football needs to take big strides in the next year or two in order to remain relevant and competitive.

See the full wishlists on YouTube!

This wishlist was originally created as a series video essays, which I encourage you to watch. I'm not going to replicate the entire transcript here, but will instead just summarize the content of the videos. I'm also going to re-arrange this written list a little bit so that each item is in the most appropriate category. If you want more discussion, details, and examples, please watch the linked wishlist videos.

[More]

Imagine Earth - title

I've been seeing more and more games putting an emphasis on mechanics oriented around environmentalism and sustainability. Games in genres that typically encourage unchecked exploitation of resources are now becoming more and more about the sustainable use of resources. It makes sense. Climate change is becoming more and more of a visible problem that affects our lives in tangible ways. Milliennial game developers are also searching for ways to cope with the fact that our generation and the next will be stuck paying the consequences of the short-sightedness of our parents' and grandparents' generations. Many members of those earlier generations are still, unfortunately in positions of political and corporate power, and make up a large voting block, and are continuing to make selfish, short-sighted decisions that will only make matters worse for the younger generations. It makes sense that younger game developers would be baking those anxieties into the games that they make.

Ecologically-focused colony-building

Imagine Earth is the type of city-builder / strategy sim that has typically been about conspicuous consumption, but it now wants the player to consume more responsibly. Not only does this game expect the player to industrialize the surface of entire planets at the behest of a corporation, it also asks the player to do that with an eye towards limiting greenhouse gas emissions, deforestation, and other pollution. Developing a sustainable economy doesn't only mean cutting back on emissions from power plants, industrial activity, and so forth. It also requires restoring or expanding natural habitats by planting forests, growing corals, and so forth.

Imagine Earth prioritizes limiting greenhouse emissions and pollution.

Either the player has to plan the growth of your colonies in a sustainable fashion and prevent emissions and pollution from ever getting out of hand to begin with, or you have to spend the back half of each mission doing damage control.

Unfortunately, just like in real-life, any individual person or corporation or government's environmental efforts aren't necessarily sufficient to curtail the effects of climate change. There are often other corporations or settlements on these planets which don't have the same noble ecological goals, and who will happily ruin things for everybody else. They are there to make a quick buck by exploiting as much of the resources as possible, with no plans for sustained long term habitation -- the other people living on the planet be damned. But the corporation we work for in Imagine Earth does plan on prepping these planets for long-term colonization, so we have to pick up those other corporations' messes. Sometimes through violence, coercion, or sabotage, but usually through a hostile takeover of majority stake.

Not all corporations are concerned with long-term colonization that requires a stable environment.
[More]

Axis Football 21 - title

Axis Football is still a tough game to review. It's a very playable game that I support and recommend, but without Maximum Football to make Axis look better by comparison, it's a lot harder to overlook Axis' flaws, limitations, and lack of large-scale improvement. There's forward progress and noticeable changes, but still so many long-standing issues. The slow rate of progress is much more forgiveable than Madden, however, because the developers at Axis Games do not have access to hundreds of programmers and animators, or billions of dollars in cash. Progress is slow and steady, and that's pretty much all we can ask for given the company's limited resources.

If you're looking for a remarkably different game, then you'll be disappointed. Axis 21 feels largely identical to Axis 20, which felt largely identical to Axis 19 If you like Axis Football and are OK spending $30 to play more of it, then you'll get your money's worth.

Axis Football 2021 still looks and feels very similar to previous years.

Customization is the focus in 2021

The primary focus of development for Axis 21 seems to have been in its customization options. Previous iterations offered only limited options for customizing teams and uniforms, but Axis 21 has a much more extensive customization suite. Team uniforms and logos can be edited, and whole new uniforms can be created. Team playbooks and play-calling tendencies can be edited. Even the field is customizable.

About the only things that are missing from this customization suite are the ability to create or modify stadiums, and a playbook editor. Maybe we'll see those next year.

The customization suite is much more extensive this year.

This more advanced customization suite should hopefully draw in some of the crowd that got left in the dust when Maximum Football was canceled. If you're a fan of customizing teams and uniforms, and you haven't played Axis Football before, then 2021 might be the year to hop on the Axis Football bandwagon.

Another nice inclusion in this year's customization suite is the ability to update team rosters, which means I could modify my roster to match my roster from several seasons into Axis 20's Franchise Mode, instead of having to start over with the same initial roster that I've been using since 2018. It's a lot of work though to modify every player on my team (let alone the entire league), and I opted instead to just randomize my roster and go from there. Randomizing the roster is, I think, also a new feature in this year's game. I wish Axis would include the ability to import last year's Franchise rosters so that I can have a sense of continuity and progress between releases, without all the tedious busy-work on my end. Being able to import team customizations from year-to-year would also help reduce the prep work required by the user, and allow us to get right into enjoying the game.

Using the roster editor, I can re-create my team from last year, but it's a lot of busy-work.
[More]

12 Minutes - title

It may have taken almost 20 years after Majora's Mask, but it looks like time loop games have suddenly become an emerging fad. Not that it's a bad thing, per se. Outer Wilds has, after all, become one of my favorite games ever. Twelve Minutes is much more scaled-down and far less ambitious than Outer Wilds; it takes place entirely within a small, one-bedroom apartment, and the individual loops average 5-10 minutes instead of the 22-minute loops of Outer Wilds.

12 Minutes has a high-degree of responsiveness to player actions.

12 Minutes is also a much more straight-forward point-and-click puzzle-adventure game in a vein much more reminiscent of classic Lucasarts games. There's only a handful of interactive objects in the apartment, and each one has a variety of different uses. In this way, 12 Minutes rather explicitly telegraphs the solutions to puzzles, since there's only a handful of things that the player can even try. The options available to the player lead the player down the path to progress, and if you ever get stumped, idle conversation will often provide clues as to what you could maybe try next.

Although the seams in the facade do become evident if the player gets stuck repeating a particular loop too many times, I did find myself impressed by just how naturally reactive 12 Minutes is to player interference. The wife and cop will react believably to many things that the player might do, including some off-the-wall things. The wife might comment on weird or rude behavior by me, or the entire time loop may go in a completely unexpected direction because I chose to do something slightly different. It's a surprisingly wide and robust possibility space.

The short duration of time loops, and the relatively small amount of intractable objects really encourages lots of player experimentation. Screwing up any given loop doesn't lose a whole lot of progress, so there's very little penalty for trying some seemingly-crazy solution on a whim, and sometimes, it will even reward the player with some new piece of information that you didn't have before, or a clue to how you might proceed.

12 Minutes provides lots of subtle clues for ways to proceed.

12 Minutes is also quite good about providing clues that are subtle enough to not be obvious spoilers of what to do next, but which might still make you facepalm in retrospect "of course that's what I should have done!" What makes these clues work without feeling like they solve the game for you is that there is often multiple ways to go about testing them. The wife making an off-hand comment about needing to clean the closet is, in retrospect, an obvious clue that the player should check the closet. There is a useful object in there, but its usefulness isn't necessarily immediately obvious. What might also not be immediately obvious is that there's another way that the closet is immediately useful, it just has nothing to do with the object you found there.

[More]

Over the past year and some change, football video game fans have had some huge pieces of good news. Last year, 2K announced that it would be returning to the NFL-licensed football game market; albeit with a "non-simulation" licensed game -- and we still have no clue what that is going to entail. Earlier this year, EA announced that it would be resurrecting its college football series under the apt banner "EA Sports College Football".

For years, there were no football games at all except for Madden, so the boom of indie football games starting around 2018 / 2019 created a little renaissance of competing products looking to fill the vaccum left by the absence of competition and lack of niche titles like a college football games. As good as the news of new games from 2K and EA is, one thing that worried me was whether or not the indie football games (Axis Football, Maximum Football, Sunday Rivals, Legend Bowl, and so forth) would survive the impending release of new, big-budget football games entering the market. Well, the first indie casualty of the AAA announcements came on Wednesday night.

David Winter, the founder, owner, and lead developer of Canuck Games announced Wednesday night over Discord that plans for future versions of Maximum Football have been canceled, and the company Canuck Play is terminating its business operations. Apparently, Winter is offering the Maximum Football IP (and I think also the game code) up for sale. It's possible that another studio may purchase rights to Maximum Football and resume development, but it seems exceedingly unlikely that any new Maximum Football games will be coming out.

David Winter, owner of Canuck Play, announced the cancellation of Maximum Football and closure of the studio.

In his announcement, Winter cited several factors in the decision. Perhaps the most important one is his own health. He had been working himself 7 days a week for lengthy periods of time, and said that he had to be hospitalized for stress and fatigue. I'm a huge supporter of a stable and healthy work / life balance, and no job is (in my opinion) worth working yourself sick; least of all a video game. I certainly can't fault him for his decision, and I, personally, probably would have thrown in the towel a lot sooner if I had been in his shoes. Take care of yourself, David. Your health (both physical and mental) comes first.

Winter also cited EA's announcement of its upcoming college football game as a major contributing factor in the decision. In 2019, Maximum Football rebranded itself from being a Canadian football game to being a college football game, with the introduction of a college Dynasty mode. Personally, I always thought that this was a bad move. I understood it as a business decision at the time, as there was huge desire for a college football game, and nobody was filling that market demand. However, this move shifted Maximum Football away from its core identity as a Canadian football game, broadened the scope well beyond the ability of such a tiny group of developers to reasonably handle, and introduced a massive set of new challenges for the developers to overcome. I always feared that as soon as a bigger studio came along with a more polished college football product (whether it be EA, 2K, or even IMV with its crowd-funded Gridiron Champions that never saw the light of day), then Maximum Football would be kind of dead in the water. I didn't expect it to happen so quickly, but I figured it was an inevitability.

Maximum Football moved away from its Canadian football roots.

If another company does actually buy Maximum Football, I hope its another Canadian studio, and that they re-focus the game as a Canadian football sim. Doubling-down on its Canadian identity would give the game a unique selling point, would fill an otherwise vacant niche, would expose a larger audience to Canadian football, and might provide a consistent base of support from existing Canadian football fans. That doesn't mean they would have to abandon the college dynasty. They can still include a Canadian college dynasty if they want. Rather, I think they should focus on having a robust, quality game using Canadian rules first, before branching out to extensive U.S. pro and college rules and modes.

XFL logo

Nevertheless, it looks like we'll have to go through 2021 and 2022 without a Canadian or college football game to speak of while we wait to see what EA has to offer when EA Sports College Football releases in 2023. Or who knows? Maybe Dwayne "The Rock" Johnson will buy Maximum Football and turn it into an XFL-licensed game? Hey, that's as realistic a possibility as him buying the XFL!

[More]
Grid Clock Widget
12      60
11      55
10      50
09      45
08      40
07      35
06      30
05      25
04      20
03      15
02      10
01      05
Grid Clock provided by trowaSoft.

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.

Check out my YouTube content at YouTube.com/MegaBearsFan.

Follow me on Twitter at: twitter.com/MegaBearsFan

Patreon

If you enjoy my content, please consider Supporting me on Patreon:
Patreon.com/MegaBearsFan

FTC guidelines require me to disclose that as an Amazon Associate, I earn from qualifying purchases made by clicking on Amazon product links on this site. All Amazon Associate links are for products relevant to the given blog post, and are usually posted because I recommend the product.

Without Gravity

And check out my colleague, David Pax's novel Without Gravity on his website!

Featured Post

The Humanity of NCAA Football's In-Season RecruitingThe Humanity of NCAA Football's In-Season Recruiting08/01/2022 If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations...

Random Post

The new kick meter is almost a deal-breaker for College Football 25The new kick meter is almost a deal-breaker for College Football 2507/27/2024 As many of you already know, EA Sports College Football 25 is considerably more challenging to play than your average Madden. I have been struggling a lot. At the time of this writing, my record against the CPU currently stands at an abysmal 2 wins to 10 losses, after starting 0 for 7. All of these matches have been played at...

Month List

Recent Comments

Comment RSS