Madden NFL - title

I think I've finally decided to take a stab at some long-form video analysis and critique on Youtube. My first go at this came in the form of a nearly-hour-long breakdown of my frustrations with the Madden NFL video game series (broken up into 2 parts). For the benefit of my readers, I'm also transcribing the video onto this blog post. Though reading this post will certainly convey all the same points that I make in the video, I still highly recommend watching the video, as the video footage included will do a better job than screenshots of demonstrating the problems I report. The entire video is embedded below.

Watch the full video on Youtube.

EA's ethos of releasing a new Madden entry every single year has become a tremendous detriment to the game as a whole. Modern games have become very large, very complicated, and very expensive to create, and every game series that has relied on an annual release cycle has, in my opinion, suffered for it. Even companies like Ubisoft have recognized this, which is why the company has decided to end the cycle of annual Assassin's Creed releases, opting instead for a major release every two or three years, with some large-scale DLC and expansions to fill out the intervening period. Despite re-using the same game engines, the huge cost of creating a new game every year stretches the company's resources further than they can go. Though I still didn't think that Assassin's Creed: Origins was particularly great, the game still clearly benefited from the extra design and development time that the year's hiatus provided, and the general internet consensus is that the game is very good.

Assassin's Creed: Odyssey was released only a year after Origins, and it looks like a terrible, derivative, waste of time fueled by a grindy micro-transaction economy pulled straight out of a mobile free-to-play game, except with a $60 upfront price tag. We'll have to wait and see if Ubisoft follows through on its promise to "spend more time making fewer, better games", or if it goes back to milking its franchises with slapped-together annual releases.

EA's Madden game is in an even worse boat than Assassin's Creed was in. Not only is Madden an annual release, but it's internal resources are being stretched out between multiple, completely divergent game modes! EA has to chose how much resources to devote to each of these modes, and that commitment comes at the expense of the other modes. In addition to having to make general gameplay improvements every year, the team is also tasked with coming up with new features and improvements for Franchise mode, Ultimate Team, and now Longshot. They're basically developing three different games, and trying to squeeze them all into a single annual release cycle.


Madden's resources are divided between three divergent game modes every year!

Worse yet, one of these game modes clearly makes a lot more money than the others...

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Madden NFL 18 - title

Oh boy, booting up Madden 18 for the first time was like watching a slow motion train wreck -- before the train had even left the station. After a few start-up questions to set my play style and difficulty level, the game immediately loaded into a demo game of a Superbowl rematch between the Falcons and Patriots. Except it crashed to the PS4 menu before the game could load. I booted it up again, sat through setting my initial preferences again, and then waited in anticipation to see whether the demo game would actually load.

It did, but instead of a tightly-choreographed narrative tutorial like in Madden 16 and 17, it loaded into a normal Play Now game, but with pathetically sparse commentary and lazy SuperBowl presentation. Now, Madden 17's tutorial wasn't great. The player banter was cheesily-written and poorly-acted, and completely misrepresented the actual content of the game. But at least it had scripted scenarios that put the player in position to try out some of the new features. Madden 18's introduction couldn't even be bothered with trying to be a tutorial. It just throws you into a game with a few tooltips popping up in the corner of the screen that you may or may not have time to read, and which may or may not be actually relevant or useful.

The demo game exposed the persistence of legacy issues with loose ball and onside kick recovery.

The actual game exposed several legacy issues were still present. Loose-ball physics and fumble recoveries appear to still be an ongoing problem. A fumbled ball just magically sticks to a recovering player's hand, and an onside kick was sucked right into the waiting hands of a member of the receiving team. So much for my hopes that the Frostbite Engine might be a panacea for fixing any legacy physics issues...

The game ended, I was given a "What's New" teaser video that explained the settings and options that I had already chosen before, and then I was put on the main menu where every piece of content was locked out. The only thing that I was allowed to do is replay that same Falcons-Patriots Superbowl rematch. You see, this year's Madden game pulls that annoying trick where it installs just enough content to allow you to boot up the game and play a tiny piece of demo content while the rest of the content downloads and installs in the background. I hate this feature! I don't want to play an incomplete game. I'll play it when it's fully installed and ready to go. In the meantime, I can read a magazine or play something else. Don't tell me the game is "ready to play", when it isn't!

What I got was a buggy, poorly-performing game scenario that I didn't want to play, and which did nothing but showcase that major legacy issues still remain, that the commentary might be sparse and lifeless (fortunately it isn't), and it couldn't even be bothered to actually teach me any of the game's new features.

"Ready to play", my ass... At least install the Skill Trainer so I can do some tutorials!

And I thought Grand Theft Auto V's tutorial was bad.

When the game finally was ready to let me actually play, I spent some of my early time in Ultimate Team to get my feet wet and see if that mode had become worth playing. No, it still isn't...

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Madden NFL 17 - title

UPDATE OCTOBER 23, 2016: LATEST PATCH AND/OR TUNER HAVE PRACTICALLY RUINED THE GAME FOR ME.

I've been having miserable experiences with Madden 17 since publishing this review. I suspect that either patch #2 or tuner #2 are the culprit. CPU QBs have become robots that have 80% completion percentages every game. Running the ball has become impossible (for both human and CPU teams). Man coverage simply doesn't work at all, making corner routes, in routes, out routes, and slant routes unstoppable. The throw out of sack mechanic has been tuned down to the point of being irrelevant. And the list goes on...

Sliders don't seem to improve the experience at all. In fact, certain sliders (like CPU QB Accuracy and CPU Pass Blocking) don't seem to have any effect at all anymore. I am tempted to rewrite this review with a much lower score (Somewhere in the range of a D or D-), but I'm hoping that EA will fix the problem - or at the very least, that deleting the most recent Tuner data will resolve some of the issues. Sadly, I don't think it's possible for me to re-download the first tuner data. This is a shame, since that one actually did fix some genuine problems the game had at launch.

DO NOT DOWNLOAD PATCH #2 OR TUNER #2!

Electronic Arts has supposedly spent the last three years or so rebuilding Madden from the ground up. Because of that, the past few years' games have felt very incremental, and somewhat incomplete. It was obvious that there were still major holes in many facets of gameplay. Personally, I would have preferred that EA just take a two or three year hiatus in order to hold off on releasing a game until it was actually complete. I'm happy that it seems like we're finally getting a "finished" version of EA's vision of a "next gen" Madden game, and I was curious to see if it would live up to expectations.

By their own admission, EA has finally rebuilt the final few phases of gameplay that still used predominantly legacy code (e.g. special teams and the football itself). For the first time in a long time, it feels like Madden can be approached and reviewed as a complete retail product rather than one step in a long-term incremental beta process. Is it worth the wait?

We'll, first impressions let it down a bit. Much like last year's game, the introduction and tutorial for Madden 17 seemed like a pointless waste of time that misrepresents the actual content of the game with its frequent cutscenes and dialogue from players and coaches. I'm not sure who these scripted gameplay intros are intended for. I would expect that new players would likely be confused and unsure what to do, resulting in failing the intro without any clue what they did wrong or what they were supposed to do. Experienced players, on the other hand, are probably just annoyed with the lack of control in this sequence. The inability to skip the cutscenes only makes repeat playthroughs (if you care enough to try to actually beat the scenario) feel tedious, as you'll have to sit through more cringe-worthy dialogue. EA Sports / Tiburon isn't Naughty Dog, and so writing dialogue and directing voice actors are not the studio's strong suits. About the only thing that this intro sequence does is highlight the new commentary team, which is actually pretty good.

Slowly becoming a complete football game

Despite the blocked field goal in the intro being an un-playable cutscene, special teams was one of the primary areas of focus this year. It's an area that's been mostly neglected since the analog kick meter was introduced back around 2007. And what was the innovation that EA decided was necessary to bring their kicking game into the next generation? Well, actually, they decided to bring back a kicking meter that works almost identically to the older PS1 / PS2 era games. You start the meter charging by pressing X, then press X again to set the kick strength as the meter fills, then press X again to set the kick accuracy as the meter returns to the bottom. Nothing new here.

Madden NFL 17 - kick meter
The "new" kick meter is basically a return to the older kick meter.

However, you now have to hold the analog stick to aim the kick prior to starting the kick meter. If you let go, the kick trajectory will snap back to the default. This does require a bit more dexterity than either of the previous kick meter systems ever needed, but it's still fairly easy once you get used to it. Though, EA could maybe loosen up the accuracy window for online games because any amount of lag makes the kicking game virtually impossible. You also have to be more careful with timing your kicks, as the game and play clocks both continue to tick while the kick meter is charging. Not sure if this is a bug or a feature... So be careful that you don't wait too long and give yourself a delay of game (or let the game clock expire before) you get the kick off.

On the other side of the ball, defenders can now actually block kicks by jumping the snap...

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Among the Sleep - title

This is a game that caught my attention back in the beginning of the year. I was on the lookout for new horror games to whet my appetite, and the novelty of this little Indie game had me intrigued.

Among the Sleep - teddy
The teddy bear actually comes off as a bit of a creeper at the beginning of the game..

The novelty of Among the Sleep is that the player character is a two-year-old toddler. I actually think that this is a very clever conceit for a horror game. The world can be a very big, scary place for a small child, full of things that are outside of the child's control and beyond the child's understanding. A young child is completely dependent upon its parents or caregiver, which makes them inherently very vulnerable. Unfortunately, since the game is being played by adults, we can't play the game with the ignorance and naivety of a two-year-old, so we would see any real-world environment as exactly what it is: not scary.

So in order for this to work, the designers would have to be very clever in how the environments are presented. Easily he most effective part of the game is the early chapters when the child is lost in a closet and then exploring the house after waking up to find his mother and teddy are absent.

The first person perspective puts the camera very low to the ground, which makes the ordinary environments look large and menacing. The character moves slowly and clumsily (running for more than a few second results in the character falling on his face). Thus, simple hallways seem long and treacherous. Even interactions as simple as opening a door require a small amount of puzzle-solving since the character can't reach a door handle without climbing onto something. This section takes good advantage of the central concept of playing as a toddler by using the legitimate hugeness of the real world, and tapping into our own innate desire to protect and shelter children, in order to make the player feel small and vulnerable.

You even pause the game and access menus by covering your eyes with your hands! Hooray for a lack of object-permanence!

It is a promising start to the game.

But instead of expounding upon this and turning an otherwise mundane environment into an intimidating one, the design quickly shifts into a blatantly-imaginary, whimsical dreamscape. This disconnect from reality suddenly shatters the immersion of the child character, and squanders the inherent novelty of the game's central concept...

Among the Sleep - birthday cake
The mother plays an important role in the narrative,
but the player doesn't interact with her long enough to develop any attachment to her.
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Amazing Spider-Man game banner

Prerelease promotional material really soured my interest in this game to the point that I waited over 6 months to pick up a used copy cheap off eBay. And the movie ended up being sloppy and wrong on numerous levels. And Edge of Time had caused me to lose faith in Beenox’s competency as a developer of Spider-Man games.

So there was a lot stacked up against this game, and I went into it gritting my teeth and ready to be furious. Maybe I set the bar a little bit too low, but I ended up enjoying Amazing Spider-Man. It cut a lot of corners and is easy and boring, but there’s enough good ideas in here that I’m actually excited to see if Beenox gets another chance to hopefully knock one out of the park.

Table of Contents

Amazing Spider-Man game - web swinging without physics Amazing Spider-Man game - web swinging without physics
Spider-Man can swing without anything nearby for his webs to stick to, including over the tops of parks and the city skyline itself.
This instantly pulls me out of the game experience everytime it happens.
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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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