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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This review was originally published 06/21/2010 on Game Observer (now defunct as of 05/13/2014). It has been republished (and updated) here for archival purposes.

Backbreaker

Backbreaker cover art

Less like a game of pro football, and more like a pick-up game with 100 people who don’t know what they’re doing.

I’ve been waiting for Backbreaker for years, following every dev diary, watching every trailer, drooling over every new tidbit of information, all the while, fully expecting that it is going to unseat Madden by revolutionizing the football video game world and force EA to relinquish its NFL-exclusivity deal. And while Backbreaker delivers in terms of its revolutionary new game engine, it fumbles the game of football.

Back-broken gameplay

The Euphoria Engine is the driving force being this game, calculating and rendering every action and every collision on the field using its simulation of physics and human motion. Momentum is well-respected, and the game is full of "you’ll never see that again!" moments that will make your jaw drop. The action is in your face and intense, and when things get exciting, you might find yourself bouncing up and down at the edge of your seat like you did last year when Drew Brees was engineering the Saints’ come-from-behind victory in the Super Bowl. You may even jump up and cheer after breaking a long touchdown run or blindsiding a QB for an 8 yard sack. And you’ll be loving the game.

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NCAA Football 13 - box art

The NCAA Football 13 demo hit the PSN a few weeks ago, and I managed to play a few games before my PS3 went belly-up with a yellow-light-of-death last night. I can't do a very detailed breakdown of the demo because I don't have my PS3 at the moment in order to continue playing it. Hopefully, I'll get a working PS3 back in a week or two, but I have no guarantee that it will work. So in lieu of a full breakdown, I'll offer some simple observations and impressions.

First and foremost, it has already been announced that NCAA will not be including the new "Infinity Engine" that is being introduced to Madden with the intent of providing real-time physics simulation for collisions. NCAA is due out only about a month before Madden, so it seems like if EA really cared about providing the best game possible, then they would have just delayed the game a few weeks and added this feature to NCAA as well. But no, even though they have no other football game to compete with, and even though the college football season doesn't start till late August, EA insists on releasing the game in mid July. They have essentially relegated this year's NCAA game to being a second-class football game - which is a real shame because the NCAA dev team just seemed to show slightly superior effort that the Madden devs over the previous two years or so.

Unfortunately, if the demo is any indication (but that is the whole point of a demo), the lack of any real-time physics simulation won't be the only thing holding NCAA Football 13 back from greatness this year. The demo itself is a much better demo than what we've been given in the previous year, but the game being demoed doesn't seem that good...

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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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