Silent Hill 2

Video games are unique as an artistic medium. Not only do they allow the consumer to interact with a much wider possibility space than other mediums, but they also allow the consumer to directly influence the art itself. The stories, experiences, messages, and meaning that are conveyed are not only subject to the interpretation of the consumer, but they can be directly influenced or changed by the consumer. In some cases, a game can even prey upon the expectations of the player, or the player's desire to complete the game, in order to convey a particular message, or to make a statement about the player's actions.

One classic example of a game that plays the player as much as the player plays it is Silent Hill 2. That game's endings, and the triggers for each ending, have always been one of my favorite design aspects of that game. Silent Hill 2 takes advantage of the player's preconceived notions about how a horror game should be played, and it uses your play to pivot James' resolution (and his very character) in one of several directions.

Watch a video version of this blog post on YouTube!

I'm going to be talking about Silent Hill 2's endings. It should go without saying that this post will include major spoilers for Silent Hill 2. I'll also be comparing Silent Hill 2 to other games such as Mass Effect, Fallout, The Witcher III, The Last of Us, and What Remains of Edith Finch. As well as the post-Team Silent games: Silent Hill: Homecoming, Silent Hill: Shattered Memories, and Silent Hill: Downpour. So there will also be varying degrees of spoilers for those other games as well.


Spoilers incoming for the above games. Consider yourself warned!
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Madden NFL - title

If you've already read my review of Madden 20 on my personal blog, then you know that I consider this year's release to be a massive disappointment. In fact, the last Madden entry that I actually liked was probably Madden 17. Despite my misgivings about this year's game, I do want to start off by talking about something in recent Madden entries that I actually like. Don't worry, there will be plenty of time for me to rant about the problems in Madden 20 later.

While there is certainly value in giving EA a laundry list of complaints about Madden 20 (so that they can maybe, hopefully address the complaints), there is equally as much value in telling EA where they've done right so that they can continue to expand those ideas. So let's start out the NFL / Madden season on a more positive note and talk about how recent iterations of Madden have actually made the preseason worth playing in Franchise mode.

I have a laundry list of complaints about Madden 20, but I'd rather talk about something I like instead.

This blog is a transcription of a video project that I uploaded to YouTube (which will be embedded below). I had hoped to get this out before the end of the NFL preseason (when it would be a bit more relevant and topical), but I was still neck deep in my Sekiro critique. I had to do a bit of research for this post by using some of my Patreon funds to purchase Madden 12 and NCAA Football 13. If you enjoy this blog post (and/or the accompanying video), and would like to see more like it, then I hope you'll consider supporting me on Patreon.

Now that the shameless self-promotion is out of the way, let's talk about the preseason in Madden NFL video games!

Feel free to follow along on YouTube!

Preseason is my favorite part of Madden franchise

Nobody likes the NFL preseason -- or at least, that's what I keep hearing.

Fans don't care for it because none of their favorite players get much playing time. Veteran players don't like it because it puts them at risk of injury. The NFL doesn't like it because the fans don't like it and don't buy tickets to the games. And the networks and advertisers don't like it because not many people watch it.

About the only people who actually like the preseason are the reserve players who get the chance to earn a roster spot, and maybe the coaches who have an opportunity to find out if their backups will be reliable replacements for any starters who get hurt in the regular season.

The NFL preseason isn't particularly popular.

In fact, the preseason is so unpopular that every year or two, there are rumblings about the possibility of the NFL reducing the length of the preseason, or outright eliminating it. The NFL would probably cite "player safety" as the reason for eliminating the preseason, but the real reason would be because it doesn't make them as much money. After all, they'd probably offset the reduced preseason by correspondingly increasing the length of the regular season, putting even more wear and tear on the players' bodies.

So every year, as we enter the NFL regular season, there is an outside chance that next year, there simply won't be a preseason. Or that if there is one, it will only be 2 or 3 games. There are plenty of valid reasons for reducing or eliminating the preseason, and I'm not going to get into that specific topic here. Instead, I'm going to talk about the preseason in Madden.

As someone who enjoys video game football (or at least would enjoy it if the quality of product were better), I would actually bemoan the loss of preseason because eliminating the NFL preseason would do a great disservice to the Franchise mode of the Madden NFL video games. I would not be surprised to hear that most Madden players don't bother with the preseason and just simulate past it -- after all, "nobody likes the preseason", right? But I happen to think that the preseason in Madden is the most interesting and engaging part of Franchise, and might in fact be my favorite part of the game.

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Last week, I put up a new YouTube video called "Regarding Accessibility: A Critique of Sekiro: Shadows Die Twice". This video was the second part of a 2-part series about what I perceive to be the flaws of Sekiro. The first video was titled "Conflicted Priorities: A Critique of Sekiro: Shadows Die Twice". Both videos are really about the game's conflicted design, but the second part focused more on the removal of accessibility features.

I try to make a point of emphasizing in these videos that I am not trying to say that I dislike Sekiro, or that Sekiro is a bad game. Rather, I'm pointing out what I consider to be egregious flaws in an otherwise good game. You can check out the full review to see how I feel about the game more generally.

I've embedded the first video below for those who wish to watch it. I've also included a full text transcript of my commentary within the video for those who prefer to read. I'm sorry that this post is not as well-formatted as usual. Right now, I just haven't had the time to go through and convert this wall of text into a proper blog with images and so forth. I've given myself some pretty strict deadlines for the next few projects I'm working on. I don't know when, or if I'll have time to come back to this post. In the meantime, I suggest watching the video. Enjoy! If you enjoy the video, please remember to like, share, and maybe even subscribe!

Check out my YouTube critique of Sekiro: Shadows Die Twice.
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Blair Witch - title

In my review of Blair Witch yesterday, I mentioned that "there's a genuinely clever video game construct that re-contextualizes much of the game and has an interesting point, but which gets buried under all this convoluted plot spaghetti.". It was hard for me to explain that without going into very explicit and severe spoilers. I could have just put it all in a collapsible "spoiler" section, but I decided to split it out into a separate blog post so that I could publish the review more promptly, keep it more concise, and also give myself more time and space to explain my thoughts on this game's ending(s).

This post will be explicitly about the overall story of Blair Witch and the final couple hours of gameplay. It will be nothing but major spoilers ahead! So consider yourself warned if you haven't played the game yet.

Major spoilers follow for Blair Witch game.

Proceed to Spoilers

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Last week, just in time for the announcement (and release) of a new expansion for Cities: Skylines, I posted a video analysis on YouTube discussing what I perceive as weaknesses in the modular design philosophy behind Skylines' myriad expansion packs. The full video is available on YouTube (and embedded below), but I've also transcribed the text in blog form for those who may prefer reading over watching/listening.

The video is up on YouTube.

I want to start out by saying that I love Cities: Skylines. Skylines is -- without a doubt in my mind -- the single best city-builder since SimCity 4, which released in 2003 (over 15 years ago, as of the time of this recording). When I watched the first trailer for the game, in which the player apparently custom-builds freeway ramps and interchanges from scratch (at about 40 seconds into the trailer), I was sold on this game! After years of having to use boring, pre-fabricated stock on-ramps and interchanges, the little civil engineer withing me practically jizzed in his pants at the idea of being able to build my own highway ramps and interchanges! And there was no looking back.

Cities: Skylines gloriously succeeds where games like SimCity (2013) and Cities XL miserably failed. It picks up the mantle of the great SimCity games of yester-decade, and brings it into the 21st century with deep simulation based on agents, a sleek and modern UI, extensive customizability and moddability, and an attractive 3-D graphics engine. It's made all the more impressive by the fact that the game's developer, Colossal Order, is a small, independent studio that had something like nine people working for it when the game initially launched. And a company with all the manpower and resources of Electronic Arts only managed to produce a flop like SimCity 2013.

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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.

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