Marvel Spider-Man - title

I'm a pretty big Spider-Man fan in general. I watched the cartoons and the movies, and I play the video games as they come along, but I've only actually read a few dozen individual comics. I did, however, play the shit out of all my Spider-Man action figures as a kid! I do, however consider myself to be a Spider-Man game aficionado.

When I'm out in public, I often imagine myself web-swinging to get around. What would I swing from? Are those lampposts close enough that I could swing from one without face-planting on the pavement? I also often wish that I could hang upside down from the ceiling when I'm bored or waiting for something. As such, I pay very close attention to the way that Spider-Man moves in video games, and the quality of a given game is usually predominantly determined by how elegantly it handles movement.

Like a streak of light, he arrives just in time

The traversal mechanics and physics of Insomniac's Marvel's Spider-Man are fluid and work solidly. They just aren't particularly interesting or challenging, and they aren't really as expressive as I would like. It basically boils down to "hold R2 to go somewhere". It's pulled straight from Assassin's Creed's parkour system, except that holding the same button allows you to transition from rooftop parkour to web-swinging without any effort or thought. There's a few modifiers and variations that you can perform, which add a little bit of freedom and expressiveness, but it's not much. You can web-zip to perch points, hold circle to move around the corners of buildings while wall-running, and you can jump and dive to gain speed. These things help you get where you're going faster, but you could just rubber-band the R2 button and left stick, set the controller down, and you'd get to where you were going eventually anyway.

Insomniac was inspired by Assassin's Creed's "hold R2 to parkour" traversal system.

To Insomniac's credit, however, the web-swinging physics seems much more accurate than any Spidey game since the landmark Spider-Man 2 movie tie-in on the PS2 / XBox. Webs do seem to genuinely connect to objects in the environment (whether they be buildings, lampposts, trees, or so on). The only exception that I'm aware of is when you double-tap X to zip forward. I never use this move, however, because of how it cheats the physics so blatantly.

The environment is also much more detailed and populated. Buildings have more varied geometry with lots of ledges and poles and towers for you to zip to, you can parkour over cars when running in the densely-packed streets, and the map is dotted with construction sites and road work that gives you additional locomotion options and helps make the world look and feel lived-in. Spider-Man also has a lot of contextual movements in the environment that helps keep movement fluid. He'll web-zip from fire-escape platform to fire-escape platform when ascending buildings, he'll pirouette through narrow gaps, he'll swing around poles, and so forth. In general, the animations are all exceptional, and the traversal mechanics feel really good.

Spidey transitions seamlessly from web-swinging to wall-running to contextual "spider-parkour".

Spinning webs, any size

Despite the physics being generally solid, I do feel like the game occasionally cheats to make it work. Webs sometimes seem to grow in length when attached to certain objects, and the player (and therefore Spidey) can overcome the force of gravity through sheer force of will. This allows Spider-Man to swing greater distances than he should when swinging from buildings or trees that aren't considerably higher than Spider-Man is, and for him to avoid falling into the side of a building when he continuously swings from the same side of the street. All Spider-Man games have struggled with finding ways to allow him to move around in Central Park and along the coastline. These little cheats are common ones for developers to implement, and Insomniac is no exception.

Webs seem to reliably connect to something in the environment.

To that end, I'm going to say something that might get me flamed by the internet: I think I maybe actually prefer the web-swinging concept of Beenox's Amazing Spider-Man 2 movie tie-in game.

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Madden 19 - title

I have a bit of a confession to make: despite my years of playing Madden, and my frequent blog rants about the quality of the game and my desired feature sets, I'm actually not particularly good at the game. I never really have been. I don't really have the "stick skills". I've been playing the game exclusively on All-Pro difficulty setting since the PS2 days, and never really graduated to being an All-Madden level player. All-Pro has always been a bit on the easy side, but I just never have a good time on All-Madden due to the A.I.'s excessive cheating.

Pro and All-Pro difficulties actually providing a challenge?

I'm having a really hard time with Madden 19, and I'm wondering if I'm the only one. The game feels like it's a lot harder to move the ball, and I'm still not quite sure if that's a result of the game cheating more, or if the A.I. has legitimately improved considerably, or if there's something wrong with me (are my 33-year-old reflexes simply not fast enough to play this game anymore?).

My early games were low-scoring defensive struggles in which I and the CPU struggled moving the ball.

I'm not the only one who's struggling; the CPU is only faring a little bit better. My first few exhibition games (on All-Pro difficulty, 9-minute quarters with 19-second accel clock) were field goal battles with final scores in the 16-6 or 20-10 range. I struggled to put up 150 or 200 yards passing or to surpass 30 or 40 yards rushing. The CPU didn't fare much better, usually getting around 150 yards passing, but beating me with 80 or 90 yards rushing.

In general, defensive reactions times and coverages (for both my team and the CPU team) seemed much tighter (without even having to tweak the game's A.I. sliders). Passing the ball downfield seems considerably harder and riskier, as receivers for both teams were often blanketed by man coverage, and the underneath defenders are uncannily good at reacting to the ball and swatting passes. They might even be a bit too good at swatting passes now, as even touch passes over the middle were routinely swatted down. Tiburon might need to tune down linebacker jumping abilities a smudge and add some animations of the ball being tipped instead of outright swatted.

Underneath defenders are swatting a lot of passes.

Passing concepts that had been reliable "money plays" for me over the past few years were completely shut down. Corners did a better job of staying with the receivers for Dagger, Corner, and comeback routes, and the defenders in the flats did a much better job of providing underneath support with those crazy leaping swats. Even when there were gaps in zones, I had trouble getting the ball off before defensive pressure got to me. Blocking is still a very binary "pass or fail" affair, so sensing pressure and getting the ball off on time is still largely a crap shoot. Drag routes seem to still be completely indefensible, but defenses are much quicker at converging and limiting the yards after catch.

This generally excellent coverage was counterpointed by occasional complete breakdowns. I had several instances in which my defender in a deep zone coverage (and it was always my defender!) would suddenly undercut the route while the ball is in the air -- as if to go for an aggressive interception or swat -- only to run himself out of the play and leave the receiver wide open with no help over the top. Almost every touchdown that I saw in those first few games was a direct result of one of these coverage breakdowns.

Deep zone defenders occasionally ran themselves out of plays by undercutting routes.

While I struggled with these early exhibition games, I did appreciate that Madden 19 was actually providing me with a substantial challenge unlike any that I had seen in the entire history of the franchise. And best of all, the game seemed to be relatively fair about imposing that challenge. As hard as it was for me to move the ball, it seemed almost equally hard for the CPU as well!

Could it be? After all these years, has EA finally produced a Madden game this is challenging, fair, and -- dare I say -- good?

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Death's Gambit - title

Being that Death's Gambit is produced by Adult Swim, I wasn't sure if it was going to turn into an outright parody of Dark Souls. Was this going to be some kind of comedic satire? Or a serious and thoughtful game? Or just a mindless hack-n-slash with little regard paid to story or narrative. It surely wastes little time before mocking Dark Souls.

Death's Gambit wastes little time before mocking Dark Souls.

Much of the game's design is blatantly inspired by Dark Souls, except for the title's font, which is evocative of Demon's Souls. From the menus, to the character creation screen, to the main character's armor that looks suspiciously like Artorias of the Abyss' armor, to the death mechanics, you'll see Dark Souls mirrored in almost every element of the Death's Gambit's design. As such, it's very hard to judge Death's Gambit without appealing back to the game(s) that so clearly inspired it.

Music is one strange element of production in which Death's Gambit deviates considerably from its inspiration. The main menu music is reminiscent of old-school RPGs, such as Final Fantasy X, rather than silence, and this trend of not being silent extends to the rest of the game. Instead of a mostly-quiet experience with calming strings in the hub and an intense orchestra for boss battles, Death's Gambit has pretty constant background music as you traverse the world. This makes the music, overall, feel less memorable, as it kind of just disappears into the background. The background music for the Central Sanctuary reminds me of Resident Evil's save room while I'm listening to it, but I can't actually remember what it sounds like once I stop playing.

Lessons from Dark Souls

Death's Gambit is, sadly, plagued by a lot of nagging little problems and lack of polish. Some of them are even issues that have been present in the Souls games, but which have been fixed (or at least addressed) by FromSoft in sequels. In these cases, White Rabbit should have known better. The most egregious of such offenders might be the inability to purchase multiple copies of any given consumable at a time. The Buy screen doesn't tell you how much of a given item you already have, and the Enchant screen doesn't tell you which items are equipped. If you use up all of a given consumable, it's removed from your item bar, and if you buy more, they are not put back into your item bar.

Nagging annoyances include text and foreground decorations obstructing the action.

The game also puts text overlays on the screen, sometimes while enemies are present. You can't read the text while you're focusing on not dying, but the text also gets in the way of the action. It's nice that they make sure that the player sees some of the important lore that you find, but don't do it if you're going to have enemies attack the player at the same time!

To top it all off, a lot of the text is really small and difficult to read, with no option to enlarge it. If you're playing on a console, sitting more than about 8 feet from the TV, you will probably have to lean forward and squint to read most of these menus...

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Doom (2016) - title

I never played the original Doom. I didn't get into PC gaming until the mid twenty-aughts, and even then didn't play much in the way of first person shooters that weren't the first two Call of Duty games. I was always more into SimCity and Civilization. So I was in no rush to play 2016's reboot of Doom, nor can I really look at it from the perspective of how it holds up against the original's legacy. I heard a lot of good things about it, and picked it up on this year's Steam summer sale.

Bethesda recently announced a sequel, so I thought I'd check this one out to find out if I should be excited.

I miss the good ol' days of game demos being available before a game releases.

I actually did play the free demo on the PSN months ago, which was an option for me because the game's been out for two years already (does this count as a retro review?). I miss the days when free demos were available before a game's release, so we could try it before we buy it. Sigh. Anyway, I had a lot of trouble with hitting enemies with a PS4 controller considering how fast and movement-oriented the combat is, but I definitely saw the potential enjoyment that I could have with the finer control of a mouse. So I went ahead with the Steam purchase.

Punch a demon in the face

Doom breaks from the cover-based mold set by most recent big budget first-person shooters by encouraging very fast, very frenetic, very aggressive, and very in-your-face action in a fashion similar to Bloodborne. Staggering an enemy allows you to perform a melee "Glory Kill" that provides you with a shower of health pick-ups and ammo. When your health is critical, the best course of action usually isn't to run away and take cover (like in so many modern cover-based shooters); rather, the ideal strategy is often to find the biggest, meanest demon, shotgun it in the face, and then rip its head off with your own bare hands. This keeps the player in the action, and mostly removes the need to backtrack through a level to find health kits and powerups. It's not quite as tactical or thoughtful as the dismemberment system from Dead Space, and some might argue that it's derivative of the chainsaw from Gears of War, but it does help to create a definite flow to the combat that helps it to stand out from other shooters of the era.

Charging an enemy is often the best way to restore your health.

The default move speed is faster than the sprint of most other modern shooter games. You can press 'Shift' to toggle a "walk" mode, but I honestly don't know why you would ever want to, and I never once used it after experimenting with the controls at the start of the game. Most enemies also charge at you with melee attacks or have actual projectile attacks (as opposed to hit-scan weapons). You don't avoid damage by ducking behind cover; instead, you can usually just side-step an incoming projectile or attack. Again, because of the fast speed of the character, the term "side-step" isn't really apt; it's more like a "side-sprint".

This all creates a very retro feel that [I assume] faithfully captures the spirit and fluidity of the original game's combat. It's an experience more akin to a first-person bullet hell game rather than the cover-based, whack-a-mole shooting galleries that define most modern shooters.

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Maximum Football 2018 - title

We finally have some competition in the football video game sector! Canadian developer Canuck Play recently released PS4 and XBox One versions of its Maximum Football 2018 game. Canuck Play is a small, independent studio with limited staff. In fact, I couldn't find a count of how many employees or developers they have, so as far as I can tell, the whole game was developed by one guy: David Winter. The fact that he could single-handedly put together a functioning football game is, itself, a pretty impressive feat. I wish I had the time and drive to do what he's accomplished.

Maximum Football 2018 is a $17 budget title, so I went into it with pretty low expectations -- as should you. I bought it because I want to support indie developers, and I would love for Canuck Play to eventually grow into a studio with the skill and manpower to challenge Madden. I'm not going to lie though, Maximum Football is not there yet. Not even close.

How do I even play Canadian football?

Being a United States resident and fan of NFL and NCAA college football, I admit that I have only a passing familiarity with some of the rules variations of Canadian football. There was a Canadian football team in my home town for a couple years (the Las Vegas Posse), and my dad and I did attend the games. I remember the basic differences like there being twelve players on each team instead of eleven, three downs instead of four (which encouraged more passing), more generous backfield motion rules, 50+ yard field goals being worth four points instead of three, and a longer field and deeper end zone. But there are a lot of other rules changes that I don't know, and even in the cases of the rules that I do know, I do not understand the strategic nuances of playing under those rules.

Canadian football has some significant rule variation that I don't know the strategy for.

As such, I was very disappointed to see that Maximum Football 2018, which is a Canadian football game, does not include any sort of tutorial or training mode (that I could find). There is an option in the settings menu that allows the game to automatically snap the ball for you after the pre-play motion(s) are complete, but there's nothing in the game that explains how these motions are supposed to work, or how the offense is supposed to utilize them. There's no in-game commentary to possibly provide the player with any insight into the intricacies of Canadian football. Not even so much as some splash screens with some diagrams and explanations. There is a practice mode in which you can test out the playbooks, but you'll have to learn everything through trial and error.

The waggle concept allows multiple offensive players to go in motion before the snap.

To compound this issue, the game lacks explanations for some of its own mechanics and conventions. Receiver routes are highlighted in up to five different colors: red, yellow, blue, white, and sometimes green. What do these colors mean? I assume that one of them is supposed to be the primary receiver and one is supposed to be the hot receiver. So what do the other two colors mean? Are they supposed to represent the QB's receiver progression? If so, then in which order am I supposed to read them? Do they represent the types of motion that they perform before the snap? If so, then it would be nice to have an explanation of how these motion concepts work.

What do all these colors mean?

It doesn't get any better on the defensive side of the ball. Heck, it gets worse. There's no pre-snap defensive play art at all, nor is there any defensive player assist. You're stuck having to decipher the small play art that is shown in the play-selection screen. You have to remember the assignment of whichever defender you happen to select, then fulfill that job completely manually without any in-game indicator of what the player's assignment actually is. The safest options, therefore, are to always select a defensive lineman (despite there not being any controls or mechanics for breaking blocks or steering blockers), or play a safety in zone coverage (if you can actually figure out which safety is in zone coverage).

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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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