Axis Football 2026 - title

Axis Football 2026 is the first new Axis Football game to be released since its development switched to a 2-year development cycle. The extra development time means that I have slightly higher expectations for the game (especially after the previous, 2024 edition, ended up being a bit underwhelming). However, I am still going into this game with the tempered expectations of a low-budget indie game, and the satisfaction that it's a budget $20 title. This means that even if this release is bad, it can only be a quarter as disappointing as any annual release of Madden that costs 4 times as much.

I also put off playing this game until the end of December, even though I bought it on its Steam release date. I kept meaning to start playing it, but my gaming time has been very limited the last few months due to real life circumstances. I was so engrossed in Cities Skylines 2's first major expansion that I kept putting Axis Football off another week. Honestly, I wasn't in much of a hurry to jump into Axis. I was kind of still getting my football video game fix from this year's Madden, since I actually do kind of like the new weekly strategy feature in Franchise that uses coach abilities -- especially once the run blocking issues were patched and fixed (in, like, November!).

The 2-year development cycle also means that I didn't feel as much pressure to play and review this game as quickly as I normally do. I hope the developers at Axis, and anyone who might have been waiting for my review, can forgive me for the tardiness.

Mad scientist

Let's jump right in by talking about the biggest and potentially most innovative new feature of this year's game: the play editor. The previous version of Axis introduced a playbook editor, and this game lets users fill any gaps in those playbooks by creating your own custom plays. This works about how you would expect and doesn't really do anything particularly innovative. In my experience, the play creator is defined more by what it can't do, rather than by what it can do.

A new play creator can be used to fill-in under-developed formations or playbooks.

Your play designs are limited to only the play concepts that exist within the game (including the newly-added Run-Pass-Option (RPO) plays). Concepts like Read Option and Triple Option are still absent in the default playbooks, and you cannot create pure option plays in the play editor. You are also limited to the formations that are present in the game, so you cannot create your own custom formation. So if you were hoping to be able to mod in a college football league and play as a service academy running a Flexbone Triple Option playbook, then I'm sorry, you'll have to wait at least another 2 years. I also couldn't create a proper 3-2-6 defense.

[More]

Monster Jam: Showdown - title

Long-time readers of my blog probably weren't expecting a review of a game like this. Monster trucks have never been my thing, and this is a game that I would never have touched on my own. But now I'm also a father of a young son, who absolutely loves monster trucks. When I saw that this game was discounted 40% for a holiday sale, I bought it for him as a Christmas present -- in 2024 ... and oh my god, it's already next Christmas! Where does the time go? Anyway, he's still too young to really understand how to play video games, but he at least enjoys driving the trucks around in circles, or watching his parents play the game for him. I'm sure he'll grow into it.

While playing the game for him in an attempt to unlock some extra playable trucks, I realized that the game is kind of like Tony Hawk's Pro Skater, but with monster trucks. And I love the Tony Hawk games! So I went ahead and tried playing Monster Jam: Showdown, off and on, on my own account as well. While there is definitely fun to be had with Showdown, it is definitely not Tony Hawk!

Showdown has the potential to be "Tony Hawk, but with Monster Trucks"!

Moon physics

Tony Hawk, as a series of games, was a breakout hit, in large part, because it appealed to a wide variety of gamers, including many (like myself) who didn't give a shit about skateboarding. It accomplished this by having extremely tight, responsive controls and easily-understandable physics, that allowed players to enter a zen-like state in which we felt like unstoppable skateboarding gods -- even if we couldn't tell a kickflip from a manual.

This is not the case with Monster Jam: Showdown. The gameplay here is exceedingly arcadey. The trucks in the game just don't have the sense of weight and physicality that one might expect from the 6-ton motor behemoths that they are based on. These trucks often feel like they are on the moon, and the physics is horribly inconsistent, unpredictable, and prone to screwing the player over every chance it gets.

Incidental collisions with level geometry can
send the truck flying into the air.

Running over or clipping geometry in the arena could send the truck flying into the air. Taking a turn a little too hot and clipping the rocky wall of a racing circuit can launch the truck into a flip. Running over a football-sized rock on the side of the track can pop the truck off the road and flip it over. Stunts as simple as running over and smashing a line of cars can be frustratingly difficulty, as hitting the first car can send the truck flying 30 feet into the air, missing all the other cars, and landing on its back. Even at low speeds, it's almost impossible to tell if you'll run over the cars, or go flying into the sky, or roll over onto your side. It's also annoyingly easy to get stuck in flips, or in cycles of "break-dancing", in which the truck just keeps flipping around on the ground doing various "sidewall" spins on 2 tires.

[More]

Cities: Skylines II: Bridges and Ports - title

This first expansion for Cities Skylines II is a year overdue. Personally, I was far more optimistic about it than most other players. Though that review was biased by the fact that I never got any of my cities up over 100 thousand population, and so wasn't running into many of the problems that other players experienced with the simulation breaking down in large cities. I think my largest city was somewhere around 70-74 thousand population at the point that I published my review.

The game launched in such a messy state that Colossal Order had to devote so much time and effort to fixing core problems that they had to keep delaying the expansion. They were in a really hard position, as publisher Paradox had sold the expansion with the deluxe editions of the game in pre-orders. This content was promised to players, and was sold to players prior to the game launching. It's not like Colossal Order could just not release it.

This stuff is exactly why pre-order and "Deluxe Edition" cultures in gaming need to die. With all games being available digitally (and most games being purchased digitally), there is no risk of a supply shortage, and so no reason to ever pre-order a game. Offering pre-orders and pre-order bonuses is just a cynical, anti-consumer trick of publishers to try to get more money out of gamers. Sell the product before it's actually for sale, and know that you're guaranteed to get at least that many sales, even if the game turns out bad.

Colossal Order did say that, due to the delays, they tried to fit as much water-based content as they could into this expansion. They also claimed to have put a lot of time into fleshing out systems and testing the new content to make sure it all worked. I had hoped that this supposedly more holistic approach to this expansion, and the extra time given to it, would alleviate many of the complaints that I had with the first game's expansions being so limited in scope. I'm sorry to say that it didn't quite work out that way.

Mmm, fish milk...

I'm also sorry to say that, while I was working on this review, Colossal Order and Paradox announced that Paradox has fired Colossal Order from its development duties on Cities: Skylines and Cities: Skylines II. After the end of this year, development of the game will shift to Paradox's in-house Iceflake Studios (the developer of Surviving The Aftermath). I had played Surviving the Aftermath. I thought it was fine, and largely had a good time with it, even though I never finished the campaign and never got around to reviewing it. So it's possible that Iceflake might handle Cities: Skylines II development just fine. But this situation sucks. Colossal Order created Cities: Skylines. It was their game (and series). For Paradox to yank it away from them in this blatant act of IP hoarding is just cruel, greedy, and evil.

I hope that Colossal Order survives, that they are able to retain most (if not all) of their staff through this, and that they come back swinging in a few years with a new city-building game that will rival Skylines. Maybe, in the long-term, competition between Paradox and Colossal Order will lead to a renaissance in modern city-building games, as each tries to out-do the other. But in the meantime, it's likely going to be a rough few years for Colossal Order, and I wish them all the best.

Repeating the first game's mistakes

The feature previews for the Bridges & Ports expansion sure seemed promising. New modular ports, bridges, drawbridges, proper quays and piers, a fishing industry, offshore oil drilling, waterfront zones, and a bunch of new parks and landmarks. It sure seemed like a fairly comprehensive and holistic feature suite, on paper.

But then I actually got to playing it, and almost immediately started to notice that there were things that I had hoped or expected to be included, which simply weren't. Despite the supposedly-holistic approach to water infrastructure, this expansion is still missing 2 key pieces of water recreation infrastructure that I've been asking for since the original Cities: Skylines over a decade ago. There are no public beaches, and no marinas. Yes, you can technically build a makeshift, superficial marina using the quays, piers, and a couple of boat props, along with any other Detailers' props or decorations. The piers do seem to provide some passive beautification, but nobody ever actually uses these structures that I might spend hours putting together. People don't walk the decks of the piers, or actually sail the prop boats out into the water. Would it really have been too much to ask to be able to create a simple seaway and "pleasure cruise area" for a marina, similar to the way that fishing areas are designated?

You can make makeshift marinas with quays, piers, and boat props, but nobody uses them.

The lack of public beaches really hurts the aesthetic of any coastal city. There are some props that can be placed on sandy beach areas to give some appearance of a beach. Maybe some tents here and there, some lawn chairs, and a few other such objects. But there are no beach towels, surf boards, sand castles, lifeguard towers, or things of that nature. Most importantly, just like with the makeshift marinas, nobody will ever actually go to that beach. People don't walk along the beach, swim in the water, sit in the lawn chairs, or play in the sand. The beaches are just completely lifeless.

[More]

Silent Hill f - title

I'm on the record as having said that I think From Software would've been a good candidate to develop a Silent Hill game (or a pure horror game in general). But I also said that I would not want such a game to be a "Souls-like". Instead, I think FromSoft is well suited to the Silent Hill IP because they make games that are rich in oppressive atmosphere, are good at developing rich mythologies, and which share many common themes with Silent Hill (such as corrupt religious authorities). Also, FromSoft makes games other than Souls-likes. They made Déraciné, which I loved! And which might actually be there 3rd or 4th best game.

Well, I didn't get a FromSoft Silent Hill game, but I did apparently get the "Silent Hill Souls-like" that I very explicitly did not want. Thankfully, it did not turn out as bad as I feared it would be.

Poorly-labeled difficulty options

Do yourself a favor, and do not try starting this game on the "Hard" difficulty! It's a shame that the developers chose to label the difficulty levels like they did: "Story" and "Hard". There's no "Normal" or "Medium" difficulty option. Typically, when I see a "Story" difficulty option, I assume that it's a mode that is stripped of all challenge and friction such as to allow the player to basically just walk through the game un-molested.

Don't get me wrong! I approve of games having accessible difficulty settings, even if I choose not to use them. Such stripped-down "Story Modes" are perfectly fine to include in an action or adventure game -- especially one that is narrative driven, like Silent Hill f is.

I gave up on the Hard mode after the first major boss.

This "Story" difficulty doesn't quite go to that extreme, but it is pretty easy (outside of a handful of tougher setpieces), and it renders many of the game's advanced mechanics moot. For example, you don't really have to manage Sanity or Focus at all in this difficulty level, as Sanity is automatically refilled at every save point. Stamina is still meaningful, but one-on-one encounters can almost always be defeated without depleting the sanity bar.

Almost all the consumable pick-ups, thus, can be safely ignored or sold at save points in exchange for permanent buffs (which just make the combat even easier!), since you'll rarely (if ever) need to use consumables on the Story difficulty. This has many knock-on effects for the rest of the game, such as making exploration largely pointless. Going out of your way to explore, only to find a reward of an extra item or 2 that recovers or buffs your Sanity simply has little-to-no value. Truly valuable rewards, such as inventory upgrades or a useful omamori, are few and far between. In fact, I often had to run back to a nearby save point to sell consumeables because my inventory would be too full to pick up any new ones.

[More]

Madden NFL 26 - title

After the disappointment of College Football 26, I wasn't sure if I would care enough to play this year's Madden. If the college game that everyone was excited about and praising last year somehow managed to get worse this year, that didn't bode well for Madden. As usual, I waited a couple weeks and bought it used, then still put off playing it for another week or so. After having to click through multiple advertisements for Ultimate Team and the stupid Season Pass, getting into the actual game didn't make me feel any better.

Just like with College Football 26, my single, biggest problem with Madden 26 (at release) is the inability to run the ball. Just like with the college game, blockers seem incapable of holding blocks, and defensive pursuit is uncanny good. There's like 3 run plays that even seem viable: draws from shotgun, read option keepers, and 01 Trap. With almost every other run play that I call, there is always a defender in the gap. Unless you are able to quickly react to cut back, or you have the stick skills to make a move or break a tackle in the gap, you'll be lucky to average more than a single yard per run.

That's the case for the user, anyway. For the CPU, every inside running play seems to break for 20 yards, and the CPU running back will successfully juke at least 2 defenders every play.

People online are saying that in order to run the ball, you need to utilize the new "Untarget Defender" feature in order to force your blockers to ignore backside defenders in favor of sending an extra blocker to the play-side. There are a few problems with this. First and foremost, as a matter of principle, I should not have to change the blocking assignments every single play in order to get competent blocking!

Running the ball was borderline impossible when the game launched.

Madden also doesn't bother to teach or explain this new "Untarget defender" mechanic. Unless you pay attention to pre-release promotional material, you probably won't know that this option is even available. It isn't documented anywhere, and there's no tutorials for it. I had no idea about it until I went online looking for advice on how to run the ball. Worse yet, this option is located under the "Pass Protection" pre-play menu, which means that a lot of users might not even realize that this feature can be used to modify run blocking assignments.

Almost as important is the fact that, unlike College Football, Madden does not show the actual individual blocking assignments of your blockers on running plays. It does for [most] pass plays, but not for run plays. I have no idea who the offensive line is actually going to try to block, so how am I even supposed to know that I should be modifying the blocking assignments? Or how am I supposed to know that the Untarget Defender command is even working?

The coach cam can show pass blocking assignments,
but not specific run blocking assignments.

If it ain't broke, break it!

Or at least, that was the case when the game released. In mid-September an update was released that seems to have inverted that problem so that running the ball is easy for the user, but the CPU cannot run the ball to save its life. I've had to reduce my Run Blocking sliders down to 20 or below in Franchise just to make CPU run defense competent, while tuning CPU Run Blocking into the 70s or higher just to make it so that the CPU running backs can gain positive yards.

Unfortunately, setting this slider so low leads to recurring problems where my own blockers will cut right in front of my running back right as he hits the hole. This is particularly annoying with receivers or tight ends who go in motion across the formation, away from the run, only to U-turn as soon as the ball is snapped and run through the hole as if to lead block. Despite there being a huge hole, my running back runs right into the back of one of my own players, has all his momentum stopped, and gets dragged down by a backside defender. It doesn't happen every time, but it happens frequently enough to really get on my nerves.

Maybe I would be able to fix some of these problems if the game would only let me see who each of my blockers is supposed to block on running plays. Then, maybe I could use the "Untarget Defender" function to force my pullers to block someone else, so that they don't get in my running back's way. But I can't do that because I have no idea who each of my blockers is actually supposed to block!

It would be really nice if publishers would stop being so reliant on post-release updates, and would actually put some QA effort into their games before they launch. That way, I wouldn't keep feeling like I have to write 2 fucking reviews for every one of these damn things!

[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

Exploring strange new ludic genres of Star Trek (on Patreon)Exploring strange new ludic genres of Star Trek (on Patreon)09/08/2025 2 years ago, after playing both Star Trek: Resurgence and Star Trek: Infinite, I started thinking about how the ludic genres of "point-and-click"-style adventure games and grand strategy games are both very good ludic genres for the Star Trek IP. I had originally planned on creating a short, 20-30 minute video talking about...

Random Post

NCAA Football 2012 - First screenshot revealed!NCAA Football 2012 - First screenshot revealed!03/14/2011 Earlier today, EA released the first screenshot for NCAA Football 2012 through the ESPN website. In addition to giving us the screenshot (and our first taste of the new game), EA also promised that they would break down the new features that the screenshot is supposed to showcase. But just because EA is going to spoil all the...

Month List