When I booted up my PS5 for the first time and signed into the PSN, I immediately downloaded a few of the must-have games. You know, the Demon's Souls remake, Miles Morales, and Returnal. I also downloaded some other ... shall we say "less high profile" games that piqued my interest, including the [ultimately very impressive] World War II shooter Hell Let Loose and a little indie game that claimed to be a sequel to H.G. Wells' classic sci-fi novel The War of the World, called Darker Skies.

Darker Skies takes place during the aftermath of H.G. Wells' classic novel The War of the Worlds,
but the visual and sound design is clearly pulled from the 2004 Steven Spielberg movie starring Tom Cruise.

Budget "Last of Us"

I didn't have high hopes for this budget indie title, but I was curious what a game developer would even do with a property like War of the Worlds. As soon as I saw the first enemy, a zombie shambling around just like a Clicker from The Last of Us, my heart sank. With all the potential of the source material, Steel Arts had to go with a zombie game?! The War of the Worlds is a classic sci-fi novel about a Martian invasion of Earth. My expectation for a video game adaptation of The War of the Worlds would either be some kind of survival horror game about surviving against Martians who survived exposure to Earth's microbes, or an action shooter about humans counter-attacking the Martians on Mars, or something akin to XCOM. It absolutely would not be a total knock off of The Last of Us, right down to having infected zombie humans.

And when I say this is a knock off of The Last of Us, I'm not just talking about the presence of Clicker-like zombies. The protagonist has an X-Ray "focus" vision, he scavenges random supplies in order to craft consumables supplies, and most encounters with enemies are intended to be dealt with by various throwable tools. There's even areas of the map that are overgrown with red Martian tendrils, similar to the spore-infested areas of The Last of Us, except this time around, the character doesn't need a gas mask to get through.

The character can use X-ray vision to detect enemies through walls, but only if they are moving.

The only thing missing is the tag-along NPC child character -- which is a big problem because the interactions between the two characters is a huge part of what makes The Last of Us a great game. That's where the heart and soul of that game was. If you played The Last of Us, and you thought the best thing to emulate is the crafting system, then I feel like maybe you missed the point...

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Madden NFL - title

Before I begin this essay, I would like to invite my readers to become supporters through Patreon and be able to vote in a poll to decide the next topic in this series. I have several broad outlines for topics, but no actual draft yet. So I'm asking my Patrons to decide which of those topics I should cover. The poll closes at the end of October, at which time, I expect to start work on the draft for the next topic.

I'd like to take this moment real quick to sincerely thank my current Patrons. Your support really helps, to by offsetting the maintenance of this site, and the cost of software licensing that I use to create content for this site and my YouTube channel.

I also want to provide a short disclaimer that the original video was posted before I had a chance to play any of Madden 23. I have since played several matches in Madden 23, and can confirm that none of the problems discussed in this video have been fixed or addressed. In fact, issues with fumbled footballs teleporting into the hands of the recovering player seem to have gotten worse in the newer game. In just a handful of matches, I've already seen multiple examples of the football teleporting through the bodies of prone players and into the hand of a recovering player who is a full yard or two away from the football. It's bad.

Anyway, onto the actual topic!

This essay is also available in video format on YouTube.

The previous topic was about Longsnapping, and included proposals for adding both ratings-based and skill-based botched snaps into the game. Botching a snap might lead to a bad kick, or a kick being blocked, or the snap sailing over the head of the holder or punter for a fumble. But even though I want botched snaps to be represented in the game, there is one caveat. One of the biggest and most long-standing A.I. and animation problems with Madden is its lose-ball scenarios, and putting bad snaps into the game might not be a good idea unless Tiburon and EA also address this long-standing problem.

But hey, Madden already has muffed punt returns, onside kicks, strip sacks, and just regular old fumbles in the game already, so once again I ask: why are all these other things in the game, but botched snaps are a bridge too far?

Anyway, some of the issues with the pass rush that I mentioned in the Pass Rush essay would also be alleviated by better loose-ball logic. The excessive strip sacks of Madden 17 and Madden 21 might not have been such a big problem if the players were smarter about recovering their own fumbles, and if scooping and scoring weren't so easy for defenders. But I'm getting ahead of myself. Let's now look at how Madden fails to model fumbles, fumble recoveries, onside kicks, and other loose-ball situations.

NFL botched snap Photo credit: Sports Illustraded
Adding botched snaps to the game would exacerbate existing issues with fumbles and fumble recoveries.
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Whether you agree with my assertion in the previous essay that NCAA 13's recruiting was better than NCAA 14's, I hope I've at least made a compelling case that NCAA 14's recruiting system left a lot of room for Tiburon to improve in its upcoming EA Sports College Football game in 2023. Now I want to provide some constructive feedback and pitch some ideas I have for how Tiburon could improve the recruiting mechanic going forward, by hopefully taking the best of what both NCAA 13 and 14 had to offer.

This essay is also available in video format on YouTube.

Lessons from NCAA 14

The previous essay included a lot of criticism of NCAA 14, so I want to start off this second part by acknowledging a feature in NCAA 14 that I feel is a strict upgrade over 13, and which I would like to see preserved in EA's future college football games.

I think my single favorite upgrade in NCAA 14 is the idea of having "complimentary" and "competitive campus visits". If you schedule players from complimentary positions to visit campus on the same week, you'll get bonus points. For example, bringing in a running back along with the linemen who will be blocking for him will provide bonus points.

But you also have to be wary of scheduling multiple players of the same position. If you schedule 2 or 3 running backs on the same week, they'll see each other as competition, and will lose interest out of fear that your backfield will be crowded, and they'll loose out on playing time to another back in the same class. This is one of the few elements of 14's recruiting design which I feel retains the more humanistic, character-driven ethos from 13, and I like it a lot.

Users should avoid scheduling multiple recruits at the same position to visit in the same week.

14 also makes it much more clear how your performance on the field will impact the interest level of the visiting prospects. In NCAA 13, I was never clear about whether scheduling a visit during a bye week would make a difference, or if it mattered whether or not I won the game (if I played one that week). I always assumed that the prospect was there to watch the football game, so scheduling the visit during a bye week would impose a penalty, and I also always assumed that winning the game improved the prospect's interest, and I assumed that the prospect would also get more interest if the players at his position performed well during the game. But the U.I. for NCAA 13 was never clear about whether any of that was actually the way the game worked, or if the prospect only cared about the 3 recruiting pitches that I try to sell him on during the visit. NCAA 14 makes all this blatantly clear when you schedule the visit by showing exactly how many points the prospect will get if certain criteria are met.

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If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations are that the first in this new line of college football games won't release until at least July of 2023, so we still have a a year or more before we'll be playing a new college football game on our home consoles. Sadly might not even have Maximum Football to fill that niche void anymore, since it's unclear of its new developer, Modus Games, will retain the college Dynasty Mode, or if it will be as good. Hopefully they do, and hopefully it's better.

With EA Sports' return to college football now imminent, I feel it's important to take a look at one of the most beloved features in EA's old NCAA Football games, and examine why that feature worked so well, why it absolutely must return, where it may have faltered, and how EA could potentially even improve it.

This essay is also available in video format on YouTube.

It's kind of funny seeing how EA's NCAA Football series has been elevated onto a pedestal since its cancellation in 2013. Contemporary reviews and user scores were often mixed or negative, and aligned very closely with Madden's reception at the time. Yet now, NCAA Football 14 is often held up as one of the best sports games ever, and definitely one of the best football games ever. Are we looking back with rose-tinted glasses? Or was NCAA Football always an under-appreciated gem? I think the true answer is a little bit of both, and we'll explore why in the coming discussion. In any case, the NCAA Football games seemed to enjoy a more cult-like status compared to Madden, with its loyal fanbase often insisting that the college game was better than its more mainstream big brother.

Being the smaller cousin of Madden, I think the developers of NCAA Football had a little bit of a longer leash. Lower sales expectations might have lead to less overhead from both the NCAA and from EA itself, which gave the studio a bit more leeway to experiment with new and novel ideas (some of which worked, and some of it didn't). The studio also benefitted from technological hand-me-downs from big brother Madden's development process, which may have freed up more resources for building supporting features, rather than having to spend as much time on the underlying game engine. By the time of the game's cancelation, it had been receiving yearly engine, A.I., and graphics upgrades that had been developed by the Madden team. Robust customization features such as TeamBuilder and Stadium Sounds allowed for a great deal of personalization that helped to connect the user more to their game. Trophies from rivalry games, bowls, and conference championships provided challenges and collectibles that encouraged users to play the game with other teams in both Play Now and Dynasty modes. The college atmosphere and more diverse playbooks provided pageantry and energy on the field that Madden largely lacked. And the list goes on...

Hand-me-down gameplay from Madden, and lower expectations from EA
may have allowed the NCAA Football team more freedom to experiment with fun new features.

In fact, things have kind of come full circle, with Madden 22 now stealing features from NCAA 14!

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Stray - title

When some of the trailers for Stray started releasing on the internet a couple months ago, a couple of my co-workers were really enthusiastic about it. I took one look at the trailer, and pretty much had the entire game figured out. But the idea of playing as a literal cat (as opposed to an anthropomorphized cartoon mascot cat) seemed novel enough for me to toss the game on my Steam wishlist. I ended up buying it on PS5 though, since the price was the same and my aging PCs might not be able to render all the pretty, ray-traced neon lights of the game's cyberpunk dystopia setting.

Right off the bat, I was surprised that Stray does not feature any kind of customization for the cat. I had a bit of a Mandela effect going on in which I could have sworn that the trailers I watched earlier in the year showed customization. But no, we're all stuck with the same orange tabby cat. At the very least, I feel like the developers could have given the player the option to play as one of several pre-fab cat models. The game begins with 4 cats in a little colony, and it seems like the developers could easily have given players the option of which of the 4 cats we want to play with. Ah well. Not a big deal.

I wish there were options to customize the cat or play as different pre-made cat skins.

After being separated from the other 3 cat buddies, the one playable cat must navigate a walled-in dystopian cyberpunk city to find its way back out to its colony. This is done by progressing through a linear route through the environments and completing collections of 3 various types of activities:

  • Run away from hostile critters,
  • Explore small sections of the city populated with humanoid robots for keys, collectibles, and lore,
  • Do some light stealth.

Cyberpunk cat tower

The best parts of the game are easily the exploratory sections, as they are the most free-form and best utilize the novelty of the feline protagonist. The levels all have a significant vertical element to them, and the low-angle camera gives an impressive sense of scale. All the spaces are very small horizontally, never representing more than a single city block, but they are easily doubled or tripled in terms of traversable size when the vertical spaces are factored in. A simple, 3-story tenement building might as well be the Empire State Building from the perspective of your foot-tall feline avatar.

If the player isn't routinely looking up, climbing where you can, and squeezing into tight spaces, you'll likely miss a lot of the game's secrets and collectibles. Though if you are testing the verticality of all the spaces, you should find most (if not all) collectibles without much extra effort or thought.

A stray cat must navigate a cyberpunk city inhabited by robots.

This gameplay would probably be a lot more impressive if not for the fact that it isn't doing anything that every other open world adventure game since Assassin's Creed has been doing: climbing and rooftop parkour. Even though the levels are 3-dimensional, paths to the heights are usually clearly signposted and railoaded, and the cat can only jump or climb onto places that specifically have "jump to" prompts. There are no leaps of faith for this cat. All the challenge is simply observational: is there a clearly-visible path to the place I want to go?

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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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The Humanity of NCAA Football's In-Season RecruitingThe Humanity of NCAA Football's In-Season Recruiting08/01/2022 If you're a fan of college football video games, then I'm sure you're excited by the news from early 2021 that EA will be reviving its college football series. They will be doing so without the NCAA license, and under the new title, EA Sports College Football. I guess Bill Walsh wasn't available for licensing either? Expectations...

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