Red Dead Redemption 2 - title

Once again, Rockstar is absolutely abysmal when it comes to its tutorials. It gets the very first one right, by displaying the prompts on the bottom center of the screen, below the subtitles. That's for the basic movement controls that should be common sense. Once it gets into the more complicated and esoteric stuff that isn't intuitively obvious, it falls back on the tried-and-failed method utilized in Grand Theft Auto V of printing a tutorial prompt in a tiny black box in the top corner of the screen, during the action of the game!

Even if you are lucky enough to notice that there's a tutorial tip while you're in the middle of a horse chase or shootout, it's still hard to read and decipher the tiny text and button icons. There's no option to use a larger font or to rescale the UI if you're playing on a less-than-huge TV. Rockstar, listen, I'm playing the game on a console, from my couch, with a wireless controller, ten or so feet away from a 46-inch TV. I'm not 14 inches from the screen. Use a readable font!

Tutorial prompts appear in tiny, hard-to-read black boxes in the corner of the screen,
often in the middle of an action sequence, in which your attention is on something else.

We did buy a much larger TV over Black Friday, so the UI is now much easier to read, and my girlfriend might even go back and play games like Monster Hunter: World and Assassin's Creed: Origins now that the TV is big enough to read the damned text on the screen.

It doesn't help that there is no way in-game to review any of the tutorial prompts that you may have missed, nor is there any way to view the controller mapping. There's a "Help" section in the pause menu that does contain a large amount of information, but that only helps if you know what you're looking for. If you couldn't read the tutorial prompt because you were busy in a gunfight or horse chase or whatever, then you're not going to know what you're even supposed to be looking for if you try to look it up. It's like opening up a dictionary, but not knowing what word you're trying to define. The controls for this game are very complicated, with lots of buttons being overloaded to multiple, context-sensitive commands, and with certain commands requiring that you hold multiple buttons. I'm constantly forgetting the controls for fist-fights, and I can never remember the dive/roll button for the life of me. It would be very nice to be able to pause the game and double-check the controls if you're coming back to the game after having not played for a few weeks or months, or if you come across a mechanic that hasn't been tutorialized or practiced yet.

It's hard to make out what many of these icons are supposed to represent.

This is further exacerbated by the use of tiny icons that are still hard to decipher on the 75-inch TV -- and were impossible to read on the 46-incher. Seriously, if you're playing on anything less than a 60-inch TV, you need hawk eyes to be able to read this stuff! Often, I would see one of the horse icons above my mini-map flash red with some un-discernible icon, and I had no idea what this icon meant. It was over the horse's health icon, and kind of looked like it might be a steak, so I tried feeding the horse, which did nothing. Besides, why would Rockstar use a steak icon to indicate that you need to feed a horse? Horses don't eat steak. After some digging online, I discovered that this icon maybe means that my horse is dirty, and I need to brush her or run her through water to clean her.

Similarly, in base camp, there are three icons in the top right corner that are tiny and un-discernible. They are supposed to represent the camps supplies: food, medicine, and ammunition (I think), but damn if I could tell which one is which. The glut of articles and forum topics explaining just what these icons mean tells me that I'm not the only one who had this problem.

Living in the game world

Once you get through the tutorials and start playing the game proper, you'll be rewarded with a massive, immaculately-detailed, and well-realized world that feels like a living, breathing place. Unlike many other open world games and RPGs, Red Dead Redemption 2's simulationist design truly provides a feeling of living within this world. There's a bevy of context-sensitive animations that make everything feel so organic and life-like, and which really help to immerse the player in this gritty, realistic setting.

The game world is immaculately constructed and detailed.

I've seen plenty of complaints about these time-consuming, laborious animations on the internet, and at first, I thought that I was going to loathe having my time wasted. I was all ready to draft up a review complaining about Rockstar being arrogant and over-indulgent. But as I played the game more, I have to say that I came to love them...

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UPDATE 28 JANUARY, 2019, 6:44 PM (PST)
Twitter user @HillardHouseDan referred me to a gamefaqs post at gamefaqs.gamespot.com/boards/179835-resident-evil-2/77419853 that has a work-around for this issue. That post claims that disabling HDR (High Dynamic Range) in the PS4's video settings will allow you to stream and capture Resident Evil 2 footage. Commentor Jon had also posted the same work-around just as I was loading up RE2 to test it. So thanks readers!

I had actually come across this post last night, but had dismissed it because it was specifically about "Share Play" and not about streaming. I have been streaming Red Dead Redemption II for two months with HDR enabled without any problem, so it didn't even occur to me to test that setting.

Besides, the message was telling me that the scene was "blocked", so I had assumed that Capcom had blocked it as a "spoiler" section. Games in the past have done this for screens in which players enter email accounts, passwords, credit card numbers, or other sensitive information (which is the only acceptable use of blocking share functionality!). But Atlus had also recently blocked streaming of Persona 5 in order to prevent spoilers from leaking onto the internet. I was assuming that Capcom was doing the same thing. Atlus had patched Persona 5 to remove the streaming block for after about a week.

So, long story short: If you disable HDR on the PS4's video settings, you should be able to stream Resident Evil 2. You'll be playing at lower resolution, and with less color range, but it'll be playable and streamable. I guess I'll have to chalk this one up to a bug for now? Maybe Capcom will fix it with a patch. I can't imagine that they had deliberately blocked HDR or 4k streaming, but left non-HDR and regular HD enabled.

So pending any other setbacks, I do expect to play Resident Evil 2 this week, and will hopefully have a review out in a couple weeks. I'm leaving the rest of this post intact for posterity. Some of the points about fair use and blocking functionality of the console are still valid for situations like Persona 5, so maybe this blog will serve as a cautionary tale for any publishers or developers who do try to pull something like this deliberately.

UPDATE 26 February, 2019:
I have a full review up for the game now. I have also adapted that review into a video critique on YouTube:

I have adapted my review into a video critique on YouTube.
I was really looking forward to this remake of RE2.

After having to wait all of Saturday night for Resident Evil 2 remake to download and install on my PS4 (and playing Red Dead Redemption 2 to pass the time), I tried booting up the game on Sunday and played 15 minutes, only to find that the entire game is blocked from streaming. Even the built-in "capture" functionality (of the last 15 minutes of gameplay) of the PS4 console is disabled! I didn't even know games on the console could disable the built-in capture.

This realization sent me into a rabbit-hole of digging through the internet to find out if there was a work-around. I couldn't find one. Apparently, only the PS4 version of the game suffers from this problem. Players on Steam and XBox One do not seem to have any issues streaming.

I was very exciting to play this game. I really loved the REmake that was released on PSN a couple years ago, and I've been looking forward to an "RE2make" ever since. Resident Evil VII was also pretty damned good, and a return to form that made me optimistic about the series moving forward. But the game being blocked from streaming and capture put a damper on the experience that makes me not want to play the game. Basically, my night -- and my weekend -- were ruined by this petty decision from Capcom (and the fact that Sony even allows this bullshit on their platform).

This makes blogging about the game much harder

Why is this such a big deal? Why can't I just play the game and not stream it to Twitch? Well, the reason is that I use the streaming and capture functionality to get screenshots (and occasionally video) for use on this blog. After playing the game, I go through the archived footage to get relevant screenshots for blogs, strategy guides, analyses, or whatever I happen to be writing about the game -- all of which is legally protected under fair use!

It isn't just streaming that's disabled; even the capture function built into the PS4 is disabled!

I could maybe have lived without the Twitch broadcast, as I usually prefer to save important footage using the PS4's built-in capture function. The captured footage is much higher quality than what is saved by Twitch, and so it's essential for getting good screenshots of action segments. But the PS4 only saves the last 15 minutes of footage, so I have to make sure to remember to capture any video that I feel I'll need. I use the Twitch stream as a backup in case I forget.

The principle of the thing

More importantly, however, is the principle of the thing...

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I was inspired a few weeks ago by a Twitter post from Ryan Moody (@ShutdownSafety), who asked why people are being so negative about football video gaming, and why people aren't making content. Well, I decided that I'd make some content sharing some of my optimism about the future of football video gaming in the next few years. I posted a video to my YouTube channel, but loyal blog readers can read the full transcription here.

YouTube: Will 2020 be a good year for football video games?

Football video games have been in a rut for a while now. The exclusivity deal between the NFL and EA didn't only kill NFL 2k series, it also may have killed the NFL Gameday, NFL Fever, NFL Blitz, and other series as well, some of which had game releases as late as 2004. All Pro Football 2k8 is now eleven years old. Backbreaker came and went nine years ago, leaving EA as the only major publisher still making football video games. EA's own NCAA Football series is now in the fifth year of its hiatus (the optimist in me still prefers to use the term "hiatus" instead of "cancellation"). This has all left football video gamers with nothing but mediocre Madden releases for years.

EA's NFL exclusivity may have put the final nail in the coffin for other games besides just NFL 2k.

All that being said, I am actually very optimistic about football video gaming come 2020 or 2021.

New indie games on the market

First and foremost, Madden's 5-year complete monopoly on consoles was broken this year with the releases of Canuck Play's Maximum Football 2018 and Axis Games' Axis Football 18. For the first time since 2013, there are football games on consoles not called Madden, and for the first time since 2009, there are football games on consoles that are not published by EA.

So why do I still consider football gaming to be in a rut?

...

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Civilization VI - Robert the Bruce of Scotland

Civilization VI's second expansion, Gathering Storm was announced earlier this year, and will be released in a couple months. It will include modified rules and new civilizations, and I'll certainly be writing some guides for its new civilizations. In the meantime, however, I'm going to tackle one more civilization from the previous Rise & Fall expansion. This civilization happens to be the last of the "new" civilizations (a civ that has never appeared in a previous game): Scotland, lead by Robert the Bruce.

Civilization VI - Robert the Bruce portrait

Scotland is currently a part of the United Kingdom, and makes up the northern third of the British isle. However, Scotland was an independent, sovereign kingdom throughout most of the Middle Ages. The lands of Scotland are shaped predominantly by receding glaciers during the tail end of the last ice age, and the area has been inhabited for over twelve thousand years. The Scottish Gaels strongly resisted Roman encroachment into their territory during the first and second centuries. Their raids on Roman forts forced emperor Hadrian to construct a defensive wall over 117 km long and as tall as 6 meters, that ran almost the entire width of the island. Parts of the wall still stand across England today. After the withdrawl of the Romans, the kingdom of the Picts became known as the kingdom of Alba, which flourished in the 12th and 14th centuries, possessing some of Europe's most influential philosophers.

In 1295, when Scotland's King John had refused to fight alongside England's King Edward against the French -- despite Edward having arbitrated the Scottish crown to John -- England and Scotland were plunged into war that resulted in England seizing control over Scotland. In the early 14th century, new Scottish King Robert the Bruce began a 20-year campaign against the English to restore Scottish independence. Victory at the battle of Bannockburn finally restored control of Scotland back to the Scotts, and conflict between England and Scotland continued off and on for many generations before the two countries were united diplomatically in 1707.

DISCLAIMER:
Civilization VI is still a "living game". Strategies for the game (and for specific leaders and civs) may change as Firaxis applies balance patches, introduces new features, or expands the game through further DLC or expansion packs, or as the Civ community discovers new strategies or exploits. As such, the following strategy guide may change from time to time. I will try to keep it up-to-date, and will make notations whenever changes are made. I'll also post links in the official 2K forums and CivFanatics, where I'll also report any changes made. If possible and practical, I will try to retain the original content of the strategy for posterity.

I welcome any feedback or suggestions that readers wish to offer. Feel free to post on the linked forums, or by posting a comment at the bottom of the page.

This guide is up to date as of the November 2018 "launcher" patch (ver. 1.0.0.262)

Scotland is another "world police" civ (similar to Australia). It can also hold its own and can become a technological and/or industrial powerhouse if its citizens remain happy.

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Axis Football 18 - title

This is the one indie football game that I was most looking forward to. Unfortunately, it is also the one that ended up being delayed almost to the point of irrelevancy -- at least on consoles. The game did see a PC release on Steam in September, but the console versions had to wait until much longer. The XBox One release didn't make it out until after Thanksgiving. The PS4 release had to wait even longer, not seeing a release till after Christmas! I was trying to hold out for the PS4 release, but the college season was coming to a close, the NFL was well into its second half, and I was jonesing for some football gameplay. I ended up buying the Steam version when it went on sale (only a couple bucks off) for Black Friday.

Many football fans probably gave up on the season long before Axis Football showed up on storefronts.

If they want to be successful in the future, Axis is going to need to make sure that they get their game out on time! In fact, they should probably follow Canuck Play's Maximum Football and try to release before Madden hits shelves, and thus capitalizing on the period of greatest excitement and anticipation for the football season. Being delayed until after Thanksgiving on consoles surely hurt Axis' chance at success. I'm sure Lions, Bills, Raiders, and ... yes ... UNLV fans have long-since given up on the football season and may have also lost interest in playing football video games.

I still hope that Axis sees decent sales on all platforms. Hopefully, Axis has learned lessons about the certification and release process so that they can get their game out on time next year. Hopefully they can also spend less time going through certification, and more time working on ironing out the rough edges on this game. Axis is definitely a more feature-complete product than its direct competitor (Maximum Football), but its on-field gameplay might lag a little behind Maximum in some areas. And both games are light-years behind Madden.

Third and long

There's a screen-shake to accompany tackles and make the action look more visceral. It's ironic, however, when this shake accompanies a tackle animation in which the tackler didn't actually collide with the runner. Simply grazing a defender can often cause the runner to fall to the ground. This can sometimes happen with a couple yards of separation between the tackler and runner, and sometimes even with the tackler on the opposite side of a blocker. I also see defenders shift through blockers, such that the blocker is behind the defender, yet the blocking animation continues as normal.

Runners are frequently tackled without actually colliding with a defender,
or the defender phases through the runner and misses the tackle.

The game also lacks a robust set of catching animations for receivers, or swat animations for defenders in coverage. Many passes feel like a crap shoot because the receiver and cover man both stand there waiting for the ball, and it could be a completion, and interception, or a drop, without any real appropriate animations playing to accompany the action. Players don't seem able to jump or dive for passes. They just kind of put their arms out, and the ball either hits them (in which case, it's still random whether it's caught or dropped), or it misses.

There's also no blocking or block-breaking animations. Linemen and defenders just kind of magnetically attach to one another until the block is broken. At that point, the defender just kind of steps away from the lineman with there not really being any indication that the two of them had ever interacted at all. There's no hand-swatting, or jostling, or swim / rip moves, or anything.

Receivers and defenders don't put much effort into catching or swatting balls in the air.

More generally, the game is in desperate need of a better locomotion system. Players don't feel like they have much weight. It takes a moment for a player to get up to speed, but once at top speed, they can cut, change direction, and go in circles without much (if any) loss of speed or momentum. In general, players feel like they're skating rather than running. Axis' controls feel less jerky and more fluid than with Maximum Football, but Maximum's players at least feel slightly more tethered to the ground.

Even though the on-field play has a lot of problems, at least it is never taking control away from me in order to play scripted animations. Aside from the crap shoot that is catching passes, I always feel very in-control of my player, and most mistakes are on me.

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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.

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