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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Civilization VI - Lautaro of Mapuche

Civilization VI's first expansion, Rise & Fall released earlier this year, and it introduced a few leaders and civilizations that are making their first appearance in the franchise. I hope to be able to write strategies for every one of the expansion civs and leaders, but I'm going to start with the ones that are new to the franchise, and the ones that most utilize the expansion's new features (Era Score, governors, loyalty, and so on). This month, I will be tackling the Mapuche, lead by Lautaro.

The peoples known as the Mapuche are a collection of societies indigenous to southern Chile and Argentina who are linked by social, spiritual, economic, and linguistic heritage. Archaeological evidence shows their culture has existed since around 600 or 500 BC, and their textiles have been traded throughout South America for centuries. Though mostly independent, the various tribes would unite together during times of war (such as against the Inca and Spanish) and elect a "toqui" (meaning "axe-bearer") to act as a military and domestic leader.

Civilization VI - Lautaro portrait

One such toqui was Lautaro "Swift Hawk". He was elected toqui while still less than 20 years old, after escaping from the personal captivity of the Spanish general Pedro de Valdivia. He lead numerous successful raids (called "Malón") against the Spanish, eventually capturing Fort Tucapel in December and killing his former captor, de Valdivia, during the Spanish counterattack in December 1553. The Mapuche, under Lautaro's command, may have been able to further expel the Spanish if not for a typhus outbreak and famine that prevented further raids. He was killed four years later in a Spanish ambush, but the Mapuche would continue to resist the Spanish for over a century after Lautaro's death. Lautaro is revered by Chileans (Mapuche and non-Mapuche alike) for his courageous leadership against the Spanish who sought to enslave them, and is even depicted as an almost heroic figure in the Spanish epic poem La Araucana.

Lautaro and the Mapuche can be a potent military force in Civilization VI: Rise & Fall, especially against rival civilizations that ascend to golden ages, or who fall into dark ages.

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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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Star Trek: New Horizons

Here's something that I've never done before: a review of a game mod! I don't play mods very often. When I play games, I usually want to play the game that the creators created in order to get a feel for what their intent might have been. For some of the more sandboxy PC games that I play (like Cities: Skylines or the like), I might try some small mods.

There has yet to be an official game quite like Microprose's 1999 release, Birth of the Federation.

For this one instance, however, I'm making an exception because this particular mod fills a very specific niche desire for me that has gone unfulfilled for around 15 or 20 years. The "New Horizons" mod for Stellaris is finally allowing me to play a full 4-x strategy game set in the Star Trek universe. I haven't been able to do that since Star Trek: Birth of the Federation, developed by Microprose for Windows 98!

The creators seem to have been inspired by BotF.

Yes, there have been other Star Trek mods for other games in the past, and there's even some community projects to create spiritual successors to Birth of the Federation (such as Star Trek: Supremacy). The problem is that I've yet to ever see one of these get finished. "New Horizons" for Stellaris is still a work-in-progress, but it is mostly functionally complete and fairly robust. Since Birth of the Federation holds such a special place in my heart, I'm going to take a stab at reviewing "New Horizons" and see how it compares to my personal favorite [official] Star Trek game of all time.

Built on the back of Stellaris

"New Horizons" is, of course, a mod for the PC game Stellaris (developed and published by Paradox). Because of this, it takes advantage of most of Stellaris' strengths, but it is also hamstrung by many of Stellaris' faults.

"New Horizons" makes excellent use of the massive size and scale of Stellaris' maps by featuring a detailed recreation of the canon Star Trek galaxy, and including a surprisingly exhaustive roster of Star Trek races and factions -- all of whom are playable. Yes, of course, the big players like the Federation, the Romulans, Klingons, Cardassians, Ferengi, Dominion, and Borg are all here. As are all the expected ancillary empires like the Gorn, Tholians, Orions, and so forth.

The playable roster is surprisingly vast and exhaustive.

It doesn't end there, though. This mod also features a crap-ton of "aliens of the week" as fully-featured, playable empires. They aren't "minor races" like what we had in Birth of the Federation or the city states of Civilization V or VI. They don't just have one planet and a handful of ships just waiting for a "major faction" to conquer or absorb them. The obvious choices like the Vulcans, Andorians, Bajorans, are all there. The game also features empires like the Sheliak, Anticans, Selay, Caitian, Cheron, Dosi, Hirogen, Kazon, Krenim, Kelpian, and more! If you have a favorite space-facing civilization from any episode of Star Trek (including Gamma Quadrant aliens from DS9 and Delta Quadrant aliens from Voyager), there is a very good chance that it's a playable faction in "New Horizons"...

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I recently wrote about the game at E3 2018 that most caught my interest. But there are other things coming out of E3 that I also paid peripheral attention to. One of the few reasons that I anticipate E3 each year is that it is also around the time that we start to get the first substantial looks at the upcoming Madden game.

Madden 19 E3 trailer.

The first thing that I noticed about Madden 19 previews is the focus on player movement and locomotion. Specifically, I noticed the fact that they seem to be re-selling us features that were supposed to already be in the game. Didn't Madden 25 already introduce this same mechanic? Yes, it was called "true step" back then. If it was so important to gameplay back in 2013, then why was it ever removed?

Player locomotion and runners getting through gaps in the line are focuses of Madden 19.

We're also seeing the return of a variation of the "get skinny" mechanic that dates all the way back to PS2 versions of the game, but which had been subsequently removed. Hitting the right gap in running plays has been a problem for a long time. It's good to see EA addressing it with the "hit the gap" and "push the pile" mechanics, but they've supposedly addressed this issue several times in the past, and it's never solved the problem.

They've also claimed that defensive coverages have been improved, and that defenders will now do a better job of playing the first down marker in coverage. That mechanic was also supposedly implemented back when Tiburon revised zone coverages for Madden 17, but apparently that didn't work either, so here they are, promising to fix it again. Unfortunately, I haven't seen any of these promises play out in the small bits of gameplay that I've seen so far -- let alone improvements regarding block-shedding, defensive coverage, or general A.I.. So I'm tempering my expectations.

I did not see any of the promised new gameplay features pan out in the gameplay previews from E3.

EA's dev blog has also stated that tackles will now factor in momentum, speed, and player weight. Wasn't that what the Ignite, Infinity, and Frostbite engines were supposed to have been doing for the past five years or so? Admittedly, I did see a few improved-looking group tackles and broken tackles in another piece of gameplay footage, but not much regarding the advertised features. Don't get me wrong, if all these features work, then I'll be happy. It's just not very reassuring to hear the same promises year-in and year-out, and then not see them in the advertised product.

Also, what's the deal with Terrell Owens being featured so much (as the cover athlete and in the trailer)? Is he coming out of retirement or something? Does Owens actually have anything to do with the content of the game?!

A long overdue Franchise overhaul?

In any case, it looks like Franchise Mode is a large focus of this year's game, which is good news considering that the mode was almost untouched in Madden 18, which seemed to focus almost exclusively on MUT...

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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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