The rumors regarding new Silent Hill games are true. Well, some of them anyway. It doesn't look like Hideo Kojima or Guillermo del Torro will have anything to do with any of it. Konami finally broke the silence regarding its plans for the Silent Hill franchise, and announced 4 new games and a new movie! I have very mixed feelings about all of this.

Market saturation

First and foremost, announcing 4 new game projects all at once feels like overkill to me. I really hope that these games are spaced out and aren't all released at the same time or in quick succession. Remember the last time Konami tried releasing a bunch of new Silent Hill content in its 2012 "Month of Madness"? Yeah, that didn't go over too well.

I'm having enough trouble keeping up with the oversaturation of streaming Franchise TV series.

More generally, keeping up with the oversaturation of content from franchises like Star Trek, Star Wars, Marvel is already difficult, and I can't keep up. I don't need all my favorite video game franchises piling onto that oversaturation. People have lives outside of media consumption, and I'm sick to death of these corporations thinking that they have a right to monopolize our time by throwing dart after dart at walls in the hopes that some particular dart sticks in the bullseye. I do not owe Disney, or CBS/Paramount, or Konami any of my time, and I've gotten to the point that I don't offer my time unless I have an expectation that it will be worth it. So if any of these Silent Hill games does not look worth my time, I won't play them, and they can go in the pile of un-consumed content along with Book of Memories and most of the crappy graphic novels and comics.

That being said, I'm expecting that most (if not all) of these titles will be relatively short, niche horror games -- "short" compared to the massive open world grind-a-thons that other studios keep trying to shove down our throats. I don't expect any of these new Silent Hill games to be 100+ hour, open world, live service games that are designed explicitly to waste my time and try to steer me towards buying "time-saver" micro-transactions and loot boxes. That doesn't mean that Konami won't find a way to put micro-transactions and loot boxes into the games. But I expect these games will likely be more traditional, conservative 8 to 15-hour horror campaigns. This means that I will likely have time to split between these games and other games, and also between these games and each other (should they all be released contemporaneously, and I chose to play them all).

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Chicago Bears alt logo

With every new coaching staff or general manager for the Chicago Bears, I think they can't possibly be more disappointing and embarrassing than the last. But somehow, this organization always finds a way. Ever since firing Lovie Smith (and aside from one stand-out season in 2018), the Bears have been a slow-motion train wreck and can't seem to do anything right.

Drafting Justin Fields with the 11th overall pick in 2021 seemed like a slam dunk. But the Bears have squandered the pick with coaching staffs who seem completely unwilling to play to Justin Fields' strengths, and the offense has floundered.

I get that it's Fields' second year, and the Bears just hired a new coach and are in a rebuilding year. I've tried to temper my expectations and be patient. But it's hard to remain patient when there is a complete lack of any signs of development or forward progress. This is one of the worst offenses in the league, and it seems to be getting worse.

Justin Fields frustrated
Photo credit: Micheal Reaves, Getty Images
I'd be frustrated too if I were Justin Fields and have to put up Eberflus' and Getsy's awful play-calling.

It would be easy to blame Fields, and say that he's just a bad player and a bust. And yes, he does have some mechanical and accuracy issues to clean up, and he also needs to make decisions faster. It's just his second year; those things will hopefully come in time. But I don't think it's that simple. Matt Eberflus and Luke Getsy are refusing to take advantage of Justin Fields' physical talents. He runs a 4.44-second 40-yard dash. He is one of the fastest players on the team, and one of the fastest players on the field. Yet the Bears are not calling any designed QB runs, or read options, or even much in the way of rollout passes or designed bootlegs to get him out of the pocket where he excels as a dual-threat passer. They did a little bit of rolling out here and there in the loss to the Commanders, and were generally successful. So why aren't they doing more of it, especially in critical situations?

In the loss to the Commanders, Fields ran 12 times for 88 yards, and almost scored 2 TDs on the ground. Yet I don't think a single one of those runs was a designed QB run or read option. When he gets outside the pocket, it's also rarely because the play was a designed rollout. Usually, it's because he's flushed out by the pass rush and lack of an open receiver. Yet these plays are often his most successful, as both a passer and a runner. Some of his best highlights of the year have started with him getting outside the pocket.

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Elden Ring - title

I always considered the first Dark Souls to be an "open world" game in all the ways that matter. The world is interconnected, coherent, and surprisingly functional. Almost every location in the game is walkable from almost any other location, and every distant landmark is an actual place that you can go, which usually has a big, scary monster waiting to show you the "YOU DIED" screen for the thousandth time.

As such, I didn't really expect that a transition to an actual open world would in Elden Ring would really make all that much difference -- either positive or negative. Dark Souls, Bloodborne, and Sekiro already felt open and exploratory despite being a series of linear corridor crawls cleverly interconnected into a tight helix. So I didn't expect Elden Ring to really feel all that much more open or exploratory. Further, all of From Software's games are also designed from the ground-up with a play-at-your-own pace paradigm of story delivery -- in that From's games are more about doling out "lore" in piecemeal rather than about a linear narrative with a clear-cut beginning, middle, and end. So I wasn't terribly worried that a transition to an open world structure would break any narrative flow or the sense of stakes for the character, as it does in so many other open world games.

From Soft's brand of player-driven lore discovery is well-suited to an open world format.

What I didn't expect though, is how the open world would dramatically improve both the accessibility and the challenge of the game.

Elevating the genre

Having transitioned to a more traditional open world design, Elden Ring does suffer from some of the same problems that plague the sub-genre. Assets, enemies, bosses, traps, and so forth are all re-used throughout the map, and many of the dungeons look like they were pulled straight out of Bloodborne's Chalice Dungeon generator. Each region of the map will assuredly have at least one mine tunnel full of upgrade stones. It will have at least one crypt dungeon (usually with a Burial Tree Watchdog boss that looks like a cat statue). It will have at least one set of ruins with a boss waiting in the basement. And they'll all have a minor Erdtree with an Erdtree Avatar (or similar) boss.

That being said, I haven't come across any of these dungeons that feels to me like it was just haphazardly thrown together. Each dungeon has its enemies, traps, and setpieces thoughtfully arranged to test various gameplay skills and the player's power of observation and thoroughness of exploration. Each one also has a unique piece of loot offered as a reward for defeating it -- usually a weapon, talisman, or spirit ash. Unlike, say, Skyrim, which just rewards all of its dungeons with disposable weapon or piece of armor that is level-scaled and arbitrarily magical, each dungeon in Elden Ring rewards a unique item that conveys a piece of lore. Early in the game, almost all of this loot is something that will be useful to most builds, which really helps to encourage the player to continue exploring these mini-dungeons. And later, even if the item isn't useful for a build, it might still reveal valuable lore.

Bosses are frequently re-used, but none of the dungeons feels haphazardly thrown together.

The sheer volume of places to go and things to do might seem overwhelming, but it's also a huge boon to new or struggling players. They have plenty of options for alternative challenges to try, which vary in difficulty. Getting stuck on the main quest path, or in a particularly nasty optional dungeon is easily alleviated by simply wandering off in another direction -- any other direction -- and trying something new that might be a bit easier to conquer, or which might provide loot that is useful in the places where you are struggling. Or you can just wander around the overworld and grind.

A lot of these dungeons can also start to feel tedious and unnecessary. I can go through entire dungeons, beat a boss, and still not have acquired enough runes to gain a single character level. On the one hand, this is frustrating, and some of these dungeons feel like a waste of time for a mid-to-high-level character. On the other hand, the increased desire to hold onto these runes means I'm more inclined to run away from a fight that I'm not equipped to handle, which forces me to engage more with that open world by trying to find another boss or another dungeon that is more my level, rather than continuously bash my head against the same boss wall over and over again.

If you get stuck on a boss, explore somewhere else.

Players are much more free to follow your own path through the game. In fact, From included plenty of opportunities for sequence-breaking for particularly inquisitive and observant players. Dungeons and bosses that seem like a mandatory bottleneck for progress can sometimes be skipped entirely. And honestly, it's not even all that hard to find these bypasses, since they are often out in plain view for anybody who bothers to deviate off the main path at all.

And this process of exploration really does provide a sense of genuine discovery in ways that most other open world games fail to deliver. The full scope of the map is hidden to the player at the start, so reaching the crest of a hill and finding an entire continent that wasn't on your map a moment ago is genuinely surprising and awe-inspiring. The fact that every notable point of interest is not immediately marked by climbing a tower or finding a checkpoint really facilitates a sense of exploration and adventure. It really feels like there's always going to be something new and interesting over every hill, around every corner, and within every dungeon.

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University of Nevada, Las Vegas

Last year, I said that UNLV was the best 0-6 football team I had ever seen. Well this year, in 2022, the team has finally turned that competitive spirit into actual wins, and UNLV's football team has earned its first 3-1 start of the current century. Considering that the Mountain West isn't quite as strong of a conference as it has been in years past, this UNLV team might even have a chance at contending for the conference title if they keep playing like they are currently. Boise State and San Diego State aren't the dominant teams that they used to be, and UNLV just closed out a convincing 2-score victory at the home of the defending conference champs, Utah State.

I almost can't believe I'm saying this, but UNLV actually looks good!

Most of the success lies on the arm and legs of sophomore quarterback Doug Brumfield. Brumfield showed flashes of promise last year, but was plagued with injuries. He has absolutely taken over the offense this season as the unquestioned starter. He has been throwing pinpoint-accurate passes down the field, and is making mostly smart decisions with the football. So far, he has only thrown a single interception, which happened to be in UNLV's only loss so far this season. When there's no one open downfield, Brumfield has been good about checking down to underneath receivers or taking off and running (he has 4 running touchdowns to go along with his 8 passing TDs). He isn't forcing balls into coverage and sabotaging scoring opportunities with avoidable turnovers.

Doug Brumfield
Photo credit: Lucas Peltier, UNLV Athletics.
Sophomore quarterback Doug Brumfield has been playing mistake-free football.

Though Brumfield has been a big part of UNLV's success, it isn't all him. In general, the offense has been moving pretty well. Discounting the loss to Cal, this offense has been putting up an average of 48 points per game. Part of that production has been on the ground with redshirt junior running back Aidan Robbins carrying the bulk of the load in the rushing attack. He has big shoes to fill after years of Lexington Thomas and Charles Williams cutting through and barreling over opposing defenses.

Robbins has been adequate so far as a substitute for Charles Williams. His stats on the season look really good, with over 400 rushing yards and 7 touchdowns in 4 games. But half of those yards came from a standout performance against North Texas, in which Robbins rushed for over 220 yards and 3 touchdowns. Robbins has been sharing carries with change-of-pace back Courtney Reese, who has had some explosive plays, but not scores yet.

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Axis Football 23 - title

One of my pet peeves with sports games is that they like to make the game sound newer and more advanced than it actually is by putting next year in the title. The Madden that releases in 2022, and which is based on the 2022 NFL season, isn't called Madden 2022; no, it's called Madden 23! Same goes with other big-budget sports games, with the sole exception possibly being video games based off the Olympics (do those even get made anymore?).

One of the things that I liked about the slate of indie football games (Maximum Football and Axis Football) is that they used the current year in the title. There was no confusion or misunderstanding when saying "the 2021 version of Axis Football" -- it's called Axis Football 2021, and it was released in the fall of 2021. But if I say "the 2021 version of Madden", you might wonder if I mean Madden 22, which released in 2021; or Madden 21, which has "2021" in the title, but which actually released in 2020 and is based off the 2020 NFL season.

Well now Axis Football has adopted the same numbering scheme as its big-budget cousin, and they have skipped Axis Football 2022 in favor of releasing Axis Football 2023 in the 2022 calendar year. Sigh... I'm not sure what Axis Games' reasoning for this is. Maybe they felt pressured to adopt the same numbering convention as the big-budget sports games. Perhaps the more sensical numbering scheme was actually confusing people: "Why is there a Madden 22, but no Axis 22 yet?" Whatever the reason, there is no Axis Football 2022, and we instead are going straight to Axis Football 2023.

The leap I've been waiting for!

But my disappointment with Axis Football 2023 basically starts and ends with its title. This is probably the biggest single-year jump in gameplay quality that I have seen from this series since I started playing Axis Football way back in 2018. Axis Football 2023 looks and feels much more polished than in previous years thanks to the developers finally addressing the lackluster catching and pass defense animations that made throwing the ball in previous years feel like such a crap shoot.

Receivers and DBs play the ball more realistically.

The new animations make pass catching and pass defense so much more readable. I can actually understand why a particular pass is caught, incomplete, or intercepted because the ball doesn't just hit the receiver's body and either stick to it or fall to the ground. I see receivers leaping to catch overthrown passes. I see them reach down to try to catch underthrown passes. I see defenders putting an arm out to swat the pass.

It's much clearer why passes are complete or not.

On top of that, the receivers actually have momentum when they perform their catching animations, and that momentum will affect how quickly they can turn upfield -- if they can turn upfield at all. The momentum on catching animations serves to limit the amount of run-after-catch yards that lead to inflated passing stats and scores in previous versions of Axis Football. Now, if a receiver has to come back towards the line of scrimmage to catch a pass, he won't be able to instantly pivot back upfield for extra yards as soon as he catches the ball. He'll continue to take a couple steps towards the line of scrimmage before being able to plant or turn and head upfield, which gives pursing defenders a chance to converge and tackle him before he gets going.

Similarly, receivers running horizontally across the field will also have to follow-through on their catch animation and preserve their momentum, which prevents them from immediately turning upfield. Receivers running towards or along the sidelines will also often have their momentum carry them out of bounds, which makes throws to the sideline (such as quick outs or hitting a running back in the flats) feel much less exploitative than in previous years because the receiver will likely be forced out of bounds instead of being able to instantly turn upfield for 10 or 15 yards.

Receivers retain their momentum after catching the ball, limiting yards-after-catch.

Put simply, the passing game actually looks and feels more like real football, and it elevates Axis Football tremendously!

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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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