UNLV Running Rebels logo

The Raiders may have already played home games in Allegiant Stadium, starting with a victory on a Monday night against the Saints on September 21. But the Raiders have so far played without any fans in the stands. Allegiant Stadium opened its doors to the first fans this weekend when the Nevada Wolfpack came to town to play the UNLV Rebels football team.

Back in the summer, the Mountain West conference had announced the postponement of the football season until next spring. For a while, it seemed like UNLV would not be the team to open up Allegiant Stadium after all. However, after the NFL, SEC, and a couple other college football conferences began play in September with strict social distancing protocols in effect and a [thankfully] relatively low number of incidents, the Mountain West decided to reverse course and move play back up to the end of October. The Raiders may have played the first game there, but it was still UNLV who opened the stadium to fans.

Photo by: Isaac Brekken via Associated Press.
The Raiders played their first Las Vegas home game in an empty Allegiant Stadium.

Unfortunately, despite the new head coach and the new stadium, UNLV is still the same old Rebels. The team has been completely unable to produce offense in its first two games, gaining a measly total of 25 yards in the entire first half of the opening game against San Diego State, and finishing the game with only 6 points (due to a missed extra point), while also rotating between three different quarterbacks. Coach Marcus Arroyo seems to have settled on Max Gilliam as the starting quarterback going into the game against Nevada, and the offense performed better, putting up 348 total yards on offense and 19 points in a 37-19 loss.

Marcus Arroyo was the offensive coordinator for an explosive Oregon football team in 2019, so the hope was that he would bring that explosiveness to UNLV, allowing the team to keep up in offensive production and scoring with its high-powered Mountain West opponents. So far that has not panned out. The season is still young, and it's unclear if the disappointing start is due to Arroyo failing to live up to his promise, a lack of talent on the team, the disruptions of the 2020 COVID-19 pandemic (and lack of training camp and other team activities), or some combination of the above. I'm not going to condemn Arroyo after two games, least of all in this miserably, topsy-turvy year of 2020.

Photo by: Rudy Garcia via Las Vegas Sun.
UNLV was the first team to host fans at Allegiant Stadium.

That being said, I was not impressed with Arroyo's play-calling in that San Diego State game. He repeatedly called screen passes to wide receivers, despite San Diego State being on top of those plays each and every time. Either San Diego State knew those plays were coming and specifically prepared for them, or UNLV's offense telegraphed them far too clearly for them to work. The fact that Arroyo kept calling them, and didn't have some counter play prepared in case they didn't work made me worried about how he's scheming this offense. With San Diego driving on those screens every time, I would have liked to have seen an early pump fake to the screen, followed by a deep shot down the field. This would either catch the defense overreacting to the screen, or to force the defense to have to play back a bit and give those screens a bit more room to breath. I don't recall seeing such a play call in that game.

[More]

Star Wars Squadrons - title

I don't think it will be controversial to say that the best part of EA's 2017 Star Wars Battlefront II was the multiplayer space dogfighting. It made me yearn for a good Star Wars flight sim in the vein of the old X-Wing and TIE Fighter PC classics. But in this age of big-budget, micro-transaction-fueled, multiplayer-focused, spectacle shooters, I wasn't going to hold my breath for EA (the exclusive rights-holder to Star Wars games) to deliver any time soon, especially after a planned remake from LucasArts was canceled back in 2009.

So it came as a surprise to see Star Wars: Squadrons. Yes, it's an online game with a competitive multiplayer focus, so no divergence from modern norms there. But it's also a $40, "middle-shelf" game built on a lower budget than the usual AAA blockbuster that EA produces. That lower budget and pricetag seems to have liberated developer Motive from much of the corporate burden of expectations associated with a larger-scale, more expensive product. Squadrons takes a few risks by raising the expectations and barrier of entry for players, and it doesn't stoop to offsetting its lower pricetag by incorporating a micro-transaction economy (at least not yet).

A flight-sim light

Much like the Ace Combat series, Star Wars: Squadrons hits a good, comfortable middle-ground between an arcade dogfighter and a flight-sim. Squadrons even errs a bit closer to sim in some regards via its power-allocation and sub-system-management mechanics. It is also much more restrictive about the use of special weapons. While Ace Combat allows players to coast along by shooting down almost every enemy plane with your stockpile of 60 or 70 missiles (despite flying a plane that only has between 2 and 6 missles strapped to its undercarriage), Squadrons focuses much more heavily on the use of the fighters' primary laser cannons.

Squadrons locks the player into a cockpit view.

Players are even locked into a cockpit view with limited HUD elements, forcing players to rely on the cockpit instruments. This game makes me wish I had a good PS4-compatible flight stick. The only flight stick I own is an old PC one, which I had to jury-rig to work with Ace Combat 7 on Steam.

No, it isn't as as involved as the classic X-Wing and TIE Fighter PC flight sims, but it's a significant step up from the N64 Rogue Squadron game and its sequel.

Motive has redeemed itself from the awful
single-player campaign of Battlefront II.

A more serious effort

Squadrons shows a lot of signs of learning from the failures of Battlefront II. In fact, I was surprised to find out that Motive was not the studio that developed Battlefront II's space dogfighting. That duty was handled by Criterion Studios. Motive was, in fact, the studio behind Battlefront II awful single-player campaign.

This time, Motive seems to have put some actual thought and effort behind Squadrons' campaign, its story, and its characters. Almost as if this is a project that the studio actually wanted to do, rather than being a project that was imposed upon them by a greedy publisher who just wants a token single-player mode in a game that is actually designed to scam money out of people with pay-to-win online multiplayer.

[More]

2020 has been a shit year for most of us here on Earth. But it may turn out to be a landmark year for science, and the search for life outside of Earth.

The search for extra-terrestrial life has mostly focused on Mars and the icy moons of the outer solar system.

For decades, the focus of the search for extraterrestrial life has focused on Mars, the outter solar system (such as the moon Titan and Europa), and searching for non-natural radio signals from other stars. But a recent review of data from the Pioneer 13 space probe has revealed that the probe detected one of the tell-tale indications of life in the atmosphere of Venus way back in 1978. The review of Pioneer 13's data was prompted by the recent discovery (by scientists using a land-based telescope) of a chemical called phosphine in the atmosphere of Venus. The findings were published in the journal Nature Astronomy a month ago, on September 14.

Phosphine is a class of gas that can be produced from atmospheric chemistry under high pressure, or as a by-product of anaerobic biology. Phosphine has also been detected in the atmosphere of gas giants such as Jupiter, where the incredibly high pressure and energy of Jupiter's interior atmosphere produces the compound, which then floats up to the upper atmosphere, where it reacts with other chemicals and oxidized (or dissolves). The atmosphere of Venus, however, lacks the higher pressure of Jupiter that would be continually-creating phosphine. As such, the chemical cannot be produced in Venus' atmosphere, in the quantities detected, by the same mechanisms that produce it on Jupiter. Another explanation is required, and the only other known way to produce this type of phosphine is through anaerobic biological processes.

[More]

Doug Flutie's Maximum Football 2020 - title

I bought Maximum Football 2020 for PS4 on launch day and found that the PS4 version launched with a set of bugs that made the game almost unplayable. In those first couple hours, I noticed some benign bugs. Every team in the game was duplicated in the team select and customization screens, and Canadian rules showed the wrong button icon for the sixth receiver. The more game-breaking bug, however was that running plays were completely absent from the user playbook, and the on-field action was very unstable.

The PS4 version was riddled with bugs at launch and practically unplayable.

After resigning myself to wait for a patch before bothering to play any further matches (let alone starting a Dynasty), I tried playing around with the logo creator, play designer, and other customization features to pass the time. The logo creator seems to be pretty much identical to last year. You have a handful of basic shapes, letters, and numbers that you place in layers on a canvas. If you ever created a logo with the Rock Band 3 logo creator, then you have a pretty good idea of how Maximum Football's logo editor works. Except that Rock Band 3 had a tremendous amount of shapes -- and even pre-made art -- that you could add to your canvas. Maximum Football has way less to work with here. The thing that stops me from even bothering with the logo creator is that I can't use an existing team's logo as a baseline.

I'd love to be able to take one of the cowboy logos from Columbia or another school to use for my Las Vegas Pioneers in Dynasty mode. Change the colors up a bit, maybe add the words "Las Vegas" (or at least the letters "LV"), and so forth. Just take the existing logo and give it a more personal touch. Nope. Can't. I either have to use the existing logo as is, or make a new one from scratch out of layers of basic geometric shapes. I'm not necessarily expecting to be able to disassemble each existing logo into their constituent parts, but at the very least it would be nice to insert the existing logo as part of a new logo, and maybe change the colors.

The logo editor has rudimentary shapes, and does not allow you to import or edit an existing logo.

These limitations don't mean that you can't make a good logo. Plenty of people with a lot more time and patience have certainly made some good stuff. I just don't care enough to put that much effort into it. Especially if I can't even share it online or expect to be able to export the logo into next year's game.

So I moved on to the play designer, and was almost immediately roadblocked by bugs. I was excited to try out the play designer in this game, but I went in with measured expectations. I was expecting to find a token play editor that was limited to basic football concepts. I didn't even get that far because the damn thing didn't work. I couldn't select different formations for new offensive plays. I couldn't test defensive plays. And I soft-locked the game by trying to back out of a certain menu, then hard-locked the game by trying to change the ruleset and re-enter the play designer.

The Play Designer didn't work as intended at launch, but I committed myself to coming back to it later.

Booting up the game to find nothing but bugs and lackluster new features in every corner that I looked was absolutely not the first impression that I was hoping to get from Maximum Football 2020. Sadly, this was the condition of the PS4 launch. How this got past Sony's approval process, but Axis Football got held up or blocked for both 2018 and 2019 is beyond me. At least Axis worked!

[More]

Demon's Souls - title

Demon's Souls is coming to the PS5. Rumors of a Demon's Souls remaster have been floating around for years, and I even wrote a blog post back in 2017 about what I'd like to see in any potential remaster or remake. But what we're actually getting goes far beyond a simple remaster. It's more than just Demon's Souls at higher resolution and with a higher framerate. Bluepont Games is re-developing Demon's Souls from the ground up, much like they did with Shadow of the Colossus on PS4.

The scope of the remake means that it's possible that Bluepoint could change mechanics. There's plenty of opportunities to improve Demon's Souls gameplay and add ease-of-use features. But there is one controversial feature that I hope Bluepoint keeps: the item burden.

I posted this defense to YouTube last weekend, but I wanted to transcribe it here as well, for the benefit of my loyal blog readers. But feel free to check out the video as well. It is embedded below:

This defense is also available on my YouTube channel.

Demon's Souls' unique design

Players of Dark Souls may be familiar with the equipment burden. If you equip too much heavy armor and weapons, your character will become burdened, which will limit your ability to dodge roll. Demon's Souls had an equip burden that worked pretty much identical, but Demon's Souls had an additional weight burden that accounted for your entire inventory -- not just the items you have equipped. This prevented the player from carrying around excess weapons and armor in your inventory so that you can switch to it at any time during a level.

Dark Souls retained the equip burden but dropped the item burden, possibly as a result of its change to a single, interconnected world. Dark Souls is famous for its brilliant world design, which created a complex vertical helix of interconnected levels. With some exceptions, every part of the map is connected to every other part of the map and the distance between can be traversed by foot. In fact, for the first half of the game, you had to travel the map on foot and take advantage of shortcuts because fast travel is not unlocked until the midpoint of the game.

There was no ludic reason to use Dark Souls' Bottomless Box, and it was removed in the sequels.

The end effect for Dark Souls is that the character does not have convenient access to a central hub location. Firelink Shrine fills a similar role as the Nexus of Demon's Souls, but you cannot warp to for the first half of the game; you have to walk. This means that you can't easily dump excess gear or items at Firelink, which means you have to carry everything with you, which means the Item Burden of Demon's Souls doesn't make much sense. Granted, From included a Bottomless Box item that allows you to stow away excess gear at any bonfire. They could have easily just built the Bottomless Box functionality into the bonfires by default and maintained the Item Burden. But they opted not to, and the lack of an Item Burden mechanic makes the Bottomless Box completely unnecessary. In fact, the sequels to Dark Souls did not include the Bottomless Box at all.

Demon's Souls has a central hub location (the Nexus) that makes it somewhat convenient to drop off or pick up equipment on your way between archstones.

[More]

Tags:, , , , , , ,

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.

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 a small commission 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

Star Wars Squadrons shows why publishers should embrace middle-market gamesStar Wars Squadrons shows why publishers should embrace middle-market games10/30/2020 I don't think it will be controversial to say that the best part of EA's 2017 Star Wars Battlefront II was the multiplayer space dogfighting. It made me yearn for a good Star Wars flight sim in the vein of the old X-Wing and TIE Fighter PC classics. But in this age of big-budget, micro-transaction-fueled, multiplayer-focused,...

Random Post

Dido is Phoenicia's Queen of the Coasts in Civilization VIDido is Phoenicia's Queen of the Coasts in Civilization VI12/04/2019 Civilization VI's second expansion, Gathering Storm released earlier this year and has added a handful of new civilizations and leaders. I am hoping to write a strategy for each of them, but I want to start with the civilizations and leaders who are completely new to the franchise. The final technically "new" civilization is...

Tag Cloud

Month List

RecentComments

Comment RSS