I knew it was a bad sign when the "tutorial" demo game for Madden 22 did not explain or tutorialize any new gameplay features at all. The reason is probably because there aren't any new gameplay features in Madden 22 -- at least not for the current-gen systems. If you want the advertised "home-field advantage" and momentum features, you need a PS5 or XBox Series X|S. Apparently, EA said this would be the case, but since I didn't pay too much attention to pre-release news, I wasn't aware of this fact when I bought my used copy of Madden 22 off of eBay a couple weeks after the game released. I remember reading that the "momentum" feature would not be in last-gen versions, but I thought that was a different feature from the Home-Field Advantage. I guess not. I still don't have a new console, so I'm stuck playing the inferior last-gen game.
I honestly don't see any technical reason why home-field advantage and momentum couldn't be included in the last-gen versions. It doesn't seem like it would be a technically demanding thing to include. I would be willing to bet that, since people complained about last year's next-gen game being identical to the last-gen versions, EA decided to just withhold features from last-gen this year in order to make the next-gen look like a legit improvement.
The heavily-promoted Home-Field Advantage feature was withheld from the last-gen versions,
even though I see no technical reason for why it couldn't have been included.
What EA failed to realize is that the complaint wasn't really that the next-gen games wasn't different from last-gen; the complaint was that EA wasn't doing anything with the hardware that they couldn't do in last-gen. Simply withholding features from last-gen that are perfectly possible to include from a technical standpoint does nothing to address the fundamental complaint that the next-gen game does not feel "next-gen" in any substantive way.
Personally, I actually thought that last year's next-gen version did have noticeably better player movement and overall game pacing in the one match that I was able to play on a friend's PS5. The higher framerate and more precise movement gave me a much greater sense of control. The improvement was most noticeable on inside running plays, in which I found it much easier to squeeze into the gaps for positive yards, instead of just ramming into the asses of my blockers, or right into backside pursuit. The problem was that the animation system and A.I. looked identical to last-gen, even if some of the physics and locomotion were better.
Frustratingly, many users seemed to complain about last year's next-gen version feeling "too slow", so I wouldn't be surprised if all of those subtle improvements were stripped out from this year's next-gen version. I guess I'll find out if / when I get a chance to play this year's next-gen version. If I do get to play the next-gen version, and notice that it does feel substantively different in any way, I'll be sure to update this review, or post an additional review of the next-gen version. So be sure to check back for that...
#FixMaddenFranchise movement finally forced token upgrades
Thankfully, the new Franchise features at least made it into the last-gen version; otherwise, there would be absolutely nothing new in the game at all. EA finally did make additions to Franchise, but the effort feels limp, and it came at the cost of removing some of my favorite features from this past generation of Madden Franchise modes.
Axis Football has been offering full coaching staffs (including position coaches) for years now.
Adding offensive and defensive coordinators has long been considered to be the bare minimum that EA could (and should) do to improve Madden's Franchise mode. We only get a head coach, offensive coordinator, a defensive coordinator, and some abstract "personnel" manager. If you were expecting a full slate of position coaches, as has been offered in Axis Football for the past few years, then you'll be disappointed. There's not even a special teams coordinator. Let alone a team doctor / medical staff or talent scouts (at least not when the game released). [More]
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Tags:Madden NFL, Madden NFL 22, Electronic Arts, EA Sports, Tiburon, sports, football, simulation, franchise, coach, skill tree, draft, scouting, game prep, home field advantage, Axis Football, NCAA Football
Axis Football is still a tough game to review. It's a very playable game that I support and recommend, but without Maximum Football to make Axis look better by comparison, it's a lot harder to overlook Axis' flaws, limitations, and lack of large-scale improvement. There's forward progress and noticeable changes, but still so many long-standing issues. The slow rate of progress is much more forgiveable than Madden, however, because the developers at Axis Games do not have access to hundreds of programmers and animators, or billions of dollars in cash. Progress is slow and steady, and that's pretty much all we can ask for given the company's limited resources.
If you're looking for a remarkably different game, then you'll be disappointed. Axis 21 feels largely identical to Axis 20, which felt largely identical to Axis 19 If you like Axis Football and are OK spending $30 to play more of it, then you'll get your money's worth.
Axis Football 2021 still looks and feels very similar to previous years.
Customization is the focus in 2021
The primary focus of development for Axis 21 seems to have been in its customization options. Previous iterations offered only limited options for customizing teams and uniforms, but Axis 21 has a much more extensive customization suite. Team uniforms and logos can be edited, and whole new uniforms can be created. Team playbooks and play-calling tendencies can be edited. Even the field is customizable.
About the only things that are missing from this customization suite are the ability to create or modify stadiums, and a playbook editor. Maybe we'll see those next year.
The customization suite is much more extensive this year.
This more advanced customization suite should hopefully draw in some of the crowd that got left in the dust when Maximum Football was canceled. If you're a fan of customizing teams and uniforms, and you haven't played Axis Football before, then 2021 might be the year to hop on the Axis Football bandwagon.
Another nice inclusion in this year's customization suite is the ability to update team rosters, which means I could modify my roster to match my roster from several seasons into Axis 20's Franchise Mode, instead of having to start over with the same initial roster that I've been using since 2018. It's a lot of work though to modify every player on my team (let alone the entire league), and I opted instead to just randomize my roster and go from there. Randomizing the roster is, I think, also a new feature in this year's game. I wish Axis would include the ability to import last year's Franchise rosters so that I can have a sense of continuity and progress between releases, without all the tedious busy-work on my end. Being able to import team customizations from year-to-year would also help reduce the prep work required by the user, and allow us to get right into enjoying the game.
Using the roster editor, I can re-create my team from last year, but it's a lot of busy-work.
[More]
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Tags:Axis Football, Axis Football 2021, Axis Games, indie gaming, PC, Steam, football, franchise, zone coverage, sack, customization, NFL, kick returner, punt returner
Last year, I put up a poll asking my Patrons what topic they would like me to discuss in a video critique for the 2020 series of independent football video games. At the time, I only had a handful of Patrons, and the winning topic (which won by a single vote) was to discuss the "football knowledge" of Axis Football 2020 and Maximum Football 2020. At first, I wasn't sure if there would be enough for me to talk about, but I ended up having plenty of criticism. I broke the critique up into three broad topics, which were further divided up into sub topics. Each major topic received a video, and altogether they added up to over two hours -- the length of a feature film!
At the time that this is posted, only my Patrons had been given the link to the third video in the series. I'm posting this blog a few days before the final video is scheduled to go public on YouTube, so that my loyal blog readers can also have early access to the new content. There is also a new poll available on my Patreon page asking which topic(s) I should cover for the fall 2021 indie football game season.
I'm not going to reproduce a transcript of the entire video series in writing here, but I will summarize each, with each video embedded in the corresponding section.
First, I want to point out that the criticisms in these videos may seem harsh. These are small, independent studios with only a few developers and limited money and resources. I can't expect them to produce games with the polish and production quality of EA or 2k. But that being said, both games are trying to compete in the "simulation" football market. If we are going to take them seriously as simulation football games, then I believe that we should give these games the same level of scrutiny that we would give to a game published by EA or 2k. We can do so while still acknowledging that these games are coming from smaller studios, and we can set our expectations accordingly. I don't expect Axis or Canuck to address all of the issues that I point out overnight, but I still want to point them out in the hopes that they will be addressed in future iterations of the games.
Topic I: Play Design and Concepts As Old As Football
The first video topic was the design of play concepts in each game.
Axis Football and Maximum Football currently do not do a great job of replicating certain common play concepts. I started by demonstrating how neither game properly models timing routes, especially, short, quick routes that are common in west coast schemes. If you press the button to throw the ball to a receiver prior to the receiver completing his route, the quarterback in both games will throw the ball in the direction that the receiver is running (at the moment the button is pressed), instead of throwing to where the route is supposed to go. If, for example, the route was a curl, and you press the receiver's button just before the receiver turns around, the QB will throw the ball down the field as if the receiver is running a streak. This can often send the ball right to the waiting hook zone defender or safety, even though the play is explicitly designed to get the ball underneath those specific coverages.
The 1st topic is the design of timing routes and power running plays.
The second sub-topic in this first video was how each game implements power running plays, which have been a staple of football since its inception over a century ago. Maximum Football does not support pulling linemen, with the sole exception of one single play in the Canadian rulebooks. Even the play designer does not support the ability to add pulling linemen.
Axis Football does have pulling linemen, but they don't work quite right. Blocking schemes aren't designed to isolate or "trap" certain defensive players, which means that plays like Traps, Counters, and Power plays do not create the running seams that they are designed to create. [More]
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Tags:Maximum Football, Canuck Play, Doug Flutie's Maximum Football 2020, Axis Football, Axis Games, Axis Football 2020, artificial intelligence, strategy, football, indie gaming, YouTube, Patreon
Compared to messy launch of Maximum Football 2020, the release of Axis Football 2020 went pretty smoothly. Maximum launched with some signs of regression from its 2019 iteration. Canuck Play has since patched out most of those bugs and issues, but those weeks spent fixing bugs that shouldn't have been in the game to begin with, are weeks that weren't spent improving the game in other areas. Axis 2020, on the other hand, is a small, but noticeable, upgrade to its 2019 counterpart.
This tweet may have oversold 2020 a bit.
Not the overhaul I expected
I may have set my expectations a little high with Axis 2020. Axis Games had posted to Twitter that they planned to completely redesign their locomotion and tackling system. I got my hopes up for something more robust and realistic. The end result still shows some steady progress, but it isn't the complete overhaul that I was expecting and hoping for.
I don't want to discourage Axis from tweeting promises of gameplay improvements. I really like having the transparency of knowing what the developers are working on, and I also understand that it can be easy to over-promise sometimes. I work as a software engineer. I know how it goes. That being said, I really don't feel like 2020 constitutes a "complete rebuild from the ground up", and the tweet in question definitely oversold 2020 by a lot, in my opinion. I don't know what was done under the hood. Maybe they did make extensive changes. It just doesn't feel all that different.
Movement hasn't been completely overhauled,
but there are some new animations.
There was some noticeable work done to animations and player movement. Tackles do look a lot cleaner most of the time. There are also a few new animations, such as animations of players bending over to pick the ball up off the ground on fumbles or un-fielded kicks. But that's about it. I would have liked to see more animations of players falling on a lose ball, especially the less athletic linemen. Other than that, most of the player movement, ball-carrier evasive moves, catching animations, blocking animations, and so forth look pretty much identical to last year (and the year before). [More]
It's summer time, which means that football video game developers are hard at work implementing features for the fall release of this year's games. It's probably too late to influence the design of the 2020 slate of games (due to release in September), but I'd still like to take some time to express some of my ideas for growing these games over the long term. This post should hopefully give both Canuck Play and Axis an idea of the roadmap of improvements that I'd like to see over the next two or three years.
For each suggestion that I'm going to make, I'm going to try to provide a general goal that I want to achieve with the idea. Then I will provide one (or more) ideas for how I think the games' developers can attain that goal. If Canuck and/or Axis like the ideas, then by all means use them. If, however, they think they can accomplish the goal with a different method or implementation, then by all means do that. You know your games better than I do. I'm just a blogger with a YouTube channel and little more than a basic understanding of how game development work. You guys and gals do whatever you think is going to make your games the best that they can possibly be.
Table of Contents
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Tags:football, indie gaming, Maximum Football, Doug Flutie's Maximum Football 2019, Axis Football, Axis Football 2019, franchise, dynasty, women, gender equality, Katie Hnida, Antoinette Harris
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