Silent Hill 3

Last year, YouTuber Super Eyepatch Wolf posted a video titled "The Problem with Silent Hill 3: the Downfall of Team Silent". In that video, Super Eyepatch Wolf asserts that the design of Silent Hill 3 changed early in development, as a result of pressure from Konami. He claims that early designs for the game were going to be a more personal, introspective tale, in the vein of Silent Hill 2.

YouTuber Super Eyepatch Wolf posted a video last year asserting that Silent Hill 3
was originally going to be more similar to Silent Hill 2's personal and introspective story and style.

Konami may not have been happy with this early design because -- believe it or not -- there were apparently many vocal fans of the first Silent Hill game who were upset that Silent Hill 2 had not continued the story set forth by the first game. So Konami mandated that Team Silent make Silent Hill 3 be more of a continuation of the first Silent Hill, and so SH3 was re-written as a direct sequel to the first game, and returned to the narrative of a cult trying to birth a demon god.

I've adapted this blog post into a YouTube video response to Super Eyepatch Wolf.

It's hard to believe, but when it was first released, Silent Hill 2 was not universally regarded as the "gold standard" of video game horror. You can look at middling contemporary reviews from publications like Gamespot and GameInformer. In those days, the series was perceived as being "about occultism", and Silent Hill 2 was a stark deviation. Now, with a generation of gamers having grown up playing and loving Silent Hill 2, there's an effort now to re-frame the entire series as having always been about a haunted town torturing the guilty, even though three out of four of the original games are explicitly about a cult trying to re-birth its demon god, and repressed personal guilt is only featured in one of those four games.

Silent Hill 2 was the only of the original 4 games to be about the protagonist being punished for repressed guilt.

But that may not have always been the plan...

If Super Eyepatch Wolf is correct, then Team Silent may have wanted to pivot the narrative focus of the series away from occultism and towards more personal stories like SH2 -- though, importantly, not necessarily about repressed guilt or amnesia!

I have a complicated relationship with the question of "what is Silent Hill about?" Readers of my personal blog will know that I've rigorously defended the idea of Silent Hill (as a series) being about occultism, and that new entries in the series should respect that history, rather than trying to re-frame the entire series (and the nature of the town itself) to be about a haunted town that summons people to face their hidden guilt.

That being said, it isn't that I have a particular attachment to occult stories, even though a lot of the games that I like (such as Demon's Souls and Blooborne) also have strong occult threads. I also am definitely not opposed to more thoughtful, introspective stories. Silent Hill 2 is my favorite game in the series because of that thoughtful, introspective story! Rather, I've found all the third-party-developed games after Silent Hill 4 to be highly derivative of Silent Hill 2 and not particularly good.

Silent Hill 3 pivoted hard back towards the occult inspirations of the first game.
But is that really what Team Silent wanted?

Super Eyepatch Wolf does have some quotes and evidence to support the idea that Silent Hill 3 was originally intended to be a very different game -- all of which was taken from a single interview. But there's not much (if any) information about what the actual story of that game may have been. Nobody on Team Silent has (as far as I know) talked about it, nor do we have a leaked design document like what we have for Silent Hill: Cold Heart (the Wii-exclusive that eventually transformed into Shattered Memories).

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Civilization VI - Dido of Phoenicia

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 Phoenicia. Phoenicia's leader, Dido has appeared in previous Civilization games as the leader of the Carthagenian civilization, but this is the first time that Phoenicia has been a civilization in the game.

Phoenicia never existed as a singular nation or empire, as the culture consisted of a collection of ancient, independent city states that built a vast Mediterranean trade network based on the export of dates, purple dyes, and textiles. The cities of Tyre, Byblos, and Sidon, on the Mediterranean coasts of modern-day Lebanon and Israel made up the core of the civilization, but colonies reached as far as Carthage in northern Africa and Cadiz in Spain. Phoenician ships were among the first to sail beyond the Strait of Gibraltar and begin exploring the Atlantic Ocean, and some fringe historians suggest that ancient Phoenicians may have made it as far as the southern tip of Africa, and maybe even to the Americas (though this is highly speculative).

Civilization VI - Dido portrait

Dido is a semi-mythological figure who is regarded as the Mother of Carthage. Most historians agree that Dido existed, that she fled Tyre after a power struggle with her brother Pygmalion, and that she founded the cities of Byrsa and Carthage. There is, however, considerable disagreement about when and how it all happened. According to Virgil's Aeneid, Dido falls in love with Aeneas in Carthage after Aeneas flees the sacked city of Troy (much to the dismay of the Berber king who sought her hand in marriage). Aeneas is ordered by the god Mercury to leave Dido and settle in Italy, which he reluctantly does, and his sons Romulus and Remus would go on to found the city of Rome. Dido kills herself on a pyre and curses the descendants of Troy, thus establishing the rivalry between Rome and Carthage and foreshadowing the Punic Wars that ultimately resulted in the destruction of Carthage. Some traditions even say that Dido continues to haunt Aeneas forever in the underworld. This story contradicts the other accounts of Dido's death, in which Aeneas is never referenced, and Dido killed herself in the Pyre in order to escape marriage to the Berber King and remain faithful to her first husband. The truth is probably forever lost to the sands of time.

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 release of the Gathering Storm expansion's "September 2019 update" (ver. 1.0.0.341)

I debated with myself about whether to write a guide for Dido at this time, since I've already written a guide for her in Civ V, but I decided to go ahead and cover Phoenicia because it and Dido have some unique abilities that I was curious to play around with, and Firaxis added a new map type that potentially works well with her abilities. Dido is the only leader in Civilization VI who is allowed to willingly move her capital, and moving that capital actually does have some utility within the game.

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Return of the Obra Dinn - title

Well, with a Madden review in my rear view mirror, and while waiting for the indie football games to hit the market, I decided to try out one of last year's darling indie games. I very much enjoyed Lucas Pope's previous game, Papers, Please, so Return of the Obra Dinn was high up on my wish list of indie games. It was just a matter of finding time to sit down and play it and give it my full attention.

This isn't a game that you can just kind of casually play. Much like with Papers, Please, Return of the Obra Dinn requires your close attention. You have to pay very close attention to details, which can come from one of several different places. It might be a single word or a name in a snippet of dialogue. It might be inferring a person's naval rank based on the uniform they're wearing. It might be making a mental note of what room a person is running into or out of. You then have to use those details to make genuine deductions or judgement calls.

Elementary, my dear time-lord

The basic premise is that you are an insurance claims adjuster (I guess) working for the English East India Company. A missing merchant ship suddenly returns with all hands missing. You must search the ship to piece together the events of its voyage, and try to determine what happened to as many of the crew as possible.

Search a derelict ship for clues to the fates or whereabouts of its crew and passengers.

Your only tools are a notebook and a mysterious stopwatch (or is it a compass?). The notebook contains a crew manifest, a drawing of all the crew and passengers, a map of the ship, and a few notes on where to look for initial clues. It is also used to log all of the pertinent information that you find. The other tool is the mysterious stopwatch that has the ability to manifest a recreation of the scene of a corpse's death. Where such a fantastical tool came from and why you have it is not really explained (at least not at first). When you find a body, you can activate the stopwatch to see how that person died. The stopwatch manifests a 3-D freeze frame of the moment of the person's death and replays the last things the person heard before he (or she) died.

The whole game consists of exploring these scenes to try to figure out who the deceased person is, how they died, and to cross-reference the scenes to figure out who everyone else is and what happened to them. It's actually a lot more challenging that it seems.

Try to figure out the names and fates of as many people as you can, using the clues provided to you.

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Chicago Bears alt logo

Full disclaimer: I haven't been able to watch any of the Bears' games this year that haven't been nationally televised. That's part of the reason that I've been so quiet about the team this year. I don't have any fancy satellite TV subscriptions, nor do I even have cable. And my local affiliates are never showing the Bears games, even when the Bears are supposed to be the top-bill game that week. Whatever. I've had to resort to watching highlights and listening to other sports pundits because I haven't been able to see the Bears' piss-poor play for myself.

I expressed concern in the offseason over the loss of Jordan Howard and defensive coordinator Vic Fangio. But I didn't expect the team to be this bad. I knew the Vikings and Packers would be in the hunt of the NFC North title, but I expected the Bears to be neck-and-neck in the contest. At the very least, I had hoped they'd be a top-contender for a wild card spot. What I didn't expect was for them to have to win a mid-season game against the Lions to keep themselves out of last place in the NFC North.

Chicago Bears - David Montgomery
The running game has struggled without Jordan Howard.

And it isn't like the Bears are losing to great teams. They aren't losing to the Patriots or the Chiefs or the Ravens or the 49ers. The only good teams they've lost to have been the Packers and the Saints. They lost embarrassing games against the Raiders, the Chargers, and a disappointing Eagles team. That Raiders loss was especially criticised because it was played in London, and the Bears' coaching staff decided not to fly out until Friday night. So the team came into the first half looking groggy and half-asleep -- just like they did in the first week of the regular season, after Nagy decided to rest the starters. Those are both bad decision that are squarely on head coach Nagy's shoulders.

Trading away Jordan Howard was perhaps the biggest personnel mistake that the Bears have made since trading for Jay Cutler. It might even be a more costly mistake than letting go of Robbie Gould. The Bears just haven't been the same team without Howard. The running game has been pathetic, and Trubisky and the passing game have not been able to make up the difference.

The lack of a running game is a problem, but I still put most of the blame for this season on Trubisky and Nagy. The play-calling has just not been as smart or creative as it was last year. But maybe it can't be, because Trubisky is making terrible decisions when Nagy tries running more complicated plays. Nagy seems to have dumbed-down his offensive play-calling in order to help Trubisky out, but even with simpler play concepts, Trubisky is struggling. He's making bad decisions and even worse throws. He often looks more like a confused college freshman than a third-season pro. It's like watching those Jay Cutler-led offenses all over again.

Trubisky is starting to look like a baby Jay Cutler.

In that win against Detroit, the entire first quarter was dominated by Trubisky completing short routes and check-downs to build his confidence, before showing flashes of why the Bears drafted him in the second and third quarters. The Bears were helped overall by the fact that starting Lions quarterback Matt Stafford sat out of the game. Even though Driskel played well, the Lions offense just wasn't as explosive as it usually is with Stafford behind center. The Bears couldn't run the ball, and Trubisky failed to convert several third downs late in the game that would have helped to ice the game. The game came down to an offensive pass interference that took away a fourth down conversion by the Lions, and resulted in a turnover on downs when the Lions failed to convert the retry. So it wasn't a pretty win, nor was it a convincing win. The Bears will be playing the Lions again in a few weeks on Thanksgiving day. I have zero confidence that the Bears will win the rematch.

This 2019 Bears team is bad. The offense cannot move the ball, let alone score. And the defense is not bailing the offense out with game-changing turnovers.

I expect the Bears to be looking for a new franchise quarterback in the next draft or two. They should probably also look at running backs while they're at it. Sadly, they don't have a first-round pick in the 2020 draft (because they gave that pick to the Raiders in the Khalil Mack trade). Maybe they can find some late-round sleepers?

Trubisky played decent against the Lions, but the Bears were helped by the Lions starting backup QB Jeff Driskel.
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Axis Football 19 - title

Well, the football video game price wars have apparently begun. Unfortunately, however, the prices are not shifting in the direction I'd like. Instead of EA being forced by competition to drop the price of Madden to something reasonable, like $30 (as they had to do in 2004 to compete with ESPN NFL 2k5's budget price of $20), both Maximum Football 19 and Axis Football 19 have upped their price from $20 (in 2018) to $30 (in 2019). I've already complained that Maximum has shifted its retail price out of the budget indie tier and into the middle-market (or "double-A" tier), and that Maximum isn't quite up to the level of quality that I might expect from a title at that price.

Axis Football doesn't feel quite as over-priced, as it was a much more feature-complete product to begin with (and remains a more feature-complete product this year, despite Maximum's new dynasty mode). That being said, I don't feel that Axis is improved enough to warrant a 50% jump in price.

Whereas Maximum focused on adding a much-needed dynasty mode in order to prop up its mediocre-at-best on-field gameplay (and moderately succeeds in that regard), Axis already had a working Franchise mode. What Axis needed was to improve its on-field gameplay. ...But they kinda didn't... Like, not at all...

Same as last year?

I was optimistic about Maximum Football and Axis Football because I expected them to make significant improvements to on-field gameplay from year-to-year -- something that EA has consistently failed to do with Madden over the last ten-to-fifteen years. So to see both of these indie games play virtually identical to last year's counterparts is very disappointing and has substantially deflated my initial optimism.

My excitement for the potential improvement of Maximum and Axis has been deflated
by both games releasing with virtually identical on-field gameplay compared to last year.

If you read the gameplay section of last year's review, then you pretty much know how this yea'rs game plays. Axis Football 19 still has much of the same rigid and robotic player animations. The locomotion system is terrible and allows runners to cut and turn on a dime. Defensive players still frequently stand in place. Deep zone coverage is still atrocious. The CPU still never defends 2-point conversion attempts. Receivers still lack varied or convincing catch animations, and defenders similarly lack pass defense animations. Blocking and tackle interactions can still be triggered with players who are not in physical contact with each other. I can still run my defensive end around offensive tackles, unblocked, for free sacks.

Some football rules are also still wrong or not implemented at all. Axis might as well just end games in ties if they can't implement a working overtime ruleset. I can still exploit kicking kickoffs out of bounds without penalty in order to pin opposing offenses deep. There's no fair catch. I can't motion receivers before the snap to see if the defense is in man or zone coverage.

The developers failed to address many of the problems that plagued last year's game --
such as poor deep zone coverage [LEFT] and the ability to easily run around offensive tackles [RIGHT].

Much moreso than last year, I'm noticing that outside runs seem to be far too effective. The reason for this seems to be the crazy success rates of receivers making (and holding) blocks on the edge and in the second level. Safeties are not only bad at deep coverage, but they're also terrible in run support. They stay back too deep (and sometimes just stand around), instead of trying to meet the runner in the lanes or trying to force an outside run back inside. If a receiver or tight end gets into the second level and blocks the safety, then the play is practically a guaranteed touchdown.

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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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