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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Cities Skylines: Airports - title

After releasing 2 full expansions every year since the launch of Cities: Skylines, expansions seemed to dry up after 2020. Sunset Harbor released in March of 2020, and there hasn't been any full expansion since then. I'm not sure if this is the result of Colossal Order shutting down its studio temporarily during the COVID-19 pandemic, or if they have just been busy working on a sequel. I had assumed that Cities: Skylines was done, and that Sunset Harbor would be the final expansion for the game. But that is not the case, as a new expansion was finally released at the end of January 2022.

The Airports expansion is yet another expansion pack using the area-painting mechanic that was introduced in the Parklife expansion in 2018, then re-used in Industries and Campus in the subsequent years. As such, I don't know that I really have much to say about Airports. A lot of the same compliments and criticisms that were already applied to Parklife, Industries, and Campus also apply here.

Campus, ironically, did not teach Colossal Order any lessons

The modular nature of the airport buildings, taxi paths, and runways provides quite a bit of customization. There are 3 styles of airports: a retro-style, a modern style, and an "ultra-modern" style. They are functionally the same, so don't fill different roles the way that different parks, industries, or university types did in their respective expansions. The airports are massive and expensive, but they can be shaped to fit into irregular spaces in or around your city. Unfortunately, there's not nearly as much expressiveness as what we were offered by Parklife.

Airports come in different styles, and are customizable (parking lots and garage are mod assets).

Of course, Airports suffers from the same problems that have plagued the previous expansions that used the leveled-areas concept.

A lot of the modular components are simply decorative and have no function other than to increase the area's abstract "attractiveness". In the case of airports, these include the various hangars, parked planes, and so forth. Even the air traffic control tower is a purely decorative object, rather than being necessary for the airport to work!

I've also never liked how the park areas (and now the airport areas) level up by increasing the total visitors, and industries level up based on the total goods produced. This is something that is easy to achieve by simply waiting in-game months or years for the number to go up, regardless of the size or quality of the park, industry, or airport. Because of that, it can be easy for an airport to jump out ahead in total visitors, such that the area can be leveled up immediately, and at any time, by simply placing new structures that bring the attractiveness up above the required threshold.

Airports level up based on the total passengers, which can be easily increased by simply waiting.

Instead, I wish these areas would level up based on the weekly visitors (or good produced, for industries), rather than the cumulative total. This is a much better metric of the capacity of a park, industry, or airport. This is one of the things that the Campus expansion did a bit better than the others, since the universities level up based on the current number of students and the number of research projects. The amount of students is capped by the size of the school, and the research projects are semi-randomly created based on the funding levels and access to research facilities.

Airports aren't like that. Leveling them up feels much simpler and requires less effort and management from the player. Airports also cannot de-level (like universities could) if you fail to maintain its attractiveness, and since total passenger count is something that can never decrease the way that a university's student attendance can decline -- or the way that weekly passenger count could potentially decrease.

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Legend Bowl - title

While I was neck-deep in the 2020 editions of Axis Football and Maximum Football, another small indie football game slipped under my radar. Legend Bowl was in early-access on Steam for 2 years before its 1.0 release in fall of 2021. Its retro, pixel-art graphics caused me to initially dismiss it as just another nostalgia arcade game -- another remake or knock-off of Techmo Bowl.

But YouTube comments, tweets, and a discount during a Steam sale have finally convinced me to check it out. After all, Legend Bowl was awarded "best alternative sport game of 2021" by Operation Sports, so it must be doing something right!

In those 2 years since going into early access, Legend Bowl has resisted the urge to just release an unfinished game and re-sell annual incremental upgrades to gamers, the way that almost every other sports game does -- whether it's licensed or not. Instead, Super Pixel Games is confident enough in the game that it will continue to sell based on quality and word-of-mouth. Its creator seems more than happy to treat Legend Bowl as a living product, providing regular feature updates, bug fixes, and so forth without feeling the need to charge us full-price, again, for them. The game has been successful so far, and I'm sure there will, eventually, be a sequel. But in the meantime, I am thrilled that I do not have to re-review a nearly-identical football game each fall.

I initially dismissed Legend Bowl as just another Techmo Bowl clone.

Pixel-perfect simulation?

Don't let the pixel-art fool you. Legend Bowl is not just a casual arcade football game. It can be enjoyed that way, for sure. It's simple enough to pick up and play. Nevertheless, Legend Bowl is grounded in sound, fundamental football concepts.

Perhaps the first thing that gamers will notice is the incredibly slow pace of play. The on-field action is slow, allowing the user plenty of time to react to read the opponent and react to what is going on, whether I'm running the ball, passing the ball, or playing defense.

Running is not simply a race to the edge, as in so many other football games that have poor containment and pursuit angles. Cutting back inside, against the grain, is often a great way to pick up extra yardage or break a huge play, especially if my blockers are in good positions to shield my runner's cutback. Reversing field completely is also much more viable in Legend Bowl than it is in any other football game I've played. It feels really good to cut back inside, get behind the lead blockers, and hit a narrow seam for a breakaway play.

Running out of stamina and becoming "gassed" limits the frequency of breakaway plays.

To help get those precious yards, running moves feel really good to execute. Jukes have a nice explosiveness, and are great for side-stepping around lead blockers. The stiff arm is brutally-effective -- maybe a bit too much so. Running moves use a system similar to NFL 2k, requiring the user to mash a face button to sprint, or hold it down to charge up an extra-powerful move. And all these moves consume quite a bit of stamina, which prevents them from being spammed, and requires the user to be deliberate with our use of these moves. Sprinting or using special moves will result in the player becoming "gassed", causing him to slow down considerably. Runners being caught from behind while they are gassed has proven to be an excellent way of limiting the frequency of breakaway plays. It might even be a bit too strict.

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35mm - title

December, January, and February is usually a time when I try to make a dent in my ever-growing Steam backlog. I buy lots of games on Steam sales, and then end up not playing most of them. So when I do go into the backlog, I always try to emphasize some of the shorter, indie games in the hopes that I can power through several before the big spring game releases start rolling in. This time around, I loaded up an independent Russian game from developer Sergey Noskov, which was very well-reviewed back when I bought it in 2016. Apparently, it's going to be released on PS4 soon, so this review is sort of topical. It hasn't really held up as well as I hoped it would in the almost-5 years since its release.

Ironically, this game is set during a fictional ebola pandemic that has turned Russia into a post-apocalyptic wasteland, and I'm playing it during the ongoing COVID-19 pandemic. The game was released back in 2016, long before COVID.

35mm is a hard game to classify. It's not quite a shooter. Not quite a survival game. Not quite a horror game. And not quite a walking simulator. It straddles the line between all of these sub-genres, shifting from one to the other at the drop of a hat, but without ever feeling jarring about it. There's even a few little mini-games thrown in for good measure. As such, there's plenty of variety that helps prevent this game from ever feeling stale. Regardless of whichever genre 35mm is currently residing in, its slow pace, subdued, aesthetic design, and melancholy tone remains consistent. It is this pacing and tone that defines the game much more than any one genre.

35mm straddles the line between walking sim, shooter, survival game, and horror.

We play as a mysterious protagonist travelling across a post-apocalyptic Russia, presumably to get home to see his family. He is accompanied by a travelling companion for most of the game. The history of these characters and the relationship between them are never clearly defined, which feels like its setting up for some kind of narrative twist right from the start. Nevertheless, the companion character acts as a sort of guide through the first half of the game, telling the player where to go and what to do. Unfortunately, since these characters are never very well-developed, any potential tragedy or impact of the final twist (regardless of which ending is achieved) is severely neutered.

What's the deal with the camera?

Even though I can't quite put my finger on what genre to classify 35mm, one thing that I can definitely say is that it is not a game about photography. Given that the game is named for the type of film in a camera, and the camera is featured in the game's title screen and promotional material, I would think that the camera would feature heavily in the game. But this is not the case. The camera is never necessary. It isn't used to progress the plot. It isn't used to solve puzzles. There isn't even a recap of the photos I took at the end of the game. Photographs become a major part of the game's finale, but they aren't the pictures that I took during the course of the actual game.

The camera is not utilized, despite inspiring the title of the game and being featured on the title screen.

So I'm really puzzled as to why the game is named "35mm". It kind of set my expectations a little bit higher than they probably should be. I thought I was going to get something a little bit more artsy and creative. But instead, what I got is a pretty straightforward, linear game.

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Disco Elysium - title

It's kind of hard to play a lot of video games while holding an infant child. It's certainly possible, but I had to accept that I was going to be less precise in my inputs whether I was holding a PlayStation controller or a keyboard and mouse. It seemed like a perfect time to try out a game that only requires a mouse to play -- a perfect time to finally try out Disco Elysium!

Disco Elysium is a unique and experimental RPG that straddles the line between RPG, point-and-click adventure, and walking sim. Most RPGs have combat of varying degrees of complexity in order to give all the various character stats and progression systems something to do. Disco Elysium completely eschews those conventions. I think I fired a gun maybe three times in my entire play time with the game (across a campaign and a half that I played prior to reviewing), and one of those gunshots was against a corpse hanging from a tree. Oh and I roundhouse kicked a a racist beefcake (you know, in order to establish my own racial superiority). Not exactly Call of Duty over here.

It may not require the twitch reflexes that many "gamer bros" expect every game to have, but games like this have been a godsend for those of us who only have one free hand to hold a mouse, because the other arm is holding a sleeping infant. It also happens to be a really good game.

I maybe fired a gun thrice, and roundhouse kicked a racist once, in 40+ hours of gameplay.

Inner dialogue

Instead of channeling character stats into gauntlets of filler combat encounters as a way of accumulating experience to improve those stats for the next combat encounters, Disco Elysium channels all of its character attributes into conversation trees. But these conversations aren't just with the other characters who I interview as part of the murder mystery plot. These conversations are also with the character's own inner monologue.

You see, the skills in Disco Elysium aren't like the skills of most other RPGs. They don't determine the character's physical strength, or agility, or skill with various weapons, or a blanket "charisma" attribute that determines if people believe your lies or are swayed by your arguments. No, instead, all of the skills of Disco Elysium represent elements of the protagonist's personality and psyche. Those skills will even pop up during dialogue and allow the character to have arguments or conversations with his own inner monologue. Each skill is like a voice in the protagonist's head, telling him what to do, or how to interpret the events he encounters. Each skill is sort of a character in its own right.

The character's skills talk to him, giving the player insight into the game world and current circumstances,
and also (sometimes flawed) advice about how to proceed.

I'm reminded of the psychosis voices of Hellblade: Senua's Sacrifice, with each voice shouting over the others trying to tell Senua what to do or telling her that she's worthless and can't do anything right. Except in Disco Elysium, the player can actually have conversations with those voices. You can talk back to them.

These skills will pop up from time to time as interjections during conversations to make observations about what is happening or to recommend specific courses or action or responses. It's also a great way of delivering exposition and ensuring that the player knows any relevant details that the character should know. But they aren't always completely reliable. Sometimes blindly following the advice of these skills can land you in trouble.

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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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