Madden NFL - title

The third (and presumably final) update for Madden 21's long-neglected franchise mode is finally live. Madden franchise players finally have the full Madden 21 franchise mode to play with -- in March ... a full month after the SuperBowl and the end of the NFL season. Obviously, this is too little, and too late for me to bother changing my review of Madden 21 or to change my mind about my long-standing frustration with the lack of attention that EA is paying to Madden's franchise mode.

This update will supplement some of the superficial changes made in the earlier updates with some slightly more substantive upgrades. On the superficial end of the spectrum, it adds a league history that tracks SuperBowl champions, seasonal awards, and other information from year-to-year. On the more substantive end of the spectrum, it also makes some long-overdue revisions to CPU teams' trade logic. CPU teams will supposedly be better at evaluating trade proposals, will value elite offensive linemen more highly, and can no longer be tricked into thinking that a reserve player is a starting-caliber talent simply by moving the player up on your depth chart.

Good thing I had already completed my trades for Quentin Nelson and Deshaun Watson to the Bears before this update went live; otherwise, I might not have been able to get either player -- let alone both. Not that it matters, I probably won't be putting much more time into Madden 21. I'll likely have to play a few more games to capture footage for the next installment(s) of my "How Madden Fails To Simulate Football" video series.

The only reason I would continue playing Madden 21 would be to capture footage
for my "How Madden Fails To Simulate Football" video series.

A good sign for the future of Franchise?

Madden's current executive producer, Seann Graddy went on YouTube to prior to the patch releasing to sing its praises as part of EA's continuing effort to provide lip service to Franchise players. In this video, he also gave Franchise players a sneak peak at what we can expect in next year's game. On Graddy's computer screen in the background, we can see a "Staff Management" screen showing the Chicago Bears' head coach, Matt Nagy, along with an offensive coordinator named Sam Norris, a defensive coordinator named Bill Lando, and a fourth slot that simply says "player personnel". This means that players should expect to see offensive and defensive coordinators return in Madden 22 -- something that has been sorely missing from the game since (I think) Madden 13.

EA's preview of the 3rd Franchise update for Madden 21 gives clues about what will be in Madden 22.

I don't recognize the names Sam Norris or Bill Lando. The Bears' current offensive and defensive coordinators are Bill Lazor and Sean Desai (respectively). Sam Norris and Bill Lando were not the names of previous coordinators either. I looked both names up on Google, and didn't find any results for Chicago Bears coaches. These are either place-holder names for a feature that is still a work-in-progress, or it is evidence that Madden 22 will not have real-life coordinator names.

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Madden NFL 21 - title

In the past 2 years, EA has added 2 new arcade modes (Superstar KO, and now The Yard), on top of the existing [pay-to-win] arcade mode that has been in the game for a decade (Ultimate Team), and they've experimented with 2 new single-player career modes, but they refuse to make any substantial upgrades or improvements to the core Franchise mode. And they have the nerve to call this a "simulation" football game? And no, I do not consider Face of the Franchise to be a "Franchise Mode", no matter how EA may want to brand it.

Look, if Madden already had a deep, robust, and engaging Franchise Mode on par with the breadth and quality of the mode from 10-20 years ago, then I'd be perfectly fine with the team branching out and experimenting with new game modes. If the Franchise Mode were already so complete and robust that both EA's devs and the fan community were struggling to think of things to add or change, then all these other modes would feel more warranted. But that isn't the case. Franchise mode has been a half-baked, bug-riddled, experience since at least Madden 13. And the wishlists from consumers have plenty of ideas for EA to implement, ranging from hiring coordinators and assistant coaches, to off-season training camps, to position battles, to contract restructuring, to a more meaningful preseason and in-season scouting, and even relatively mundane and simple things like a weather forecast or a U.I. that shows us our player and team goals when we're actually in a match. Year after year, EA and Tiburon tell us that they "hear us" and are committed to improving Franchise Mode. But year after year, we get a "new feature" list that reads like an October patch log for last year's game.

Tiburon did not add anything to Franchise mode, but we got a whole other arcade mode.

In this regard, Madden 21 is the worst offender yet, because there is absolutely nothing new in the Franchise mode at the game's launch. We had to wait until October before EA even acknowledged that Franchise Mode exists in Madden 21, and for them to promise updates.

To be fair, The Yard isn't all that bad

Even though I'm frustrated to see yet another arcade mode that feels nothing like actual football (to the total exclusion of any Franchise mode updates), I have to admit that I'm more likely to play (and maybe even enjoy) The Yard more than Ultimate Team. The Yard is basically a modernized, but less-developed, version of EA's old NFL Street games. Despite still being a micro-transaction-fueled online-multiplayer-focused arcade mode, the fact that it is not built on a pay-to-win gambling architecture makes The Yard feel less cynically manipulative. It feels less like a brazen, anti-consumer scam, and more like a genuine attempt to make a fun game first, then stick an optional micro-transaction economy on top of it. It's still bad, and cynical, and exploitative (especially in the wake of Star Wars Squadrons, which was also published by EA, but had no micro-transactions at all), but it's less bad, less cynical, and less exploitative than the efforts EA has made in the past.

Can someone please double-check my math? Does this one uniform really cost $20?!

That being said, the cost of these purely cosmetic accessories is downright absurd. EA seems to think that a virtual helmet is somehow worth twenty dollars! Did somebody on the U.I. team fuck up and accidentally shift a decimal two places for these micro-transaction costs? 20 cents? Maybe. But 20 dollars? Are you fucking kidding me, EA?! $20 is what I expect to pay for an entire expansion pack, not for a single cosmetic novelty item.

The cynic in me believes that this exorbitant cost is a deliberate attempt by EA at sabotaging their own micro-transaction store. Maybe they think that if they jack up the prices ridiculously high for these cosmetics, nobody will be willing to pay for them. They could then go back to focusing on gambling and pay-to-win loot boxes and blame the consumers, "well we offered cosmetic-only micro-transactions, but you didn't want to buy them. Clearly the market prefers randomized 'surprise mechanics'."

I lost a game by 1 point because the scoreboard became unreadable,
and I didn't know if I should go for 1, 2, or 3 pt conversion.

My first impressions of The Yard were further hampered by several significant bugs. The most egregious was several instances in which the scoreboard overlay graphics became corrupted, and I couldn't read the score. With the weird scoring rules of The Yard, it's much harder to remember and track the current score in my head. In one of these occurrences, I scored a touchdown in my final drive, but was unsure of whether to go for 1, 2, or 3 because I couldn't remember exactly how far I was down. I went for 3 and failed to convert, only to lose by 1.

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Axis Football 20- title

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).

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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.

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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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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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