Last year (around this same time, in fact), we football video game fans were given the bombshell news that EA's exclusive contract with the NFL wasn't quite as exclusive as we thought. That contract apparently only covered "simulation" football games (which makes me wonder how or why EA has the license to begin with, since they sure as heck haven't been making a simulation football game since at least 2011). Other companies were apparently free to purchase an NFL license for "non-simulation" football games, and last year 2K announced that they would, in fact, begin production on one (or more) NFL-licensed arcade games. It wasn't the triumphant return of ESPN NFL 2k that we had been waiting 17 years for, but we'll take it!

EA is [finally] returning to college football games!

Well yesterday, we got another bombshell announcement. EA will be producing a college football video game. Currently, EA does not have the NCAA license or the rights to player likenesses, so the game is to be titled "EA Sports College Football", instead of continuing with the NCAA Football moniker of past. However, EA does have the rights to "over one hundred" schools. There's 130 teams in the Division I Football Bowl Subdivision, so a team count of over 100 implies that most, if not all, D-I FBS schools will be present, with their respective logos, uniforms, stadiums, and so forth. My understanding is that EA also does not have the rights to the conference names, so in addition to making up randomized rosters, they will also have to make fake conferences for the schools. I haven't seen anything yet that clarifies whether EA will have rights to bowl games or the College Football Playoffs and Championship. But this game is still 2 or 3 years out from releasing, so a lot can change in the meantime!

EA could bypass the NCAA and secure the rights to player likenesses, but they've opted not to do so. It's a shame, but I do understand that without a single players' union (like the NFL Player's Association for the pros), securing the rights to hundreds or thousands of player names and likenesses individually would be a huge logistical and legal nightmare. I would also have to assume that if EA is not pursuing player likeness rights, then they probably won't include the easy roster customization and sharing features of NCAA 13 and 14, as that would likely land them in the same exact legal troubles that caused the series to get canceled in the first place. I would prefer if EA could use player likenesses and pay the athletes royalties from game sales, especially since that would stick it to the NCAA, which for so long denied college athletes the ability to get paid while simultaneously cashing in on those same athlete's names and performances. Since it didn't license its brand, the NCAA will not be getting any money from this game (as of the time of this writing).

Team and player customization is what caused the cancelation of NCAA Football to begin with,
so I doubt that such features would return in EA Sports College Football.

EA Sports College Football will not be releasing in 2021. A 2022 release is possible, but unlikely. So we'll probably have to wait until the fall of 2023 to see what EA will be offering up for this game, and if it will live up to the standard set by NCAA Football 13 and NCAA Football 14. The fact that the game will not have the NCAA license, conferences, or team names will likely put the new game at an immediate disadvantage, since it won't have those real-world images and names to lean on.

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Resident Evil 3 remake - title

I played the demo of Nemesis that came packaged
with Dino Crisis, but never played the full game.

Right off the bat, I have to say that Resident Evil 3: Nemesis was never my favorite Resident Evil game. In fact, I never even played the whole thing. I played the demo that was included with Dino Crisis (back in the day when game publishers released playable demos before a game even came out). The original Nemesis erred more on the side of fast-paced action, which just doesn't appeal to me as much as the slower, more thoughtful design philosophy of the original Resident Evil, along with Silent Hill and Dino Crisis. This is why I love the original RE and its GameCube remake, why Resident Evil 4 rubbed me the wrong way, and why I never really got into the rest of the Resident Evil franchise beyond the first game. I tried playing all of the Resident Evil games up through 5, but the only one that came close to holding a candle to the masterful original was 2.

So even though I was excited to play Capcom's remake of the PS1 classic, I went in with tempered expectations. If they stayed true to the original, then RE3make (or whatever we're calling it) would be far more high-octane and action-heavy than the Resident Evil 2 remake that was released a mere year ago. As such, I expected that I just wouldn't be quite as into RE3make as I was into Resident Evil 7 or RE2make. I could only hope that it hit some happy medium between RE2make and Resident Evil 4. But that's really just personal preference on my part. Your tastes may vary.

So now that you hopefully understand where I'm coming from, what do I actually think of Resident Evil 3: Nemesis in 2020? Did Capcom learn any lessons from the few mistakes that were made with RE2make?

Resident Evil 3 is more reliant on spectacle action set pieces than on slowly building atmospheric tension.

The different nature of "Hardcore" mode

If you remember my review of Resident Evil 2 remake (and my lengthy YouTube critique), then you know that one of my core issues with that game was the fact that Capcom locked the Ink Ribbon save system behind that game's hard difficulty. Resident Evil 7 actually had the same problem, but it didn't bother me in that game because RE7 wasn't a remake of a game that included Ink Ribbon saves as a core component of its design.

I felt the Hardcore mode and breakable knife were huge design flaws in RE2make.

In summary, the hard mode made death come much swifter in RE2make. Resource-management wasn't as important as skillful aiming and shooting. Instead of taking a bite or two here and there and having to decide when to fill your scant inventory with a healing item just in case (in the original Resident Evil games), RE2make's hardcore mode made you have to heal pretty much every time you took damage because you couldn't survive a second hit. This low tolerance for mistakes and strict punishment for death felt considerably less fair for someone in a first-time playthrough.

The fact that your knife could break and you could literally be stuck with a save file in which you have zero damage-dealing potential certainly didn't help the feeling of fairness in my book.

My recommendation was for Capcom to separate the hard difficulty setting and the hardcore save system into two options. You should be able to chose whether you want to use Ink Ribbons, and then you should also be able to chose whether you want to play the game on easy, normal, or hard difficulties.

Typewriters are still here, but Ink Ribbons are completely absent.

Instead, Capcom opted to just remove Ink Ribbons for its Nemesis remake. Entirely. They are not locked behind hardcore mode. They are not locked behind New Game Plus. Typewriters are still here, but Ink Ribbons are not in the game at all.

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Big news in football video gaming earlier today, which was that 2K and the NFL announced a multi-year deal that allows 2K to publish NFL-licensed football video games. The first such game is expected to release in 2021.

2K Games NFL

The catch: the license only allows 2K to produce "non-simulation" games, so as not to compete directly with Madden. So don't expect to see NFL 2K22 next August. Instead, we're more likely to see something along the lines of NFL Blitz or NFL Street.

Now, if you ask me, EA already makes a "non-simulation" football game. The main driver of EA's game is the loot-box-fueled Ultimate Team, which is about as "non-simulation" as you can get. And while EA focuses attention on new arcade modes like Draft Champions and Superstar KO, while continuing to neglect Franchise mode, the quality of Madden as a simulation experience has only continued to slip.

XFL logo

In any case, this news was a shock to me. I had no idea a deal between 2K and the NFL was even in the works. In fact, if 2K was going to get back into producing and/or developing licensed football video games, I thought for sure that it would be via an XFL license! 2K already publishes WWE Wrestling games (which have been terrible of late, by the way), so 2K and Vince McMahon already have a working relationship. The XFL has shown an interest since its inception to license its rights out to a video game, but so far, no such deal has surfaced.

If we're lucky, maybe 2K will do both an arcade NFL game and a simulation XFL game, so that when the NFL eventually wises up and gives them the rights to do a simulation game, they'll already have an engine ready to go. In fact (according to Polygon), the NFL's current licensing arrangement with EA expires at the end of the 2021 / 2022 NFL season. So it is entirely possible that the NFL plans on granting simulation rights to 2K after that. This "non-simulation" license deal might just be the NFL's way of allowing 2K to get a headstart so that they can hit the ground rolling with a full NFL 2K23 releasing in fall of 2022. Fingers crossed...

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Ace Combat 7 - title

Ace Combat 4 would be on my short list for "favorite games ever". It's one of the few games that I've beaten multiple times. I rented the game from Blockbuster (back when Blockbuster was a thing), and beat it over a weekend. A few months later, I wanted to play it again, so I rented it another weekend, and beat it. I think I may have rented it (and beat it) one more time before finally just buying my own damn copy from a bargain bin, then played through it again.

When I was in high school, my parent's home was broken into, my PS2 and all my games were among the items stolen -- including Ace Combat 4. Despite having already beaten the game multiple times, when it came time to replace my PS2 collection, I bought the "Greatest Hits" version of the game, and played through it once more.

So in total, I rented Ace Combat 4 at least two or three times from Blockbuster, and have bought two new, retail copies of the game.

I always liked how this series hits a comfortable middle ground between an arcade shooter/dogfighter and a flight sim. You can configure the controls so that the planes fly like actual planes, but it also gives you access to 50-100 missiles on planes that only have 2 missiles strapped to their wings. If you get good enough, you can shoot down enemy planes with just machine gun, but it takes a lot of practice.

Ace Combat has found a comfortable middle ground between arcade shooter and flight sim.

I had gotten to the point that the mission briefing music has been permanently burned into my memory, and I was performing my own self-imposed challenge runs in those last few playthroughs of AC4. I would play through the entire game with machine guns only, trying to cut down on the number of times that I'd have to stop at the airstrip or carrier to resupply. I think the only other game that I've ever done self-imposed challenge runs on is Metal Gear Solid 2.

Challenge runs

The direct sequel, Ace Combat 5, sadly, didn't quite do it for me. I played the game once, and I'm not even sure if I finished it or not. A big part of that game's problem was that it was repetitive. A belligerent nation launches a surprise attack, cripples the Allies' military, and the Alliance has to fight back to reclaim occupied territory before finally beating the aggressor by capturing or destroying its secret super-weapon. I had been there, done that so many times that Ace Combat 5 just kind of dragged. It didn't help that many of Ace Combat 5's missions felt recycled straight from Ace Combat 4.

Ace Combat 6 was an XBox exclusive, which I never played on account of having never owned an XBox, and the other titles since have either been portable titles or spin-offs that just veered too far into "arcade" territory for my tastes. As such, it's been over a decade since I last played an Ace Combat game. Perhaps Ace Combat 7 is a prime opportunity to jump back on the bandwagon? Well, if you were getting tired of challenge runs in AC4, then 7 is loaded with its own little challenges for the player.

Clouds will ice your plane, limiting maneuverability, stalling the plane, and covering the canopy in frost.

Much moreso than the previous games that I've played, Ace Combat 7 uses environmental phenomena and genuine level design to throw a little wrench into the gears. Most missions will have some extra little circumstantial element of its design that can knock a player out of your comfort zone and force you to get creative and/or bold.

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E3

I don't generally give a damn about the corporate circle-jerk that is E3 (or any trade show for that matter). It's usually a bunch of cringe-worthy presentations of lofty promises and over-hyped trailers and tech demos that are rarely (if ever) representative of the final product. However, there is one game announcement that caught my attention this year, and that is From Software's Sekiro: Shadows Die Twice. That's right, it has been confirmed that the mysterious Shadows Die Twice teaser is not a sequel to Bloodborne or Dark Souls, or even to Tenchu, as many fans had speculated. It is a new IP that takes place in a feudal Japanese setting (similar to Nioh).

Sekiro does not have a firm release date, and is slated simply for "2019". So it may still be over a year away.

Perhaps I'll hold myself over with the Resident Evil 2 remake ("REmake2"? "RE2make"?), assuming that the RE4-style over-the-shoulder camera doesn't ruin it. The REmake of the first Resident Evil is, after all, quite extraordinary, and Resident Evil VII was a surprisingly-solid return to form, so I am optimistic that REmake2 will be of similarly high quality. But I digress...

As much as I love Bloodborne, I am actually pleased to see that this is a new IP rather than a sequel to Demon's Souls, Bloodborne, or Dark Souls. FromSoft always seems to thrive when introducing a new IP, even though all the Souls-Borne games share many themes, plot elements, and mechanics between them. FromSoft's track record with sequels has been ... shaky at best. Neither Dark Souls 2 nor Dark Souls 3 are "bad" games. I still sunk something like a hundred hours into each -- with no regrets. Neither of them, however, comes close to touching the brilliance that was on display with Demon's Souls, Dark Souls, and Bloodborne.

Besides, the Lovecraftian cosmic horror nature of Bloodborne makes a direct sequel risky. A sequel would almost necessarily have to further expound upon the Old Ones, the Pthumerians, the Healing Church, and the relationships between them. The more we know about these entities, the less mysterious and unknowable they become, and the less horrific the cosmic horror becomes. A sequel that removes the mystery surrounding the Old Ones, and which further empowers the player character would not only result in a weak sequel, but would also retroactively damage the first Bloodborne by providing answers to questions that were best left -- not only unknown -- but also unknowable.

E3 Announcement trailer for From Software's new IP: Sekiro: Shadows Die Twice.

Implications from the trailer

Fortunately, a direct Bloodborne sequel is not in the works -- at least not yet. Instead, we have a samurai-inspired hack-n-slash that looks like FromSoft's direct response to Nioh (which is, itself, receiving a sequel and some additional competition soon).

Sekiro seems to put a lot of emphasis on sword play, including parrying with your sword (rather than with a shield). It's unclear if the player will have access to other types of weapons besides a katana, or if the katana will include multiple stances or combat styles similar to Nioh. In any case, I expect the swordplay in Sekiro to be much more technical and precise than in the Souls game.

Sekiro seems to use the sword for parrying, rather than a shield.

This may be a further fulfillment of the design philosophies of Bloodborne...

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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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With EA Sports College Football in the mix, we'll have a full slate of football video games in 2022/2023!With EA Sports College Football in the mix, we'll have a full slate of football video games in 2022/2023!02/03/2021 Last year (around this same time, in fact), we football video game fans were given the bombshell news that EA's exclusive contract with the NFL wasn't quite as exclusive as we thought. That contract apparently only covered "simulation" football games (which makes me wonder how or why EA has the license to begin with, since they...

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How Gathering Storm is changing how I play Civilization VIHow Gathering Storm is changing how I play Civilization VI02/21/2019 Civilization VI's new expansion "Gathering Storm" has been out for a week now, and I've been trying to play it as much as I can. There's a lot of new features, and several genuine attempts to change how the game is played -- with varying degrees of success. I wanted to take some time to share some of my initial experiences with...

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