The Chicago Bears have seen a turnaround the past few weeks. The Bears started the regular season 1-2, and looked like they might be repeating the same disastrous mistakes that they made with both Mitch Trubisky and Justin Fields. I have not liked Matt Eberflus or his coaching staff these past couple years, and I was hoping that the Bears would look for a new head coach. I feared that when the Bears drafted Caleb Williams, they had drafted a potentially elite quarterback in the last gasp of a lame duck year for the coaching staff. I feared that coaching staff would stunt Williams' development with poor coaching and play-calling. Williams did not look very impressive in the preseason (the backups sure did, though), and he struggled the first few weeks behind awful pass protection, an un-reliable rushing game, and play-calling that failed to put him in situations in which he could succeed and build confidence.
Those days feel like ancient history though. The Bears have now won 3 straight, going into their bye week. Not only are they winning, but they are winning decisively, and looking like a well-rounded powerhouse. Williams is in the top 15 in both passing yards and passing TD. The offense is scoring over 30 points per game in its wins, and the defense is giving up an average of less than 17 points per game. At the same time, they have scores on special teams, and rookie punter Tory Taylor is looking like an instant all-pro.
Photo credit: total apex sports.
Punter Tory Taylor is making life very easy for the defense.
Things seem to be on track.
But "seem" might be the operative word there. I still have concerns.
Those 3 wins came against some of the worst teams in the NFL this year. All 4 of the teams the Bears beat have 1 win each through 6 weeks. In fact, the only 1-win teams that the Bears haven't beat yet are the Patriots and Browns (thought the Bears will have a shot at the Patriots next month). The Texans are the only good team that the Bears have played so far, and they lost a frustrating match against a mediocre Colts team. The good news is that the Bears were at least competitive in those 2 losses, losing both games by a single score.
In any case, the Bears have shown that they can beat up on bad teams, but they have yet to show that they can truly win against Playoff-caliber teams. And that's worrisome, because all of the NFC North is looking like potential playoff teams this year! They will get a chance to prove themselves after their bye, when they will go on the road to play the NFC East-leading Washington Commanders. Then they will have a couple more cupcake games against the Cardinals and Patriots, before starting a brutal gauntlet of a schedule that includes all of their NFC North divisional games, as well as road matchups against the 49ers and a home game against the Seahawks. The Vikings (in particular) are one of the surprise success stories of the league so far, as they remain unbeaten through 6 weeks (5 wins because they already had their bye).
The Bears could very well go into divisional play with a record of 6-3 (or even 7-2), but they will need to at least split those divisional games, and win at least 1 of the non-divisional games against the 49ers or Seahawks, if they want a shot at a wildcard playoff berth. And honestly, I'm not yet convinced that they can do that. [More]
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Tags:NFL, football, preseason, Chicago Bears, Matt Eberflus, Caleb Williams, offensive line, blocking, quarterback, defense, special teams, Tory Taylor, punt, Sam Darnold, Minnesota Vikings
Here we go again. The NFL is modifying its overtime rules. Now, both teams will have an opportunity to possess the ball in overtime. Even if the winner of the coin toss scores a touchdown on the opening drive of overtime, they will still have to kick off to the other team, who will now have an opportunity to match with a touchdown of their own, or potentially win the game if they convert a 2-point conversion.
The rule change is in response to the Chiefs' victory over the Bills in last season's AFC Divisional Playoff. If you recall, the 4th quarter of that game was a shootout with 5 lead-changes. The Bills scored what should have been the game-winning touchdown with 13 seconds left in regulation. The Chiefs then gained 44 yards in 2 plays and kicked a game-tying 49-yard field goal to trigger overtime. The Chiefs received the opening kickoff, drove down the field, and scored a game-winning touchdown against the exhausted Bills' defense. The Bills never got to possess the ball in overtime because, according to the old rule, if the opening drive results in a touchdown, the game ends.
Photo Credit: William Purnell/Icon Sportswire
The Chiefs beat the Bills in overtime of the 2022 AFC Divisional Playoff.
Fans have complained about NFL overtime rules for a very long time. The common complaint is that the winner of the game often comes down to a coin toss. But this is only partially true. In fact, in the regular season, the winning percentage of the team receiving the overtime kickoff is only barely more than 50% (86-67-10). This percentage changes to over 90% (10-1) in the playoffs (since the current hybrid sudden death rule went into effect). The disparity probably results from playoff teams being generally better and having better offenses.
So what else can be done to change the rules? I've already expressed my distaste for proposals to implement college overtime rules. I'm not going to rehash that here, since that isn't what the NFL is doing. Other proposals include making overtime an extension of the 4th quarter, which just gives an overwhelming advantage to the team who possesses the ball at the end of the 4th quarter, and removes any pressure for that team to execute in the final minute or so. Or maybe overtime should just be decided by a field goal shootout? Just take the offenses and defenses out of the equation entirely, and let the kickers decide the winner!
Really though, the NFL's new rule still doesn't solve the underlying problem: which is the coin flip. Now, if both offenses score, the game still goes into sudden death, and the team that gets the tie-breaking 3rd possession was still determined by the coin toss. In that Chiefs vs Bills Divisional Playoff game, even if the Bills had scored a TD to match the Chiefs in overtime, the Chiefs would still get the ball next, and it would be sudden death. The Chiefs would probably still win against a tired Bills defense that was completely incapable of stopping them. The game would just go on longer, the defenses would be even more tired, and the risk of injury would be greater. So here's my proposal:
I propose the NFL get rid of coin tosses.
Get rid of the coin toss
I think the NFL should go back to having sudden death overtime, and should get rid of the coin toss entirely. Instead of having a coin toss, the visiting team should just be able to chose whether it wants to receive the opening kickoff, and the home team should be able to chose whether they want to receive the overtime kickoff. This might sound unfair, but the idea here is to remove a coin toss from the equation, and make the opening possession of overtime become a part of a team's home-field advantage.
In regular season games, teams play half their games at home -- or at least they do over a 2-year average, since the NFL added a 17th game to the schedule. This means each team will have a 50/50 change of getting the opening possession in regular season overtimes, so it's fair. In the post-season, the home team is determined by playoff seeding, which is a function of the teams' regular season records. The team with the better regular season record gets homefield in a playoff matchup. This means that getting the opening kickoff in a playoff overtime will be a privilege that the home team will have earned by having the better record (or the seeding tie-breaker). [More]
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Tags:football, NFL, tie, overtime, offense, defense, special teams, kickoff, playoff, Buffalo Bills, Kansas City Chiefs, coin toss, SuperBowl
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. [More]
Since Canuck Play shuttered its studio, canceled Maximum Football 21, and sold the Maximum Football IP to Modus Games, the other major simulation indie title, Axis Football, found itself without any major competition in 2021. There are other indie football games on the market, such as Sunday Rivals, but that is a more arcade-style game and isn't a direct competitor to Axis. I own the Steam version, but haven't played much of it yet. The only other real competition for Axis Football is the indie game Legend Bowl.
I've received several requests to play Legend Bowl and create content for it, including a request by the game's creator, himself. Don't worry King Javo, I bought Legend bowl during the Steam Fall Sale, and will be playing it more this holiday season.
In the meantime, Axis Football has been the only indie football game that I've played this year. So I cannot do my usual thing of comparing Axis to Maximum because there isn't a Maximum Football to compare Axis to. I could do a direct comparison between Axis Football 21 and Madden 22's supposedly-upgraded Franchise Mode, but I'm hesitant to directly compare any low-budget indie product to a billion-dollar licensed game from a major publisher. Maybe I'll revisit that topic later, if I get a lot of demand for it. In the meantime, if you're interested in my thoughts on Madden 22's supposedly-improved Franchise Mode, you can check out my video on that topic, or my full review.
So instead of comparing Axis Football to its direct competition, I've decided that I will instead focus on sharing my hopes and expectations for where the game goes from here. With EA releasing its college football game in 2023, and 2k presumably releasing its "non-simulation" game in 2022, Axis Football needs to take big strides in the next year or two in order to remain relevant and competitive.
See the full wishlists on YouTube!
This wishlist was originally created as a series video essays, which I encourage you to watch. I'm not going to replicate the entire transcript here, but will instead just summarize the content of the videos. I'm also going to re-arrange this written list a little bit so that each item is in the most appropriate category. If you want more discussion, details, and examples, please watch the linked wishlist videos. [More]
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Tags:Axis Football, Axis Football 21, Axis Football 22, Axis Games, indie gaming, football, passing, catching, power running, special teams, longsnapper, timeout, overtime, franchise, practice squad, injured reserve, preseason, draft, training camp, women, gender equality, stadium, glitch
I don't think I've ever played a football game that feels like it truly nails special teams play. Madden has been especially bad at this phase of football for a very long time, and has largely neglected it year-in and year-out. Every now and then, a release comes out that focuses on special teams, but the upgrade is never as comprehensive as it should be. I was considering making a video about all of special teams, but that's too big a topic to tackle in a single video, so I decided that it would be best to make shorter videos that each focus on specific aspects of special teams play.
While drafting the script for my previous video about pass blocking and pass rushing, I had started thinking about issues with blocking and rushing in special teams, and thought I'd do a video about one specific specialist position that has been a personal crusade of mine for quite a few years now. I'll surely discuss more of Madden's special teams failings in future videos. But for today, I want to talk about how Madden completely fails to do justice to an oft-overlooked and under-appreciated specialist position: the longsnapper.
The full video on YouTube contains additional commentary and examples.
I'm looking at this specific position for two reasons:
- I played on special teams in high school and worked alongside our longsnapper. He spent extra time before and after practices honing that skill.
- And the 2nd reason I'm covering this topic is: unlike other highly specialized positions like holder and kickoff coverage gunners, Madden actually includes Longsnappers as a position in the depth chart, but has never included any mechanics or rules that actually make the longsnapper a meaningful position on your team, or which differentiate who is a good longsnapper versus who is not.
As for my high school teammates on special teams: there were several of us who never would have seen playing time if not for our special teams duties. Instead of resigning ourselves to a life on the bench, as some other reserves had done, we carved out niches for ourselves, so that we could see more playing time. We worked hard to earn our positions, and the coaches noticed the hard work (especially if it was extra-curricular in nature), and they rewarded us with extra rotational reps on both offense and defense in relief of tired starters. My experience has lead me to respect special teamers, probably much more than most football fans.
Some of us reserve players would have never seen playing time if not for our specialist roles.
A Knee-Jerk Reaction
I remember proposing a "Longsnapping" rating on a YouTube comment or Madden forum like 6 or 7 years ago, and received absolutely vitriolic responses that largely boiled down to "having the outcome of a game decided by a random fluke like a botched snap would be horrible game design." It's a sentiment that does makes a certain degree of sense. Determining the outcome of a match by a die roll does seem like it would be bad video game design -- at least, outside of digital craps.
But hold on a minute. Is it really bad game design...?
Running backs have a rating that determines their likeliness to fumble. Quarterbacks have several ratings that determine the accuracy of passes. Receivers have several ratings that determine their likelihood to catch a pass. Linemen have ratings that determine if they whif on a block. Defenders have ratings that determine the likelihood of missing tackles. DBs have ratings that determine whether they blow a coverage. Kickers have ratings that determine if they miss a kick. Every player has ratings that determine if they get injured on any given play. All of these ratings can affect the outcome of a play or an entire game based on a random die roll. Heck, even coaches have ratings that determine how much players develop in the offseason or how likely free agents are to sign a contract. Ratings semi-randomly deciding the outcomes of games or entire seasons is apparently OK for literally every other position both on and off the field, but somehow having a rating that determines if a snap or special teams hold is botched is a bridge too far?!
Nobody complains about other positions having ratings that can randomly decide a game.
To be fair to the critics: if you're playing a 5 or 6-minute quarter pick-up game online or in Ultimate Team, and each team is only getting between 3 and 5 possessions the entire game, it does make sense that you wouldn't want your one and only attempt at a punt or field goal to go awry because of a fluke like a botched snap. In such a shortened game, it would swing the game wildly in one direction or the other, with little-to-no time or opportunity for a team to overcome such an unfortunate outcome. (I keep saying, every installment in this series is probably going to refer back to that first essay about quarter length.) [More]
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Tags:Madden, Madden NFL, How Madden Fails to Simulate Football, EA, EA Sports, Electronic Arts, Tiburon, football, simulation, sports, YouTube, longsnap, longsnapper, special teams, field goal, punt, Tony Romo, Ace Ventura: Pet Detective
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