This past weekend's college football match between Vanderbilt and Missouri wasn't much of a football game. Missouri trounced Vanderbilt 41-0. There was never a contest to be had here, and Missouri had comfortably covered the 14-point spread by halftime -- then went on to cover it by a factor of 3. This otherwise un-noteworthy game did, however, make headlines. That is because this game saw another breaking of the glass ceiling for women in football. In this game, Sarah Fuller became the first woman to play football for a Power 5 conference.

Sarah Fuller is a senior goalkeeper for Vanderbilt's soccer team -- a team that has performed much better than the football team, going 8-4 and sweeping the SEC tournament. She was recruited onto the football team as a place-kicker after COVID-19 contact-tracing forced much of Vanderbilt's special teams roster into quarantine.

Sarah Fuller kickoff for Vanderbilt to start the second half,
and became the first woman to play in a Power 5 football conference game.

Vanderbilt's offense couldn't do anything all day, so sadly, Sarah never got a chance to kick a field goal or extra point. Her only play in the game was the second half kickoff, which she squibbed to the sideline for no return. She didn't get to score any points, but she did play.

Her kick was the only Vanderbilt highlight worth sharing, and it was shared on social media by the school and by multiple sports media outlet, where it was subject to lewd comments and ridicule by pathetic men -- because of course it was. Men criticized the kick for being squibbed for only 35 yards, completely failing to recognize the context in which the kick was made. The team was coming back from halftime, down 21-0. It is not uncommon for a team to squib a kickoff in such a situation in order to prevent a return for touchdown. It was a (for lack of a better word) "workman-like" kick.

Besides, even if the distance wasn't impressive, her placement of the ball was. It landed within a few yards of the sideline without going out of bounds. This is probably exactly where the coaches wanted her to put the ball. A ball so close to the sideline might discourage the returner from attempting to field it in the hopes it would go out of bounds, result in a penalty, and give the team even better field position. If unfielded, the ball would be live, and could be recovered by the kicking team. I would not be surprised if this was a designed kick with the hopes of tricking Missouri into giving up a turnover and put some spark into Vanderbilt's offense. Unfortunately, the kick bounced and was downed by a Missouri blocker, leaving Vanderbilt with no chance to recover the ball. All the men criticizing Sarah's "weak" kick, possibly only served to highlight their own weak knowledge of the sport of football.

And that was it. One play, and now Sarah Fuller's name is forever enshrined in college football history.

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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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