Pacific Drive: Whispers In The Woods - title

A few hours into playing the Whispers In The Woods expansion for Pacific Drive, I started having deja vu to when I played Echoes Of The Eye expansion for Outer Wilds. In both cases, I was playing a hotly-anticipated, horror-themed expansion for games that I thouroughly loved. And in both cases, I wasn't enjoying the horror-themed systems as much as I thought I would. In the case of Outer Wilds, this was largely due to being exhausted by being a new dad. In the case of Whispers In The Woods, I was similarly emotionally exhausted by family drama that was happening in the holiday season of 2025. I just didn't have as much patience as I needed to play either of these games.

In both expansions, the fundamental gameplay and experience is actually changed considerably from the base game. For Pacific Drive, the methodical exploratory nature of the base game gives way to a much more high-pressure and goal-oriented approach. The base game was all about scavenging the levels for every resource that wasn't nailed down. It was about managing risk and seeking rewards. Or at least, that was how I played it. In the expansion, however, I started feeling like the intent is for the player to get in, get what you need, and get out as quickly as possible!

The big difference between these 2 expansions seems to be their reception by their respective communities. While I was a discordant voice in a harmony of near-overwhelming praise for Outer Wilds: Echoes of the Eye, I am just another noise in the cacophony of mixed and conflicting opinions about Pacific Drive: Whispers In The Woods.

Upon booting up the game with the DLC installed, the garage will be transformed by a mysterious cult.

Spooky stand-alone drive

Perhaps the most controversial aspect of Whispers In The Woods is that it has an economy and progression system that is completely detached from the core game's economy and progression. On the one hand, this provides a roughly consistent level of challenge, whether you're starting the expansion content a few hours into a new save file, or if you're using it as an excuse to re-visit the game after already having put hours into the post-credits free play. On the other hand, it means that, if you were at the end of the main campaign (or beyond), it really feels like the game is forcing a hard reset. And if you are still early in your campaign, a detour to play the expansion will feel like just that: a detour. Aside from the incidental collection of normal resources, you won't be doing much (if anything) that will progress the main campaign, upgrade the garage, or make meaningful permanent upgrades to the car.

Conversely, if you make a pit stop at a cabin or trailer to scavenge for resources, and only find normal, base game materials, it can be insanely frustrating. I recommend having a resource radar handy, so that you know whether a particular scavenging stop is worth the time and effort -- especially if you already have a pneumatic locker or 2 full of an entire campaign's worth of normal crafting resources back in the garage.

You have to re-grind for parts to craft new "attuned" car parts.

Essentially, the expansion creates "attuned" variations or equivalents of many of the game's resources and car parts, which you must now collect from scratch. In fact, during my first visit to the Whispering Woods, all of my car's late-game parts and equipment (that I already had installed) were rapidly damaged and rendered defective. All those insulated and anti-corrosion doors and panels that I had equipped all were rendered "fragile" by the time I returned to the garage for the first time, forcing me to scrap them. When I go back to the main game, I'll have to re-craft all of those. And if I had still been at the early stages of the final act of the base campaign, in which the materials for insulated and anti-corrosion parts are limited, I would probably be pretty pissed by the setback.

And if you want to switch between playing the expansion content or progressing the base game campaign, you'll have to take your whole car apart and re-equip the appropriate parts every time you put a Whispering Chart in or out of the Z.E.T.I. route analyzer.

The expansion areas seemed to almost instantly break
all my advanced base-game car parts!

I also had frequent problems with my Off-road wheels going flat or bald, and I felt like I was constantly replacing them -- long before I had found blueprints to create the attuned wheel equivalents. And once I had the attuned engine, headlight, and wheel parts available, I discovered that many of them need to be "fueled" by placing certain resources in their inventories. They aren't repaired by Repair Putty or other vanilla tools. The unique fuel and repair requirements of attuned equipment added extra, tedious, refueling requirements to runs that were already under plenty of time pressure.

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Axis Football 2026 - title

Axis Football 2026 is the first new Axis Football game to be released since its development switched to a 2-year development cycle. The extra development time means that I have slightly higher expectations for the game (especially after the previous, 2024 edition, ended up being a bit underwhelming). However, I am still going into this game with the tempered expectations of a low-budget indie game, and the satisfaction that it's a budget $20 title. This means that even if this release is bad, it can only be a quarter as disappointing as any annual release of Madden that costs 4 times as much.

I also put off playing this game until the end of December, even though I bought it on its Steam release date. I kept meaning to start playing it, but my gaming time has been very limited the last few months due to real life circumstances. I was so engrossed in Cities Skylines 2's first major expansion that I kept putting Axis Football off another week. Honestly, I wasn't in much of a hurry to jump into Axis. I was kind of still getting my football video game fix from this year's Madden, since I actually do kind of like the new weekly strategy feature in Franchise that uses coach abilities -- especially once the run blocking issues were patched and fixed (in, like, November!).

The 2-year development cycle also means that I didn't feel as much pressure to play and review this game as quickly as I normally do. I hope the developers at Axis, and anyone who might have been waiting for my review, can forgive me for the tardiness.

Mad scientist

Let's jump right in by talking about the biggest and potentially most innovative new feature of this year's game: the play editor. The previous version of Axis introduced a playbook editor, and this game lets users fill any gaps in those playbooks by creating your own custom plays. This works about how you would expect and doesn't really do anything particularly innovative. In my experience, the play creator is defined more by what it can't do, rather than by what it can do.

A new play creator can be used to fill-in under-developed formations or playbooks.

Your play designs are limited to only the play concepts that exist within the game (including the newly-added Run-Pass-Option (RPO) plays). Concepts like Read Option and Triple Option are still absent in the default playbooks, and you cannot create pure option plays in the play editor. You are also limited to the formations that are present in the game, so you cannot create your own custom formation. So if you were hoping to be able to mod in a college football league and play as a service academy running a Flexbone Triple Option playbook, then I'm sorry, you'll have to wait at least another 2 years. I also couldn't create a proper 3-2-6 defense.

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Chicago Bears alt logo

Last week, I wrote a somewhat scathing review of the Bears' come-from-behind win against the Packers in the Wild Card round of the playoffs. While most people were celebrating, I was critical. All year long, the Bears have been coasting on luck. Last week, I said that I suspect that luck to run out, and that I didn't believe that the Bears were actually good enough to compete with the likes of the Rams, 49ers, or Seahawks. Well, now I get to say "I told you so."

But I'm not annoyed that the Bears finally came crashing back down to Earth. I'm annoyed that I have to say "I told you so" about something else.

2 years ago, I wrote about my frustrations with 4th down decision-making. Put simply, I think that NFL coaches are far too willing to go for it on 4th down, and that they should kick field goals more often.

I bring this up because, in my opinion, it was the Bears' decision to go for it on 4th down multiple times last night that lost them the game. 3 times in the first half, the Bears were faced with 4th and short within easy field goal range. All 3 times, they went for it. Only once did they succeed. That success did lead to a touchdown.

But if the Bears had attempted all 3 field goals instead (taking back the touchdown they scored off the one successful conversion) (and assuming Cairo Santos made the kicks), then they would have scored a total of 9 points instead of 7. Had that been the case, Cole Khmet's miracle hail mary catch in the end zone with mere seconds left on the game clock would have put the Bears up by 2 points in regulation. Instead, it only tied the game, and the Bears lost in overtime.

Cole Khmet TD catch
Photo credit: AP Photo/Nam Y. Huh.
Cole Khmet's last-minute hail mary catch should have won the game, not tied it.

The most frustrating of these failed conversions was the first one, on the Bears' opening drive. The score was still 0-0, and the Bears had the opportunity to put the first points on the board. At this point, you have no idea how the game is going to go, and whether it's going to be a shoot-out or a defensive struggle. As such, I strongly feel that teams should just take the points. Get on the board. Let your defense play with a lead -- albeit a small lead.

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Chicago Bears alt logo

The Bears managed to pull off yet another spectacular come-from-behind victory against the Packers in the Wild Card round of the playoffs. But I kind of wish they hadn't. Now, I'm going to be subjected to yet another 2 1/2 quarters of awful, depressing Bears' football next week.

This was the 7th such 4th quarter comeback this season, and it really does beg the question of whether the Bears are genuinely good, or if they are just lucky. Their play for the first 2 and a half quarters of football all year long has been abysmal. Fumbled snaps, penalties, receivers running the wrong routes or dropping open passes, and a defense that lets opponents march down the field with little-to-no resistance. At least special teams has been playing competently in the later stretches of the season. Cairos Santos has been reliably making his field goals, and the coverage teams aren't giving up huge returns or scores.

But then the end of the 3rd quarter rolls around, and the team goes into Madden-esque "turbo mode", and can suddenly do no wrong.

Jordan Love post-game
Photo credit: NFL, Amazon Prime.
Don't get cocky.

I love football. But as much as I love football, I hate watching bad football. I'm the kind of football fan who, while everyone else is clapping and cheering, I am actually yelling "What are you doing?!" at the other team when they do something stupid. Everyone else seems to think these Bears games are "thrilling"; I just think they're ugly. If this sort of thing happens once or twice per season, that's one thing. That builds character, and shows grit and determination. When almost half of the season is games like this, that signals that there is something fundamentally wrong with the team or its coaching. Just ask Vikings fans how easily this sort of "luck" can swing the other way in just a single season.

If this Bears team were genuinely good, I feel like they should be playing more competently in the first half, and then going "clutch" in the 4th quarter to seal the win. I would not expect a good team to be going down 21-3 at halftime, game after game, and relying on a fluke missed extra point to force the opponent to have to score a touchdown or bust in the closing minute to retake the lead.

If both defenses were playing great, and the halftime score were more like 10-3 or 13-6, that would be one thing. But the Bears' defense doesn't look great. They look like the proverbial stick of butter being bisected by a hot knife. The whole season, the defense's play has basically boiled down to "turnover or bust". They lead the league in takeaways, but if they don't get those takeaways, they typically give up a score.

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Monster Jam: Showdown - title

Long-time readers of my blog probably weren't expecting a review of a game like this. Monster trucks have never been my thing, and this is a game that I would never have touched on my own. But now I'm also a father of a young son, who absolutely loves monster trucks. When I saw that this game was discounted 40% for a holiday sale, I bought it for him as a Christmas present -- in 2024 ... and oh my god, it's already next Christmas! Where does the time go? Anyway, he's still too young to really understand how to play video games, but he at least enjoys driving the trucks around in circles, or watching his parents play the game for him. I'm sure he'll grow into it.

While playing the game for him in an attempt to unlock some extra playable trucks, I realized that the game is kind of like Tony Hawk's Pro Skater, but with monster trucks. And I love the Tony Hawk games! So I went ahead and tried playing Monster Jam: Showdown, off and on, on my own account as well. While there is definitely fun to be had with Showdown, it is definitely not Tony Hawk!

Showdown has the potential to be "Tony Hawk, but with Monster Trucks"!

Moon physics

Tony Hawk, as a series of games, was a breakout hit, in large part, because it appealed to a wide variety of gamers, including many (like myself) who didn't give a shit about skateboarding. It accomplished this by having extremely tight, responsive controls and easily-understandable physics, that allowed players to enter a zen-like state in which we felt like unstoppable skateboarding gods -- even if we couldn't tell a kickflip from a manual.

This is not the case with Monster Jam: Showdown. The gameplay here is exceedingly arcadey. The trucks in the game just don't have the sense of weight and physicality that one might expect from the 6-ton motor behemoths that they are based on. These trucks often feel like they are on the moon, and the physics is horribly inconsistent, unpredictable, and prone to screwing the player over every chance it gets.

Incidental collisions with level geometry can
send the truck flying into the air.

Running over or clipping geometry in the arena could send the truck flying into the air. Taking a turn a little too hot and clipping the rocky wall of a racing circuit can launch the truck into a flip. Running over a football-sized rock on the side of the track can pop the truck off the road and flip it over. Stunts as simple as running over and smashing a line of cars can be frustratingly difficulty, as hitting the first car can send the truck flying 30 feet into the air, missing all the other cars, and landing on its back. Even at low speeds, it's almost impossible to tell if you'll run over the cars, or go flying into the sky, or roll over onto your side. It's also annoyingly easy to get stuck in flips, or in cycles of "break-dancing", in which the truck just keeps flipping around on the ground doing various "sidewall" spins on 2 tires.

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Grid Clock provided by trowaSoft.

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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