
I had first played this game a couple years ago. I mostly liked it, but never got around to reviewing it. When Paradox fired Colossal Order as the developer of Cities: Skylines II and assigned Iceflake Studios to it, I decided to go back to Surviving the Aftermath to see how well it holds up, and to give myself a better idea of whether Iceflake could handle Cities: Skylines. And since I still had all my original review notes from when I first played 2 or 3 years ago, I decided to go ahead and finish that review!
Adventures in the wasteland
Well for one thing, Surviving The Aftermath is leagues better than the other post-apocalyptic colony-builder that I played a few years ago, Atomic Societies. Aftermath largely succeeds in all the ways that Societies failed, and if given the choice between the 2, Surviving the Aftermath is the hands-down winner. About the only things that Atomic Societies does that I really missed in Surviving the Aftermath were the ability to pass laws and mandates based on various ethical dilemmas, and the ability to re-purpose old buildings and infrastructure and incorporate them into your village.
Random events will ask you to make moral or ethical decisions.
Aftermath doesn't do either of those things. but that isn't to say that Surviving the Aftermath doesn't contain plenty of ethical and moral quandaries. Surviving the Aftermath will throw various quests and random events at the player that may require you to make moral or ethical decisions. People might show up at your gate asking to be let in, and you'll have to decide whether they might pose a threat, or if your village has the resource and infrastructure capacity to support them. Other events may ask you to decide to help strangers in trouble, or to attack them and raid their supplies. All of these decisions can affect your resource supplies or influence your colony's morale.
Aftermath also puts a large emphasis on exploring and adventuring in the wasteland. In addition to managing your colony, there is an entire procedurally-generated overworld map separated into small regions. Each region may contain one or more locations that can be explored or scavenged for supplies. There may also be bandit camps for you to fight, and other villages for you to trade with. You can even set up your own distant outposts in the overworld, which can provide passive resource production, gather more colonists to add to your population, conduct research, or provide places for your adventurers to heal or drop off supplies.
It's almost like having an entire second game within the game! Trying to optimize your exploration and scavenging also creates some unique strategies, and can even influence the way that you build some infrastructure within your colony.
I was a bit disappointed that the overworld wasn't a bit more dynamic. Nobody else does anything in the overworld. Bandits from the camps don't attack or threaten your colony, any of your outposts, or any of your adventurers who happen to be in the area. Nor do they threaten or attack the NPC villages or any survivors who might be wandering around. Nope, they just sit in their camp waiting for you to attack them, which provides a small amount of supplies or silver.
Your specialists will scour the overworld for resources, and battle with bandits.
There's also no competition with the other NPC villages. They don't expand and build outposts of their own that might claim territory or resources that you want. So the whole overworld map feels very stale and static, and is basically just a giant menu for collecting supplies over time.
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Well, Bloober Team, you're officially off the hook. I was dragged against my will, by my partner and daughter, to see Return To Silent Hill in the theater, and now Bloober's remake of Silent Hill 2 looks like an absolutely masterful adaptation in comparison. And to be clear, I thought Bloober's Silent Hill 2 remake was good to begin with. I had some serious issues with some of Bloober's creative liberties, but the game was overall good. But after seeing Return To Silent Hill, I almost wanted to replay the remake to remind myself of what a decent adaptation of the game could be.
The problems begin right from the opening frames of the movie, with James lighting up a joint while driving a Mustang convertible. James comes off as such an unlikeable douchebag throughout the entire movie. From the way he looks, to the way he acts, to the way he dresses, to the way that the movie completely misunderstands his character by apologizing and vindicating him for everything he does, I absolutely hated James from start to finish. The expectation that writer/director Christophe Gans would have this exact misogynist mis-reading of the game was so obviously what was going to happen right from the start. But I still honestly did not expect Gans to jerk off James this hard!
And nobody at Konami -- not even executive producer Akira Yamaoka (who really needs to stop lending his name and credibility to these things) -- thought to restrain this particular impulse.
One of my criticisms of Bloober's remake was how it made James look a little bit too guilty, by explicitly emphasizing things that the original game only briefly and indirectly implied. Things like James being an alcoholic, and maybe being emotionally or physically abusive. Gans overcompensates in the exact opposite direction. Oh, James is still an alcoholic in this movie, and he's still physically and emotionally abusive. But this movie completely vindicates and apologizes for all of these traits, and makes James out to be an innocent victim, complete with a happy fairy tale ending.
© Davis Films.
James is so profoundly unlikeable in this movie,
but the movie bends over backwards to apologize for him and vindicate him.
Just awful casting, awful writing, and awful direction.
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Tags:Return To Silent Hill, Silent Hill, Silent Hill 2, Christophe Gans, Akira Yamaoka, Konami, Davis Films, James Sunderland, Mary Crane, Pyramid Head, Red Pyramid Thing, Angela Orosco, Laura, Eddie Dombrowski, Maria, Ford Mustang, alcohol, abuse, occult, Otherworld, misogyny, Hannah Emily Anderson

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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Tags:Pacific Drive, Pacific Drive: Whispers In The Woods, Ironwood Studios, Kepler Interactive, car, driving, crafting, survival, horror, extraction, Pacific Northwest, ARDA, science, anomaly, garage, road, forest, fog, whisper, cult

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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Tags:Axis Football, Axis Football 2026, Axis Games, indie gaming, PC, Steam, football, franchise, playbook, Dan Stevens, Peter O'Keefe, commentary, instant replay
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.
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. [More]
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Tags:Bears, Chicago, Chicago Bears, Ben Johnson, playoff, football, NFL, 4th down, statistics, analytics, probability, Dan Campbell, coaching
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