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Top 10 defenses in the NFL after ten weeks:


Scoring in the NFL is at an all-time high. There are so many young, exciting quarterbacks and we see passing records being broken every single week, especially with Tom Brady and Drew Brees going back and forth for the title as the all-time touchdown leader. However, the best teams in this league still play great defense. Some of them may have the individual talent while others do a better job of game-planning and putting their players in position to succeed, but when we talk about the really special units, that’s where both those things come together.
I want to look at the top ten defenses in the NFL as of right now, which of course is largely based on what they have done through ten weeks, but I try to put things into context in terms of who they have played and how some of the statistics or point totals came to be. And funnily enough, only the very last one on the list is below-.500, while eight of these teams have won at least six games.
Make sure to also check out my detailed recap of week ten!

1. Pittsburgh Steelers

What really sets this group apart from the rest of the league to some degree is the combination of their defensive line and outside linebackers, because they have four legitimate All-Pro level players among it. T.J. Watt leads this group with the second-most sacks in the league (nine) and tackles for loss (14), while having ten more total pressures than any other player out there (38), but he also has a teammate in the top eight in all three of those categories.
They don’t let people move the ball on them, surrendering a league-low 163 first downs on the season, to go along with allowing just 19 points per game (third-lowest in the league), and they take the ball away, being tied for the league-lead with 17 takeaways. And when you look at where they give up their points, they don’t let opponents get started early and clamp down when they need to, as they are second in first quarter (3.0) and fourth quarter points (4.1) respectively.
The loss of second-year linebacker Devin Bush looked like it could be a major factor, but his fill-in Robert Spillane has been better than anybody could have imagined, whether it is smacking Derrick Henry short of the goal-line or opening the Ravens game with a pick-six. Plus Vince Williams alongside him is one the most physical downhill backers in the league. That combined with Cam Heyward and Stephon Tuitt dominating on the interior has led to an NFL-high 65 tackles for loss.
The Steelers have really gotten back to their “Blitzburg” days, using their inside backers and nickel Mike Hilton in pressure packages. At times I even want them to do it less, because their front-four when they are in nickel is so awesome, that you want to flood zones and just force opposing quarterbacks to hold the ball for an extra beat (tied for third with blitzes on 41.7% of snaps). Defensive coordinator Keith Butler has adapted that aggressiveness from his time serving under Dick LeBeau as their linebacker coach. Pittsburgh leads the league with 36 sacks and a stupendous rate of putting pressure on the quarterback on 35 percent of drop-backs – Tampa Bay is the next-closest at 27.4%.
To go along with that, they are very diverse on the back-end with their zone coverages, with Minkah Fitzpatrick as their joker, who is an elite roaming free safety,that can make plays on anything in-between the numbers in single-high duty, but also shows great awareness as a robber and can be deployed on man-coverage in the slot, which he did a ton of at Alabama and as a rookie in Miami. Outside of him they might not impress you with the names in the secondary, but I believe since Teryl Austin came over last year as an assistant, they have been much more sound in their coverages and everybody gets their hands on the ball. They are confident in what they see in front of them and they look to punch at the ball out when they get there, whether it’s to break up passes or create fumbles.
The only real issues to me are their outside corners, since they can’t really play man-to-man for large stretches of games when they face elite receiving corps, but as long as they don’t ask them to do that and force you to chip away with underneath completions, they’ll come up with a play to change the momentum at some point of the game. And even when they faced what to me already is one of the most efficient short-area passers in Bengals rookie Joe Burrow, they showed that they won’t let that area of their game be taken advantage of.

2. Chicago Bears

I know that there are defenses that rank higher statistically in some categories, but I look at this from the standpoint of how much one unit has to carry the other and the Bears offense has been absolutely dreadful, as only the Jets have put up less yards (28.4) points per drive (1.59). I mean just look at this past game against the Vikings – the return game and the defense were the only things that kept them in that contest, since the offense put up a miniscule 32 yards in the second half despite an opening kick return touchdown putting them in great position and over half that yardage came on a dump-off to the running back at the very end, which Minnesota gave up willingly.
Despite being on the field for more defensive drives than any other team in the league (115) because of how bad their offense is, only six teams have allowed less points on the season (209 through ten games). They have forced three-and-outs on 24.3 percent of offensive drives and they have allowed opponents to convert just a third of their third down attempts (lowest mark in the league). Plus, what really sets them apart is how often they hold opponents to field-goals when they get into scoring range, as they are easily at the top of the list in touchdown percentage in the red-zone (44.1%) and TD-to-FG ratio overall (0.69). Plus, they are the only team that hasn’t given up 30+ points all season (actually no more than 26).
This really is one of the most complete defenses in the league and they function so well as a group. While their nose tackle Eddie Goldman opted out before the season, when Akiem Hicks has been in the lineup, opposing teams have had a tough time running the ball, with him and Brent Urban plugging the middle, while nobody wants to set the point of attack where Khalil Mack is lined up and then they have tremendous speed at the second level to scrape over the top of blocks or fill from the back-side. And and all of their guys in the secondary are tough tacklers. Here are the rushing totals of the All-Pro level backs they have faced in the last three weeks: Alvin Kamara – 12 carries for 67 yards, Derrick Henry – 21 for 68, and Dalvin Cook – 30 for 96 (and his only two runs of 10+ yards came with Hicks on the sideline late).
In the pass game, they can let Mack and Robert Quinn shoot off the edges with two pocket-pushers in the middle in nickel packages and Roquan Smith has turned himself into one of the premiere tight-end and running back erasers. Their sack numbers may not blow you away, but they never let opposing quarterbacks get comfortable in the pocket and Mack can deliver game-changing strip-sacks at any moment.
On the back-end, they can play basically any coverage, with Eddie Jackson being a true free safety at heart, but he is also highly instinctive when you put him closer to the line of scrimmage and they excel at passing on assignments in quarters coverage. Kyle Fuller is one of the elite off-man corners, who has also become one of the best at his position at separating opposing players from the ball, while they have found an excellent running mate for him in rookie Jaylon Johnson, who can crowd receivers with his length. The one real weak spot for this time right now is nickelback, where Buster Skrine has been getting worked on by some of the better slot receivers.
Chuck Pagano deserves a lot of credit for having this group continue to play at very close to the level they were at under Vic Fangio, the year they won the NFC North. Only the offense is so bad that nobody really pays attention. The two issues I have with them is that they at plays play too soft in their two-high shells, which was really the only way the Vikings moved the ball this past Monday Night (to go along with that long post route from Justin Jefferson), and the fact they have surrendered 30 first downs via penalty (only one behind the Saints, who lead the league in that category) and they are only 7 yards away from leading the league in penalty yardage.

3. Tampa Bay Buccaneers

This might seem a little high for a team that got blown out two weeks ago on Sunday Night and I know that is still heavily on the mind of people, but f you were looking for the team that closest resembles what Pittsburgh has up front defensively, I would point at Tampa. While losing Vita Vea for the season right in the middle of that unit following week five has certainly hurt, they brought in Steve McLendon to at least resemble that ability to eat up double-teams in the run game and keep their linebackers clean, while Rakeem Nunez-Roches has been played almost 50 percent of the snaps in space-eating role as well.
That allows the Bucs linebackers to run around freely and to me this is the most dynamic duo on the second-level in football, with Lavonte David and Devin White. In the run game, those two guys can string run plays out to the sideline and take away angles, they are like a blur when they come on blitzes and boy, they light people up. league-low Tampa is tied for allowing a league-low 3.3 yards per rush. David has been one of the most underappreciated players of the last decade and he made that transition from an outside role in a 4-3 to that hybrid 3-4 under Todd Bowles look seamless. And White is right up there with the very best in terms of talent, which I have to give their linebacker coaches Mike Caldwell and Larry Foote a lot of credit for, to let it flourish, since he certainly had issues ID-ing run fits coming out of LSU two years ago.
The two guys off the edge are special in their own right, as Jason Pierre-Paul is first on the team with 7.5 sacks and while Shaq Barrett isn’t leading the league in that category like he did last season (19.5), he isn’t far off his pace when it comes to QB pressures, with 28 through the first ten games, plus William Gholston has quietly been putting heat on the opposing passer, with a team-leading 14 hits on the QB. We saw JPP get a pick off Teddy Bridgewater last week on a delayed hook-up drop and Barrett has the athleticism to some spot-dropping as well, while both are physical edge-setters.
Carlton Davis has developed himself into a true number one corner, who they don’t shy away from manning against elite receivers, which gives them flexibility with how they deploy the rest of that group in coverage, Sean Murphy-Bunting can play inside and out for them and their two safeties Jordan Whitehead and rookie Antoine Winfield Jr. are completely interchangeable. I love seeing those two guys drive on routes in quarters coverage and no other team blitzes their safeties more than the Bucs.
Todd Bowles is one of the most aggressive defensive play-callers with his blitz packages, as he will attack on all three downs and really only stepped off the gas when playing New Orleans – and we saw how that worked out for them. Only Baltimore has blitzed on a higher percentage of snaps (42.3%). The Bucs are second in the league to the Steelers with 32 sacks and a pressure percentage of 27.6%, while also being tied with Pittsburgh for the league-lead with 17 takeaways. Per Football Outsiders, the Bucs have the best DVOA defensively (-22.0%) of any team in the league, and they are third in yards per play (4.9).
The issue for them and why they haven’t been even better is that they have been undisciplined at times. They are tied for second in the league with 604 yards off penalties and they have had three games of over 30 points allowed, to go with the six in which they gave up 20 or less. The one guy that has been targeted frequently with success in coverage is Jamel Dean, who has been highly susceptible to double moves.

4. Baltimore Ravens

Coming off an NFL-best 14-2 season last year, all the Ravens did is bolster their defensive roster and while their offense has been sputtering in some spots, their season really only had one bad game versus Kansas City – which happens to many teams out there. Baltimore is now back to leading the league by allowing just 18.3 points per game and pretty much exactly half of their total have come in their three losses, while usually not letting opponents get started early, with a league-low 2.9 points in first quarters.
Unlike three teams I have ahead of them, for me the Ravens defense starts with the secondary. They two All-Pro level corners in Marlon Humphrey and Marcus Peters, while they found a way to bring back Jimmy Smith, who is still a high-quality starter and has been used more as a matchup piece and even at safety this season. Other than Jalen Ramsey, I don’t think I’d pick anybody other than Humphrey to build my defense around as far as the cornerback position is concerned. He has great length and speed to match physical X receivers, but works in the slot a whole lot against 11 personnel, he is big hitter and has become of the true specialists at knocking the ball loose, being tied for the league lead with four fumbles forced. While Peters has great anticipation but also studies route patterns and offensive tendencies at an extremely high level, which has made him the greatest ball-hawk since coming into the league five years ago.
And Baltimore might have the most underrated safety tandem out there, with last year’s breakout player on that unit in Chuck Clark, who can play deep but also match tight-ends and line up as a dime backer, and then Deshon Elliott, who is replacing Earl Thomas this season, and I have always liked since studying him at Texas. Every time I saw him in preseason he jumped off the screen and I thought he could turn into a quality starter, but missed most of his first two years in the league. Both of those guys are highly involved in the Ravens blitz packages and they have a lot of different responsibilities in coverage.
Because with Wink Martindale calling the shots, the Ravens have the most diverse pressure packages in the league and they have the highest blitz-rate of all 32 teams at 44.0 percent. This trend of putting seven people at the line of scrimmage, while I now of course the double A-gap pressure looks was already a common element of several teams, former DC Dean Pees and now Martindale have really taken this to a new level, and because the Ravens have guys that can hold up in man-coverage to go with great execution when they do bail out of those looks, they create a lot of problems for opposing teams. Only the Bears have allowed a lower percentage of third downs to be converted against them (33.6%) and the Ravens have also given away the least free yardage through penalties (298).
Up front, Brandon Williams is a rock for them in the middle of it all, while Derek Wolf can play anywhere from a 1- to a 5-technique and Calais Campbell can create issues along the front as well, with incredible length and power to never allow more than stalemates in the run game to go along with being an all-timer in the pass-rush department. Matt Judon may not be an elite-level pass-rusher, but he is a very complete outside backer, while Pernell McPhee is a man at the point of attack with experience of moving along the front and now with the trade for Yannick Ngakoue, they have a true speed ball off the edge, which none of those other guys are.
The inside linebackers are in a very favorable system in Baltimore, because they are usually kept clean by those big guys up front and get free on plenty of their cross-blitzes and loops. Rookie Patrick Queen has had some issues recognizing plays and been the subject of falling for eye-candy, but his closing burst has made him a frequent visitor in the backfield and he has been a magnet for the ball, with a couple of fumbles forced and recovered, including a long scoop-and-score. The Ravens just allowed 173 yards on the ground to the Patriots, but that had a lot to do with missing Campbell and L.J. Fort, as well as losing their big nose-tackle mid-game.

5. Indianapolis Colts

The Colts defense had one elite players these two years prior with linebacker Darius Leonard, who has such easy athleticism and flies around the like the “Maniac” he is nicknamed as. I could talk forever about his ability to beat blockers to the spot, how much ground he can cover in the pass game and the fact he is the first guy I have seen have no issues spying on Lamar Jackson a couple of weeks ago. However, this offseason Indianapolis traded for another All-Pro level guy in defensive tackle DeForest Buckner, who might not have been looked at as one of the premiere players at his position in recent years, because he doesn’t put the kind of numbers that scream out to the casual fan, but I thought he was the best player on that dominant 49ers defense last season and could have been named Super Bowl MVP, if San Francisco had found a way to finish that game. DeFo is one of the most disruptive players in the game, whether it is blowing up run plays on early downs or overwhelming guards in passing situations.
While most people are familiar with names of veterans like Justin Houston and Xavier Rhoades, I want them to watch Grover Stewart and Denico Autry up front as well, who have been penetrators along that D-line all season long. And most importantly, I want to point out that rookie free safety Julian Blackmon has looked amazing so far. He has incredible range and I have always loved his football IQ, transitioning from corner for his senior year at Utah, but I didn’t expect his speed to be where it is now on a field with other pros. He is everything the Colts hoped Malik Hooker would be.
Let’s talk more about the scheme that they run, which is your classic 4-3 Over front in base with a 31 alignment by the defensive tackle, meaning the strongside D-tackle (mostly Buckner) lines up over the outside shoulder of the guard – determined by the tight-end – and they have a shade-nose on the opposite side of the center. That 3-technique is allowed to just fly upfield and wreak havoc, while the bigger D-tackle has to deal with more double-teams in the run game and is often taken off the field when they switch to nickel, to bring on fresh bodies. And then have of speed on the second level to shoot gaps and spill from the back-side. Right now the Colts are third in total rushing yards(826) and yards per attempt allowed (3.5), despite having already faced four of the six rushing offenses (Ravens, Browns, Vikings & Titans).
In terms of the pass game, they played a lot of soft cover-two zone, where they excelled at rallying to the ball, which still reflects in the numbers, as they missed by far the fewest tackles of any team in the league (35) and only the Steelers have allowed less yards after the catch (866). However, with the emergence of Rock Ya-Sin as a number one corner in the making and Xavier Rhoades having a resurgent season, to go with Blackmon giving them the ability to run single-high looks, they have transitioned to more of a cover-three match defense, where nickel Kenny Moore is asked to match a lot of routes from the slot and they can be more aggressive with press-bail technique on the outside. They still don’t blitz a lot, as only the Chargers and Raiders have done at a lower percentage of plays (19.4%), but because they can be more aggressive with forcing quarterbacks to make throws into tighter windows, they have been responsible for an NFL-low passer rating by opposing quarterbacks (78.9).
Give a lot of credit to defensive coordinator Matt Eberflus, who came over in 2018 from Dallas to take over the 30th-ranked defense in yards and points allowed respectively, Since then the Colts have finished 10th, 18th and 4th in points allowed, while in 2019 not having Darius Leonard for multiple games among others and the final five games, where they were knocked out of the playoffs, pretty much after losing that first one, heavily influenced the final results. This season only three times have given up less points per game (19.7) and the Colts are tied for a league-low 4.8 yards allowed per play. However, playing against the two worst offenses in the NFL in the Jets and Bears, who combined for 18 points against Indy, certainly helps.

6. Miami Dolphins

No defense has been more impressive since the end of the first quarter of the season than this group in South Beach. The Dolphins have allowed just 17.2 points over these last five games, while having faced the three NFC West teams not named Seattle and red-hot rookie quarterback Herbert, to go with a shutout of the lowly Jets. More importantly, they have forced ten turnovers over that stretch and scored two touchdowns themselves, to go along with directly setting up a couple of one-yard touchdowns for their offense, if you count in Andrew Van Ginkel’s blocked punt to start the game last week.
If you want to know how the Dolphins prioritize different positions, just look at where they allocate their ressources, as their two highest-paid players on their team are their starting outside corners Xavien Howard and Byron Jones, while they also spent a first-round pick on Noah Igbinoghene this past draft, who struggled when thrown in the fire as a boundary corner, as Jones missed some time early, but has shown some signs of growth, when they have deployed him more in the slot since then. Howard might be the best off-man corner in the whole league, while Jones is more of a size-speed specialist, who can match big X receivers. Eric Rowe is another extremely smart player, who is listed as their starting strong safety, but has no issues moving to the outside with tight-ends and keep his eyes on the quarterback even when he is matched up one-on-one, because he understands tendencies in combination with the blitzes they and when he can jump routes. He got a pick off Jared Goff in their dominant performance over the Rams and should have actually had another one just like it.
And very much like Flores is used to from his New England days, they have a lot of versatility up position, with old faces like Kyle Van Noy and Elandon Roberts to go along with Jerome Baker on the second level, where those guys look to smack running backs in the face when they are sent on blitzes. On the D-line, Miami really wants to put big bodies out there that don’t allow guys to climb up to the linebackers, with Raekwon Davis being a truly immovable object, while 2019 first-roudn pick Christian Wilkins provides more juice in a slanting front and Zach Sieler was quietly played over half the snaps as well. While on the edges, Emmanuel Ogbah is quietly near the top of the league with eight sacks (only three players have more) and is tied with Shaq Lawson for the team-lead with 14 quarterback hits.
I have said that the Ravens use the most diverse blitz packages in the league, but I don’t think any team has confused their opponents as much with their pressure looks as Brian Flores & his troops. They constantly create issues for protections schemes and force quarterbacks into turnovers or to pull the ball down, as they drop something underneath the hot read or get somebody to come off the edge unblocked. What they did to the Rams in their week eight matchup was absolutely criminal, getting two easy picks and a couple of strip-sacks off Jared Goff, who seemed completely oblivious to what was happening at times. I even did a video on it on my Instagram if you want to check it out, because I’m still astounded that a team won a game scoring 28 points, despite putting together less than 150 total yards of offense.
Brian Flores in combination with his defensive coordinator Josh Boyer and the rest of the staff have been absolutely killing it with their game-specific plans and how much they have mixed up the looks they show to keep offenses off balance. Despite their 1-3 start, they only half a percentage-point away from allowing the league’s lowest third-down success rate (33.9%) and even in matchups against Kyler Murray and Justin Herbert these last two weeks, they have found ways to create big plays with their defense. Tua and the offense have done a good job sustaining drives and not turning the ball over themselves, but this defense is the biggest reason they have now won five straight.

7. Los Angeles Rams

That 23-16 win over the Seahawks this past Sunday I feel like really put the Rams on the map, as they got three turnovers off what was the early-season MVP Russell Wilson. However, they have been excellent pretty much all season long and that reflects itself in the numbers. L.A. is second behind only Baltimore with 18.7 points allowed per game and when you look it drive-wise, the Rams have allowed the fewest yards (27.32) and points (1.52) per offensive possession, while forcing three-and-outs on an NFL-high 26.8 percent of those possessions and being tied for first with Indianapolis for the lowest mark in yards per attempt (4.8). And they have surrendered the fewest touchdowns all season (15), while having taken the ball away just two times less (13).
When you look at the roster on paper, it looks like a lot of stars and scrubs, but they have performed really well as a group, executing at a higher level and hitting harder than they did a year ago I feel like. Of course it all starts with having best interior defensive lineman and cornerback in the game respectively. Aaron Donald is so damn good that we don’t even really talk about him anymore. He is only half a sack behind the league’s leader Myles Garrett in that category (9.0), while only Garrett and the Ravens’ Marlon Humphrey have forced more fumbles this season (three) and he Is top three in total pressures once again (26), whilst freeing up his teammates a lot. While Jalen Ramsey just put up a clinic against Seahawks superstar receiver D.K. Metcalf, who he travelled with for most of the game and really challenged, holding him to just two catches for 28 yards. When you look at his length, speed and the fact he won’t back down from anybody, he is one of maybe three true shutdown corners in the league. And he allows the Rams to put him in that one-on-one matchup for pretty much the entire day and run a lot of different coverages away from him.
However, there are plenty of unsung heroes, like Michael Brockers, who can dominate at the point of attack and has been a big reason they are a top-five run defense this season, while giving them flexibility along the front. Then there’s Leonard Floyd, who was labelled as a first-round bust his first four years with the Bears, but just received NFC Defensive Player of the Week, thanks to his three-sack performance against Seattle. He is top eight in sacks and total pressures this season, while not allowing runs to bounce out wide his way and also dropping out into some shallow areas. And how about cornerback Darious Williams, who just picked off Russ twice this past Sunday, once in the end-zone and another one on a beautiful job of undercutting an out-route by tight-end Greg Olsen? He already had two INTs before that.
Defensive coordinator Brandon Staley has been one of the more pleasant surprises of the season, as the Rams moved on from the legendary Wade Phillips for him and he has that unit playing at a higher level on a week-to-week basis, while Staley has a very energetic young staff around him. They are tied for third in the NFL with 31 sacks on the year and fifth in third-down percentage at 35.40%. Most impressive to me however, every other team in the league has pretty much given up twice as many points in second halves than the Rams, who has given given up a miniscule four points on average. As much as Sean McVay deserves credit for scheming receivers open with the play-action, how he has adapted his run schemes and the way he has kept defenses guessing all season, the Rams defense has clearly been the most consistent unit. The only thing I have to say is that they have already faced all four NFC East, in which games they gave up just 13.8 points on average. So that will definitely prop up your numbers.

8. Kansas City Chiefs

When we think of the Chiefs, we think about Patrick Mahomes, Tyreek Hill, Travis Kelce and that high-flying offensive attack. Mahomes right now is in the best position to win another league MVP trophy, nobody is scoring on a higher percentage of their offensive drives and they are second in the league in both yards and points amassed. However, the reason I have had them as clear Super Bowl favorite since they demolished the Ravens in Baltimore on that week three Monday Night is that they are a really complete team and since they lost their last game of 2019, when the Titans beat them on a game-winning touchdown drive late, their defense has played as well as any unit not named Pittsburgh you could argue.
After the Chiefs D held opponents to an average of just 11.5 points over their last six games of last year’s regular season and then making timely plays in their Super Bowl run, they have only given up more than 20 points twice this season. There are just five teams in the league have allowed less points this season (20.3 a game) and that is despite being ahead in many contests and just protecting the lead on several occasions. And like I already kind of mentioned, those numbers are heavily influenced by their 40-32 loss to the Raiders, when Derek Carr played the game of his life and a late touchdown was set up by Mahomes’ only interception of the season, all the way to their own 2-yard line, and then their last game against the Panthers, who tried to play keep-away early on, before that Chiefs offense forced them to step on the gas, and they also stole a possession on a big punt fake.
Early on last year, Kansas City was highly susceptible to the run game and that’s the formular people tried to use in order to keep that explosive offense on the sidelines and control games, but down the stretch they really improved in that area with Derrick Nnadi controlling the point of attack, and while they are closer to the bottom of the list in most of those categories, they faced three of the top seven rushing offenses early on and are starting to hit their stride again, with just 114.5 yards on the ground allowed on average since their lone loss of the season, at the hands of Las Vegas.
However, it’s when they get you into a game where you have to throw the ball that they can really frustrate you. When they have a healthy Bashaud Breeland, Chavarius Ward and Rashad Fenton in the lineup, they are not scared to be aggressive with their man-coverage and force you to beat them outside the numbers. Rookie L’Jarius Sneed actually played exceptionally well at the start of the year and should probably at least return for a playoff run, which only gives them more depth. Second-year safety Juan Thornhill gives them a rangy player on the back-end to allow Tyrann Mathieu to roam around freely on certain snaps and does everything at such a high level – cover tight-ends or slot receivers in man, blitz or at times technically being a robber, but just moving around all over the place depending on he sees. And the Chiefs use as many three-safety sets as any team in the league, with Daniel Sorensen playing 80 percent of the defensive snaps and having made some tremendous plays because of the smarts he possesses.
Only the Steelers, Bucs and Rams haven given up a lower passer rating on the season (81.4), even though Kansas City started the year versus Deshaun Watson, Justin Herbert and Lamar Jackson, plus they also went against Josh Allen later on – all top ten quarterbacks this season. And while Herbert had a tremendous debut that caught everybody off guard, including the defense that didn’t even know he would start until he ran out there, this is how things went for the other three guys – Deshaun and the Texans scored just seven points through more than three quarters, Lamar didn’t even throw for 100 yards despite being in catch-up mode for most of the game and the Josh Allen-led Bills were held to just over 200 yards of total offense.
Defensive coordinator Steve Spagnuolo is one of the better game-planners when it comes to the defensive side of the ball. He is not afraid to sell out and stop what the opposing team does best, he is aggressive with his blitz packages in obvious passing situations to force quick decisions and he gives opposing quarterbacks a ton of different looks on the back-end. They can lock down receiving corps in man, but also play a lot of hybrid zone patterns, plus they have an elite pass-rush in Chris Jones with the third-most total pressures league-wide (27) and Frank Clark, who has created a lot of issues off the edge himself (13 combined hits and sacks). That combined with some free rushers Spags schemes up has the Chiefs fourth with a pressure percentage of 26.4 percent.
Kansas City’s one big issue has tackling, where they have missed 77 attempts on the season, which is sixth-most among all NFL teams. I don’t love their linebackers, even though they have shown up in some big games, but overall this unit is not quite as consistent as the ones of other teams in front of them I feel like, and that’s why they come in at number eight.

9. New Orleans Saints

This is a group that I was kind of concerned early on in the season. After giving 71 combined points to the Raiders and Packers in consecutive losses to set them off to a 1-2 start, I had serious questions about the age and overall play in their secondary, while their pass-rush wasn’t really coming along yet either. And they allowed 29 and 27 points respectively to the Lions and Chargers the two following weeks. However, since coming off their week six bye, they have given up just 15.8 points a game, including a 38-3 blowout of their division rival Bucs, who only tagged on that late field-goal so they wouldn’t be completely shut out.
I feel like they have played a so much more physical brand of football these last few weeks and for them it really starts up front. While people have been able to throw on them at the start of the year, nobody has run on the Saints with major in the last two years pretty much. They are tied with their divisional rival Tampa Bay at an NFL-low 3.3 yards per rush allowed and they have also given less yards (691) and first downs on the ground than any other team in the league (38). And a big reason for that has been All-Pro linebacker Demario Davis coming downhill and blowing up ball-carriers for minimal yardage, and they are tied for fourth in the league with 50 tackles for loss on the season. David Onyemata at that shade nose position has been doing a lot of the dirty work as well.
New Orleans might have the best trio of defensive ends in the league, with Cam Jordan obviously leading the way, but Trey Hendrickson has been a monster with his team-leading 7.5 sacks and even now that former first-round pick Marcus Davenport is back from injury, who Hendrickson filled in for originally, they can just overwhelm blockers. When they get into nickel sets they put all three of those guys on the field together, because they all have inside-out flexibility and can bully offensive linemen in the run and pass game. Just go back and watch what they did to those two Bucs tackles a couple of weeks ago. When you combine that with isolating Demario Davis against running backs as a blitzer, who he absolutely blows up at times, they can wreak havoc on passing downs.
Really the secondary was the problem child through the early stages of the season, but they have picked things up big-time. And it’s really nothing that they have changed – their guys have played better. They still play a ton of man-coverage and even when they show split-safety looks, they bring one of those guys down as a robber or have him check the back coming out. I actually think when they run two-high shells is when they have issues, because their safeties tend to be too aggressive with jumping routes. I can just think to a 74-yard touchdown for D.J. Moore, who was wide open on a post route off a scissors concept, because Marcus Williams went with the slot receiver on a deep out. Marshon Lattimore has done a complete 180, highlighted by holding Mike Evans catch-less in this second matchup, and Chauncey Gardner-Johnson is really coming into his as one of the top slot defenders in the league. Opposing tight-ends had a lot of success early on against New Orleans, when the Saints matched Malcolm Jenkins up against them, but he has now held Jimmy Graham to two catches for 13 yards and Rob Gronkowski to one catch for two yards. Overall he has been responsible for 22.8 yards per game as the primary defender in coverage in his last five outings.
Dennis Allen returned to New Orleans in 2015, where he had already spent five years as an assistant, and coordinated a defense that finished last and second-to-last in points allowed during those high-flying years with Drew Brees, but as this team has transitioned to more of a run-game oriented approach with complementary play from the other side of the ball, the Saints D has been above-average in yards and points allowed each of the last four seasons. And a lot of that has to do with the staff Allen has put together around him, which includes some of the most highly respected assistants in their field. And we have seen them improve heavily in situational football, as they have allowed just 32.5 of third downs to be converted against them and opposing teams have scored just two touchdowns on six red-zone trips these last three weeks combined.
Thanks to the defense and return game, the Saints have the best starting position for their offensive drives in the league, just beyond their 33-yard line. Their one big issues more them – and it has improved recently as well – is penalties. When you look at yardage, it may not stand out as much, but they have given up a league-high 31 first downs through flags. That is unacceptable.

Number 10 is in the comments!

If you enjoyed this content, I would really appreciate if you could visit the original piece - https://halilsrealfootballtalk.com/2020/11/19/top-10-defenses-in-the-nfl-after-ten-weeks/
Also make sure you check out my detailed recap of the NFL's week ten on Youtube - https://www.youtube.com/watch?v=TslbqpYyJ94
submitted by hallach_halil to nfl

Final thoughts on Watch Dogs: Legion

I've played a lot of Watch Dogs: Legion the past few weeks (my final playtime clocked in at around 63 hours), and I'd like to share some of my final thoughts on the game while the thoughts are still fresh. Would love to hear yours as well.
If you prefer watching to reading, this video dives into the game in closer detail with gameplay footage examples.
Here are some of my thoughts (Spoiler Warning):
• The tutorial does a great job walking you through a lot of the core gameplay mechanics and gives you a nice opportunity to mess around with your controls and graphic settings. It's a really well-designed tutorial. Not to mention the phenomenal benchmark on the menu screen which I hope becomes a common practice in all triple-A games moving forward (recently bought AC Valhalla and it's in there, too, so it looks like Ubisoft is all-in with that feature, which is terrific).
I read in an interview with one of the lead developers where he said that they had specific intent to give the players a slew of non-lethal options, and I really do appreciate that. Because in a game where the idea is to essentially fight for the people, it would feel really weird to be gunning around the streets of London with an AK and a grenade launcher (though you can totally do that if that's how you want to play). I mean, I understand the lines are a little blurred when you have your spiderbot climbing up someone's leg, up their torso, then swaddling their face with all 8 of its metal legs and shocking every nerve in their body, but hey, the game says its non-lethal so at least I can sustain my disbelief for that reason. The only issue is that the non-lethal guns in the tech tree all feel WAY too weak. In fact, I was worried whenever I was about to do a main-story mission that the game was going to throw too many enemies at me to be able to handle effectively with the electric weapons, so I steered toward using characters with real guns only so I had some sort of self-defense, which I think hinders the game's design because that cuts out a large chunk of potential characters.
• The fact you cannot walk and listen to audio logs or podcasts is not only terrible for the player but a terrible disservice to the creative team who put a lot of work and effort into that material. I wanted to listen to them but could not justify sitting on the menu screen for minutes upon minutes on end -- even in real life I'm doing something while I listen to podcasts. The material I did listen to, though, was pretty well done. It's a real shame there wasn't better implementation for audio logs.
• I strongly believe how much you liked the people on your team heavily influenced how much you like the game overall. I made it a point to not recruit anybody I did not like and to even remove people who I didn't want on my team anymore, which included Mark, the guy I started with. The cast of characters I put together were people I cared about. People I would hate to see die. Playing on iron man mode, there was no more emotional moment in the game for me, including at the end of the game with Bagley, than when my recruit, Edmond, died in a super unexpected, unanticipated fashion. I played almost exclusively as Edmund the first 10 hours of the game since I got bonus ETO for every person he recruited, and I went HARD with recruiting at the start. So when he died in that super anti-cinematic, super unexpected, super sudden way… and I realized he was just gone -- the guy who I pretty much considered to be the main protagonist of my game… I don't know there's something about the fact that nobody knew the connection I had to that character more than me. Not the game, not the developers, not anyone. He was just some random NPC I grew to feel connected with and like that he was gone. That's a type of moment is unique to Watch Dogs: Legion and the way it's designed (though I have heard strategy games, like XCOM, have a lot of similarities in this regard).
• One big knock against the "play-as-anyone-you-meet" system in Watch Dogs Legion is that as your team grows, you realize that all the ops are pretty interchangeable. There are the few ops that standout like the spy, the drone expert, the beekeeper, the protest rallier… but they're too few and still too homogenous for my liking. In the midst of all of that you're going to have ops that feel pretty samey. Maybe one has shorter hack cooldowns. Maybe one has a car. Maybe one has a g36 or a really good shock rifle like the MPX. But there's still not enough differentiation at that point, especially considering how much voice acting gets reused in the game. The background bios are cool but almost assuredly procedurally generated, so there's no personal touch to those either. I just wish they had more distinct ops like the beekeeper or the anarchist. More distinct ops with standout unique abilities would've given each op on your team a more dissimilar, specific personality, even with everything else staying the way it is. Also would've added more gameplay variety, though I am pretty happy with the gameplay in its current state.
• The fact you can recruit anyone and everyone in the world is a neat thing to say in a marketing ad, but when you actually play the game and realize at what cost that scale comes with -- that being the loss of sense of touch to the characters you play as apart from your own "head cannon" you create for the character, like I had with Edmond, and not to mention the procedurally generated missions the game decides to put you through because the game wants you to do some sort of work to earn the reward of getting that member to join your team… then that's when you might start to skip the conversations, fast travel to the other side of the map where the character's recruitment mission is, and not feel any sense of impact or meaning behind the actions you're performing to help the potential recruit out. And that sucks. But the first 10 to 15 hours where each of those recruitment missions feel unique and tailored before you really realize what's going on under the hood -- those 10 to 15 hours are incredible. And to be fair, this game doesn't serve itself to be played for 60-plus hours. You can, and I did, but the best experience for this game to me without a doubt is a 15 to 35-hour experience. In that time span you get out just when you start to see the make-up fade but while the make-ups on, I think Watch Dogs: Legion is a great experience.
• Watch Dogs: Legion is one of the best looking games I have ever played. Is this in large part because of its technical capabilities compared to other games and because it's the first game I've played since I upgraded my PC? Yes. But nevertheless, playing this game with raytracing on is just eye candy. I'm not an expert on all the GPU technicalities, but if Watch Dogs: Legion is any indication of the next generation of gaming, I think this next generation of games are going to be a significant step visually. I never knew how much reflections mattered until I played this game. Thankfully, it's pretty rainy in London so the puddles were plenty, and boy did those puddles do a good job showing off just how much the new GPUs are capable of. I know better-looking puddles is a meme, and I was in the same camp… until I actually played a game with great looking puddles lol. I also remember flying a cargo drone around one of the big towers in the game, just completely in awe. If you get a new card or one of the new consoles and you want to see what your hardware is capable of -- Watch Dogs: Legion will not disappoint you. I used to think high framerate trumped all, and I still think that's the case in competitive multiplayer games, but for immersive single-player experiences, I'm not so sure anymore. Was it unpleasant to have the frames drop when turning on a busy street intersection? Yes, it was. But holy sh*t those reflections though.
• Aside from the graphics, the art and style of how Ubisoft designed near-future London is very impressive. My jaw dropped the first time I walked through Piccadilly Circus. And I was in awe when I came upon Chinatown and saw that AR dragon. The ferris wheel… Big Ben, the bridges, the river views. I loved flying above the city on top of a cargo drone, gawking at how beautiful nighttime London was. I loved walking down random London streets watching the cars zip to and from, and watching the parcel drones above my head fly towards their destinations to deliver the packages they were holding. Playing with a soccer ball at the local park while the radio played next to me -- all while I enjoyed the beautiful outdoors of the city. Of course, not everything is bright in jovial since London is in a surveillance state, so you see the protest rallies and the overly aggressive officers and the homeless people. It's an interesting clash of tones. But rarely is real-life either always happy or always depressing -- though I guess that depends on your own personal views of life. To me, both exist in the real world, and both can exist in the game -- so from that aspect I'm not shooting down the clashing tones the game has incorporated in it. Apparently, people from London have said that the game does a great job representing London and its boroughs, and that doesn't surprise me. Say what you will about Ubisoft, but they do a phenomenal job recreating real-life places with their own fictitious twists for you to immerse yourself in. I loved setting my car to auto-drive and watching the city breathe.
• Let's talk about the gameplay. So let me start off by saying that I think Ubisoft gets some unfair slack. Generally, I think the minute-to-minute action in Ubisoft games is at the very least enjoyable. The issue is that the mission design and other design elements take that enjoyable gameplay loop and copy-paste it over and over with little divergent characteristics from one gameplay sequence to another. I had an absolute blast with the main gameplay loop in Watch Dogs: Legion. It may not come off in its presentation but, depending on how you play the game, Watch Dogs: Legion's gameplay is an outstanding stealth game. It really rewards your creativity and intelligence as a player. Before infiltrating an area, you're often given an objective and it's up to you to piece together how you're going to accomplish it. This isn't anything new in Ubisoft games. In Assassin's Creed, it's the objective of assassinating a target. In Far Cry, it's killing all the enemies in an outpost. And in Watch Dogs: Legion, it's hacking some piece of software, destroying a vehicle, downloading some secure data, etc. But playing Watch Dogs: Legion made me realize why I enjoy Ubisoft games so much, despite the obvious repetition. It's because it rewards you for your ingenuity. It gives you an objective and constraints and says "figure it out." Watch Dogs: Legion in particular, however, fosters emergent gameplay better than the other two, where each element of the gameplay is relatively simple on its own, but can come together in really cool, complex ways that you yourself are head engineering as the hacker. I don't want to oversell it -- you do press Q and the enemy immediately looks at their phone for 10 seconds, but let me walk you through some of what I'm talking about.
The way you are hopping through the different cameras to survey the area… then hacking a shock drone to get within download range of the key you might need later. Then using that shock drone to zap one of the red control panels to unlock a door. Then using the AR cloak to get by a really busy part of the restricted area. Setting traps and blowing gas tanks to not only take out an enemy, but draw attention away from where you're heading. Coming up behind an enemy and choking them to sleep, drop-kicking them and even Stone Cold Stunning them. Or even just going the traditional route of putting a silencer on your pistol and taking enemies out silentily, one by one, then cloaking their body afterwards. Each time there's a mission to accomplish and you have to piece together a permutation of events using the weapons and electronics at your disposable to get the job done (and in a non-lethal way, if you're playing like that). I'll say it again because it's probably the main reason I enjoyed Watch Dogs: Legion as much as I did: I love how much Watch Dogs: Legion rewards you as the player for your creativity and your intelligence. Is the open mission design structure present in Watch Dogs: Legion anything new or anything we haven't seen before in other games? Absolutely not. In fact, it's probably a core design philosophy in Ubisoft games. But I don't think it works as good in those Ubisoft games as it works here in Watch Dogs: Legion. The way its executed in this near future setting where intelligence and information are crucial in your attack as you hop onto the cams and hack into the drones to scout ahead, planning your next move in real time. It's pretty tactical and can get very tense and exciting, especially if you're playing as a character you like and permadeath is on. One slip up and it's over. In a lot of ways and particularly in that respect, Watch Dogs: Legion reminds me most of Ubisoft's multiplayer shooter, Rainbow: Six Siege -- which is kind of weird to say.
The issue is that the gameplay doesn't hold up that ingenuity once you hit around the 20 hour mark. You start going to the same areas and seeing the same paths to completion. The challenge is lost and the novelty is worn. And that sucks. That's why when I recommend this game to other people I'm going to tell them -- hey, Watch Dogs: Legion is a really fun game but don't overstay your welcome with it. Because the game gets less and less pretty the longer you play it… but boy are those first 15 hours beautiful.
• The borough missions are a nice change of pace. It's a pretty gamey system -- accomplish three tasks in a borough and then you unlock a final mission that, once you beat, liberates that mission's respective sector of the map -- but the fact it's a gamey system is okay with me. I like the variety that the different borough missions bring. From scaling Big Ben with a spiderbot, to racing through the streets with a car in Tower Hamlets and with a high-speed modified drone in Islington & Hackney, to navigating a parcel drone through a 3D maze in Southwark. But fuck that mission where you have to defend the Millennium Wheel with that CT drone, oh my gosh.
• Melee combat was simple-but-crisp. The punching sound effect had a nice pop, and the slow-motion dodges added a cool cinematic effect. It's not Batman, but that's okay. Melee combat is the core of that game and it's a complementary gameplay system here. The fighting arena missions where the hand-to-hand combat is the central focus are a bit too long and not all that fun… but damn did they do a good job with the presentation in those missions. The gunplay isn't DOOM or Battlefield, but Watch Dogs: Legion also isn't a first-person shooter and I think gunplay is a lot harder to accomplish in a third-person shooter. So for a third-person shooter, I found the gunplay serviceable, except for the horrendous bullet damage dropoff on some guns and the bit-too-weak electric guns. I found all six of the gadgets to be very enjoyable to use. The electro-fist is frickin sick, the missile drone is badass, especially if you're playing as a drone expert and time the cooldowns in tandem with your drone dive bomb. And the electro-shock trap is a good general grenade option. You get to choose what I consider one of the two strongest gadgets from the outset in either the spiderbot or the AR cloak.
• With everything else there is to unlock in the tech store I'm sure a lot of players were content with using only the spiderbot or the AR cloak and ignoring the rest of the gadgets, which is another game design flaw. I didn't have too much of a problem with the weapons, the upgrades, and the hack unlocks in the tech store, but I also wasn't particularly excited to go out and grind for tech points. If I really enjoy the core gameplay in a game -- and I really enjoyed the core gameplay in Watch Dogs: Legion -- then usually I'll enjoy putting the time in to grind for unlockables. I spent an hour here or there riding a cargo drone around town and picking up tech points just to take a break from the action, but I truly had no desire to grind for any of those tech abilities. Sure the tech abilities helped but it's not like I needed any of them to progress through the game or had a burning desire to unlock any of them. They made the game easier, in some cases a lot easier -- which is arguably a good thing to a lot of players -- but for a system that's supposed to be the main source of the player's grind, I did not find the system captivating and I would have been all for grinding for those tech points if I found the unlocks to be more exciting. In Far Cry 2, a game designed by the same exact lead game designer as Watch Dogs: Legion, Clint Hocking, I grinded for those gems because I wanted the badass one-hit-kill sniper or the silenced MP5 or the stealth suit. Here, the grind is running around the city spamming your hack button to profile each individual and see if they have any abilities worth recruiting over. And that's not fun at all.
• Not only does the story have serious flaws, but so does the storytelling. Pressing Q and watching an AR reconstruction as Bagley and my character babble on for two minutes does not connect with me in any way. It's boring. It's void of life. The DedSec agent you track down, Angel -- you never see him apart from the AR reconstruction where he might as well be a Superhot NPC at that point. The only time you see him is when he's dead. Sure it sucks this former DedSec op is dead, but I don't know him and I don't have any connection to him, so that's going to limit how much I care. Why not have done something with Dalton -- a character you play as at the very start and have some connection with instead of killing him off and focusing on some random DedSec op named Angel? What a lost opportunity.
• I have to mention the final borough mission for Nine Elms where you go explore a dark, underground Power Plant. Personally, I loved how dark and atmospheric that mission was, and I will not forget that sick feeling I had when I walked into the hidden prison and found humans being caged in pitch black by Albion. It was easily one of the most stunning moments in all of the game and definitely a very emotional one. Fantastic stuff. But you can't interact with them. You can't talk to them. They might as well be chickens in a chicken coop. All you can do is kill the Albion security guard watching over them and then hack into his computer. Then fireworks start flying above the city and people are jumping and celebrating? Then you magically spawn outside again. What the fuck? Where are the people I just saved? Let me talk with one of them. Let them tell me "Thank you for saving my life" and let me say to them "Don't worry about it DedSec's job. Helping the people of London." But no. Instead, I teleport to the quest giver, and we both trade smiles and laughs. If that doesn't highlight the tonality issue in this game, then I don't know what will.
• From the get-go, Skye Larsen fascinated me. A being only present through a hologram, creator of my friend AI in the game, Bagley, and CEO of a neural mapping tech company with the potential to change the world -- seemingly for the better.
You hack into her house and meet her house AI, then power on the elevator that takes you to the basement which for some reason turns out to be The Hunter's Dream from Bloodborne but many, many years later? I just went with it. Proceeded into the house. And the events in the house were pretty much the only times I was fully engaged with the AR reconstruction and highly anticipating what was going to happen next in the mission. Both Skye and Sinead, her mother, were voiced incredibly well and the fact you're in their house, or what appears to be their house, standing between the same four walls those two were standing in… watching the AR reconstruction play out what had happened on her mother's deathbed as the sheets of blood still lay there wrinkled on the floor and while Skye's workbenches are still there set up adjacent to the bedstead. Realizing that spiderbots and descendants of Skye's dog… Then you enter her secret lab in the basement where you find that amazing table with the holographic map of London on it. Next to that, you see chambers holding people in them and you're left to guess what sick, twisted acts she's been up to. Then finally, you end Sinead's misery. It's a very well done segment of the game and I felt a tremendous amount of emotion playing through it. Some of Ubisoft's best storytelling to date.
Unfortunately, a lot of this quest is ruined for me because of its ending. Whether you kill Skye or not, the same thing happens. Nowt shows up at the safe house and proceeds to give you access to 404 side missions, even if you don't side with her. And either way Skye eventually dies, either by you killing her or Broca Tech shutting down her AI. So why is this decision in the game!? To make it feel like we, the player's, action's matter -- even though in reality they don't? I'm tempted to call it deceptive. Are you guys cool with this? This is something I'm really curious about your guys' take on.
I also think there's too little gray area in that decision to make it a tough choice. Which is fine -- there doesn't need to be gray area. It could be a Mass Effect thing where you're playing as a good guy or bad guy… except for the fact that no matter how you want to play, DedSec will always be referred to as the good guys in the game and so playing as the bad guy creates narrative dissonance. Does anyone really think siding with Skye is a reasonably humane choice? Sure, the technology could be used for the good of humanity, but with Skye as the CEO, it's obvious from going through her house that that's not the case and humanity is almost assuredly better off without Project Daybreak if Skye's history is any indication of the future. The decision to kill or side with Skye is just a weird inclusion by Ubisoft, to me.
• Let's discuss the epilogue with Bagley and Bradley. It was so messed up to see what Skye did to her own brother. It obviously made me hate Skye Larsen even more. It was awful what she did to her mom and her dog, but I knew who the third person was. He wasn't just another house member of Skye used to push the narrative forward. He was a friend I made over the course of the last 60-plus hours.
It did feel a bit rushed. It was a quick 3 or 4 minutes in and out of the hospital, and then things go back to normal. But it was the epilogue so I can't fault it for that too much. The photograph mission leading up to it wasn't bad, per se, but I think it should've given more of a hint for each picture. Part of me respects Ubisoft for not putting in objective markers and forcing you to really know the landscape of the world for the bonus material, but not all of the pictures were pictures of noticeable landmarks like the ferris wheel, and that made it really difficult.
So yes, the epilogue was good. And yes, it made me hate Skye Larsen even more. But let me propose something to you. Imagine if the Bagley epilogue quest, or some similar variation of it, was placed after you went through Skye Larsen's house but before you go off to kill her. Imagine how much more connected you would have felt with Bagley through the rest of that game. Imagine how much more you would have despised Skye Larsen and how much more satisfying it would have been to kill her. Your emotional amplitude would have been even higher than it already was from seeing her mom and dog turn into AI. Killing Skye is already a great moment, but if you had seen what she did to your AI friend before you went off to kill her, then killing Skye would have been incredibly emotional, incredibly affecting, and incredibly climactic. And instead of feeling much closer to Bagley right before you're about to say goodbye to the game, you feel closer to him all throughout the rest of the game and right up until the end. Which brings me to the ending. Now continuing on with that hypothetical scenario I've laid out (first Skye's house, then epilogue mission (or a variation), then kill Skye), imagine if when you pull the plug on Bagley at the end… he actually stayed dead and didn't come back to life 30 seconds later. How much better would the story have become just from those changes? Killing Bagley at the end of the game was heartbreaking. Like I said earlier, he was my favorite NPC in the game. If I would have played the epilogue prior to killing him, I'm guessing I would have borderline cried. That would have made the scene even more impactful than it already was. But the reason I really, really dislike the ending of the game is not because of anything it does in the ending -- it's because of what it does after what it does in the ending. Any emotion of sadness and loss I felt when I pressed E and finally said goodbye to Bagley completely disappeared when he popped back up on the safehouse screen moments later. It felt cheap. Extremely cheap. Let the character die. Let the game end. Put that epilogue earlier in the story. But no. This is purely reckless speculation and I hope… dear God I hope I'm being overly cynical here, but I feel like that's not possible because Ubisoft wants you to still be in the world after you finish the game to do the missions you missed so you can still have the opportunity to put money into the game's store, because your chances of putting money into the game's store if the game were to end after you pulled the plug on Bagley and returned to the title screen are close to zero. Is that why Bagley had to stay alive? I don't know. Either way, to me the ending of the game is tragic, but not in the way it was supposed to be tragic. It sucks. I feel robbed of my emotion.
• Nigel Cass falls into the issue I see way too often with antagonists in works of fiction, and something we see earlier with Mary Kelley -- he's too evil. To the point of absurdity. And he didn't have to be portrayed that way. His backstory is that his father was killed by gang members which put him on the path of revenge by taking the law into his own hands. An interesting backstory that unfortunately does not get developed at all and it could've really helped his characterization if it was delved into more. As it stands, he just comes off as another one-dimensional Saturday morning cartoon villain, which is a shame because, again, he had the potential to be a really interesting antagonist like Skye. At least his boss fight was somewhat enjoyable. Though, the game does rely on the network bypass puzzles a few times too many for my liking, along with the AR reconstructions and area defense missions. Also, I was hoping Nigel was a bit more of a juggernaut. You take him down in one clip.
• And finally, let's talk about Zero Day and Sabine Brandt. So Zero Day starts off the game with a big bang. Literally. But then pretty much goes without mention until the end of the game. They're brought up in the game every now and again, but I think I forgot about them for most of the playthrough until the very end when the big reveal happens. It's a reveal that I probably should have seen coming but didn't. You never see Sabine in person until after the reveal. She was the only one who stayed alive after the Zero Day attack. There are hints here and there in the main story. And she doesn't even show up at the team party… that's when it was clear.
Sabine's premise for why she's doing what she's doing does, at the very least, stop and make you think for a moment. Society is completely messed up right now because of harsh surveillance by Albion through the government, homelessness is widespread, and technology has become tyrannical. She wants to restart society from the ground up. Yes, she has to commit mass murder but to her the ends justify the means. And who are you to judge her for killing when you yourself have killed plenty in your playthrough? I really liked Sabine's ending. I just wish they had more Zero Day appearances throughout the game. Let me hear more of Zero Day talking about their philosophy of rebuilding London from the ground up and less of them talking with Mary Kelley about purchasing explosives just to move the story forward. Keep me interested in Zero Day instead of having me forget about them until the end. Keep me curious.
So those are my thoughts! Overall, I had a good time with the game. However, it definitely had some issues that I felt needed airing. And just to be clear, I did not try to slight the game just for the sake of criticizing it. These are my honest thoughts after reflecting on the time I spent with the game. Please do share your own thoughts!
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