Category: EGM (Electronic Gaming Monthly)


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Mech-Star Warrior

Whenever I think that HAL Laboratory and Nintendo are going to run out of fun gimmicks to wrap Kirby up in, they find a way to keep surprising me. Whether it’s as a pinball, a yarn creature, or riding a rainbow-painted path, part of the series’ charm has been how the gameplay always seems to be morphing into something fresh—much like Kirby himself when he copies an enemy’s ability—while still sticking to the pink puffball’s action-platforming core. The duo seem to have done it once again with Kirby’s latest outing for the 3DS, Kirby: Planet Robobot.

It’s another peaceful day on the planet Pop Star, with Kirby resting under a tree, King Dedede playing chess against a Waddle Dee, and Meta Knight patrolling the skies in the Halberd. The serenity of this scene is quickly shattered, however, when a mysterious UFO lands on the planet and begins terraforming Pop Star, transforming its inhabitants into mechanical monstrosities. Kirby immediately springs into action in order to get to the bottom of the appearance of these strange aliens and turn Pop Star back into the nature-loving home he knows.

At its core, Planet Robobot is much like any other mainline title in the series. Kirby must fight his way through a half-dozen levels, each broken into a handful of stages, and copy the abilities of the foes he comes across in order to solve puzzles, collect items, and bring the pain to the bosses he’ll face along the way. Along with that, there are several new elements that help Robobot stand out from its predecessors, and that add a lot to the game’s enjoyability.

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Any fan that has played Kirby games before will immediately pick up on the first of these changes, which is a brand new aesthetic. The terraforming plot point means exploring locations Kirby has never dealt with before, such as casinos, roadways, trains, pipeworks, and more. These also provide Robobot with an interesting contrast in its design, with the colorful, cartoony vibe we usually get from the series crossing with an urban, mechanized motif. Even old-school bosses take advantage of the theme, with the cyborg-like Clanky Woods serving as the hardest version of Whispy Woods we’ve seen yet.

The other major changes come on the gameplay side. Planet Robobot features four new powers for Kirby to wield: Jet, Poison, ESP, and Doctor. You can roast enemies in Jet’s afterburners, throw psychic energy around a room with ESP, bounce pill projectiles at enemies with Doctor, or surf on sludge with Poison to get through a level quicker. While each power has its moments in the game, I found ESP to be the most useful of the four—both because of its offensive strength against enemies, and its ability to help with puzzles by sending projectiles through walls to hit previously-inaccessible switches.

As nice as the new powers are, the biggest gameplay change, though, comes from the fact that Kirby now can pilot his own personal mechanized robot, which he acquires early in the game and utilizes on various stages. The mech not only affords Kirby super-strength that he can use to move large set pieces around each level (opening up new puzzle and platforming opportunities), but also allows for duplicating enemy abilities much like Kirby himself. Copying the flame ability, for instance, turns the mech’s arms into a pair of flamethrowers—great for lighting cannon fuses that can open up previously-inaccessible areas or toasting enemies.

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In some cases, the mech does more than just amplify Kirby’s abilities, too—it changes the very nature of the game. For example, the aforementioned Jet ability transforms the mech into a Gradius-like starship, providing some interesting side-scrolling shooter gameplay. Working in this stage variety provided a nice change of pace from the standard platforming that comprises much of the game, and had me switching powers at a far more frequent pace than when I normally play Kirby games, as I couldn’t wait to see how the mech would transform next.

As great an experience as this all provides, Planet Robobot does suffer from something that has plagued many Nintendo games in recent years: a lack of challenge. Life-hoarding became a game within the game for me, as I never died more than a couple times throughout my playthrough. HAL Laboratory tried to bump up the difficulty by adding three keys to each stage for you to collect—with you needing a certain number of said keys to unlock each boss—but aside from one or two stages, I never had an issue with collecting them all on the first go.

Lack of challenge aside, Kirby: Planet Robobot does a great job of continuing the tradition of what the best Kirby games do: provide a fun adventure that captures your imagination. The difficulty may not have been high, but it’s still a top-quality, tight-handling platformer that I couldn’t help but enjoy for the short time it lasted—and which I didn’t want to put down until I’d seen every power, solved every puzzle, and brought peace back to Pop Star. The new mech gimmick was a delight to mess around with, and in the end, Planet Robobot’s few new features paid massive dividends that any Kirby enthusiast should love to play.

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Developer: HAL Laboratory • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 06.10.16
9.0
It’s probably one of the pink puffball’s shorter adventures, but the new mech gimmick provides a fun and fresh take on Kirby’s action-platforming core that I couldn’t get enough of.
The Good New mech adds a surprising amount of depth and variety to the classic Kirby gameplay.
The Bad No sense of challenge whatsoever.
The Ugly All of Pop Star and its inhabitants becoming mechanized reminded me an awful lot of Sonic the Hedgehog.
Kirby: Planet Robobot is a Nintendo 3DS exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Last night, on the eve of the 2016 NBA Finals between the Cleveland Cavaliers and Golden State Warriors, 2K Sports brought their own basketball finals to a close, naming the first Road to the Finals Champion in NBA 2K16.

Over the past two months, ranked matches in NBA 2K16’s Pro-Am mode saw over 2.3 million games played by over 100,000 different qualifying teams. Looking at the rankings, 2K took the top 16 of those teams and held a single-elimination tournament that culminated in last night’s festivities, which not only crowned a champion, but awarded the winners $250,000. The two teams competing in last night’s final were GFG, a crew of friends who had been playing NBA 2K together since NBA 2K11, and the Drewkerbockers HLZDB, a group that had been together since NBA 2K8, but who had only actually met each other in person for the first time just before the event.

On hand to witness 2K Sports’ first esports championship event in downtown Los Angeles were Lakers greats Kobe Bryant and Rick Fox, former NBA champion Scot Pollard, WWE Tag Team Champion Xavier Woods, and Indiana Pacers all-star and NBA 2K17 cover athlete Paul George.

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GFG came out fast, playing their game by showing power in the paint and slamming a couple of buckets down for a quick 4-2 lead. This would be their only lead of the night, however. Each team showed some jitters early, and it wouldn’t be until a late run in the first that put Drewkerbockers up 17-10 that the offense would really start to click. GFG would answer with a pair of threes, but a bucket at the buzzer gave Drewkerbockers a 19-16 lead at the end of the first quarter, and momentum that they would ride the entire night.

The second quarter was when the themes of the night would really start to show. GFG got away from their gameplay and often tried to make one too many passes, which led to turnovers or ill-advised shots. Meanwhile, Drewkerbockers took advantage of almost every one of those turnovers by converting them into points. Part of this was because they dominated the offensive glass, which led to crucial second-chance points. In a shocking turn of events, GFG, who were favored by many experts, only scored six points in the entire second quarter. This was in large part because they were so badly out-rebounded, finding themselves down 39-23 at the half.

GFG would regroup in the second half, but the damage had been done. Each team scored 20 in the third, playing evenly and trading buckets back and forth, before both teams came out playing fast and loose in the fourth. With the game set at five-minute quarters, there simply wasn’t enough time for GFG to stage a rally. So, even when Drewkerbockers stopped trying to run up the score and tried instead to just kill the clock—leading to some sloppy turnovers on their end—they were already too far gone. If there were a mercy rule in basketball, it would’ve been used here, as the Drewkerbockers cruised in the fourth to a 73-62 win, becoming the first ever NBA 2K16 Road to the Finals Champions.

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If you remove that abysmal second quarter, this was actually an extremely competitive game for the most part. It’s also in that spirit of competition that I was alerted to what some would see as a small controversy. As soon as the clock had expired in the fourth, the clearly frustrated team members of GFG began complaining about the controllers used in the match. I approached them once the cameras had stopped rolling and found out that the game had been played on PS4, but that GFG were used to playing on Xbox One—the system they rode to the championship. One member in particular, his handle being “DRAKE GRIFFLN”, said that his team was “blindsided” by the system choice and that he and his team “…didn’t find out until we got here about the controllers.”

The controllers he spoke of are third-party HORI “Horipad FPS Plus” controllers (see below), given to GFG as alternates to Xbox One controllers. The Horipad provides a PS4 layout, except the joysticks are situated like an Xbox One controller. After handling the controllers myself, though, I can attest they feel nothing like an Xbox One controller—and if this was indeed a surprise to GFG, it could have factored into their defeat.

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When I asked tournament organizer 2K Sports for comment, Senior PR Manager Ryan Peters gave the following statement on the possibility of GFG not being properly informed about the controllers, or those controllers being of a lesser quality:

“A single platform had to be used in order to make the competition work,” says Peters. “We gave the contestants ample practice time and notice (a week) of what controllers and system would be used. I can also confirm the controllers were in no way sub-standard.”

So, maybe it was simply frustration from GFG over the fact that they were outperformed in a game many expected them to win, or maybe the information was lost in translation between the team and 2K. If it was a controller situation, it does seem odd that GFG’s collapse came in the second quarter and not the first, and that they then bounced back to actually outscore the Drewkerbockers in the second half. If 2K didn’t reach out about the controller/system info, GFG also could’ve reached out on their own to confirm the equipment that would be used in the championship game. At that point, though, it’s still odd GFG was given the Horipads instead of just regular PS4 controllers like Drewkerbockers to make the playing field—at least from a technical standpoint—as even as possible.

If 2K wants to remain in the esports space, maybe this could be a lesson to double-check ahead of time with teams that they know the parameters, and make sure the playing field is completely even from a tech point of view. Either way, congrats to the Drewkerbockers, and hopefully 2K will take what they learned from this experience and build up a bigger and better tournament for next year.

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Slightly better than turtle soup

Over the years, the Teenage Mutant Ninja Turtles have stayed in our collective consciousness through many of the same ways they originally permeated our culture when I was a kid: movies, cartoons, comics, action figures, etc. Some efforts have been better than others, but one area that has consistently failed the TMNT over the years has been video games. Not since the SNES days have we really had a game that got the Heroes in a Half-Shell right. So, it was with baited breath that I sat down to try Platinum Games’ take on the lean and green fighting machines in Teenage Mutant Ninja Turtles: Mutants in Manhattan.

Mutants in Manhattan is basically your standard TMNT fare in terms of story, as Shredder and Krang have once again teamed up in an attempt to take over the world. They’ve enlisted the help of some evil mutants—ranging from canonical stalwarts like Bebop and Rocksteady to the lesser-known Wingnut and Armaggon—to lend a hand, and only four heroes named after Renaissance painters can put a stop to their plans.

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One thing that Platinum has consistently nailed when teaming up with publisher Activision to work on licensed games has been the art style. Whether the game as a whole was a hit like Transformers: Devastation, or a miss like The Legend of Korra, Platinum always brings these characters to life in a way that any fan can appreciate—and they do it again with TMNT. The art style blends the design that’s seen in the current Nickelodeon cartoon with a lot of hard edges and thick outlines reminiscent of Kevin Eastman’s comic book artwork, and it all looks absolutely great.

They also did a top-notch job with the audio for the game. The music and sound effects are exactly what you’d expect from a fast-paced action game, and even though they couldn’t get the cartoon cast to reprise their roles, a cavalcade of video game voice talent makes its presence felt. Nolan North, Steve Blum, Mick Wingert, Fred Tatasciore, and Ashly Burch highlight the voices behind some of the TMNT universe’s most iconic characters here. I could’ve done without the repetition of dialogue during and after every combat scenario—especially from Ashly’s April O’ Neill—but at least the lines had some gusto to them.

While it’s always appreciated when a game is easy on the eyes and ears, it’s unfortunate when that may be the highlights for a title like this. Mutants in Manhattan is broken down into nine levels, each culminating in a boss fight. Platinum once again provides an easy-to-learn, difficult-to-master combat system full of light and heavy attacks, dodges, blocks, parries, and special moves, showing their continued mastery of the hack-and-slash action genre. The issue is that you never really need to use any of the most advanced tactics until you reach that end boss fight in each chapter.

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Levels are set up as open arenas where players will have to race around and perform mundane tasks like protecting pizza trucks from the Foot Clan, returning stolen money to banks, defusing bombs, or get rid of weapons from Dimension X. Once a certain numbers of tasks are completed, you’ll get to fight the boss, but never do the tasks feel organic to the story—and once they start repeating, they quickly become tedious. This is compounded by the fact that all the foes you fight are nothing more than cannon fodder, even on the hardest difficulties. Whether it’s rock soldiers, Foot ninjas, or mousers, the enemies just drag down the pace of the game, doing nothing to force you to mix up your tactics. The levels themselves have nothing unique to them, either; every sewer, subway, and city building looks nearly identical, and when you have to return to certain places in later levels, the lack of creativity in the world becomes all the more clear.

As I mentioned earlier, the one saving grace for the combat is the boss battles. At first they shocked me with the difficulty spike they provided when compared to what led up to them. Each boss has myriad moves and patterns you’ll have to learn to overcome, and on harder difficulties, not only do they have more health and do more damage, but come at you with different attacks as well. That mix-up means you’ll have to always be on your toes, and actually put to use the dodges, parries, and special moves at your disposal.

One way to help overcome those harder difficulties is that Platinum actually included an upgrade system in the game. Between levels, you can spend battle points (awarded every time you enter combat) to improve each turtle’s special moves, or assign charms that provide a variety of effects including bonuses to item collection, attack, defense, healing, and more. It shows shades of the depth we expect from a Platinum game, making how inexplicably lackluster so many other aspects are in TMNT all the more surprising.

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Potentially the biggest mistake made with Mutants in Manhattan, however, is the fact that the game lacks local co-op. Yes, there is an online co-op option, and local co-op might’ve required a camera shift (that actually might’ve worked out better for the game in the long run), but TMNT games traditionally have been amazing local co-op experiences. Not to mention, when you’re not playing with friends, you need to drag around three, less-than-stellar AI-controlled turtles instead, making it so TMNT could’ve benefitted greatly from giving players more options to play together. Having a friend by your side to play this game might’ve also taken the edge off of how long and boring the base levels are.

Teenage Mutant Ninja Turtles: Mutants in Manhattan tries something a little new with the Teenage Mutant Ninja Turtles franchise, but in the end, it failed to captivate me or grab my attention in any significant way. The large, open arenas were unnecessary, and Platinum might’ve been better off cutting the levels in half and having twice as many boss battles. There is depth to the combat, but you rarely need it. If you’re insanely into the TMNT, this might be worth a look just to fight some classic villains—but without local co-op, good luck finding people to play with. The rest of us are going to go plug our Super Nintendos back in and play Turtles in Time for the millionth time while waiting for something better.

Developer: Platinum Games • Publisher: Activision • ESRB: T – Teen • Release Date: 05.24.16
5.5
Another misstep with the TMNT franchise leaves me wondering if anyone will ever make a good Turtles game again. As is, Mutants in Manhattan works, but it’s just terribly boring.
The Good Solid visuals that look like a cross between the comics and cartoon.
The Bad Listless enemies and repetitive gameplay. No local co-op.
The Ugly Why is my health bar in frozen personal pizza quarter-slices? No self-respecting turtle settles for Red Baron, especially in NYC.
Teenage Mutant Ninja Turtles: Mutants in Manhattan is available on Xbox One, PS4, Xbox 360, PS3, and PC. Primary version reviewed was for Xbox One. Review code was provided by Activision for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

2K and WWE announced last night on Monday Night RAW that former two-time United States, WCW Tag Team, WCW World Heavyweight, and WWE World Heavyweight champion Bill Goldberg will be this year’s pre-order bonus for WWE 2K17.

A product of the WCW Power Plant, Goldberg ran roughshod through WCW in the late 90s, feuding with the likes of the nWo, Diamond Dallas Page, and Sid Vicious, and putting together a (heavily inflated) undefeated streak of 173-0.

“My son was a big part of this coming together, and I can’t wait for him to see his dad kicking ass in a WWE ring through the magic of video games,” said Goldberg in a statement. “I encountered the likes of The Rock, Triple H, Brock Lesnar and Ric Flair during my WWE career, and now through WWE 2K17, I’ll be taking on the biggest and baddest Superstars of today—showing them once and for all that I am still ‘Da Man!’”

Goldberg joins the ranks of Arnold Schwarzenegger, Sting, and the Ultimate Warrior as pre-order bonuses for the WWE 2K series. There will be two versions of Goldberg as part of this pre-order: one from his WCW days, and one from his time at WWE. The pre-order also includes two exclusive playable arenas in the forms of WCW Monday Nitro and Halloween Havoc. You can check out the reveal trailer below.

WWE 2K17 will be available in October for Xbox One, PS4, Xbox 360, and PS3.

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Sony’s flagship racing franchise, Gran Turismo, has been a staple for video game gearheads for almost two decades now. The series is known for the great lengths it will go to in order to try to deliver the highest-quality racing experiences possible while keeping its finger on the pulse of today’s gaming culture. Because of this, it’s no wonder that the series’ next secondary release, Gran Turismo Sport (due out on November 15 as a PS4 exclusive) will again look to push racing in several ways. Here are the top five things you should be looking forward to in the new Gran Turismo Sport.

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#1: The game will center on eSports and competitive racing

Everyone is trying to get a piece of that eSports pie nowadays, and Gran Turismo looks to take pole position in the racing genre’s competitive scene. Teaming up with FIA—Fédération Internationale de l’Automobile, the governing body for Formula One and World Rally Championship racing—Gran Turismo Sport looks to usher in the first-ever FIA Gran Turismo Online Championships, with players actually being recognized and licensed by the racing group as they compete for one of two cups. The Manufacturers Cup will see racers represent their favorite car brands over the course of the year, whereas the Nations Cup will have them represent their home country, with the winners honored at FIA’s annual prize-giving ceremony in Paris. There will also be live competition components to each cup season, and various online events and components similar to GT Academy being held on a regular basis.

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#2: Brand new tracks keep the experience fresh

Although the number of tracks is only a fraction of what we see in full GT entries, the 19 tracks and 27 layouts present in Gran Turismo Sport are the most in a secondary title yet. The best part, though, is that Polyphony Digital continues to create new courses and layouts for the series. So, while there are already old real-world favorites in the six tracks revealed thus far like Nurburgring and Willow Springs (each rescanned to capture even the slightest detail on PS4), new tracks include an oval called Northern Isle Speedway (I hope you like left turns), and a high-speed urban track full of narrow corridors called Tokyo Expressway (based on the actual highways of Japan’s capital city).

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#3: Most realistic and detailed car models yet

Even with GT6 serving as somewhat of a swan song for the PS3, the series continued to push the limits on creating the most realistic and detailed car models available at the time. Gran Turismo Sport plans on continuing that tradition both by utilizing the power of the PS4 and by performing brand-new scans of the most powerful cars from every car manufacturer. GT Sport touts 140 fully remodeled cars, and although that number pales in comparison to what is available in the mainline titles of the series, it is by far the most cars from a GT secondary title—not including the PSP Gran Turismo.

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#4: New braking and driving assists are being introduced

Gran Turismo has long had the reputation as the most true-to-life racing game series out there, with minimal assists for players in order to help them better grasp just what it takes to race on the most famous tracks in the world at the fastest speeds possible. In an attempt to help expand its audience and make the game more fun for less-intense racing fans, new driving and braking assist options have been introduced to help you get into a groove before you start trying to see if you have what it takes to truly become a racing legend. While you’ll need to not use these assists if you ever want to have a hope of competing on the world stage of GT Sport, they should help lower the barrier of entry for the franchise like never before.

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#5: Sport is the deepest secondary title in Gran Turismo history

Gran Turismo Sport will feature the deepest suite of modes yet for a secondary title in the series, making an argument for being more of a full standalone title—unlike the GT Prologue games. Sport touts a time trials mode, local races against the AI, and online races with up to 20 drivers at a time. There’s also a fully fleshed-out Campaign for those simulation-loving drivers who prefer playing alone, and a Sports Mode that takes advantage of the competitive racing scene Gran Turismo naturally lends itself to. Gran Turismo Sport will also be fully compatible with the PlayStation VR headset when released, meaning you can truly feel what it’s like to be behind the wheel of a Formula One car (or the like) for the first time ever.

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As part of today’s livestream and presentation, EA DICE revealed that the future of Battlefield is going back to the advent of what we might consider modernized warfare with a World War I setting. Besides a single-player campaign with multiple protagonists, Battlefield 1 is looking to provided the most robust multiplayer suite the series has ever seen.

The first aspect of this is the largest maps yet. Arabia, the Italian Alps, and the muddy fields of France from the western front have already been confirmed and are just as destructible as anything we’ve seen before. Massive battleships can pepper coastlines and reduce them to clusters of smoldering craters, while tanks can rolls through narrow alleyways in urban France, leaving buildings in heaps of rubble behind them. One unique vehicle, though, will be cavalry horses. Riding horses can provide speed in multiplayer, while also giving players access to places normal vehicles cannot get to.

The battle for air supremacy has also taken a distinct turn in Battlefield 1. You can try to channel your inner Red Baron (the pilot, not the pizza) by hopping into biplanes. Some of these old-school aircraft will also offer players a chance to dominate with friends, as they’ll seat two people, meaning one person will pilot while the other will man the guns. Whether or not you can accidentally shoot your own plane like in Indiana Jones and the Last Crusade is yet to be seen.

The core of Battlefield 1‘s multiplayer, though, will remain with the troops on the ground. Players will be able to choose from one of four classes: Assault, Medic, Scout, and Support. Assault is great for taking out enemy vehicles, Medics are the healing experts, Scouts specialize in picking off single targets with sniper rifles or the like, and Support uses heavy guns to mow down infantry that cross their path. There are also vehicle-specific classes being introduced for the first time, like tank drivers and biplane pilots. While anyone can drive vehicles in multiplayer just like in previous games, these special classes will get boosts if piloting their vehicle of expertise.

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Personal weaponry is also a massive aspect of the new Battlefield. While flamethrowers, mustard gas, and zeppelins were teased in the presentation, we can confirm era-accurate ordnance of all kinds. Pistols, rifles (bolt-action, semi-auto, and fully-auto), and machine guns will be usable by players. You can also call in artillery strikes. Your melee weapon may be just as important as your gun, however, for the first time in the series.

In true World War I fashion, getting your hands dirty in the trenches and getting up close and personal with your enemies is going to be a large part of the gameplay. Knives, sabers, shovels, and trench clubs all offer up distinctive advantages and kill scenarios for players, while a special power called the bayonet charge will also be available for some particularly gruesome close-up kills.

One final change Battlefield 1‘s multiplayer is introducing is a heavier emphasis on team play. Lone wolves beware as charging blindly into battle should spell certain doom as EA DICE has admitted to trying to reward more strategic, team-oriented gameplay. How exactly this will manifest itself is yet to be seen.

And due to EA DICE failing to offer hands-on opportunities before EA Play in June, it’s difficult to tell just how all these changes will actually feel in Battlefield 1. The grounded, reality-based scenario definitely has me excited again, and the potential for even more varied locations not yet announced—like Prussia on the eastern front, maybe—has me wanting to know more. At the very least, it appears like Battlefield is taking a step forward by going back in time.

Battlefield 1 will launch on October 21st for Xbox One, PS4, and PC.

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Day of the dead

The hardest part of reviewing Severed wasn’t adjusting to its unique touch screen combat, or the old-school room-by-room adventure game movements you have to make. It was finding my damn PS Vita in the first place, and then locating its charger because the battery had run out long ago. You see, Severed is the first game I’ve played for the Vita in 15 months. It’s a system that suffers from a lack of original, non-JRPG software. But the folks over at DrinkBox Studios—who also produced the last original game I played on the Vita, Guacamelee!—continue to impress, showing the potential the handheld always had if others had simply kept with it.

Severed is a dungeon crawler that sees players take on the role of Sasha, a girl whose life has been ruined by unexplained circumstances. Along with losing her family, she has lost her right arm, and is now drifting through a sort of Limbo-like world. A mysterious force, however, grants her a sword, a chance at escape, and possibly redemption—if she can unite her family in this mystical realm and conquer her demons made manifest.

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Much like Guacamelee!, Severed touts a colorful, abstract art style that permeates the game world from its environments to its characters, but instead of seeing it from a side-scrolling perspective, this game is set in the first-person. The bright colors interestingly enough act in direct contrast to the game’s dark tones and macabre enemy design, giving off a vibe that should leave you just uncomfortable enough to always be on your toes—but not so much that you’ll ever want to stop playing as you hunt for Sasha’s family.

That said, the game really only scratches the surface of its deeper themes of life and death, leaving a lot open for interpretation about the beginning and end of Sasha’s story—and the various characters she meets—than some might like. Part of this is undoubtedly due to the game’s short length; it only took me five hours to complete the story’s three temples and find about 70% of the game’s hidden items/power-ups. Short as it may be, though, Sasha’s adventure through a pseudo-underworld should leave you wanting more, and that’s not really a terrible thing.

Even though Severed is played in the first-person, your control over Sasha’s movement is limited. You can spin Sasha in full 360 degrees when she enters a room to look for items and switches against the walls, but she always remains in the center of the room and can only truly move in the four cardinal directions (north, south, east, west) if there is an open door. While this limited control might not sound appealing, it actually makes it easier to remember where to backtrack to (along with the game’s map, of course), participate in combat, and allows you to better focus on the puzzles presented to you.

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The puzzles have a Legend of Zelda feel to them, particularly in the game’s three temples, which make up the bulk of the game. In them, you’ll be required to find hidden switches, the missing pieces of broken keys, or alternate paths to get items past magical barriers that won’t allow you through with said item in your possession. This extra wrinkle to the exploration that comprises most of Severed’s gameplay helped keep me interested when outside of combat.

Combat is really where Severed tries something new, and it acts as both its shining star and its greatest hindrance at times. Players must swipe their finger vigorously across the Vita’s touchscreen to symbolize Sasha slashing her sword. Regular attacks are used in conjunction with special powers that freeze enemies, rage moves that increase Sasha’s offensive power, or charge attacks. You’ll also fill up a focus meter while in combat, which allows Sasha to perform brutal finishers that have her lop off enemy body parts before finishing them for good. Collecting these body parts is critical to the game’s upgrade system, which our heroine can use to strengthen the different powers she will come across during the game.

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Besides trying to get more body parts for upgrades, fighting enemies is never a dull moment because you’ll face an ever-changing hodgepodge of characters with different strengths and weaknesses. This means your tactics will have to change as fluidly as the foes you face, keeping you moving and your strategy changing from battle to battle. As you progress through Severed, though, battles will become more frantic. As many as four enemies can attack at once, while Sasha can only attack one enemy at a time. Complicating things further, she can only parry—not block—incoming attacks, meaning timing and bouncing between enemies becomes critical to your strategy. While this provides an extremely involving and fun balancing metagame to combat, it can feel like things start to fall apart when the touchscreen itself fails you. There were many times where, in trying to keep up with the speed of what the game required from me to make it through each battle (especially late in the game), the touchscreen would often misinterpret my swipes, or my haste would lead to the inevitable human error more frequently.

This aspect only becomes more heightened in the game’s three major boss battles, each one larger and more epic than the last. You’ll be swiping so frantically you might burn a hole through your Vita if you’re not careful as you’ll be parrying attacks from every angle and using every new trick you come across in order to overcome the monstrous guardians found in Severed. Each one serves as a fitting culmination, however, to each of the story’s major acts.

Severed is a perfectly capable dungeon crawler. It’s gorgeous visuals will draw you to it like a moth to flame, but its combat—an idea perfect for touchscreens—is what will keep you going, even if it becomes occasionally frustrating. There may be few great reasons to dust off your PS Vita nowadays, but Severed definitely appears to be one of them.

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Developer: DrinkBox Studios • Publisher: DrinkBox Studios • ESRB: T – Teen • Release Date: 04.26.16
8.5
DrinkBox Studios pushes the boundaries on the Vita’s unique hardware once again. Although from a technical perspective it occasionally lets them down, Severed’s unique combat system and beautiful art style carry the day on what is a fun, if not short-lived, dungeon crawler.
The Good Beautifully designed world filled with creative puzzles and fantastical creatures.
The Bad Swiping the touch screen can be inaccurate at times, especially in more frantic battles.
The Ugly Beatable on one decent length plane ride, and the people sitting next to you on said plane don’t take “I’m fighting a dragon” as a valid excuse as to why you keep accidentally elbowing them.
Severed is a PS Vita exclusive. Review code was provided by DrinkBox Studios for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Whenever I hear Suda51 is working on a new game, my ears immediately perk up. Since he made his North American debut with Killer7, I’ve always at least been curious to see what zany scenario he can come up with next. Some of them I’ve been absolutely enamored with, like No More Heroes; others have missed their mark with me, like Killer is Dead. But no matter what, if Suda is attached to it, I got to try it out. So, naturally, when the chance came up to try out Let It Die, I was all for it.

Let It Die is a free-to-play third-person action-RPG exclusive for the PS4. In it, players will have to work their way through what can only be described as a waking nightmare, fighting horrific creatures in twisted environments. In the demo I got to play, I specifically had to navigate what looked like a macabre carnival on the outskirts of a city before finally finding myself in a tunnel system filled even more grotesque horrors.

Some of the enemies were simple enough—mostly just other humans like my character, but they were sadists getting off on the carnage and mayhem around us. Many would try to use their bare fists, but some carried weapons ranging from clubs and bats to nail guns and shotguns. If I was lucky, I’d be able to loot their carcasses for their weapons that I could assign to one of six weapon slots (three for each hand, with two-handed weapons taking up a slot on each side).

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Some enemies also wore armor for various body parts that I could also collect and customize my character with. On one play through of the short demo, I had a gas mask and a leather vest on, but no pants. In another, I was able to confiscate jeans with kneepads, but was left bare-chested. Longer playthroughs that go deeper into the game would surely warrant more impressive gear.

There were also enemies floating around that looked completely otherworldly. One creature had a birdcage for a head and long, forked claws protruding from the end of each arm. Moving through the tunnels, I finally came upon the boss: a monstrous creature comprised entirely out of dead bodies, conjoined by a seething hatred for the living. Its charging attacks were not to be taken lightly, but more serious was its habit to rip human limbs off its form and chuck them at me as projectiles. Yup, definitely a Suda game.

Fortunately, I could use the environment to my advantage, finding small animals like frogs and rats to eat in order to replenish health, or mushrooms that gave special boosts to attack and defense. There were also some “grenade” mushrooms that would explode if I tried to eat them, though, so I had to be careful.

Besides the weapons I could find scattered about, my character also had some basic melee attacks. Punches, kicks, and running dropkicks could keep the more difficult enemies off of me for long enough to find better items, but I needed to be careful that my stamina meter wouldn’t run out, as doing so would render my character near useless until they caught their breath.

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Beyond the dark and twisted design of the world and enemies, you might think Let It Die sounds like a pretty straightforward action-RPG. There’s a leveling-up system that we didn’t get to see in action, and there’s still no talk of exactly how monetization will work in the game. There’s one additional significant twist that makes Let It Die unique, however.

When players die in Let It Die, their characters and loadouts are placed into other players’ games, becoming new enemies for people to fight and new loot for them to possibly collect. This cycle of death and rebirth is an interesting concept, as while you might be playing by yourself at any given moments, a half-dozen clones of you from different levels could be out there invading other games and wreaking havoc. It’s a two-way street, of course, because as was proven to us when one of the Grasshopper Manufacture devs suddenly popped into my game, seeing a human-controlled face isn’t necessarily a good thing in Let It Die.

Let It Die still has some big question marks circling around it, especially if it’s still going to drop in 2016 as is currently planned. What I saw in my brief time with the game is a solid core for Suda51’s latest twisted vision of a tried-and-true game genre. Whether there is a market for a F2P action-RPG exclusive to the PS4 of this style is yet to be seen—but, at the very least, I can confirm at this moment that Let It Die is far from dead.

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Let the good times barrel roll

When the decision was made for Star Fox to finally grace the Wii U, Nintendo and co-developer Platinum Games made the easy choice to stick to the series’ roots—much to the joy of fans everywhere (let’s just say that every time Fox McCloud steps out of his Arwing, you can hear the collective groan of the audience underneath the hiss of the cockpit canopy opening up). Few could have predicted just how far they’d go in wanting to remind fans of the best times the series has previously provided, however. Instead of crafting an entirely new adventure, Star Fox Zero is an interesting blend of old and new elements under the umbrella of a “re-imagining” of what is widely considered the best game in the series, Star Fox 64—a particularly uninventive move considering they already re-released that game for the 3DS (aptly titled Star Fox 64 3D) just five years ago.

For those who might be unfamiliar with the franchise, the Lylat System has been thrust into war by a former Cornerian scientist gone mad named Andross. With his incredible technical prowess, Andross has built a mostly mechanical army the likes of which has never been seen. The only ones who can stop his crazy bid for power are the ragtag heroes-for-hire pilots that comprise the Star Fox team. Equipped with state-of-the-art Arwing fighter jets and their mobile base of operations, the Great Fox, Fox McCloud and company is ready to do what’s right for the sake of the galaxy (and their bank accounts). Three console generations, and nothing has changed.

Beyond just the story, Star Fox Zero stays true to a lot of the gameplay aspects from what we played 19 years ago on the N64—all we’re missing is the struggle to find AAA-batteries for our Rumble Paks. Like Star Fox 64, Star Fox Zero is a mostly on-rails space shooter experience, with “all-range mode” sections of gameplay opening up into an arena for frantic dogfights against massive bosses and Star Fox’s evil counterpart, Star Wolf. The action is fast and heavy, harkening back to when many games still had arcade sensibilities, relying on twitch reflexes and with a single playthrough not lasting more than a few hours. Also, in true throwback fashion, it’s not about beating the game once; it’s about beating it again and again in new and fantastic ways.

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Star Fox Zero parallels its inspiration by featuring branching paths that open up different worlds of varying difficulty depending on certain feats. Beating a level within a time limit, getting a high number of kills, shooting open an alternate path while on rails, or destroying bosses via not-always-obvious means are just some of the catalysts to cause the game’s path to splinter. In addition, achieving high scores on each route not only looks impressive when everything is totaled up at the end of the game, but also awards medals that can be used to unlock special features outside of the primary experience. Even after almost two decades, this remains a great way to offer up a lot of replayability for what would otherwise be considered a short game by today’s standards.

A fair amount of locations from Star Fox 64 have also been reused here—including planets like Corneria, Fortuna, and Titania—but they all see a drastic facelift. Star Fox Zero has fully fleshed out each world you explore. Lush jungles full of dangerous “bioweapons” overrun one world, while another sees shifting sands half hiding space battle wreckage. This level of detail—giving them characteristics and enemies unique to every location—shows off a personality that the planets in previous games never really had. And not every planet is a rehash. There are also some brand new ones specifically designed to offer opportunities to show off the select changes that were made to the gameplay.

And it’s in these changes where things get dicey with Star Fox Zero. New scenarios have been added where you can turn your Arwing into a chicken-walker (sort of like the AT-STs from Star Wars) and you can now move around on the ground in levels you used to only be able to fly through. Your controls change between Arwing and walker modes—and, in a testament to repurposing mechanics, the walker features a Z-targeting system similar to what’s been seen in Legend of Zelda games for years. Z-targeting makes circling, strafing, and dodging enemy fire a lot easier for the slower moving form. Because of this, there are actually times when the walker mode is not only the preferred way to combat Andross’s forces (like in narrow corridors), but also for finding those alternate paths I mentioned earlier.

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Of course, there are moments where you’re forced to use the walker, and its lack of speed and maneuverability compared to the Arwing form becomes a hindrance. Those sections of the game artificially up the difficulty to frustrating levels, making you wish you could just stay in the Arwing the entire time. In fact, when the walker options don’t work, you’ll end up questioning why the transformation was added at all. Ground levels should just be left to the Landmaster.

Speaking of the Landmaster, it’s now gained a flying transformation. If you wanted me to fly in a particular stage, why not just let me stay in the Arwing? Mixing flying/ground sections in a single level—instead of just adding more dedicated levels for each, or allowing you to replay levels with different vehicles—was a curious decision. The transformations for both vehicles work, and work well for the most part; they just didn’t feel necessary. The same can be said for the one new vehicle, the Gyrowing, which adds stealth gameplay on its respective levels. While I can understand a handful of Gyrowing levels could be inserted as an attempt at a change of pace, they aren’t really something a Star Fox game needs.

The Gyrowing also features a sidekick called Direct-I, which requires players to pilot a secondary hacking drone into narrow crevices, slowing down the gameplay even more. All told, flying both the Gyrowing and Direct-I feels decidedly un-Star Fox-like and harkens back to the less than stellar adventure games of the series—even though we’re still technically in a ship—and not the fun flying action we want. Not to mention controlling Direct-I via first-person on the Wii U GamePad while the Gyrowing is left defenseless on your main TV just screams gimmicky controls.

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That leads me to Star Fox Zero’s largest problem: the controls. I’m reminded of The Wonderful 101, another Nintendo and Platinum collaboration that used the Wii U GamePad entirely too much. There is nothing worse than having to take your eyes off of the TV screen to see a different perspective on the GamePad, and more than anything, I wish the ease of control was what had been brought over from Star Fox 64.

When the game is played on your TV, it’s in the traditional third-person view, with the camera positioned directly behind your ship. The Wii U GamePad offers up a first-person perspective from Fox’s cockpit. This by itself would’ve actually been pretty cool, but the problem is that the aiming reticule is then married to the motion of the GamePad, forcing you to dance around your living room like a buffoon as you try to lock on enemy ships. Worse yet, the game mandates use of the first-person view in some sections—especially in the all-range mode arenas—to get the best shots on certain enemies. There is one alternate control scheme that allows you to lessen the impact of these controls, and I ended up spending most of my time using that option. Even so, doing that doesn’t do away with the motion controls completely, and you’re still required to move around far too much to aim/shoot at bad guys while playing.

Star Fox Zero manages to capture the essence of the original Star Fox 64, and rides that nostalgia train hard. At the same time, it leaves a lot to be desired. I can’t help but feel that choosing to re-imagine an older game instead of creating a truly brand new one painted the developers into an unfriendly creative corner. Star Fox Zero is a solid game, but due to its lack of ingenuity and difficult controls, it continues the trend of one of Nintendo’s most beloved IPs just kind of middling about.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
7.0
Star Fox Zero’s status as a love-letter to the past is solidified. While it does a good job channeling a lot of what was great about Star Fox 64, it fails to really build on it in new and exciting ways, and stumbles because of the Wii U Gamepad.
The Good Searching for alternate paths through the Lylat System remains addicting.
The Bad I felt like I was fighting the Wii U GamePad half the time.
The Ugly Every time Falco shouts, “Thanks for the friendly fire, Fox!” I think I should go upgrade my Internet browser.
Star Fox Zero is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Don’t let your guard down

Over the course of Star Fox’s history, whenever the decision is made to deviate from the space combat the series is known for, it’s often led to disaster. Even with Fox McCloud and gang being revered and lauded amongst Nintendo’s great original characters, when the Star Fox team steps out from their Arwings, it usually spells trouble for the series and a lack of fun to be had by gamers. Well, never one to be deterred, Nintendo has again tried to branch out and expand upon the Star Fox universe in the form of Star Fox Guard, and again it seems they’ve failed to create a compelling game.

Star Fox Guard sees players take on the role of a security guard at Corneria Precious Metals, Ltd. The company has been expanding exponentially to all corners of the galaxy due to war raging in the Lylat System, and so company owner Grippy Toad, uncle to famed Star Fox pilot and mechanic Slippy Toad, felt he needed more help. Players must use each security camera—conveniently equipped with a laser blaster—in every CPM facility to find and destroy the evil robots that want to disrupt the mining operations (by decimating each plant’s power core, thus bringing their metal output for the war effort to a halt). It’s not the deepest story, but you don’t really need a lot of setup when it comes to a tower defense game.

I typically enjoy the tower defense genre, having many in my collection ranging from South Park Let’s Go Tower Defense Play! to Ninjatown. However, I can say, without a doubt in my mind, that Star Fox Guard is one of the most shallow and downright boring tower defense games I’ve ever had to play.

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Every level gives you a dozen cameras to place around each CPM facility in order to destroy all of the invading robots. Your TV acts as a sort of security monitor bank, with the screen broken into 13 segments—one for each camera along the edges, and a larger one in the middle signifying which one of the 12 you’re controlling at that given moment. Using the gamepad touch screen, you can switch from camera to camera, changing which one you control to better fend off incoming threats. And right here is where the problems start.

When first looking at Star Fox Guard, the controls appear downright simple. The analog sticks move the camera you’re controlling, and every other button on the controller fires the camera’s laser. The issues arise from the fact that you can only control one camera at a time, forcing you to look down at the Wii U GamePad in order to switch between them. Instead of giving us an easier option to rotate through the cameras, forcing us to use the GamePad leads to something I always despise when Wii U games make me do it: taking my eyes off the TV screen. During more frantic moments, when a half-dozen robots are rushing the facility core, looking down at the GamePad’s display and then back up—taking a second to re-focus your attention—is valuable time wasted in a tower defense game.

This also touches on the second issue with Star Fox Guard’s gameplay, and why it fails short as a tower defense game: the cameras aren’t automated whatsoever. The best tower defense games are meant to test your ability to strategically plan both before a match starts and on the fly. Star Fox Guard only tests your twitch reflexes as you bounce from GamePad to TV and vice versa, and from camera to camera. There is a minimal amount of strategy involved, since often the default placement of the cameras is the most strategically sound, and you’re given them all before each encounter. Some of the game’s challenge missions—extra levels with unique win conditions that make up half of the included 100 levels—get away from this, allowing you to slowly build your defenses up. Unfortunately, those mission types are few and far between.

Since there are only 12 cameras, there are also very limited upgrades. As you continue to successfully defend Grippy’s metal processing plants, you’ll level up your security clearance. At certain levels, you unlock a multi-shot cam, a freeze cam, and a slow-time cam. You only unlock one of each, however—so, at most, you’ll have nine regular cameras, and then three specialized ones. It adds a little bit of strategy, but not enough to really give the game the depth it so desperately needs.

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Not everything about Star Fox Guard is a complete bust, though. The game offers up some challenge with the variety of enemies it throws at you. Fifteen types of enemy will mess with your cameras, including some that steal them away or knock them offline for an extended period. If the cameras are offline or gone, obvious holes can start to appear in your defense, which the remaining 11 enemy types will take advantage of. That’s 26 types of enemies total, each with their own strengths and weaknesses, making you wish even more you could do more with the cameras.

The other nice aspect of all those enemies is Star Fox Guard’s Squad Mode. Once you beat the first 20 or so stages, you unlock the game’s online component, which allows you to put together your own robot horde and send it after a buddies’ processing plant core, or reverse the situation to defend your own personal core from their army. Successful attacks and defenses increase your online rank, while losses will knock you down the leaderboards. As you face new enemies in single player, you’ll unlock them as options for your multiplayer horde, giving you at least one reason to grind through the game’s 100 lackluster and repetitive stages.

There’s a reason why Star Fox Guard is a free pack-in game bundled with the first run of physical copies of Star Fox Zero. It’s not a broken game, but there’s really not enough to grab your attention and hold it for more than a few levels. It’s a shallow cobbling together of tower defense parts that relies too much on the Wii U GamePad, one that doesn’t do anything interesting beyond Squad Mode. If you should tire of Star Fox Zero at some point, I could see you devoting a couple hours to it just because it was there if you get the physical version. On the other hand, if you’re going the digital route with Zero, there’s little reason for you to chip in and pick up Guard along with it.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
5.5

Every time Star Fox tries to do something out of its space-combat comfort zone it fails. Star Fox Guard sadly continues this tradition of games that make you go “meh” when Fox and the gang step away from their Arwing cockpits.

The Good There’s a lot to do and the online component adds some surprising replayability.
The Bad Shallow, repetitive tower defense play that relies too much on the Wii U GamePad screen.
The Ugly Slippy’s uncle is nothing but a war profiteer.
Star Fox Guard is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.