Category: EGM (Electronic Gaming Monthly)


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A jolly good time

Assassin’s Creed is one of gaming’s constants. Like a sports title or Call of Duty, the Assassin’s Creed series has maintained a high-level of quality on an annual basis for a long time now (since 2009) and has turned into a solid go-to for everyone who needs a regular action-adventure fix. Until last year.

Assassin’s Creed Unity dropped the ball in terms of what people expect from the series in terms of gameplay, narrative, and general design, putting an unusual amount of pressure on 2015’s annual entry to right the course—or risk potential ruin for Ubisoft’s crown jewel. Luckily, Assassin’s Creed Syndicate does indeed strike true with its hidden blade, plunging the series back into the conversation for favorite fall games after jettisoning multiplayer and focusing on trying to put together the best single-player experience possible.

Once again, players assume the role of an Initiate, using their hacked Helix—a home entertainment version of the Animus that allowed you to relive ancestral history in the franchise’s early games—to help the Assassin Brotherhood in their search for Pieces of Eden that can turn the tide of their struggle against the Templars back in their favor. This time, you are sent to Victorian Era London, and for the first time in the series, you can freely switch between two protagonists as you step into the boots of the young, brash, yet highly effective Jacob and Evie Frye.

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If nothing else, this is one of the more memorable narratives the series has seen yet. Jacob and Evie not only have a great rapport with each other, but each has their own separate arcs that watch them grow and change in different and compelling ways. Jacob’s brashness and charm sometimes goes too far, and Evie’s single-minded approach to things costs her in ways she doesn’t necessarily realize in the moment. Each of their respective decisions has consequences on their lives—as well as the lives of those they’ve sworn to protect in London—and will keep you entertained throughout. The siblings even play differently, with Jacob being a plodding bruiser, and Evie the truer, stealthy assassin, with many side missions offering you a choice of who to play as.

Upon arriving in London, Evie and Jacob have a singular purpose: to bring down Templar Grandmaster Crawford Starrick. His crippling grip on London’s infrastructure has made the Templars strong, so the goal of breaking it makes playing the game far more interesting—especially when the Frye twins handle Starrick in their own one-of-a-kind ways. A strong, clear counterpoint to our respective heroes is something the series has lacked since the Borgias butted heads with Ezio and the narrative flows more smoothly from it.

The only point where the narrative stumbles at all is in the present day aspect of the series. Your Initiate character again remains chained to the Helix for the entirety of the game. While you do get a larger glimpse into the present day, meeting new assassins and seeing old friendly faces like Shaun and Rebecca from the Desmond days, things unfold as little more than long cutscenes.

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Playing around in the present day—last available to us in Black Flag—was beneficial in that it afforded a brief respite from the intense situations of the main game, with puzzles and conversations giving players the chance to catch their breath and let what just happened to them sink in more. It also aided the pacing of the game, allowing for drastic movement in time in a more cinematic way. Because we don’t have that here, we really see all of Syndicate play out in what feels like a few days, and at that point, why even bother with the idea of breaking up story beats into “sequences” besides as a cute reference to early titles in the series?

And since I mentioned puzzles, I do wish those would return to Assassin’s Creed. There is one puzzle in all of Syndicate, and another scavenger hunt for legendary armor. At the very least, in order to mix up the gameplay a bit, there is a special sequence that unlocks about halfway through the narrative that fast-forwards us in time to a World War I London about one-third the size of the Victorian Era one. It’s an extremely fun twist that doubles as a critical chance for moving the present-day story forward—unlike the weird, minigame-esque time jumps we saw in last year’s Unity.

And speaking of Unity again, I do have to mention there are some major, welcome differences between Syndicate and its predecessor that are clear indicators of the series being back on track. One of those is the setting, but I’m not just talking time or geography-wise. 1868 London feels more alive, more vibrant, and more like its own character than late-18th century Paris ever did. NPCs call out to Jacob and Evie with unique dialogue as the duo runs around town. Train stations are bristling with life as people rush to the platform to get on trains that actual speed around London. And, the addition of horse-drawn carriages mingling with pedestrians on city streets gives the illusion of authentic hustle and bustle that you’d expect from the heart of the civilized world.

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The most impressive aspect of this digital London, however, is how each section of town feels truly inimitable. Whether slumming it near the asylum in Lambeth, or sipping tea at 10 Downing in Westminster, London’s districts give off a specific tone that makes it easier to navigate and, again, feels more authentic and alive.

Speaking of navigation, Syndicate adds a lot on this front. The previously talked about carriages are hijackable and everywhere in London. The map may be massive, but who knew two-horsepower could get you across it so quickly. The handling of the carriages does take some time to get used to due to their wobbly nature, but with enough practice, you’ll be racing down London’s streets in no time and covering distance faster than in any Assassin’s Creed game to date.

Not every situation, or space for that matter, is ideal for a horse drawn carriage. This means that the series’ traditional parkour returns, and feels as smooth as ever. The addition of tapping the left-bumper to hop in windows, combined with what feels like more intuitive transitions between last year’s up and down movements, means scaling buildings has never felt better.

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The biggest upgrade to traversal, though, may be the much talked-about rope launcher. London’s most famous towers and buildings now can be scaled in a fraction of the time when you get close to their base, or you can swing across the city’s wide avenues when firing the rope launcher from rooftop to rooftop. Unlike the carriages and traditional parkour, I thought this new piece of equipment needed a bit more work, though.

For starters, the rope launcher has no aiming reticle, so you often lack the precision you’re looking for when using it, especially when moving horizontally. Also, there’s no clear definition of how far you can fire the rope launcher, or what edges you can latch onto with it and which ones you can’t. Just “eyeing it up” gets tiresome, especially if trying to make a quick escape—so the rope launcher definitely needed to either latch onto anything, or be something that should have offered clearer working parameters. The in-between ground the device found is okay, and when it works it works well, but you’ll be on top of a church asking yourself why you can’t just launch down to a building below way too often.

The rope launcher isn’t just for navigation, however. While it doesn’t come into play in direct combat, it’s great for creating stealth opportunities when looking to assassinate someone via the air. By creating a zipline between buildings or across a courtyard, Jacob and Evie can position themselves directly above their targets and drop, blades drawn, onto their unsuspecting victims. A new “kidnap” mechanic also helps players be stealthy. By slowly approaching an enemy from behind, our heroes can wrench their prey’s arm and guide them around guard patrols, using them to make it seem like they actually belong and not drawing the ire of nearby foes. If you wander too close to an enemy, however, the ruse is lost. These are just a couple of new ways you can infiltrate enemy spaces and minimize your risk of being detected, and more options are always a good thing when trying to be sneaky.

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Combat has also seen a marked improvement in Syndicate. New offensive weapons like the “Voltaic” stun bombs and hallucinogenic darts—which make enemies temporarily fight on your side—allows you to whittle down enemy numbers before a full-blown fight erupts. Once melees do ensue, taking on a horde of guards at once can still prove difficult, but combat isn’t nearly as punishing as it was in Unity thanks to the return of the counter. Even better, a much clearer counter window allows Jacob and Evie to pull off some spectacular combinations that lead to supremely cinematic, bone-crushing multi-kills when several opponents are all near death.

Whether the gameplay is new or old, one thing Syndicate also does well is ease players into its mechanics. Side activities like fight clubs and carriage races are great opportunities to practice driving and fighting, while the Gang War missions—Jacob Frye’s one-man march towards unifying the underworld of London under his banner—freshens you up on old techniques, even if they have new twists or if your hidden blade happens to be a bit rusty.

The Gang War side content also acts as a great way for players to clearly follow their progression in the game. A bit like an RPG, Evie and Jacob level up as they unlock and learn new assassination abilities, weapons, and armor, including some specific to each character. As they grow, they can more easily handle enemies of higher difficulty. While it’s not impossible for a level five Evie to stealthily assassinate a level eight Templar, should the hit be botched, she’s more likely to walk away from that encounter if they are closer in level.

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With that in mind, the sections of London are similarly labeled, usually housing enemies of a level equal to the location, ranging from Whitechapel’s two up to Westminster’s nine. By freeing London borough by borough from Crawford Starrick’s gangs, both characters level up. Jacob and Evie each max out at level 10, and thankfully, they’ll both earn points toward reaching that goal no matter who you’re playing as. This paves the way for an easier time in the story, while also providing that satisfying feeling of accomplishment that comes from freeing the entire city from Templar control and snagging a couple hundred collectibles along the way—and which Unity made nearly impossible with its cluttered map and unclear progression system.

As good as Assassin’s Creed Syndicate is, it does share one familiar trait with Unity, however: there are a fair amount of bugs in the game. Syndicate froze up on me several times, mission objectives would glitch (forcing me to reload checkpoints), and both Jacob and Evie fell through the world or got stuck in walls far too frequently. It makes one wonder if the yearly Assassins Creed cycle is just too much for Ubisoft to handle, because—while not nearly as bad as Unity—this is back to back years where my gameplay was noticeably hindered at times due to technical issues.

Assassin’s Creed Syndicate is a return to form for the most part for Assassin’s Creed. Sure, the removal of all multiplayer might ding the replayability of the title, but I’d rather have an awesome 30-40 hour experience that I’ll one-hundred percent once and be done with—which is what Syndicate is—than the feeling of being forced into online play to try and squeeze a few more hours out of it. Syndicate features a compelling story with great protagonists, some terrific gameplay, and a beautiful new world and time period to explore, which remains Assassin’s Creed’s calling card. If Ubisoft can just work out those last few kinks, Assassin’s Creed would be ready to truly take new-gen by storm. As is, Syndicate is a strong addition to the series’ ever-expanding timeline that should reassure fans who were questioning its viability after last year.

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Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.23.15
8.5

A fair amount of bugs and lack of a present-day scenario detract from what is otherwise a strong return to form for Assassin’s Creed. Syndicate touts not one, but two great protagonists, strong gameplay, and Victorian Era London is neck and neck with Renaissance Italy as the best place the series has been to.

The Good London may be the most impressive setting for the series yet. Strong narrative and gameplay.
The Bad Glitches galore. Lack of present-day scenario. Rope launcher could use some work.
The Ugly I wonder if PETA will come after Ubisoft for all the horses I killed during high-speed carriage chases.
Assassin’s Creed Syndicate is available on Xbox One and PS4 and is coming later to PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

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I had a chance to get my hands on a pair of new modes that have just been announced will be part of Rainbow Six Siege’s lineup.

The first mode is a single-player training mode code Situations. This mode allows players basically to play Terrohunt by themselves against a varying number of enemies. There are a multitude of game scenarios to cover, though, and so each one makes you play as a different operator. This means before you jump online you can have had some practice with the game’s 20 operators to find out who best fits your play style, as well as learn the game’s maps. Check out my time as Glaz and Kapkan in the video below.

For those who are looking forward to the possible eSports imprint Siege will have, the second new mode announced, Spectator, is perfect for up and coming shoutcasters. Spectator mode allows you to get an overview of an entire map to see where all 10 players are at once. You can also zoom in and switch between floors, or jump into the first-person perspective of any player on the fly to see the action. Check out the video below for the demo we were given of Spectator mode.

And finally, because it wouldn’t be a proper Rainbow Six Siege preview without showing off a bit more of the online modes, here are a couple of rounds of the 5v5 PvP that we snuck in between Situations.

Rainbow Six Siege will be available on Xbox One, PS4, and PC on December 1.

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Fashion faux pas

When a new Legend of Zelda game comes out, it’s damned near impossible for me to stop playing it until I see the end credits roll. Ever since that first golden cartridge hit my NES when I was a little kid, those initial playthroughs spurred marathons that likely contribute to my insomnia today. While most of them were worth it, there have been a couple of misses along the way—and it seems that The Legend of Zelda: Tri Force Heroes falls into that category. While I hate to see most Zelda titles end, I couldn’t wait until Tri Force Heroes was mercifully over.

Tri Force Heroes does not take place in Hyrule, but instead the world of Hytopia, a land where all the people are fixated on fashion. When this realm’s Princess Styla, the most fashionable person in Hytopia, is stricken with a witch’s curse that traps her in a black body stocking, the king sends out a decree searching for heroes to strike down the witch and bring peace (and high fashion) back to his kingdom. And, according to Hytopian legend, three fated heroes who look alarmingly alike will have to come together to break this curse—with you destined to be one of those heroes.

Since Hytopia is such a fashion-obsessed society, a big element of Tri Force Heroes is that what Link wears plays a large part of being a hero there. After grinding for different crafting materials by repeatedly beating dungeons, he can have the local seamstress put together new costumes that give him subtle benefits while out battling in the Drablands—Hytopia’s fashionless equivalent to Hyrule’s Dark World and where most of the action in the game takes place. For example, the Kokiri Suit allows Link to fire three arrows from his bow in a spread formation, while the Big Bomb Suit increases the size and strength of your bombs.

As ridiculous as it all may sound, it’s not the first time the Zelda franchise has made it so that Link wasn’t saving Zelda, doing work in a realm outside Hyrule, or even teaming up with duplicates of himself. It’s also not the first time we’ve seen unique gameplay elements added to the series, with games even as recent as 2013’s A Link Between Worlds immediately coming to mind. So, while I may have been hesitant upon first hearing the premise, I put my misgivings aside and tried to look at Tri Force Heroes as I would any other Legend of Zelda title.

Surprisingly, I didn’t really have problems adjusting to life in Hytopia or the garb-centric gameplay. Instead, it was everything else involving gameplay that ended up preventing me from enjoying this experience.

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The biggest disappointment with Tri Force Heroes is that there is no exploration in the game whatsoever. Hytopia acts as a small hub world before Link sets off in a linear adventure where he must beat four levels in each of eight different worlds, as Link looks to collect the parts of a dress that will allow him to break the princess’s curse. The levels are broken down into four mini-stages with each requiring you to solve a puzzle, usually oriented around the three heroes of the story working together.

In fact, the levels are so puzzle focused that Link doesn’t have an item inventory. After selecting your costume from your wardrobe, each area then starts you with the items you’ll need to beat each stage. For example, you never have to worry about finding the bow in a dungeon because it’s gifted to you in certain levels, but then taken away and replaced by the boomerang (or other classic Zelda item) in others, depending on the level design and puzzle parameters. It simplifies the gameplay to a point there is minimal challenge because there are so few variables when all you have is your sword and a single item. Plus, this removes the fun of discovery that most Legend of Zelda titles have, and only compounds the game’s linearity since there’s no opportunity to backtrack and unlock the secrets of an ever-expanding world. Unlike the magical garments that populate the game, what you see is what you get with Tri Force Heroes.

To try to replace some of this lost replayability, each level has three optional challenges that you can complete. Beating a level within a certain time limit or completing it without having used your sword are just a couple of the numerous challenge variations you’ll come across. This means that the 32 levels the game touts actually can turn into 128 if you are patient enough to try and beat each and every challenge. It works well, but it feels out of place being the sole focus for something in The Legend of Zelda series.

Another misstep for Tri Force Heroes comes in the form of the heavily touted co-op. As the title and plot imply, you can play with two friends and tackle the levels as a group, but the option to play with two people and with one AI is oddly missing outside of a tacked on versus mode. You can even play locally with only one cartridge per three 3DSs. And trust me, the local option is the preferred route. Although playing online with people over great distances is all well and good, the communication system in Tri Force Heroes is limited to eight emojis that translate to “Hello”, “Good Job”, “Go Over There” and other simple phrases that really handcuff your team when trying to solve the game’s puzzles—making the already limited core gameplay even more difficult to enjoy. Playing with people in the same room, whether with one or three cartridges, is really the only way to go because communication is key when working with others towards a common goal.

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With so many of the puzzles revolving around three Links needing to solve them, the issue then arises of what do you do when playing by yourself. Luckily, much like The Legend of Zelda: Four Swords Adventures, players going it solo can control the trio of Links. Unfortunately, however, Tri Force Heroes’ system of control is far less efficient than that Gamecube classic.

Instead of allowing players to control all the Links at once and put them in formations like in Four Swords Adventures, you have to switch between each one manually. As the story goes, Link is actually traveling with two “doppels”— enchanted dolls that he can pass his soul between. This means that many times you’ll have to backtrack in order to drag the sometimes-left-behind doppels to the end of a stage after clearing the path, because you can only beat a stage when all three characters are on a Triforce symbol. (Which makes no sense, really, when you consider Hytopia is a world without Zelda, Ganon, the Triforce, etc.). This repetition only adds to the inherent grind the game already provides if you try to collect all the items necessary for the various outfits Link can wear.

All that being said, let me be clear, The Legend of Zelda: Tri Force Heroes isn’t a horrible game. Hytopia and its people are as charming as those found in any other Zelda title, and the fashion gimmick is an interesting gameplay twist. If you like the idea of solving simple puzzles with a Legend of Zelda flair, and small, quick levels for short bursts of gameplay, then this game delivers.

For those of us who have grown up with Zelda, and who can’t help but be sucked into nearly each and every one of Link’s subsequent adventures, though, I can’t get past the sense that this could’ve been any other adventure game minus the Legend of Zelda coat of paint. Tri Force Heroes just comes off as too one-dimensional in its focus for diehards of the series to get into it—but it might make a decent time sink for more casual fans who can chip away at the levels and their challenge variations on their daily commute.

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Developer: Grezzo, Nintendo • Publisher: Nintendo • ESRB: E – Everyone  • Release Date: 10.23.15
6.0
Tri Force Heroes is a Zelda game in name only. When you dig just past the surface, poor gameplay mechanics and key missing elements for a Zelda title tarnish what is otherwise a serviceable adventure game.
The Good Tons of content. Puzzles are good in short doses.
The Bad The grind for unnecessary gear. Difficult to complete without friends who are in the same room as you.
The Ugly Anyone who has wanted to see Link in a dress for an entire game can now get their wish.
The Legend of Zelda: Tri Force Heroes  is a Nintendo 3DS exclusive. Review copies were provided by Nintendo for the benefit of this review.

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With movies, TV, comics, and video games all being highlighted at the same time, New York ComicCon can easily bombard and even overload your senses. Even so, I was able to maintain my focus for just long enough to elbow my way through the massive crowds and get my hands on some awesome games—and here are my top five picks from this year’s show.

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Mirror’s Edge Catalyst
Developer: EA DICE • Publisher: EA

I wasn’t the biggest fan of the original Mirror’s Edge, and I think part of the reason was that while it had a lot of great ideas, some of them fell flat on their execution. My first time getting hands on with its reboot, however, has me as excited as fans who were head over heels for the original. While I only got 15-minutes of playtime, I’ve never felt more free while running through an open world as I did when controlling Faith. Dare I say, it even felt natural sliding through ventilation shafts, running up walls, and climbing over ledges in fluid, seamless motions that never took away my momentum?

The most telling part of how far the series has come since its original iteration, however, was combat. Having a full head of steam allowed me to pull off some insane one-hit takedowns on armed guards. The only time I had trouble was when I messed up a jump and slowed down my momentum. While I still closed the distance quickly between myself and my assailant—and proceeded to use punches and a spin kick finish to take them down—it took precious time that, had the individual not been alone, would’ve left me as a sitting duck. Situations like those further drive home the point that stopping likely means death in this new Mirror’s Edge, and flight is almost always a better option than fight.

 

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Unravel
Developer: Coldwood Interactive • Publisher: EA

My penchant for puzzle-platformers means that Unravel and its unlikely protagonist Yarny have jumped towards the top of my most anticipated games list. It’s heart-warming story retelling an old woman’s life, and those she’s lost touch with, is your only motivation to guide Yarny through a world wrought with peril around every corner.  Taking advantage of the fact that Yarny is made of—well, yarn—you can build makeshift bridges, lasso up to grapple points, and find inventive ways to traverse the wide-open world set before you.

In the demo I got to play, Yarny had to find its way through a forest and then past the ocean. The forest required careful precision as I leapt between small branches before finally tying Yarny to the end of a kite, using his weight to guide my unlikely vehicle down to the shoreline. There, the tide was my greatest foe, as timing momentum-driven jumps between the oncoming waves was far more difficult than it may sound. It was only a taste, but the more demos I play of Unravel, the more excited I become to see what other obstacles can be thrown in my path—and how I can overcome. If what we’ve so far is any indicator, Unravel will be a can’t-miss platformer next year.

 

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Indivisible
Developer: Lab Zero Games • Publisher: 505 Games

I didn’t play Lab Zero’s first game, Skullgirls, choosing instead to appreciate its beautiful art-style from afar. Hearing how much fun folks in the office had with it, though, I resigned myself not to make that mistake twice when the studio recently announced its latest game, Indivisible. This adventure sees a young girl named Ajna seeking revenge on local warlords who have ravaged her rural country town. When she decides to go on this classic quest, however, Ajna finds she can absorb certain individuals into her being, and let them out to help her battle when she needs to (thus comprising your four-person party with Ajna always at the front).

I was able to play Indivisible up through its first major boss fight, and it reminded me in many ways of newer titles like Dust: An Elysian Tail and Child of Light. Its side-scrolling exploration and art design aren’t anything new to gaming, but require tight platforming from the beautifully drawn characters. And, should you contact an enemy, the world seamlessly transitions into combat, where Ajna and her crew have to each wait for their individual time meters to fill before they could attack—and, while doing so, also possibly interrupt the time meter of their opponents. Depending on the direction you’re holding when you attack, as well as how much meter you let accumulate, your characters can do a variety of different moves. Some focus on singular opponents, while other moves perform area of attack damage, which are great for crowd control.

Even with only having played Indivisible for a half-hour, I could see the depth the combat had, and I couldn’t put my controller down. If Ajna’s story is even half as compelling, it looks like Lab Zero has another hit on their hands—should they hit their Indiegogo target, that is.

 

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The Guest
Developer: Team Gotham • Publisher: 505 Games

We’ve seen a lot of first-person exploration games recently, but Team Gotham’s The Guest creates a terrifying atmosphere that gets your heart racing and makes you question how much further you want to go from almost the very first puzzle. I was only able to explore a couple of rooms in my short demo, but hallucinations, ominous warnings, and evidence that your character isn’t the first person to become trapped in this foreboding hotel in the middle of nowhere were enough for my curiosity to power through my fear.

Relying on your wits, you’ll have to solve a slew of riddles on the way to piecing together the bigger picture of what is keeping you there. While those I saw in the demo were nothing more than finding the broken pieces of an item and putting them back together, or combining items to make something new, promises of more complex conundrums down the line have me excited to see what The Guest can do when finished. The only question now will be whether to experience The Guest in virtual reality, or with a keyboard and a mouse.

 

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Rise of the Tomb Raider
Developer: Crystal Dynamics • Publisher: Square Enix

With only weeks until Rise of the Tomb Raider releases on Xbox One, I still had yet to experience any of my dear Lara Croft’s newest adventure for myself. Demos and events had always seemed to conflict with other appointments, so I’ve been relatively in the dark when it comes to how Lara has changed since her recent reboot on the last-gen consoles. But, at NYCC, I was finally given a chance to play a small snippet of the game in a segment called “The Prophet’s Tomb.” Much like riding a bicycle, the new mechanics from the last game—and the familiar gameplay the series has long been known for—came flooding back to me.

Leaping away from collapsing floors, shooting out spike traps, and using levers to raise or lower the water level to obtain my encrypted prize has not only never felt so good, but also never looked better. The dynamic lighting of torches flickering against stones covered with a thin slime caused by the humid conditions of Lara’s environment was a sight to behold, and the slight nuances her expression would convey made her more lifelike than ever. My only disappointment was that, like many of the games I experienced at NYCC, my time with Rise of the Tomb Raider was short.

If you’d like more of a chance to experience Rise of the Tomb Raider, however, be sure to check out our own Emma Schaefer’s preview from a couple weeks ago, where she played an extended demo of the hands-on I got, as we all wait patiently for what is shaping up to be the best Tomb Raider game yet.

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The Ubisoft teaser stream that started yesterday has culminated in the announcement of the next chapter in the Far Cry franchise.

Traveling back in time to the year 10,000 B.C., Far Cry Primal puts players in the shoes of Takkar, a seasoned hunter who stands tall as the last surviving member of his hunting group. In a world where man isn’t at the top of the food chain yet, Takkar will be tasked with putting together a new tribe while fending off woolly mammoths, sabertooth tigers, and other humans who would rather kill you than join you.

“The interesting thing about Far Cry is that it’s flexible. So when a team proposed to explore the idea of a Far Cry taking place during the Stone Age, we just said ‘let’s hear it!’ And the more we heard about it, the more we realized how much of a damn good idea it actually was,” said executive producer, Dan Hay.

Ubisoft Montreal is back at the helm of this project, leading a four-studio coalition comprised of Ubisoft Shanghai, Toronto, and Kiev to bring the prehistoric region of Oros to life. Far Cry Primal is expected to be similar in both scope and size to what was seen in Far Cry 4 and is not an expansion like Blood Dragon was.

“Stone Age is the perfect setting for a Far Cry game,” said creative director Jean-Christophe Guyot in a press release. “Far Cry usually puts you at the edge of the known world, in a beautiful, lawless, and savage frontier. The Stone Age is, in a way, the very first frontier for humankind; it’s the time when humans put a stick in the ground and claimed land for their own, the time when we started climbing the food chain. That came with conflict, against other humans of course, but also against nature itself.”

It should be interesting to see how this time period affects the gameplay of Far Cry. Obviously guns and traditional vehicles are ruled out, but a larger emphasis on fire and weapon crafting should be expected. And I can’t wait to see how prehistoric outposts are set up without explosives and alarms.

One thing is already evident, though. It looks pretty as hell.

Far Cry Primal is set for release February 23rd for Xbox One and PlayStation 4, with a PC version to follow in March.

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When I got my hands on WWE 2K16 for the first time a few weeks ago, the small amount of gameplay I saw had me worried. After playing a more complete build of the game this past week, however, that first demo seems to have been an earlier build that wasn’t quite ready for prime time. Now, I’m more confident the franchise is taking the necessary steps forward to get it back to where fans of “sports entertainment” want it to be.

The most obvious difference between my demos was found in the gameplay. I experienced a lot less glitches in and around the ring, and now grapples and reversals both felt much tighter. I also saw the return of the collar-and-elbow tie up from last year’s game at the beginning of matches that prompts a rock-paper-scissors mini-game, showing the franchise’s commitment to providing more realistic, properly-paced matches.

The ability to “run-in” or “break-out” during entrances was also an interesting feature that I began to take more advantage of during my second time playing the game. While getting a cheap shot in on my opponents may not have been the most sporting thing to do, it was a lot of fun, and authentic to what you might see on RAW every week when you have two opponents who particularly hate each other.

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Where I spent most of my time, however, was with the returning career mode. Once again, you get to create your own wrestler from scratch, see them toil in NXT, and then hopefully make the main-roster—with your primary goal being to see their 15-year career culminate in a WWE Hall of Fame induction.

Due to the limited amount of time I had with the game, I didn’t have much of a chance to dig deep into the specific options of wrestler creation. To save time, I just slapped some brightly colored trunks and boots onto my guy before sending him out to be lambasted by WWE’s new head trainer Matt Bloom (better known as Albert, or Lord Tensai, to longtime fans of the product). Here, career mode took its time teaching me the ins and outs of what it means to put on a good match, focusing on the importance of move variety and how the new Five-Star system works.

What’s really nice about this new career mode is that you now get a lot more dynamic feedback in the ring. Each move you perform can add or detract to your match’s five-star rating, and utilizing every move in your repertoire to keep the fans entertained is critical. Every time you step into the squared circle, it’ll be those fans—not wins or losses—that’ll be most on your mind.

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There are other ways to get fans to react than what you do in-ring, however. After any big match, you’ll be interviewed backstage by WWE’s Renee Young, during which she’ll pose to you a multiple choice question. How you respond over the course of the interview can change you from a face to a heel (good guy or bad guy for those not up on the lingo) or vice versa, as well as help flesh out your personality. Do you want to be aggressive or cocky? Charming or funny? How you answer these questions will determine how the fans react every week when you make your entrance.

Your fellow NXT and WWE superstars are also paying close attention to these interviews, as what you say or who you call out can lead to different rivalries. Because tag-team wrestling has also been given a heavier focus in this year’s game, who you have a greater affinity with personality-wise will also help determine who is willing to wrestle alongside you when the time comes to find a tag-team partner.

Once you start working on your character, you’ll then be able to pick your own set of goals as you start working towards having a Hall of Fame career. You can focus on climbing the ladder, working your way from NXT to the main roster to obtain the US Championship, Intercontinental Championship, and finally WWE World Heavyweight Championship. Maybe you want to focus on being part of a tag-team, and go for double-digit tag team championship reigns like the Dudley Boyz. Or maybe you’re okay being a mid-carder, setting your sights on breaking Chris Jericho’s nine-time reign record with the IC belt. There are multiple paths to the Hall of Fame—but how you get there is your choice.

It’s this new depth to career mode and the pacing of in-ring matches that has me really excited again for WWE 2K16. While I think it’ll be fun to relive the glory days of Stone Cold Steve Austin, the real meat and potatoes of the WWE 2K experience needs to start coming from other places. In that, career mode looks primed to start pulling its weight as a top-of-the-line attraction in this annual sports entertainment simulator.

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I had a chance to play a chunk of Assassin’s Creed Syndicate in a preview event in London several weeks ago and here is some of the footage from that gameplay time.

This particular video shows the first mission in Sequence 7 where Jacob Frye is in the middle of his manhunt for all of Templar Grandmaster Crawford Starrick’s lieutenants. While searching for a mysterious Templar codenamed “B”, Jacob uncovers the beginnings of a plot involving England’s Prime Minister.

Assassin’s Creed Syndicate will be available for Xbox One, PS4, and PC on October 23rd.

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EA Sports has used NHL 16 to virtually sim the entire 2015-16 season.

Thusly, EA Sports believes the Anaheim Ducks will win their second Stanley Cup after beating the Montreal Canadiens in the Final. Montreal will have knocked off Pittsburgh in the East to get to the Cup Final, and Anaheim will have eliminated Minnesota in the West. Winger Corey Perry of the Ducks will be named the Conn Smythe Winner (playoff MVP).

Other predictions included Canadiens goalie Carey Price winning the Vezina (best goaltender) for the second year in a row and Alexander Ovechkin winning his fifth Rocket Richard scoring title in eight years. And, as no surprise to anyone, Edmonton Oilers rookie Connor McDavid won the Calder Memorial Trophy (rookie of the year).

NHL 16 is available now for Xbox One and PS4 and be sure to check out my full review to see how this year’s game stacks up.

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Semi-pro

As a New York Knicks fan, I am extremely familiar with the concept of rebuilding a franchise. After a three-year absence from the gaming scene, NBA Live has been furiously trying to make up lost ground and get back to a point where it could stand toe-to-toe with its most direct competition. It’s first two years back, however, barely moved the needle with all those virtual ballers out there. The hope was that, like with many annual sports franchises, the third year on new-gen consoles could be the one that would announce NBA Live’s triumphant return to glory. Looking more like my Knicks, though, NBA Live 16 continues moving the franchise in the right direction, but only in baby-steps—and not to a point where it can actually compete just yet.

The most impressive addition to this year’s game comes in the form of the new Live Pro-Am mode. Here you can get ten human players together for some classic five-on-five action in venues that channel your local gymnasium or playground blacktop. Further illustrating that pick-up game feel, the first team to 21 points wins—which, for me, triggered flashbacks to games I played after school or during recess with my friends as a kid. If you can’t find human opponents, there’s also the option to take your five-man squad up against a series of computer teams of varying difficulty.

Playing with other people is really where NBA Live 16 shines. While my time online was seamless, it does need to be mentioned this was before the game’s wide release. Communicating via headset, setting up screens, calling out plays, and learning how to work with one another made me want to lace up my favorite pair of sneakers before playing again.

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One note, though. If you plan on playing with friends, you might want to talk before you group up because in Pro-Am you play as the created player you make when you first start the game and it wouldn’t be wise to take the court with five point guards. This means that Pro-Am mode doubles as a nice way to earn experience points before you take that created player into the single player Rising Star mode—NBA Live’s version of Be a Pro.

Besides Pro-Am, the usual suite of online versus modes return, including EA Sports’ card-based Ultimate Team. Live Ultimate Team adds a new feature where you can earn some of the NBA’s elite from early on in the mode, but can only keep them on your team for a small number of games before you lose them—adding a new strategic element to when and where you play certain players. There are also 160 offline challenges in LUT this year, allowing you to earn tons of coins and players for your squad before heading online.

My only gripe with this is that each challenge I saw is a full-length game. I think LUT needs to take a page out of Madden NFL 16’s MUT playbook and focus on shorter challenges like hitting buzzer beaters or making last minute defensive stops. It’s kind of exhausting to put in an entire game’s worth of time just to get a single card, especially if you fail.

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There have also been some tweaks to the offline components of NBA Live 16. The aforementioned Rising Star mode is accompanied again by Dynasty mode, which allows players to be the GM of their favorite NBA franchise and try to take them to glory. Dynasty still allows you to micro-manage every decision about your team, from making trades and re-signing free agents, to setting your starting lineup each night. If you decide to start with Rising Star, you’ll try to take your personal created player and turn them into NBA royalty.

Rising Star sees a major change for that custom player this year, and it comes in the form of the new progression system. Instead of upgrading a single point at a time, NBA Live 16 now sets threshold marks, so a skill may jump as much as five attribute points if you have enough XP to spend. Also, when you pick a position for your player, you now also have to pick a specialty. Point guards, for example, can be Shooters, Passers, or Slashers, each having their own boosts in particular categories when you start out, requiring less upgrading early on in your career.

Besides the skill aspects of your character, you can also customize their look down to the slightest detail. Tattoos, shoes, warm-up gear, and more are available to be earned. There’s also the Gameface HD companion app that even lets you put your own face on your player. I personally had a fair amount of issues linking the app with my PSN ID, and my odd-shaped head seemed to make the app go haywire on my first several attempts—but it’s an interesting idea if you can get it to work. Until then, I’ll stick with one of the pre-rendered faces.

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There are also some welcome changes to gameplay when you actually take the court. New additions like clearer feedback on shots fix what used to be a confusing element from previous years. Now, a very clear shot meter comes up when shooting a jumper, and depending on skill level and how open the individual is, you receive a definitive percentage letting you know your chances of that shot going in when it leaves your hand. The hope is, over time, you’ll start to learn which are high-percentage shots and which aren’t. There’s also new feedback on called plays that tell you where to go and who you should be passing to in the hopes of getting an open look at the basket.

Unfortunately, things start to fall apart beyond the feedback. When controlling your player at a normal tempo, or if you try to slow things down to eat up some clock, it feels like you’re constantly fighting the controller. There’s almost no finesse when moving your player, unless you’re on the fast break sprinting towards the basket for an easy layup or dunk. And the more complex moves to break away from players guarding you are a series of semi- and half-circles on the right stick that remind you more of a fighting game than a sports title.

The worst gameplay offender, though, is your friendly AI. Whether in Dynasty or Rising Star, your teammates are nearly worthless. When I knock a ball loose on defense, I want my teammates to react to it like in a real game and scramble after it. When I’m boxing out on one side with my power forward, I want my center doing the same thing instead of letting small forwards run by him for easy putbacks. And while it’s great that I can call plays now, when I’m seeing the actual diagram on the court of where I need to be and where my teammates are supposed to go, I want them to actually go to those spots so I can pass or shoot like the play intended. I lead my team every night in points as a passing oriented point guard in Rising Star—not because I want to, but because if I pass the ball to one of my dunderhead teammates, they’re going to turn the ball over. It happens with too much regularity.

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Of course, the friendly AI isn’t the only disappointment, as the opponent AI isn’t very good either. Playing as my New York Knicks in Dynasty last night, I gave up one three-pointer. A stellar defensive feat? No. The AI, even with several open looks, never took a three-pointer unless it absolutely positively had to, which in the case of the one three I gave up, it did because it was at the buzzer to force overtime. If it were a three-point shooter, they’d look instead to try to drive to the basket. If it were a big man, they’d look to pass the ball. I can only control one guy at a time, and as alluded to earlier, the AI defense isn’t that good.

And really, that’s the disappointing thing about NBA Live 16. New modes along with additional bells and whistles for existing ones are perfectly fine, but there is still a roughness to the core gameplay that keeps it from being great. The reason why Pro-Am mode was so good when I played it was because it was humans versus humans, reacting and playing basketball the way you’d expect people should and would. Until that level of gameplay quality translates better into the offline modes, NBA Live 16 is a D-league title at best.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.29.15
6.5
NBA Live 16 takes a small baby step forward with the franchise, but there are still core gameplay elements that need to be smoothed out before it can be a championship caliber game.
The Good Pro-Am mode is a welcome addition to the online suite; better feedback on shot taking.
The Bad AI on both sides of the ball is still abysmal and gameplay remains stiff.
The Ugly My odd-shaped head drives Gameface HD insane.
NBA Live 16 is available on PS4 and Xbox One. Primary version reviewed was for PS4. Review code was provided by EA Sports for the benefit of this review.

We all know that Ubisoft has gone on record saying they wanted to get back to the roots of the Assassin’s Creed series with Syndicate. It’s why they removed multiplayer and co-op, turning their sole attention onto the single player experience. Until I was able to go hands-on with a couple of the game’s early sequences last week at a special London event, however, I wasn’t sure just what that would entail.

Well, it meant we’d get what could be some of the most memorable characters the series has yet to offer. New villain Crawford Starrick, the Templar Grandmaster who has wrapped an iron fist around 19th century London, made his power felt right from the get-go of our time with Syndicate. A cruel, ruthless man, Starrick takes no prisoners when it comes to making sure things are done his way, and has zero tolerance for the Assassin Brotherhood.

His early emergence in Syndicate was a welcome sight, as it gives the Frye twins a clear and ever-present goal throughout the narrative. Eliminate Starrick and save London; not since Rodrigo Borgia and Ezio have the battle lines between Templar and Assassin been so clearly drawn. Nor have they been so fun.

Getting to Starrick is, not surprisingly, going to be very difficult. Between him and our would-be Assassin heroes are Starrick’s seven lieutenants, each in charge of a key part of what keeps London ticking. High-rolling bankers, members of Parliament, even the city’s most prominent crime boss all get their marching orders from Starrick, and only by drawing them out and removing them first from their respective territories will you have a chance of luring out the Grandmaster himself.

To do this, you’ll have to perform a variety of both new and familiar side quests. As an added bonus, many of these missions take advantage of the new mechanics introduced courtesy of the time period. For example, one set of side quests requires you to kidnap key Templar targets and then transport them via stagecoach across London for interrogation. Others missions more recognizable to fans of the series will require you to tail a particular target and listen in for information, or remove a certain number of Templar thugs from an area before claiming it in the name of the Brotherhood. Thankfully, new devices like the rope launcher make it easier than ever to traverse across rooftops or line up air assassinations in large, open courtyards.

Not all the memorable characters have aligned themselves with the Templars, however. Some of history’s greatest faces from the Victorian era have thrown in with the Assassins—although not all knowingly. Famed author Charles Dickens is a man about town, is as well connected as they come, and the Frye twins will surely use his contacts to ascertain vital information. Inventor Alexander Graham Bell provides the Frye twins with some of their greatest weapons and gadgets, as well as a kind ear to bounce ideas off of. Not since Benjamin Franklin or Leonardo da Vinci have we had such a colorful confidant standing side-by-side with the Brotherhood. And then there’s Henry Green, the Indian Assassin mentor who guides Evie and Jacob throughout their adventure and knows just where, who, and when to strike the Templars to cause the most harm to their cause. There’s even some comedy relief from Agnes, the train conductor, who maintains the Assassin’s locomotive base of operations.

Yes, you did not misread. Much like Monteriggioni or Café Theatre, the Frye twins have their own base of operations. And in fitting Industrial Revolution fashion, it’s always moving. Through a series of fortunate events, the twins come to acquire an entire train, and enlist the aid of its conductor, Agnes. From there you can collect coin from parts of the city you’ve liberated from Templar control, receive new quests, keep track of upgrades, and more.

But, of course, the most important characters in the game are the ones you play as, and Evie and Jacob are as different as they are similar. Jacob’s brashness and Evie’s thoughtfulness provide some brilliant banter between the two, whether in the company of others or on their own, planning their next movie. Their ever-growing personalities will surely influence you when it comes time to take control of one or the other while exploring the open world Syndicate provides. The other aspect of this is that they both play very differently, each with their own set of upgrades, equipment, and special abilities that can be unlocked as they level up by exploring and freeing more of London from Templar control.

There is still one more character that I haven’t touched on yet, though, and that is London itself. From its iconic architecture like Big Ben and St. Paul’s Cathedral, to the small alley markets teeming with life, London gives off a personality unlike any city we’ve seen yet from Assassin’s Creed. Each neighborhood truly comes across as unique, with stark contrasts that you can see and feel. You’ll instantly be able to recognize when you’ve moved from the seedier parts of town like Devil’s Acre or Whitechapel to the more affluent avenues of high society in Westminster or Buckingham. Syndicate’s London may be the most impressive city Assassin’s Creed has recreated yet.

If getting back to the early days of Assassin’s Creed was the plan all along for Syndicate, then from the two sequences I played, it could well be on its way to doing that. The team at Ubisoft Quebec seem to be crafting a narrative and a setting that looks to suck players in right from the start, and lead them by the nose through one of the deepest adventures the series has provided yet. We’ll just have to wait for October to see if it can follow through and deliver on this lofty promise.