Category: EGM (Electronic Gaming Monthly)


To say that last year’s Assassin’s Creed Unity had issues when it launched would be an understatement. But for as many problems as it had, there were a few glimmers of good gameplay that the folks at Ubisoft Quebec have polished up and are re-implementing in their freshman effort, Assassin’s Creed Syndicate. Of these returning ideas, the most significant one might be the Blackbox assassination missions.

These open-ended efforts still task players with assassinating a high value Templar target and continue to offer up multiple paths to do so. You can take your time and use all of the extra distractions to your advantage for a cake-walk assassination, employ a few that better fit your fancy and your playstyle, or ignore them completely and charge head first into the fray, causing as much chaos as possible.

During my hands-on time with the Gamescom demo of Assassin’s Creed Syndicate, I had a chance to play one of these missions and—for the first time—take control of Evie Frye, the more level-headed of the twins that serve as Syndicate’s protagonists. Evie interestingly plays far more differently from her brother, Jacob, than I ever would have expected. While she still has the trademark tools of an assassin of the era, she carries more throwing knives than her brother, sports a special “Voltaic Bomb” that acts as a type of stun grenade when it explodes into electrified shrapnel, and can utilize a unique “Chameleon Skill” that allows her to completely blend into her environment, even seemingly out in the open, when she remains perfectly still.

More throwing knives make sense, and I didn’t mind the Voltaic Bomb (even if it did seem to be a bit of a stretch for the era) but I worry about the Chameleon Skill being almost game-breaking. Unfortunately, the demo was brief enough that I didn’t really get to put the Chameleon Skill through its paces to know for sure. Still, considering how important fixed hiding points have been in the past in Assassin’s Creed games, I’m hesitant about what on-demand invisibility might do to the balance of the game’s stealth.

In regards to the mission itself, Evie had to infiltrate a castle to find her target and hopefully obtain more info on the Shroud of Turin, a Piece of Eden she was hunting while Jacob was building his gangland army. There were three possible paths before her. The first would have her try to steal the keys from one of the castle guards, which would allow her access through each and every door. A second route would see her free a captured constable, who would then call police reinforcements to cause a ruckus and result in the perfect distraction. The third—and my personal favorite—method was for Evie to befriend a castle guard and pretend to be captured, allowing her to walk right up to her target to deliver the killing blow.

No matter the method I tried (I sampled all three), I found myself relying on the rope launcher far more than even I had originally expected to, since it provides such quick access around environments. And since it seems no one ever looks up in an Assassin’s Creed game, I was able to launch Evie across wide open courtyards, from tower to tower, to almost always put myself in the best position possible to make my kill.

The only time I got into trouble was when I botched the assassination of a guard I needed to remove before I attempted the fake capture plot. Another guard that I’d failed to notice turned a corner and saw me just as I finished stabbed his cohort in the neck. Needing a quick escape, I naturally wanted to turn back to the rope launcher. In the heat of the moment, however, I found myself fumbling over the brief window of time it takes to line up shots with the gadget—although I would finally recover and make my getaway on foot.

Now, I hate comparing two unrelated games, but I couldn’t shake the feeling that I’d been ruined by the simplicity of Batman’s grappling hook in the Arkham games. I was so used to just pressing a button and launching to the nearest perch, away from danger, that aiming to line up my escape felt foreign. I’m sure that once I’ve spent more time with Syndicate, I’ll be able to unlearn my habits and use the rope launcher as intended, but for the moment I feel like the manual aiming could wind up leaving it a clunkier imitator of a feature we’ve already seen.

Rope launcher quibbles aside, it felt great to jump back into an assassination mission like this. Evie has a flourish all her own that makes her truly stand apart from how her brother plays. Jacob’s clear emphasis on fisticuffs from when I played the E3 demo and Evie’s penchant for stealth here are so obviously defined that each player should have an easy decision when they choose who to play as in the open world. And considering you’ll get a taste of both when you follow the main story, I wouldn’t be surprised if at least a few gamers find whole new ways to play and enjoy an Assassin’s Creed game when Syndicate drops on October 23.

A new trailer for Assassin’s Creed Syndicate released at Gamescom shows Jacob and Evie’s motivations for fighting the Templars in Industrial Revolution London.

This new trailer explores the psyches of the Frye twins a bit more while also highlighting some of the iconic locations the dual protagonists will get to explore as the fight against the Templars plays out all over London.

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

The EGM Crew recently moved into a new office. As an office-warming present, the fine folks at Trion Worlds sent us a piñata. The piñata was also to celebrate the launch of their new game Trove for the PC. Well, there’s only one thing that can be done with a piñata and luckily, Josh had a baseball bat in his car, and I have tremendous anger issues.

Unfortunately, the piñata was not full of candy, but instead little cubes to help promote the game. It was even more unfortunate for the rest of the crew that I realized there was no candy in the piñata while still holding the baseball bat.

As for the remains of piñata itself, it now hangs on my office wall as a trophy of my smashing ability.

I had a chance to capture a couple extra matches of Rainbow Six Siege‘s classic humans versus AI Terrohunt game mode recently. Here they are in all their glory.

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

A dose of déjà vu

Like many gamers my age, I grew up with a bevy of great and quirky titles developed by Rare. What I didn’t realize until I sat down with Rare Replay—a celebratory compilation of 30 games developed by the company since its inception in the mid-80s—though, was how much they grew up right alongside me. From thumb-numbing affairs like R.C. Pro-Am for the NES to more refined efforts for the Xbox 360 like Banjo-Kazooie: Nuts & Bolts, Rare Replay is a magnificent showcase of one of gaming’s more beloved developers and how they’ve evolved over the years.

At its core, something like Rare Replay is admittedly nostalgia driven. While reviewing the collection, hours flew by in the blink of an eye as I rediscovered titles like Cobra Triangle (my personal first Rare game from 1989) and Battletoads. And in many cases, the games played just as well now as they did back in the day, with muscle memory taking over after only a few moments—which wasn’t really all that hard considering I only had to remember two buttons usually.

Rare Replay even touts an awesome “behind-the-scenes” series of never-before-seen interviews and features that are unlocked the more you play. These fun “Rare Revealed” unlockables give you insight into your favorite titles and how they came to be, and why certain creative decisions were made—like how Conker became the foul-mouthed squirrel we now know and love, or what the genesis of Battletoads really was.

Of course, even while being swept up in the memories of my childhood and teens, it quickly became evident that not every game in the compilation stood the test of time. My rose-colored glasses cracked a bit in particular when playing Killer Instinct Gold or Snake Rattle ‘n’ Roll, but that’s also to be expected to a degree when covering such a large swath of gaming history.

Where Rare Replay shines brightest, however, isn’t just in how it lets you take a stroll down memory lane. Since it’s unlikely most people have played every title in this compilation, the best moments are really when you discover a game you might’ve missed the first time around. Suddenly, you have another favorite in your gaming library, even if it’s coming from a game older than you are. In my case, that game was 1983’s Jetpac—technically developed by Rare’s eventual founders Tim and Chris Stamper and not the studio itself—that kicks off the collection with some classic early-80s arcade action.

Now, it would’ve been easy enough for Rare to just pull these games together and call it a day, but Rare Replay tries to offer up a slice of originality, too, in the form of the game’s “Snapshots.” All of Rare’s older titles come with five Snapshots—mini-challenges from a specific slice of each game—that will put a player’s skills to the test. Whether it’s defeating a boss without losing a life, earning a high score in less than a minute, or cumulatively playing a game for a certain amount of time over your career, the Snapshots try to offer up something new to pull you back into the NES era if you need some prompting.

While an interesting idea, I would’ve loved for Snapshots to be more varied. You’ll always have a cumulative one, a high score one, a combat challenge, and then maybe a couple that are more specific towards the given game. The most curious decision with Snapshots comes from the fact that not every game has them, though, and they stop altogether once you reach the N64 generation of Rare’s library. If Rare was going to try to implement something new, they should’ve done so uniformly throughout Rare Replay.

And the same goes for a special “Replay” feature in those older games. Similar to the “Rewind” option you see in games like Forza, by pressing the LT button you can actually replay the last few seconds of your game to avoid losing a life and keep going for that high score. A novel idea—even if it somewhat defeats the purpose of those older arcade games—but it’s only available in the older Rare titles.

As fun and as nostalgia-driven as this collection may be, Rare Replay is actually about a lot more than just Rare’s history. A more subtle benefit of the collection may be how it helps pave the way for the highly anticipated backwards compatibility for Xbox One. While you’re downloading and installing the bulk of the collection, separate downloads then start for games that were on the Xbox 360 like Banjo-Kazooie, Perfect Dark Zero, Kameo: Elements of Power, and more. It ends up being nine separate Xbox 360 downloads, plus the Rare Replay collection of the remaining 21 games for 10 downloads total.

The one downside to this is, for the time being, you can only access the Xbox 360 games via Rare Replay, which acts as a sort of emulator launcher—even though each game takes up space separately on your hard drive (close to 50GB for all 10 downloads). That’s supposed to change when backwards compatibility fully comes to Xbox One sometime this fall, and in the meantime, if there are Xbox 360 games you don’t want, you can delete them apart from the main collection. At the very least, the transition between Xbox One and Xbox 360 is quick and relatively smooth after the first time you try it, and by simply holding the menu button, you can switch back to Rare Replay and the Xbox One whenever you want.

Rare Replay is a tremendous collection of great games that show how integral Rare has been to game development for the past 30 years. It may not offer up a lot that’s new gaming-wise, and it may lack some of the company’s biggest hits due to licensing issues (most notably Goldeneye 007 and the Donkey Kong Country series), but there’s plenty here that should still be celebrated. If you’re a Rare fan, there’s no better way to do so than with this compilation.

Developer: Rare Ltd. • Publisher: Microsoft • ESRB: E – Everyone to M – Mature (varies by game) • Release Date: 08.04.15
8.0
A great collection of classic games. Whether you’ve been a fan of Rare for three years or for thirty, there’s something here for everyone, with plenty of gems waiting to be discovered for the first time.
The Good Whether a Rare game junkie or a relative newcomer to their brand, everyone should find something to enjoy.
The Bad Snapshots don’t provide a lot of variety and aren’t available for all titles. Not every game stands the test of time.
The Ugly Even after nearly 25 years, I still can’t beat the Clinger-Winger stage in Battletoads. Damn you, Hypno-Ball!
Rare Replay is a Xbox One exclusive. Review code was provided by Microsoft for the benefit of this review.

A beautiful game

For more than a decade, one of my favorite TV shows has been the BBC series Top Gear. I’m the furthest thing from a car nut, but I’ve always enjoyed the insane stunts they pull. On more than one occasion, the program has played soccer with a variety of cars. So, even though I had never played Supersonic Acrobatic Rocket-Powered Battle-Cars, the predecessor to Rocket League, I expected to be able to immediately jump into the concept.

Funny enough, my hunch proved correct. Rocket League’s entire premise is just playing soccer with cars. You try to deflect a massive ball into your opponent’s net more times than they knock the ball into yours before the 5-minute clock hits all zeroes. What I couldn’t predict, however, was just how damn addicting it would be. Sure, it might not sound like a lot to hold your attention, but its simplicity is why this is one of the best off-the-wall, arcade-inspired experiences you’re likely to find on new-gen consoles. Not to mention, it’s easy to pick up and play but difficult to master—an often-defining quality for games that have a habit of sucking you in as Rocket League did.

This leads me to Rocket League’s greatest strength, its controls. The cars handle like most vehicles in other driving games, with the triggers serving as the accelerator and brakes.

With the face buttons, you can perform a variety of moves normally equated with a traditional soccer game, such as boost, slide, or even jump. You can flip your car to perform bicycle kicks; tackle your opponents at high speeds, causing them to explode and be taken out of the play for a couple of seconds; and even hurtle yourself across the goal line before the ball crosses it to make last-second saves.

I found it difficult at first to do anything beyond just blindly ramming into the ball. But after a dozen or so matches, I could control my car as if it were an extension of myself, stopping on a dime and performing acrobatic feats that shouldn’t be possible in a 2-ton car. I even used the walls, which you can drive along at high speeds, to bounce and re-direct the ball in mid-air.

The problem with performing these stunts, however, is that the game’s camera can’t keep up. It can be set to follow either the player or the ball, but neither option is as effective as I’d like. When it follows the player, the camera hugs the rear bumper pretty tightly, so it’s easy to lose track of the action when I’m taken out of the play or I shoot past the ball.

If the camera follows the ball, the controls change, making it far more difficult to control the car. You can switch between the two on the fly, but the herky-jerky transition isn’t pleasant. Instead, you’ll probably have a better time taking your chances with the default camera. A wider camera option, or even one locked at midfield, would have been a nice solution.

On the other hand, Rocket League excels at offering customization options. Although the choices are only cosmetic in nature, the game offers more than a hundred unlockable items ranging from new car chassis to the color of your boost stream. And something particularly pleasant is that you receive one randomly after each match you play, online or offline, win or lose. After only a few matches, you can make your car look as unique or as generic as you desire.

Unfortunately, the game modes themselves have far fewer options than the vehicles do. The single-player mode matches you against nine computer opponents that you can choose to face one to four times each. The mode doesn’t give you a reason to care, so it only serves as another way to warm up before taking on human opponents online. Both online and offline modes only feature your standard versus match, with the single variation coming from how many players—from one-versus-one to four-versus-four—you want to play with.

Even without many game-mode variations, though, the sole option Rocket League touts is a good one. Most folks probably won’t need more than your standard versus mode, especially if you start playing online with your friends, which is where this game really shines. At the time of this review, the early server issues that were reported seem to have been resolved; I experienced no connectivity or matchmaking problems during the past week. So, if you can look past a wonky camera and put the time into mastering the controls, Rocket League looks to be a nice hidden gem of a game that would make for a great way for you and your friends to get through the dog days of summer.

Developer: Psyonix • Publisher: Psyonix • ESRB: E10+ – Everyone 10 and older • Release Date: 07.07.15
8.0
Despite a few camera issues and lack of modes, Rocket League is a fun, addicting experience that will keep players engaged for a long time.
The Good Plenty of options for customization, surprisingly tight control, and tons of fun when playing with people.
The Bad No depth to the single-player; camera can be a nuisance at times.
The Ugly How badly it shames soccer games with humans.
Rocket League is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Psyonix for the benefit of this review.

Needs to repair some divots

Surprisingly, I have found an appreciation for golf as I’ve gotten older. Sure, I’m more likely to channel Jack Nicholson and swing a golf club at someone than to take it to the links. Now and again, though, I’ll tune into a major championship and see who is making a run. So, I was curious when Rory McIlroy PGA Tour arrived, the return of EA Sports’ long-running golf franchise, which skipped releasing an edition in 2014.

PGA Tour takes no time at all throwing you into a high-stakes, high-pressure situation with its new Prologue. Following cover boy Rory McIlroy down the stretch of his run for the 2014 Open championship, the game introduces you to its three control schemes as McIlroy himself explains how he handles golf’s biggest stages. Whether you choose the simulation-heavy method with no assists, the arcade style in which you can adjust your ball in mid-air, or the old-school three-click system to minimize the human element, each mode seemed as though it could cater to golf gamers of all experience levels.

The most impressive part of the control schemes probably comes from the customizable aspects, though. Since I preferred a hybrid arcade/three-click system, I crafted and saved a custom control set so I regularly landed on the greens. I loved that PGA Tour allowed me to contort its deep selection of controls to make even my ham-handed efforts more enjoyable.

Except for when it came to the short game.

Putting remains, even after all these years, my great nemesis, and additional assists would’ve been nice. While the current system remains similar to those from years past—showing the slope of the green, and the path one should hit the ball on—there’s no clear formula to figure out how to navigate each unique green and how much power to put behind a shot.

Nothing is more frustrating than sending the ball on a proper trajectory, only to have it to skip over the cup because you put too much oomph behind it, or for it to rim out because you shot it a hair to the left or right. If we can have sight lines when driving towards the green, I don’t see why we can’t have them on the greens themselves so we’re not making educated guesses all the time as to where our ball will go.

Putting woes aside, playing the optional Prologue was a great warm-up to re-introduce myself to the franchise. It also illustrated the power of Frostbite 3, since PGA Tour looks better than any golf game has a right to, with even the tiniest of details popping off the screen. The game’s improved ball physics offer more realistic bounces and ricochets, as well. Lastly, load times between holes are a thing of the past, coming now only between rounds of a tournament.

Sadly, players will find few modes after the Prologue. Most online modes have been trimmed to the bare minimum, reminding me of the difficult time the NHL series had coming to new-gen systems last year. The Country Club mode of years past, in which you could start your own online community, has been nixed and even rule modes such as Skins or Battle Golf have been scrapped. Even many of the courses and golfers of years past, including legendary golfers and those that appear on the LPGA, have been entirely removed from the game for unknown reasons. Only stroke and match play remain, online or locally. At the very least, the servers seemed quick and steady when I played.

The newly added Golf Club mode lessens the blow of these losses, but not enough to save the game as a whole. With zany golf balls that can stick to a surface or be remotely controlled through obstacles, Golf Club provides a nice change of pace from your prototypical golf experience. Its 170 or so challenges make you think outside the tee box. Each challenge offers some replayability with three high scores to aim for, and takes place on crazy courses such as the Battlefield 4-inspired Paracel Storm course, which is chock full of par-3s. But this collection of mini-games can’t hide the fact that so many other features have been sacrificed in this year’s game.

In this version, designers have even cut too much from the Career Mode. I don’t mind that the amateur tournaments were removed in favor of putting you right on the tour, but players are at a distinct disadvantage when your created golfer starts at 60 overall but must compete against 80 and 90 overall golfers such as Rory McIlroy. The tournaments’ absence means you don’t have time to build up your golfer’s XP. If you’re cutting the pre-tournaments, at least start me at a 75 or so.

Beyond this, the mode has no substance. You have to play every tournament, unlike the pros who sometimes skip an event to rest before a major championship. The game doesn’t give you a calendar, so you can’t look ahead to figure out where you can make up points, if need be, in the FedEx Cup standings. All you get is some lifeless text-filled screens congratulating you before you’re off to the next tournament. Even the Create-a-Pro feature when you start your career has been scaled back, using template golfer bodies and faces in lieu of the body and face sculpting features of years past.

Rory McIlroy PGA Tour is a step forward for the franchise in some ways, but in many others it’s also a step back. EA Sports has had a difficult time transitioning so many annual franchises to new-gen hardware, but cutting out modes and features is never the way to go. No matter how good your game looks, appearances will never make up for a lack of content.

However, this year’s PGA Tour probably plays better in most areas than it did when Tiger Woods graced the cover. If you want a golf sim that plays solidly and shuffles you from hole-to-hole, PGA Tour will suffice. But if you’re looking for a golf game with substance, you’re better off grabbing a set of clubs and heading to your own local links.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 07.14.15
6.5
Rory McIlroy PGA Tour plays better in many ways than when Tiger Woods graced the cover, but the removal of so many modes and continuous shortcomings with the short game make this a disappointing debut on new-gen hardware.
The Good Looks better than any golf game needs to. Multiple control schemes and great physics.
The Bad Short game comes up, well, short. Less content than when Tiger Woods was on the cover.
The Ugly The controller I broke after just missing so many par putts.
Rory McIlroy PGA Tour is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Review code was provided by EA Sports for the benefit of this review.

Thousands of athletes who played college football or basketball and had their likenesses used in a video game are about to finally get paid, CBS Sports reports.

Yesterday, US District Judge Claudia Wilken approved the combined $60 million dollar settlement that EA Sports and the NCAA will have to dish out to former players who had their likenesses used in video games, with EA Sports taking the $40 million dollar brunt of it. This will end the claims against the game manufacturer, the Collegiate Licensing Company, and the NCAA over the issue of players’ names, images, and likenesses that were used between 2003 and 2014.

More than 20,000 claims, including over 400 from current athletes, have already been made against EA Sports and the NCAA and the deadline to file is July 31. Claims can be made here.

Players who were most prominently featured and who were in the most games could receive as much as $7,200, said Steve Berman, one of the attorneys fighting for the players. It is possible that that number could increase, though, according to Rob Carey, the second attorney fighting on behalf of the players. Carey says that Judge Wilken could order the standard attorney fee of 33-percent be lowered to 30-percent, which would obviously increase the money pool for the players.

This decision will mark the first time collegiate athletes can legally be paid, and if there are no appeals to slow down the process, payments could start going out as soon as September. This continues a tidal wave of support behind collegiate athletes getting paid for their services on the field beyond just an education, due to the fact that most can’t rely on family support and don’t have the time for a part-time job and therefore don’t have the money to feed or clothe themselves off the field or court.

Recently, I had the chance to talk with the legendary Stone Cold Steve Austin during the filming of his WWE 2K16 reveal trailer. What does the toughest man to ever step inside the squared circle have to say about being named the cover athlete? Hear what he told me in this behind-the-scenes video interview!

WWE 2K16 will be available on October 27 for Xbox One and PS4.

British actress Victoria Atkin reveals how she landed the role of Evie Frye in an interview she did with the LA Times at San Diego ComicCon.

Because Ubisoft always uses full performance capture and mocap suits, Victoria was expected to be able to show her physicality in her audition. It was the exact opposite, though, that seems to have won over the Ubisoft casting people.

“I’m a television and film actress predominantly, so the audition was kind of similar to that,” starts Atkin. “I did a tape from home, although there were instructions to run around the floor and do kicks and jumps and things like that, as well as the normal asides that you’d have for a character.

“The casting director told me that a lot of people followed these instructions and did everything. I looked at those instructions and kind of decided that I was just going to run in, do a kick and a jump, and then stop. So, I rebelled, which is not something that I’d normally do, but apparently the director and everybody loved it because it was the character of Evie from the very start.”

Being able to easily do a London accent sealed the deal and before Victoria knew it, she was off to Quebec to start recording lines.

You can see Victoria as Evie Frye in Assassin’s Creed Syndicate on October 23 for Xbox One, PS4, and PC.