Category: EGM (Electronic Gaming Monthly)


Todd Howard recently revealed in an interview with the Telegraph that both the male and female protagonist in Fallout 4 read over 13,000 lines of dialogue for the game.

Fallout 4 marks the first time in the series where the protagonists will have speaking roles. In order to make sure players didn’t lose that sense of choice, Howard put his voice actors to work on this project.

“We had the same worry as everyone else. A lot of games have voiced characters, but what they don’t want to give up is all the dialogue options. So for us a lot of it was logistical. The voice actors have been recording for 2 years, they’ve each done over 13,000 lines of dialogue. So to be able to do that makes the difference; you still have choice.”

And even though many lines were repeated between the scripts, you can still get completely different scenes depending on if you’re playing as a man or a woman because each actor interpreted the script differently Howard continued.

“We were lucky to find two great voice actors and it’s interesting because she may read things or act things differently than he does. So scenes play out differently depending on whether you are playing the game as male or female.”

The voice actors who had to work those grueling hours delivering all those lines are Brian T. Delaney and Courtney Taylor. Brian is also playing Roland in Halo 5 and Mighty No. 5 in Mighty No. 9 this year. Courtney is probably best known for her work as Jack in Mass Effect 2 and 3 and Amanda Holliday in Destiny.

Fallout 4 will be out on November 10 for Xbox One, PS4, and PC.

Publisher Deep Silver announced today that Yager Development is no longer working on Dead Island 2.

“With Dead Island 2, Deep Silver has always been dedicated to delivering the sequel that Dead Island fans deserve. After careful consideration, today we announce the decision to part ways with development partner Yager. We will continue working towards bringing our vision of Dead Island 2 to life, and we will share further information at a later stage,” Deep Silver said in a statement through a spokesperson.

This comes as a shock to many since Yager had been working on the game for quite some time now. Red flags emerged, however, when it’s mid-2015 release was pushed all the way back into 2016 a couple of months ago.

Yager is best known most likely for developing 2012’s Spec Ops: The Line from 2K. They had taken over the Dead Island franchise from Techland, who developed the first Dead Island and Dead Island: Riptide, after Techland parted ways with Deep Silver to do Dying Light for Warner Bros.

The premise behind Dead Island 2 is that the epidemic that ravaged the fictional island of Banoi in the first game now hits the California coast. Players will be tasked with traveling between Los Angeles and San Francisco while they try to survive the quarantine put in place by the US government.

There is no word yet as to who will replace Yager as the primary developer, or how this will affect Dead Island 2’s planned release for 2016.

Former Assassin’s Creed producer and Ubisoft Toronto managing director Jade Raymond is opening a new studio with EA, the two jointly announced yesterday.

The new studio, named Motive, will be located in Montreal. EA has a strong presence already there with EA Montreal and Bioware Montreal, the latter of which will now share a space with Motive.

Motive will be purposed with creating its own original IP, while also assisting on other projects. Besides launching Motive Studios, Raymond is also taking over leadership of Visceral Games, located in California, while Scott Probst will still act as general manager.  The first project for Raymond and Motive will be to help Amy Hennig at Visceral with her new, still unrevealed Star Wars game.

While it should be interesting to see how Raymond balances her time between Montreal and California, this is a huge coup for EA and we can’t wait to see just what Motive brings to the table for Star Wars and whatever original projects it may cook up.

WWE Legend Stone Cold Steve Austin is turning WWE 2K16 into WWE 2K 3:16.

Stone Cold Steve Austin, a six-time WWE Champion, three-time Royal Rumble winner, and 2009 inductee into the WWE Hall of Fame will officially grace the cover of WWE 2K16 this year. Looking to raise some hell in video game form, the official announcement came via trailer this morning showcasing Stone Cold digging up a key aspect of his past, the Smoking Skulls WWE Championship belt.

Austin was one of WWE’s most celebrated superstars during the Attitude Era of the late 90s, cementing his status as an icon with classic rivalries against Bret “The Hitman” Hart, The Rock, and especially WWE CEO Vince McMahon.

WWE 2K16 will be available for Xbox One, PS4, Xbox 360, and PS3 on October 27.

In an interview with Polygon, Treyarch studio head Mark Lamia speaks to the narrative aspects of Black Ops III, and reveals they went into such detail filling in the gaps between 2025 and 2065 that they created their own in-game wiki-like device for players to use.

As most Call of Duty fans will remember, the Raul Menendez initiated drone strikes of Black Ops II took place in 2025. Moving the narrative so far forward into the future with Black Ops III created some serious questions about how the world has changed since then.

Not surprisingly, that drone strike was a huge turning point in the world of Black Ops, forcing developed countries to perfect air defense systems that would make drones null and void. Thus, recreating the need for boots on the ground, which just so happen to be augmented through advanced cybernetics and reinforced by robot soldiers.

If players want to catch up on the events of the world since Black Ops II, though, Treyarch created a nifty little wiki-like device that players can easily access from their character’s safe house between missions and access it via a computer.

“We’re giving it to the player this time. This is stuff we usually do anyway, with our research,” Lamia says about giving players this kind of information. “How do we come up with these settings? We literally just did our research and project out. We’re fortunate to have experts we can talk to. We’ve become futurist experts ourselves, living in this subject matter for so long. That’s going to be there for the player. It’s important.”

Call of Duty: Black Ops III will be available for Xbox One, PS4, Xbox 360, PS3, and PC on November 6.

Just Cause 3 may try to bring mods to consoles at some point according to an interview Avalanche Studios game director Roland Lesterlin had with GameSpot.

Just Cause as a franchise has some hardcore modding communities and it’s part of the reason why even though its first two games might not have shipped in the best of conditions, they still hold a strong place in people’s hearts. In fact, as many as 500,000 people still consistently play Just Cause 2 every month.

Because of this, when asked if Just Cause 3 would go the Fallout 4 route and also try to bring their mods to the new generation of consoles, Lesterlin didn’t rule out the possibility.

“We’ve been wanting to do that stuff for a while,” he responded. “We’re not announcing anything there yet, but… we would want to support [mods] as much as possible.”

Hard to say for sure as Lesterlin was intentionally vague, but it sounds like something may be in the works. For more on Just Cause 3, check out my hands-on preview of the game from E3.

Just Cause 3 will drop December 1 for Xbox One, PS4, and PC.

Although Bethesda stole the show at E3 2015, it may have been a one-time affair according to Bethesda’s VP of marketing and PR Pete Hines in an interview with The Telegraph.

Hines talked about how this year “felt like the right time” for Bethesda to hop on stage and have a presser. After all, how often do they have as many as seven games on the docket to announce? Battlecry, Dishonored: Definitive Edition, Dishonored 2, DOOM, Fallout 4, Fallout Shelter, and The Elder Scrolls Legends is one heck of a line up.

“I don’t know if we’ll do one next year. I don’t know if we’ll do one again,” said Hines. “It felt like more than we could accomplish in a booth.”

Bethesda tends to take their time when it comes to what they publish, especially with properties like Fallout and Elder Scrolls, so the odds that the stars align and this many games could be on the horizon again from the company is indeed a longshot. It makes sense then that Bethesda is wary of making this an on-going tradition.

This isn’t to say they’ll never kick off E3 again, but at least for the foreseeable future, Bethesda is happy it seems to have had their moment in the sun. Now, time for them to get back to work on Elder Scrolls VI. 

Knightfall

Editor’s Note: Because of the issues I had with the story, I will be referencing several major reveals from the game, as well as the prior game’s ending. If you wish to remain spoiler free, consider yourself warned. 

Whenever a modern, story-driven action game transforms into a successful series, particularly a trilogy, it starts to suffer from Star Wars syndrome. The middle game is always the best, and all the prequels aren’t nearly as good as the originals. We’ve seen this with Gears of War, God of War, and even Uncharted. Well, we can now add one more trilogy to that list: the Batman: Arkham games.

That’s not to say that Batman: Arkham Knight is an awful game. It’s just inferior to its predecessors (except for prequel Arkham Origins). Instead of bringing everything to a natural conclusion and tying up all the loose ends it left open from previous games, it tries to cram too many new conflicts into this final title in an attempt to needlessly raise the stakes—which were plenty high enough as they were. The results feel like a narrative mess, and I think a large part of this is the result of developer Rocksteady writing the script in-house instead of having it done by a veteran Batman scribe like Paul Dini, who also happened to pen both Arkham Asylum and Arkham City.

Taking elements from some of the more epic Batman stories over the past three decades from various forms of media—including Death of the Family, Death in the Family, Under the Red Hood, and Batman Beyond: Return of the JokerBatman: Arkham Knight sees the Scarecrow filling the criminal void left by the Joker nearly a year after his demise in Arkham City. With his most potent Fear Toxin formula yet, Scarecrow threatens to detonate a bomb that would blanket the entire Eastern Seaboard in the stuff, sending every man, woman, and child into a state or perpetual terror.

This, in and of itself, would’ve been a fine conclusion for the Arkham series, revolving around Batman having to constantly overcome his fears. Also along for the ride, however, is the Arkham Knight—a “new” character whose identity Batman fans should easily be able to deduce based on his taunting dialogue and how well he knows the Dark Knight. But even those who don’t immediately uncover the Arkham Knight’s identity will surely notice the cavalcade of clues, because Rocksteady wanted to make sure they really spelled it out before the big reveal.

Easily the worst narrative decision stems from the fact that Rocksteady and/or Warner Bros. wasn’t brave enough to make a Batman game that didn’t feature the Joker as a major player, though. For some reason, the Joker’s spirit lives on inside of Batman and several other of Gotham’s less fortunate citizens through his contaminated blood (I guess that cure in Arkham City wasn’t good enough), and Joker’s personality is trying to assert itself over those bodies in an attempt to cheat death. As time goes on and they become weaker, the Joker’s personality emerges more and more.

At that point, even as a comic book fan, it was too much. To have three major villains vying for attention in your main story—one in an incorporeal form—left a bad taste in my mouth. At the very least, the game’s ending felt like a fitting conclusion to the series, but I just wish it weren’t such a mess of an adventure getting to that point.

Instead of trying to shoehorn so many foes into the main story, maybe Rocksteady could’ve just added more side villains to allow the primary plot a chance to breathe. Those that are included—referred to as “Gotham’s Most Wanted” in-game, since you have to actually drag them back to GCPD after defeating them—provide a nice respite from the muck that is the main narrative. I could’ve easily done with more, especially Hush, Man-Bat, and Deacon Blackfire—or at least some longer missions involving them. The game does feature more than a dozen side missions in total built around a double-digit amount of classic Batman rivals, which helps to take some of the focus off of Scarecrow, Joker, and Arkham Knight. It’s a testament to the size of the world that it never felt like any of Batman’s Rogues’ Gallery encroached on each other’s turf, and I still had to search long and hard at times to uncover my next set of clues.

That’s definitely one of Rocksteady’s most impressive achievements with Arkham Knight. Gotham City is absolutely massive and comes alive like never before. Whether it’s ACE Chemicals, Port Adams, the GCPD, or Wayne Tower, the game includes every building and street that Bat-fans want to see, and you can seamlessly explore them all with no loading times while you hunt down your enemies as Batman.

Plus, Detective Mode has been expanded to help you on those hunts. With new elements like deep-tissue analysis on murder victims, security camera footage reviews, and fingerprint reconstruction, along with the addition of crime scene reconstruction from Arkham Origins, prowling Gotham for clues is as rewarding as ever.

Combat remains the high point of the Arkham series here, though. The smooth, free-flowing battles return, meaning that you’ll pull off 50-hit combos with regularity, but the game also adds new throw counters that help with crowd control, and instant environmental takedowns that can immediately remove the toughest thugs from a fight. Arkham Knight even offers special missions where you’ll team up with Robin, Nightwing, or Catwoman and can take control of them mid-fight instead of Batman as seamlessly as you do a counter, or perform team-up moves for some truly epic action. With these added nuances to combat, no encounter ever plays out the same way twice.

Predator Room combat has also seen a drastic improvement. The new Fear Takedowns allow you to remove as many as five enemies from the field at once when you’re fully upgraded. This will have you planning out your knockouts well in advance in an attempt to get enemies to bunch up together so you can swoop in and wipe them out in a single flourish. New devices like the Disruptor also lend a hand in planning strategy before jumping into the fray, since its special bolts will jam any gun—and, when upgraded, it can even short out enemy drones.

I wish that every element of Arkham Knight’s gameplay were so stellar. On the whole, all of these additions and improvements almost make you forget about the muddled plot. Then you get in the Batmobile. This was one of Rocksteady’s most touted features leading up to the game’s launch, and at times, the Batmobile is everything it was supposed to be: a dual threat fast enough to chase down fleeing enemies that still packs enough firepower in combat mode to take on dozens of Arkham Knight drones. The Batmobile even helps with ground combat by unleashing rubber bullets that incapacitate enemies in the streets.

But Arkham Knight relies on Batman’s ride far too often—and in far too many missions. The car’s deficiencies easily become evident, and it’s revealed to be one of the least enjoyable aspects of the game. I get that it’s supposed to be this monstrous vehicle, but trying to control the Batmobile in pursuit mode is a chore; it pinballs all over the road. Even after putting 30 hours into the game, with more than half of them in that damn car, I still never felt like I was in complete control.

And the Batmobile’s tank mode is even worse. While it features a strafe ability, I still felt like I was a sitting duck most of the time during an enemy missile lock-on, since the strafe only moves you a short distance in a particular direction. Then you have to try to dance between the two Batmobile forms to sneak up on certain tanks. They wanted me to be stealthy? In the Batmobile?! I just wanted to hang up the cape and cowl at that point.

The problems don’t stop with the Batmobile gameplay, though: Arkham Knight includes its fair share of bugs. I played on Xbox One and didn’t experience all the glitches that make the PC version unplayable, but the Batmobile still fell through the world in several instances where I had to drive up walls. And the bugs weren’t limited to the car, either. Several times I had to restart checkpoints when necessary button prompts wouldn’t appear, and I couldn’t advance unless I reloaded.

As much as I loved Arkham City and Arkham Asylum, Arkham Knight is nothing short of a disappointment. Two things are clear: Sefton Hill and his team of writers pale in comparison to Paul Dini, and Rocksteady should stay as far away from car combat as possible in the future. The excellent gameplay foundations, however, still shine. The fighting, side content, and stealth are as polished as ever, and considering the massive world fans have to explore here, they should still find something to enjoy with Arkham Knight, even if it’s not the conclusion we all hoped for.

Developer: Rocksteady Studio • Publisher: Warner Bros. Interactive Entertainment • ESRB: M – Mature • Release Date: 06.23.15
6.5
The main story is a convoluted mess, and the Batmobile gameplay is a serious detractor on the fun factor—especially since the Dark Knight is forced to use this clunky vehicle far too often. The combat outside of the car is better than ever, though, so exploring the game’s bountiful side content remains a bright spot in an overall disappointing conclusion to the Arkham franchise.
The Good The combat might be better than ever, the world is absolutely massive, and the story provides a fitting end to the Batman of the Arkhamverse.
The Bad There’s too much reliance on the Batmobile, the Joker aspects are unnecessary, and the game has a fair amount of glitches.
The Ugly Every Batman fan will be able to guess the identity of the Arkham Knight from his dialogue long before the big reveal.
Batman: Arkham Knight is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Warner Bros. Interactive Entertainment for the benefit of this review.

A recent tweet by Fallout 4 lead designer and writer Emil Pagliarulo has revealed the voices behind the game’s male and female leads.

 

Players get to choose at the very beginning of the game whether or not they play as a male or female while creating their character in the prologue section before the bombs drop.

Should players choose to play Fallout 4 as a male character, they’ll hear the voice of Brian T. Delaney for the duration of their adventure. 2015 looks like players will get a chance to hear a lot of Delaney as he’s also credited as Mighty No. 5 in Mighty No. 9, and Roland in Halo 5. He’s also provided additional voices for Batman: Arkham Knight, Evolve, and Call of Duty: Advanced Warfare.

If players choose a female lead for Fallout 4, though, they’ll hear Courtney Taylor, who is best known most likely for playing Jack in Mass Effect 2 and 3, Ada Wong in Resident Evil 6, and Amanda Holliday in Destiny. Decisions, decisions.

Fallout 4 will be out for Xbox One, PS4, and PC on November 10.

Ubisoft is well-known for claiming history is its playground, particularly when it comes to the Assassin’s Creed franchise. But For Honor looks to compete with the Assassins and Templars in the Ubisoft catalog in regards to giving players an entertaining experience steeped in historical context. Unlike the Assassin’s Creed series, however, For Honor doesn’t seem to take itself nearly as seriously.

Don’t get me wrong. This isn’t to say the snippet of gameplay we tried out didn’t come across as tight or extremely fun. But with For Honor stressing real-life competition more than an ageless war, the more easily digestible of the experiences by far seems to be For Honor.

When I began playing, I was immediately tossed into a tutorial that taught me the game’s basic controls and allowed me to get used to the tight, third-person camera. By pointing the right stick in one of three directions, my character would block correspondingly that way. I would also attack from the same direction that I was blocking in. If my opponent was not blocking in the direction I was attacking, unsurprisingly, a hit would occur. There were light and heavy attacks, guard breaks, special abilities, and I even stumbled onto a parry system.

Once I sufficiently learned the basics, I was tossed into a four-versus-four multiplayer mode called Dominion. Ubisoft’s take on Domination, Dominion has three distinct outposts around a given map. If one of the teams sufficiently clears out an area around one of these strategic hot spots, they can capture it for their team to receive points, but can also lose points if the other team takes it back. By killing enemies, you also earn points. Once a certain amount of points is earned, the enemy team can no longer respawn. When they all lose their last lives, the match is over and the other team wins.

Here’s where things take an interesting turn. Not only are you playing against four human-controlled opponents, but in a similar fashion to a MOBA, waves of mindless minions will spawn and head to the middle of the field. They become easy fodder for your blade to slow the enemies’ capturing of the field’s midpoint, and to add to the meter that unlocks your special abilities.

The real star of the demo, though, happened when we locked into combat with another human player. With everyone playing as the Knight class, one of three factions the game features (Viking and Samurai are the others), many of us were relatively evenly matched. An almost-epic game of rock-paper-scissors ensued as we guessed and anticipated our enemy’s moves and closed in for punishing damage, constantly changing our guard before finishing the other off with a flourish and a decapitation.

One-on-one bouts were epic prize fights with armor clanking and swords clanging. But if multiple players ganged up on one person, it was almost always lights out. The individual would be have to wait a few seconds to respawn, forfeiting the section of the field they were fighting for. Consequently, a strategic retreat, which goes against the very nature of most multiplayer players, is an extremely viable option here. Recognizing when to wait for reinforcements or falling back temporarily is key to winning the day, so the gameplay provides a fresh approach to a pretty classic multiplayer mode. 

Admittedly, we have yet to see much of For Honor. Its single player campaign, the other two factions of multiplayer, its customization options (both aesthetics and combat-related), how many maps it’ll ship with, and any modes beyond Dominion all remain unknown. But this brief first taste of For Honor was succeeded in scratching a multiplayer itch I didn’t even know I had.

For Honor is coming to Xbox One, Playstation 4 and PC in 2016.