Category: EGM (Electronic Gaming Monthly)


The past repeats itself

It’s a little hard to believe, what with all the releases the series has seen, but Assassin’s Creed Unity marks the first time that an entry in Ubisoft’s history-based action-adventure franchise has been developed solely for a new generation of consoles since, well, the very first game. The original Assassin’s Creed was full of great ideas and really showed the potential of what the Xbox 360 and PS3 generation could offer developers and players alike, but it had some rough edges and poorly implemented early concepts, many of which wouldn’t be realized until its sequel, Assassin’s Creed II.

The hope this time around was that Unity would allow Assassin’s Creed to make a splash on new-gen without having to deal with the growing pains usually associated with a shift in technology—that it could introduce new ideas without the bumps and bruises seen when the series first launched. Unfortunately, Unity’s ideas are as much of a mixed bag as the 2007 original: Some are great, some are bad, and some are just poorly implemented.

Continuing the thread started in Assassin’s Creed IV: Black Flag, Abstergo—the megacorporation at the heart of the series—has begun mass-producing the equivalent of a set-top box Animus they call “Helix”, allowing everyone at home to now enjoy a variety of Assassin adventures filtered through their rose-colored glasses. When you start playing, though, your box is hacked by the actual Assassins, and they ask you to help them by playing through the French Revolution in 18th-century Paris. So, you’re basically playing a videogame where you play a person playing a videogame. So meta, Ubisoft. Also, very boring. Here, though, you take over as Arno Dorian, a young lad whose father dies under mysterious circumstances and is adopted by the Grandmaster of the Templars.

You watch as Arno grows up and then begins a love affair with his adopted sister, Elisé, always in the dark to his adopted father’s affairs. When the Grandmaster is murdered, however, Arno comes across the Assassin Order—which, unbeknownst to him, puts our hero at odds with his love, who’s been trained in the Templar ways all this time. What follows then is easily one of the most gripping stories to date in the Assassin’s Creed universe: Arno’s tale is filled with romance, intrigue, mystery, and lots of action. In fact, I’d go so far as to say that Arno might have to duke it out with Black Flag’s Edward Kenway and Assassins Creed II’s Ezio Auditore on my all-time favorite Assassins list because of his robust character growth over the course of the game.

Sadly, all the other players in Arno’s story—except maybe Elisé—fall completely flat in terms of their development. Characters who are important to the canon of Assassin’s Creed like Napoleon Bonaparte (he wields an Apple of Eden at one point in his life), critical figures in the French Revolution like Maximilien de Robespierre (commonly believed to be one of the architects to blame for the Reign of Terror), and even Arno’s mentor, Pierre Bellec, along with many others, are underutilized and barely serve as little more than footnotes in the development of our protagonist. This was disappointing, considering how many great supporting characters we’ve had in previous games like Leonardo da Vinci, the Borgias, George Washington, Ben Franklin, Blackbeard, and Black Bart. I wanted Arno to pal around with Napoleon. I wanted him to learn more from Bellec. And I wanted him to have some banter with Robespierre. I got none of this.

And since I mentioned the real world, I think now’s a great time to bring up the most startling thing about Unity’s story: the complete removal of that aspect from the game. Not once do you leave Arno and Helix and move about in reality. Instead, you get a handful of voiceovers from your random Assassin hacker telling you what to do and why to do it.

These sequences, which were a welcome respite in previous games, are now replaced by “server bridge” scenarios where Abstergo IT security tries to track you in the primary French Revolution scenario—so, in order to protect you, the hidden Assassin jacks you out of 18th-century Paris and into one of three other time periods. Once you complete a traversal challenge, you go back to the French Revolution, but if you want to revisit these other time periods, you’ll be welcomed back by minigames in which you have to collect inconsequential data clusters that award you 10, 20, or 50 points. This is by far the worst thing Unity attempts to add to the series—it feels like a pointless excuse to give players a chance to climb the Eiffel Tower during World War II or see familiar Templar designs in medieval times.

But there’s more to Assassin’s Creed than just the story. Ubisoft loves to point out their three “pillars of gameplay” (combat, stealth, and navigation), and they’ve said that they set out early in Unity’s development to address each one and hopefully improve upon it for new-gen—but they were only successful in some regards.

The first major tweak comes with the combat, which feels like a change we didn’t know we needed until it happened. It’s much more difficult now, since the overpowered counter button has been removed in place of the more finesse-oriented parry maneuver. Shades of the Batman: Arkham games bleed through here—your enemy’s lifebar will light up above their head when they’re about to attack, which allows you time to prepare your parry. If your timing’s right, your opponent will now be left wide open for a follow-up attack. If you’re surrounded, however, you may have several opponents try to attack at the same time—and Arno’s far more human than Ezio or Edward and will fall to enemy blades if he finds himself surrounded by more than three foes in most cases. The days of piling up dozens of enemy bodies in the streets are over, but walking away from an encounter alive is surprisingly more satisfying now.

Another huge improvement comes in the form of the stealth elements, particularly during assassination missions. This was a huge focus for the development team, because fans have been clamoring for more emphasis on this for years—and part of the success of this change comes about due to the aforementioned combat becoming more difficult. Sneaking around enemy fortresses and encampments is now a must if you want to survive.

The assassination missions are also more open-ended, and the game tells you before you even start your attempt how many entrances exist and how many opportunities you’ll have for special assassinations (my favorite was on a guillotine stage) before letting you loose to overcome the seemingly impossible odds however you choose. Optional mission objectives, such as paying off a maid to open up a particular window or retrieving a monk’s lost keys to open up a church’s back door, are also present and allow for more possible strategies when tackling your task, but they’re by no means mandatory. I had so much fun with these that I wish there’d been more—or even an extra mode just dedicated to assassinating different targets again and again.

As welcome as these improvements are when it comes to two of the three gameplay pillars, however, there’s one that falls flat on its face: the new parkour system. I put more than 35 hours into Unity, and I still never felt like I got the full hang of it. In the original Assassin’s Creed, you held the RT and A buttons (or R2 and X on the PS3) to climb around. Later on in the series, the trigger button alone handled this duty, and the series did away with the grip that became known as the “Creed claw,” since you’d spend most of the game holding those buttons. Unfortunately, in Unity, the developers have gotten away from the one-button concept in favor of a ridiculous four-button system. You still hold the right trigger to run, but if you want to run up, you need to hold A (or X on the PS4) in conjunction with the trigger. If you want to run down or climb over low walls, you hold B and the trigger (or Circle on the PS4) instead. If you want to climb into windows of a certain altitude, you hold both triggers.

Honestly, it becomes a real pain in the neck after a while, because it never feels as intuitive as the one-button system. At one point, I spent 30 seconds dancing around the four corners of a window I was trying to sneak into—before I remembered that I needed to press the left trigger, too. And there’s nothing like falling into a crowd of angry soldiers because you slipped and pressed B instead of A. It felt like I was fighting the controls the entire time, and even when I thought I was doing it right, Arno felt floaty and not nearly as controllable as he should’ve been.

To Ubisoft’s credit, the “controlled descent” feature, which allows you to slide down high walls or quickly get down from towers with RT and B (R2 and Circle on the PS4), is a welcome addition. But I don’t understand why the developers couldn’t just keep the one-trigger system and then add that controlled-descent mechanic on top of it.

And this seems to be Assassin’s Creed Unity in a nutshell. For every good feature or two that Ubisoft Montreal implemented here, they did something else that made me question what they were thinking.

Another example of elation and disappointment comes during the side missions, where you’ve got a cornucopia of tasks that vary greatly in scope and objective. I loved some of them, such as the Café Théâtre’s missions. The Café Théâtre is a small bistro in Paris under Assassin ownership and serves as Arno’s home base, much like Monteriggioni did for Ezio. It also affords the game an excuse to reintroduce an economy system like that seen in Assassin’s Creed II and Brotherhood. Having a constant flow of currency (and being able to increase that flow via special missions and unlocking other clubs around Paris) is a huge boon and also makes the customization far less daunting, since you’re more able to easily afford the pricier, more powerful items over time. The customization and upgrade system are also surprisingly well balanced, and I never felt like I lacked the necessary skills to complete an assassination.

The co-op missions are also a healthy change for the series and provide some really interesting side stories, along with the single-player-driven Paris Story missions that add both color and context to the time period, as well as the Assassin-Templar war. My only wish is that co-op could’ve somehow been worked into the main campaign. Also, since these missions—much like the game itself—are so narrative-centric, many of them lack the replayability you might expect.

But for every great Club or Paris Story mission, there are the disappointing Murder Mysteries and Nostradamus Enigmas. In the Murder Mysteries, Arno must help the bumbling police force solve various crimes around Paris using his Eagle Vision—but these segments are beyond simple. While you’re awarded with a rare item upon the completion of each case, these mysteries often require far too much running around Paris to solve a crime that you could easily piece together after only a few telling clues—or, if you’re really lazy, you can just Google the answer, since many are based on real-life events.

The Nostradamus Enigmas, meanwhile, are supposed to be the spiritual successors to the Glyph puzzles of Assassin’s Creed II and Brotherhood or the hacking puzzles from the real world in Black Flag. Instead, cryptic riddles point you to landmarks around Paris, where you scour the building in time-sensitive Eagle Vision and look for weird drawings. There’s no thinking involved—just more tiresome legwork.

Even in terms of the look and feel of Paris, you can find things that’ll leave you scratching your head. The city does feel more alive than any previous Assassin’s Creed setting, with gorgeous graphics and animation helping highlight the scores of NPCs crammed onscreen. But it also brings about the potential for several hysterical glitches, like people snapping into place like a movie extra late for the “action” call trying desperately to get their spot, or some getting constantly stuck on random pieces of furniture in houses or boxes in the market. The vibe is also rather bland, with most of the districts taking on similar, monotonous tones that just start to wear you down after some time. The game does briefly take an aside in Versailles, but even then I found myself longing for the cities and landscapes from previous games.

For the first time in a long time, in fact, an Assassin’s Creed game felt like a bit of a grind. Arno’s story, the new combat, the return to stealth, and the economy and customization were all high points. But the implementation and addition of many other ideas fell short of the quality I expect from this franchise. I can’t help but think that even with a four-year development cycle, this game needed some more time to polish and flesh out the concepts. It’s kind of funny how a franchise built around reliving history is reliving some of its own now, though—so, at the very least, I’m still looking forward to its sequel when, hopefully, they finally get a lot of this stuff right.

Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 11.11.14
6.5
Unity follows in the original Assassin’s Creed’s footsteps in many ways as the first game in the series developed exclusively for the new generation of consoles. And, much like its ancestor, for every good thing Unity does, it adds something else that just leaves you scratching your head—giving the whole experience a hit-or-miss feel that we haven’t seen from the series in a long time.
The Good A strong main narrative; combat and stealth are much improved.
The Bad Fighting the parkour system the entire game; side missions are hit-or-miss.
The Ugly All those French people…and almost no French accents.
Assassin’s Creed Unity is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

For the first time since they merged their gaming and Internet divisions back in 2009, the Interactive division of Disney finally turned an annual profit, the company announced this morning.

Attributing a large amount of the success to last August’s release of Disney Infinity, the company’s financial year, ended September 27, 2014, saw a $116 million dollar profit, with three million starter packs of the near-field communication game having been sold by April 2014.

Disney Infinity can’t take all the credit for this financial turnaround, though. Back in March 2014, Disney cut its overhead by nearly a quarter when it laid off 700 employees. Some of the fiscal success also comes from new mobile efforts for the company, like Frozen Free Fall.

“We are very pleased with the results of the first installment of [Disney Infinity] and we feel good about the launch of the second installment thus far,” said Disney Interactive President James Pitaro during an investors conference call this week. “But we will have a better sense of overall performance as we enter the holiday season.”

It was also noted in the financial statement that Disney Infinity 2.0’s shorter window ahead of the fiscal year’s end helped offset that quarter’s profits, although their Q4 was still $18 million in the black for Disney, which is $2 million more year over year for the company.

Ubisoft reports that their Q2 fiscal sales exceeded their projections by 46 percent this year.

Ubisoft’s second fiscal quarter, which lasts from July 1-September 30, netted the company 124.1 million euros ($156.6 million dollars). While this marks a decline year over year by 43 percent, it exceeded their original 85 million euro predictions.

Ubisoft’s total year over year earnings up this point are up by 65 percent at this point, attributed by the company to strong continued sales of Watch_Dogs, which launched in their fiscal Q1. There has also been a 90.4 percent increase in digital revenue in the first half of this year compared to last year.

“The very strong momentum we saw at the beginning of the fiscal year carried on into the second quarter and enabled us to once again exceed our performance expectations,” Ubisoft CEO Yves Guillemot said. “Ubisoft continued to capitalize on the popularity of new consoles, the successful launch of Watch Dogs, the quality of its back catalog and the considerable growth of the digital segment. Consequently, our operating income and cash flows improved significantly during the period.”

Reported sales by platform indicate that 21 percent of Ubisoft’s quarterly revenue came on PS4, 19 percent on PS3, 17 percent on PC, 16 percent on Xbox 360, and Xbox One brings up the rear with nine percent.

Composer of the cosmos

When you think about the library of Kinect games for the Xbox 360 and Xbox One, it’s a rather sad state of affairs. One developer, however, has consistently put their peripheral expertise to good use and taken advantage of what’s otherwise been a disappointing piece of hardware. Of course, I’m speaking about Harmonix.

Dance Central provided the group fun of Rock Band—but without the expensive plastic-toy inputs. Wanting to continue this trend but offer fans a bit of changeup from their bootyshake-prompting staple, they teamed up with Disney to explore the classic combination of animation and music: Fantasia.

Fantasia: Music Evolved is one of those few Kinect games that you can actually play comfortably from your favorite chair, because it only requires your arms. You play as Yen Sid’s—the wizard from Fantasia whose name is conveniently “Disney” spelled backward—newest apprentice, and must prove you’re worthy of wearing his magic hat in the hopes of responsibly conducting the cosmos with your rhythm-infused fingertips. As your mastery improves, new worlds full of music and sound will come alive as you play 33 classical and contemporary songs, along with unique minigames, like beatboxing with talking vegetables or harmonizing with a yeti, to add your own special tracks to each world.

Along the way, you’ll also encounter Yen Sid’s former apprentice, Scout. This is where Music Evolved differs from most other Harmonix titles, since it actually provides a story. Once you’ve grasped the gameplay basics, Scout will come along and accidentally unleash “The Noise,” a cacophony of offbeat, ear-splitting rhythms that you must vanquish from the game’s 10 worlds by playing through the soundtrack and unlocking a pair of remixes for each song. Some remixes, for example, might see a classical piece from Dvorak and give it the old 8-bit treatment or take a contemporary artist like CeeLo Green and give “Forget You” a dubstep drubbing.

This is where I found a bit of fault with Music Evolved, however. With only 33 songs at launch (more coming via DLC, of course) you can blow through the whole thing pretty quickly—and disappointingly, for a $60 title. In order to force a second playthrough, though, you can’t unlock the second remix for each song, and therefore can’t 100-percent the game unless you play each song again after beating the story mode.

While it was still fun, I felt limited by not being able to just unlock each remix and minigame on my first run and hated having to go back and play many songs that I didn’t particularly care for a second or third time seemingly just to push the game from a three-hour experience to a six-hour endeavor.

Also, 33 songs isn’t a lot at all, but I was also disappointed by the fact that a game with the word “Disney”—a company known for its fantastic cinematic music—didn’t use any iconic songs from their films to flesh out the soundtrack. One could argue that the original Fantasia only used classical compositions, and the couple of original pieces that composer Inon Zur (best known for contributing to game soundtracks such as Fallout 3, Dragon Age: Origins, and Soul Calibur V) adds are great, but then why do we have to deal with Lady Gaga and Nicki Minaj? I’d much rather have had any number of songs from The Lion King, Aladdin, Mary Poppins, Cinderella, or The Jungle Book to really hammer home the Disney feel and flesh out what quickly feels like a paltry playlist.

That said—and musical tastes aside—I couldn’t deny how much fun I had during the short time Music Evolved lasted. Each of the game’s worlds is beautifully designed in regards to the cartoonish art style, and being able to interact with each one in weird, wonderful ways filled me with a surprising, childlike glee. The Kinect picked up my motions rather seamlessly, even in my tiny living space, and as I swept my arms around and saw the bright flashes of light and color onscreen, I felt like I was indeed moving the heavens to music like Mickey back in the 1940 film. Unlike Mickey, though, it’s much harder to fail in Music Evolved, and I found myself racking up huge multipliers and nailing at least 80 percent of the moves in every given song. There’s also no option to bump up the difficulty—songs are simply rated on a 1 to 5 scale, with 5 being the hardest.

Beyond the core gameplay, though, the minigames might the brightest star in your orchestral sky. An assortment of different situations actually task you to think a little with pattern recognition and even require hopping about your living room as you charge up musical solar panels or realign the displaced pieces of a voice synthesizer. These elements aren’t limited to outside the songs, either. Five different games called “Composition Spells,” which also play an integral part to Scout’s story, allow you to mix notes while in the middle of playing a song and add a track unique to that particular playthrough.

With the ability to record game clips, you can also upload your best or most original performances to the Music Evolved YouTube channel, providing an interesting social wrinkle to what, by nature, is probably one of the least social of Harmonix’s games to date. There’s a local multiplayer component to Music Evolved, but it’s only for two people, and it can be a bit hard to track whose cues are whose when various swipes, punches, and traces start filling the screen.

Fantasia: Music Evolved may not be the deepest game, but it’s definitely a memorable one. It blends Harmonix’s ability to utilize music in interesting, dynamic ways with Disney’s uncanny knack to make most anyone feel like a kid provides a fun—albeit short—romp that once again provides that rare good Kinect experience.

Developer: Harmonix • Publisher: Disney Interactive Studios • ESRB: E10+ – Everyone 10 and up • Release Date: 10.21.14
7.5
Waving your arms in front of your TV like you’re conducting some kind of cosmic orchestra is a surprising amount of fun, but the lack of content leaves the experience feeling a bit bare.
The Good Simple, fun gameplay; looking around Yen Sid’s workshop; Inon Zur’s original compositions.
The Bad Lack of songs on disc, repeat playthroughs required to unlock all songs/remixes.
The Ugly Harmonix is still the only developer who knows how to make a fun Kinect game.
Fantasia: Music Evolved is available on Xbox One and Xbox 360. Primary version reviewed was for Xbox One. Review code was provided by Harmonix for the benefit of this review.

50 Shades of Shay

With so little information out there right now about Assassin’s Creed Rogue, I admit I was very worried about what I’d see when I finally got to play it. I was convinced that last-gen games couldn’t offer up as enjoyable an experience as their new-gen counterparts. But if Rogue proves to be the swan song for Assassin’s Creed on Xbox 360 and PS3, there seems to be no better title to possibly do it with.

Over the course of about four hours, I was able to play Sequences 3 and 5 in Rogue, where we first get to see Shay Cormac fall in with the Templars, who would tempt him away from the Assassin Brotherhood. They show him a different way of doing things—a possibly better way of doing things—and then we see his meteoric rise up through their ranks.

During these two sequences, what I found most interesting was watching how Shay reacted to how the Templars went about fighting the war, how he questioned his own motivations, and even second-guessed orders from Haytham Kenway, the Templar Grandmaster of North America at the time. This small cross-section of gameplay made me realize this was much more than a simple revenge story.

Shay has the potential to be one of the deepest, most complex protagonists we’ve seen from the series, because he’s constantly fighting a war within himself—as well as in, and around, colonial New York City. The underlying themes of “How far would you be willing to go to feel safe?” and “How much does freedom cost?” were also constantly on display each time Shay had one of those integral moments of doubt, making him highly relatable given the current temperature of world affairs.

I was also pleasantly surprised by the gameplay. When I first heard that the game was set in New York City again, there was definitely some trepidation that we’d see a lot of copied and pasted elements from Assassin’s Creed III. And, yes, the layout of the city’s roads seem to be similar to what we saw then, but because this game takes place 20 years before the bulk of Connor’s story, it’s a very different New York—one that’s not been touched yet by the Great Fire of 1776. This means new buildings to climb and new things to see, even if some will definitely serve as callbacks to previous games.

Speaking of the time period, though, I think the thing that excites me the most about Rogue is that, although you’re not playing as a Kenway, the game really seems to serve as the bridge for Assassin’s Creed III and IV, filling in key gaps in the story and tying up loose ends. Since it comes after those two games, though, it’s taking the best elements of both of them and mashing them together.

The sailing is just as good as ever, and the idea that you can now be boarded while traversing the high seas adds a brand-new dynamic to the North Atlantic and Hudson River Valley that Edward Kenway’s Caribbean in Black Flag didn’t have. Shay’s Fleet is also very different from Edward’s because while Shay is fighting the Assassin-Templar War, the Seven Years’ War is going on around him, and he can send his ships into the naval conflict of the war and actually have a more direct say in a huge historical event instead of just sailing for more coin.

Some old ideas also return in new ways in Rogue. A new economy system has been instituted so that as Shay liberates more districts from enemy control, he’ll see more money flow into his bank account. He can also spend money to fix up key buildings in and around New York to promote further development of his own wealth, all in the hopes of not only making his own life better, but hopefully better for the people he hopes to protect in the Colonies.

Rogue also brings new weapons. Besides iconic stuff like dual hidden blades and an assortment of swords from the time period, Shay will meet up with his old friend Ben Franklin, who’s working on a grenade prototype that Shay can attach and launch from his rifle. This is, surprisingly, historically accurate—Franklin did make a grenade prototype that never saw mass production. And maybe that’s because Shay was running around, using it for Templar plots instead!

We also see the return of the Stalker enemy type; they were prevalent in Assassin’s Creed: Revelations and would dress in civilian garb and try to sneak up on and attack Ezio. Similarly here, Shay’s stalkers won’t just hide in plain sight but also in outhouses and bushes to try to get the drop on him when he least expects it.

Despite my early fears about Assassin’s Creed Rogue, this short preview demo allayed much of my worries. As soon as I picked up the controller and started running around New York and then sailed out on the high seas while listening to some classic sea shanties sung by my crew, it felt like I was coming home to an old friend. But while there’s more than enough here to make Assassin’s Creed Rogue feel extremely familiar, there’s also just enough new stuff to keep you on your toes. Couple that with Shay’s compelling story, and Rogue does more than enough to remind us that last-gen isn’t quite dead yet.

The very first open tournament for Call of Duty: Advanced Warfare will be held November 28-30 in Columbus, Ohio, Major League Gaming announced today.

Featuring 140 of the best Call of Duty eSports teams in the world, the tournament will be streamed live from MLG.tv and will officially kick off the first season of the Call of Duty: Advanced Warfare MLG Pro League.

Call of Duty eSports has become a mainstream phenomenon–there’s nothing else like it,” said MLG CEO Sundance DiGiovanni in a press statement. “With the introduction of Advanced Warfare, we are positioned for continued growth showcasing the best players in the world on MLG’s premier platform for a global audience of passionate eSports fans. This is just the beginning.”

The winning team will be awarded $25,000, 25,000 MLG Pro Points, and the last four spots in Season One of the Pro League.

If you happen to be in the Columbus area, VIP and spectator passes for the tournament are available for purchase if streaming it just isn’t enough for you.

Call of Duty: Advanced Warfare will be available for public consumption on Windows PC, PS4, Xbox One, PS3, and Xbox 360 November 4.

Dostoyevsky would be proud

Even before his recent upswing in popularity due to Benedict Cumberbatch’s modern portrayal, Sherlock Holmes has been one of the world’s most beloved fictional characters ever since Arthur Conan Doyle penned his first adventure more than 125 years ago. Given his penchant for puzzle-solving and dealings with quirky characters, Sherlock Holmes seems like a perfect fit for the world of gaming.

Unfortunately, most of his gaming efforts haven’t really moved the needle. But developer Frogwares decided to give it another go by infusing this latest effort, their eighth with the deerstalker-capped man from Baker Street, with some elements we’ve seen from the modern TV shows.

Crimes & Punishments keeps the traditional setting of late-19th-century London, where you control Holmes over the course of several months as he’s confronted with six unrelated cases that deal with that most primal of crimes: murder. Taking a page from Cumberbatch and company, however (aside from the integral notebook, where you can easily reference facts for recalling later), this Holmes iteration has what can only be described as his own personal “mind palace.”

When key clues come up via witness testimony, examining the evidence, or some inventive re-enactments between Holmes and his trusted companion, Dr. Watson, the world’s most famous detective can piece together related facts to draw conclusions that appear as nerve endings in his mind. When enough conclusions can be clustered together, Holmes will have the ability to convict a potential felon.

Aside from how the ability to piece clues together in his mind, Holmes also has the ability to instantly analyze a suspect, looking them up and down and drawing conclusions—sometimes key ones like noticing particular tattoos or dirt under the fingernails. This “instant profiling” draws another parallel to the modern Holmes incarnation, and it’s another welcome addition in making players feel more like the great detective.

Something else new, though, is that Holmes can actually be wrong. Most cases will provide evidence that could allow Sherlock to convict multiple suspects, and while the game will move forward even with an incorrect conviction, you’ll always know that you sent the wrong man or woman to face the hangman. Though I thoroughly enjoyed the extra challenge that multiple suspects provided, since it really did make me pay closer attention to everything involved with a case, I wish there’d been more of a penalty for coming to a wrong conclusion and that some real weight had been provided to this branch of the morality system.

Even when you do solve the case, you don’t have to convict the culprit of anything, since Holmes uncovers crimes of passion or long-unpunished abuse finally facing karmic retribution. But, again, no matter what you choose—whether it means sending the criminal to jail or finding a shred of humanity within Holmes and absolving those responsible—there seem to be no real consequence to your actions beyond how they affect that single character.

Another disappointment was one of my own making, but I still felt cheated a bit while playing the game. If you should look at the Trophy or Achievement descriptions, the culprits for all six cases will be spoiled for you, since special actions involving those characters are tied directly to proper convictions. I know that may seem minor, but you’d think that something like this wouldn’t have gone unnoticed by the developers, and it took away some of the challenge the game would’ve otherwise offered.

Despite the fact that the final verdicts were somewhat spoiled, I was surprised at how much fun I still had working out the process to find enough proof to convict someone. While most puzzles are unintuitive in regards to their controls, they offer enough of a mental challenge to practically make the game worth playing in and of themselves. And the variety was welcome, with only the lockpicking puzzles repeating frequently throughout all six cases. Whether it was controlling both Holmes and Watson to work a series of switches or using Toby, Holmes’ trusted Basset Hound, to sniff for clues, my only complaint is that I wish some of the puzzles had been reused more often because they were so fun.

Unfortunately, a few glaring flaws persist. The graphics aren’t the prettiest, even on the new generation of consoles, and though the voice acting for the major characters will grow on you, these actors aren’t going to win any awards for their distant, disconnected performances. At least Holmes being distant and disconnected fits the character, but not with anyone else.

Despite these cut corners, Sherlock Holmes: Crimes & Punishments does a fine job of teasing your brain into coming up with the right conclusions. I wish the new morality system was more fleshed out, but the other additions help make this 19th-century stalwart character appeal to a modern audience, and I can’t wait to see what adventures Frogwares has planned next for Holmes and Watson.

Developer: Frogwares • Publisher: Focus Home Interactive • ESRB: M – Mature • Release Date: 09.30.14
8.0
Fun puzzles, inventive murders, and new crime-solving features help make up for a morality system that needed far more fleshing out to be effective.
The Good Strong emphasis on puzzle-solving; open-ended solutions for each case.
The Bad Unintuitive puzzle controls; lack of moral weight to choices.
The Ugly The Trophies and Achievements spoil the end of each case if you look at them beforehand.
Sherlock Holmes: Crimes & Punishments is available on PS4, Xbox One, PS3, Xbox 360, and PC. Primary version reviewed was for PS4. Review code was provided by Focus Home Interactive for the benefit of this review.

United we stand

In many ways, Assassin’s Creed Unity aims to be the most ambitious game the franchise has ever seen. Featuring systemic gameplay, narrative driven co-op that uses the same world as the single-player campaign, and a huge emphasis on stealth mechanics that bring the series back to its roots—especially Assassin’s Creed II, which many still consider the best—Unity has vast potential as the first Assassin’s Creed developed solely for the new generation of consoles.

With all that in mind, I was excited to finally get the opportunity for some quality hands-on time with Unity, about four hours in all. Unfortunately, from the sample I played, Unity goes a bit too far back in time when it comes to Assassin’s Creed, because it reminded me more of the original game with Altaïr: tremendous ideas alongside some very poor execution.

My demo consisted of Sequences 3 and 4 in protagonist Arno Dorian’s timeline. He’d just been fully inducted into the Assassin Brotherhood and now had access to the entire city of Paris while he carried out missions to further the Assassin cause—and here’s where my first issue arose. Unity includes a new progression system where, much like in an RPG, players will be able to buy skills and abilities for Arno and customize him as they see fit. Since I was already into Sequence 3 when the demo started, I had some ability tokens in the bank. I like the idea of a progression system and unlocking more moves as you go along; when I went to assign these tokens, however, I was shocked at just how bare-bones Arno was.

Skills that we’ve come to expect over the years, like crowd blending, double assassinations, and even just carrying a pistol, all needed to be purchased with skill points. If he was a full-fledged Assassin now, I hate to think of what he’s like in Sequences 1 and 2. What exactly did he learn from his teacher? How to pull the hood up over his ears? I’m not expecting Arno to have everything at his disposal from the get-go, but these skills in particular are staples of what it means to be an Assassin—especially during the setting of the French Revolution in the late 18th century—and the fact that I had to spend points just to raise Arno up to the standards of those who came before him made me feel extremely underpowered. I suppose that’s one way to artificially amp up the difficulty, though.

And since skill tokens are acquired by completing many of the side missions around Paris, it’s also a way to force you to deviate from the main narrative. This could be a way to artificially extend the game, however, because the sequences I played were only four missions long, making me worry greatly about the length of the main narrative compared to previous games.

It also plays into a lot of the new systemic gameplay, where the player can tell their own story and have it play out as they wish—it’s very cool to see random fights break out in the streets as warring factions butt heads or approach an assassination target from multiple directions. Unfortunately, though, the only word that came to mind for me during some of these missions was grind. Yes, the sidequests are far more entertaining than hunting animals, since they’re a story within a story, but I felt like I was being pushed away from the main narrative instead of being sucked into it, simply because I needed to make Arno a more formidable force to take on the difficulty as it ramped up. And let’s be honest, folks—for most of us, the story is still the main draw.

Now, that’s not to say that Arno can’t defend himself at all. With his hidden blade, he can still stab people in the face rather effectively. But one change that I didn’t mind related to the combat, which is far more difficult than in previous games—piling up bodies in the street as never-ending waves of enemies swarm is a thing of the past. If you’re not trained well enough, taking on more than three foes will probably spell the death of you, since the counter button’s been removed. In its place is a parry button that must be perfectly timed for you to take advantage of your off-balance foes. Enemies also strike more quickly and more effectively, which puts an emphasis back on stealth and smarter enemy encounters. It’s now a must to wait for guards to be alone before going in for the quick kill or use the whole gamut of tools at your disposal, like poison gas, smoke bombs, and noisemakers.

You can also strengthen Arno by purchasing new items. You’re able to buy dozens of different outfit parts, such as hoods and boots, and you can swap between all items you acquire to accentuate different statistics in four key categories: armor, stealth, health, or effective range of weaponry. This aspect of customization and progression is a lot clearer, and it hearkens back to buying new armor and weapons in Assassin’s Creed II. I will say that the interface back then was a lot sexier than what we see here in Unity, though.

And speaking of Assassin’s Creed II, another aspect that I loved seeing was the Café-Theatre. It basically serves as Arno’s version of Monteriggioni, Ezio’s upgradable home and fortress from Assassin’s Creed II and Brotherhood. As you buy upgrades and renovations, you can unlock new missions and items—plus, you get a treasure chest that keeps collecting money as the café makes more money from its customers. Along with the new missions from Café-Theatre, Unity also sees a spiritual successor to Assassin’s Creed II’s glyph puzzles, called Nostradamus puzzles here. Since they’re so directly tied to landmarks, I wasn’t able to solve any during my demo time. The landmarks seemed to already be unlocked in-game, and many of the buildings just started to blend together, which sometimes made climbing up to a synchronization point a bother.

This leads me to another negative: the new parkour system. I actually felt like I had less control over Arno than most other Assassins before him. Unity features a new control scheme that allows you to parkour up or down across much of the landscape, and I admit that it takes some time to get used to. Once you’re experienced, though, and can pull off all manner of flips and stunts, it still feels like you’re fighting the controls to get them to go where you want—or, worse yet, you go bounding off in the completely wrong direction. Since there’s such a return to emphasis on stealth, the last thing you want is a lack of pinpoint control when free-running through Paris.

Besides the two single-player sequences, I also got to try out two co-op missions. The first one, the Heist, is great for earning a lot of quick cash, but it’s really meant more for players near the end of the game. Coordination among the team is critical, since Heist missions require four players to infiltrate a heavily guarded location and raid it to stuff their pockets with gold. If you get spotted, you’ll walk away with less gold, and if one person dies, the mission restarts.

Though I enjoyed the concept, everyone playing was at such a high level that we just started spamming attacks, throwing a bevy of smoke bombs into every room and then running in and clearing it out. I know that’s not the purpose of the game mode, but when you’ve got 25 smoke bombs, they’re cheap to buy, and you can walk away with as much as 60,000 credits, it’s hard not to.

The other co-op mission was the more narrative-driven one—and I loved it, because the reason I still play Assassin’s Creed is for the story. In this mission, I had to save a French spy who’d happened upon a Templar plot. Once they found him out, the Templars branded him a traitor and sentenced him to death. First, I had to free him from the Templars and then help him escape. My co-op partner and I were a force to be reckoned with as we used our environment to our advantage and quickly dispatched the Templar agents in our way, zigzagging across rooftops and using our smoke bombs when necessary to escape.

I appreciate that Unity offers players more to do than ever before. Whether it’s the new sidequests or the openness with which you can complete missions, it definitely feels like a step in the right direction for the franchise. But I can’t get over the progression system and the shoddy parkour. These are two definite missteps—and I worry about how they’ll affect the main game as a whole when Unity releases next month.

Hitting the hardwood

Trailers and behind-the-scenes looks at NBA Live 15 have continued to show steps forward since last year’s abysmal return after the franchise’s self-imposed three-year absence from the gaming scene. The next hurdle the NBA Live franchise needed to clear in order to continue its battle back to relevancy, though, was finally letting the press go hands-on with this year’s iteration.

After playing a pair of games as my New York Knicks, and getting about an hour’s worth of hands-on time with NBA Live 15, I can say there’s been a clear step forward in how the game handles itself on the court (I just wish I could say the same about the Knicks!). Starting off with a brief tutorial where I played as cover athlete Damian Lillard of the Portland Trail Blazers, I was taken through the ins and outs of basics of offense: passing, shooting, dribbling, and alley-oops. The HUD showed each player’s stamina bar, and a meter let me know my chances of making a shot from a particular range and how open I was. I then got the chance to move to a 5-on-5 scrimmage to try out everything I just learned.

On offense, I was immediately able to make significant strides as I stepped confidently down the lane for a powerful dunk with Amar’e Stoudemire or kicked it out to Carmelo Anthony in the corner for a clutch three once we moved to real game action. Ball movement felt swift and, for the most part, accurate. There were some moments in my haste, however, whether trying to beat the shot clock or the end of a quarter, where I wanted to pass to one player and instead passed to another, which led to an ill-timed turnover—and led to my questioning the intuitiveness of the system. Maybe I just needed more time with it, but there were several moments where the ball just didn’t seem to go where I wanted.

Another thing I noticed on offense was the new rag-doll physics. Though they weren’t prevalent throughout the court, everything near the basket seemed to have improved physics, with players naturally adjusting in mid-air to work around a steadfast defender in the paint or taking a hard foul and contorting in ways that would accurately depict contact. Considering the amount of action that usually takes place around the basket, it was impressive to see when players would fight for rebounds or try to draw a foul on a layup for a potential three-point play.

Unfortunately, there’s a lot more to the game of basketball than what the tutorial showed me, like the entire defensive side of the game. For as competent as I felt on offense, the only thing I felt when transitioning to defense was dread. At least in the demo, NBA Live 15 didn’t do nearly as good a job of teaching the defensive basics as it did the offensive elements. I ended up in foul trouble more often than not as I tried learning the best timing for steal attempts. Meanwhile, shot-blocking was an endeavor I’d rather forget about, and my players flew away from the shooter about often as they succeeded in getting a hand in the opponent’s face.

And in those few instances where I actually succeeded in making the shot attempts more difficult for my opponent, I had no idea how to command my players to box out, and my frustration only grew as I gave up offensive rebound after offensive rebound. These are basics that the game should’ve focused on just as much as passing and shooting.

At least the presentation for NBA Live 15 appears to be top-notch. Mike Breen and Jeff Van Gundy’s commentary, representing ESPN’s No. 1 broadcast team, provided a lot of authenticity to the presentation, and their commentary was hysterical—especially when talking about James Harden’s beard when facing the Houston Rockets. Meanwhile, Jalen Rose hosts the pre-, post-, and halftime shows that give game highlights and spotlight superstar players in a way that would make you feel like you’re actually watching an ESPN/ABC broadcast of the NBA.

I walked away from my NBA Live 15 time with more positives than negatives, and I definitely had fun while playing it. But I also think that if it’s going to successfully close the gap between itself and NBA 2K, it’s going to have to deliver a more complete package than what I saw in my brief hands-on time.

Best for business

Back in August, when I got to go hands-on for the first time with WWE 2K15, 2K revealed that the series would fall more in line with NBA 2K and feature a career mode for the first time. This past week, I was able to go hands-on with MyCareer mode for WWE 2K15 for about 45 minutes and take a look at life in the squared circle at three separate stages.

First, however, I must say that I was a bit disappointed I wasn’t allowed to play at all with the customization features for which the series is known. Of course, you’ll be able to do this in the final game, but “my” wrestler was pre-made. Although the couple of created characters we played with gave a nice overview of different hair colors, body types, and luchador masks, it wasn’t really the same as actually being able to dig through the creative options.

Beyond this, though, WWE 2K15’s MyCareer mode impressed me in a lot of ways. I began my journey as a wet-behind-the-ears rookie with a 55 overall rating. Without any pomp and circumstance, I was thrown into one of the seven rings available at a digital re-creation of the WWE Performance Center in Orlando, Florida, the company’s new home for training up-and-coming superstars.

And who was there, immediately barking orders and telling me how awful I was? WWE head trainer Bill DeMott. Now, Mr. DeMott is a very nice person, and I was fortunate enough to actually meet him at the Performance Center last week. But when you’re one of his students and you step into one of his rings, things change, and my created wrestler had Bill’s ire fall upon his head several times—and it was awesome.

As I worked matches in the ring, I received a one-to-five-star rating based on how I did in the and the show I put on for the crowd (if there’d been an audience besides good ol’ Bill). A match’s ebb and flow is also taken into consideration, so dominating against a jobber might not be best for business when you’re trying to tell a story in the ring. This made the new stamina bar (which I’ve now confirmed cannot be turned off) make a lot more sense, since it allowed my opponent a chance to get in a few strikes and provide at least a little bit of offense as I tried to catch my breath to perform my finisher. After the match, I got points to spend on my wrestler and level up his in-ring abilities, such as arm strength, speed, and stamina.

Once I was done messing around with my rookie, I flashed forward in my career and made it to the main RAW roster. At this point, I’d only been on the show a few weeks. It was immediately evident that no matter whether I won or lost, MyCareer mode would carry on and adjust accordingly. If I was in the midst of a rivalry, matches against other wrestlers weren’t as important, but they helped set up the story—a rival might interfere with our match or try to get in a cheap shot when I wasn’t looking. And even if I lost the match against my rival, I could still elevate my status in WWE and try to become a main-eventer.

Since the WWE had clearly invested a lot in me, though, in order to help elevate my brand, they wanted me to start a feud with an established star—and, in my case, I drew Daniel Bryan. I had the choice of shaking his hand to start a friendly rivalry or giving him a low blow. I gave him the low blow, which promptly started a “No!” chant led by my character.

I then flashed forward one more time to almost seven years into my career. By this point, I’d won a few titles, including the WWE World Heavyweight Championship, and main-evented some pay-per-views. I was still wrestling at a high clip, but then Brock Lesnar decided to show up and demonstrate what he thought of me by F5’ing me in the middle of the ring. This prompted a Twitter feud between Brock’s advocate, Paul Heyman, and me, where I could choose to respond to Heyman via a couple of options—much like I had the choice on how to kick off my feud with Bryan. Meanwhile, in the ring, over the course of several weeks, Brock and I continued getting in each other’s faces—until finally, Heyman said the two of us would meet in a no-disqualification match at the next PPV.

Though I only saw a brief glimpse of MyCareer mode, it definitely feels like something that I could play again and again just to see how my superstar’s career could change each time based on decisions I made. Also, storylines you might see in real life started to unfold organically, which made it feel like I was watching actual WWE programming and not just playing a game. If MyCareer can give me this feeling for hours on end, WWE 2K15 now has a mode to elevate the franchise to the next level—and I can’t wait to really dig into it on the new generation of consoles.