Category: Written


TriForceHeroesHeader

Fashion faux pas

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

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

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

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

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

ZeldaDress640

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

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

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

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

BossBattle640

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

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

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

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

TriForceHereos640

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

NYCC2015PreviewHeader

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

MEcatalystcombat640
Mirror’s Edge Catalyst
Developer: EA DICE • Publisher: EA

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

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

 

Unravel640
Unravel
Developer: Coldwood Interactive • Publisher: EA

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

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

 

Indivisible640
Indivisible
Developer: Lab Zero Games • Publisher: 505 Games

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

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

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

 

theguest640
The Guest
Developer: Team Gotham • Publisher: 505 Games

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

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

 

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

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

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

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

FarCryPrimalHeader

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

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

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

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

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

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

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

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

WWE2K16OctoberHeader

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

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

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

DanielBryanFinisher

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

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

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

AmbroseChargedFinisher

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

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

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

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

StoneColdPinning640

NHL16_Header

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

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

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

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

NBALive16Header

Semi-pro

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

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

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

ProAmNBAlive16

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

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

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

LiveUltimateTeam

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

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

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

Customization

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

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

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

CarmeloNBALive16

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

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

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

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

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

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

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

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

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

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

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

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

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

 

Everything old is new again

A lot of focus went into the style and physics of last year’s NHL title, and in some ways it paid off. A hockey video game had never looked or played better than NHL 15, but in order to stay on its yearly schedule, EA Canada had to make sacrifices and cut featues—a lot of features. To the chagrin of its long-time fans, many aspects only came back in patches well after the game’s launch, and some modes never returned at all. With another year to work, however, NHL 16 brings the series back up to the standards set in previous years—and with an extra coat of polish for good measure.

The biggest returning feature is the beloved EA Sports Hockey League online mode and the 6-on-6 gameplay EASHL is known for touts two key additions. The first of these improvements is online couch co-op. Now, you and a friend can play on the same console and drop into a match whenever you both want making communication and practicing together easier than ever.

The other is player classes. The NHL series has long featured a dozen classes for forwards, defensemen, and goalies in their single-player modes, but as a part of online player customization, you can now choose the class you want to play with in NHL 16‘s EASHL. Having a balanced team will be critical to victory, but nothing may be more important than who plays as your net minder.

For too long, goalies have been ineffective in EASHL and it was often due to the clunky controls more so than the players themselves. Therefore, NHL 16 has introduced brand-new goalie mechanics. With a click of a trigger, you can drop into a butterfly and make yourself “look big” in net, or flick the right-stick to dive in front of the open goal mouth for that spectacular blocker save at the last second. I messed around with the goalie controls offline as not to embarrass myself too badly with them in an actual EASHL game, and although I still gave up five goals in a Rangers 6-5 win over the computer-controlled Blackhawks, gameplay in the crease is definitely a step up from what we’ve seen in the past.

I actually got to test out EASHL online with a full complement of 12 players, and besides a little lag at the start of the first period, it was just as exciting as ever. I helped lead my team to a thrilling 7-5 win in a scorefest, during which I picked up both a Gordie Howe hat trick and a regular hat trick from my natural gaming position of left wing, and choosing to play as a power forward.

While the online focus will surely be on the rebirth of EASHL, Hockey Ultimate Team—the NHL series’ other beloved online mode—has undergone some changes, too. The majority of the experience remains relatively similar—including the UI for the mode, which still could use some work when it comes to making your lines and getting your team ready to play. But a totally refreshed single-player mode has been added, providing players a less pressure-filled situation to try those new lines out in, earn pucks (HUT’s online currency that allows you to earn packs featuring additional players), and move up through a whole new set of divisions.

The idea of a HUT single-player mode is a good one, and something fans have wanted for a while, but its implementation could’ve been so much better. Taking on a similar structure to the online version of the mode, single-player HUT has you play through divisions as you try to create a powerhouse fantasy team. By winning, you’ll move up until you reach the top. The problem is that only the Rookie difficulty setting is available at the start of the mode, since you need certain card requirements to unlock higher levels.

Sure, you could just buy new packs with real world currency, trying to get the cards you need, grind away online, or save up the daily puck rewards for playing on consecutive days. But if you want to get right into the mode, Rookie difficulty is just not fun at all for a veteran player of the series—so those unlock requirements were very frustrating to find.

I won my first four games in single-player HUT by a combined score of 97-6. No, that’s not a typo; I averaged well over 20 goals a game on Rookie. After that, I had no desire to play the mode ever again. Either HUT single-player needs to be balanced better so that Rookie offers a challenge, or the difficulty unlocks need to be done away with. After all, it’s a single-player mode in a sports game. There’s no reason you shouldn’t be able to decide how much of a challenge you want from the start.

Speaking of single-player modes, NHL 16 hasn’t forgotten about its offline suite of gameplay options when it comes to getting the game back up to speed. First off, all the solo modes you expect are there. NHL Moments Live remains exactly the same as last year, allowing you to again replay the previous season’s most impressive moments and either replicate or change history depending on the stipulation, and will feature new content as epic games happen over the course of the new season.

There’s also Be a Pro, where you can create your own prolific hockey superstar and follow him or her over the course of a 20-year career. This mode remains mostly the same, as well, but has improved coach feedback and training between games, and brings back “classic versus simulation” options that were missing from NHL 15. Basically, the difference between the two is whether or not you can simulate between your Pro’s on-ice shifts, creating two very differently paced experiences. Besides this, Be a Pro (along with the other game modes) has added playoff beards. A truly minor detail, but yes, you can now choose how your facial hair will grow if your team makes it into the playoffs.

If you prefer to have a more top-down view of your hockey franchise, there’s the classic Be a GM mode, where you can run the day-to-day operations of your franchise like a super-executive, trying to bring your team a Stanley Cup and maybe even build a dynasty. The big change that’s come here is a new Morale system. Inspired by the Martin St. Louis/Ryan Callahan trade between the Rangers and Lightning a couple years ago, players will now tell you in Be a GM when they are or are not happy, and can even demand a trade. This affects your overall team morale, which boosts your players’ stats when high and decreases them when low. If you start wheeling and dealing players, it could actually put a sense of dread in the locker room, but getting rid of a nuisance could be a game changer. These are things you’ll need to keep an eye on, and knowing the pulse of your dressing room is a fun new way to interact with your franchise.

Even though the modes are mostly about getting back to the old status quo, the overall gameplay has seen some significant changes. Sure, there’s the tweaking of physics and skating mechanics that we see from polishing the game on a year-to-year basis. Arenas are more realistic, too, with authentic goal songs added and the presentation package adjusted to fit in with NBC Sports’ real-life changes. And there are the aforementioned goalie controls.

In terms of how you play and learn the game, however, the new on-ice visual trainer is the biggest revision to NHL gameplay since the league added delayed offsides and the trapezoid behind the goal crease. Turn on this optional feature, and you’ll see a new overlay during gameplay that tells you very clearly where your passes would go, where your shots would hit on the net (if at all), and even tells you what kind of check to use on defense. More experienced players, such as myself, might scoff at this idea, thinking it’s just for newcomers to the franchise. But if you choose the adaptive training option—so NHL 16 picks up on your skillset dynamically—after just a couple games it’ll focus on more advanced aspects, and I found that even I still had a thing or two to learn. Thanks to the visual trainer’s advice, I have a better than 50-percent winning percentage in the faceoff circle for quite possibly the first time ever. My passing percentage is up, and while I’m not scoring so many more goals to make the game no longer entertaining (unless it’s single-player HUT), I’m definitely putting the biscuit in the basket at a better clip.

Without a doubt, NHL 16 is better than its direct predecessor. But when I look at the product as a whole, while there are some welcome new features—and some that need more work—NHL 16’s most significant points come from adding old stuff back in, making the experience come across more like it’s just catching up to what it was before the console generation shift. That said, NHL 16 feels like a welcome return to form for the series, as solid top to bottom as the ice we skate on.

Developer: EA Canada • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.15.15
8.0
New aspects in NHL 16 like the on-ice trainer and the Morale system in Be a GM give the game some welcome layers of depth, and the actual gameplay is as good as ever. However, you can’t help but get the sense that the biggest additions to this year’s game just came from putting back features that were cut from last year’s title.
The Good The new morale system in Be a GM. The on-ice visual trainer will teach even longtime players something new. The return of so many features initially lost in the console shift.
The Bad Single player HUT seasons needs balancing. Even with all the new and returning features, it felt like too much of this year was spent playing catch-up.
The Ugly The fact someone might actually want to grow a playoff “beard” like Sidney Crosby’s.
NHL 16 is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Online portions were tested at an event at EA Canada. Review code was provided by EA Sports for the benefit of this review.

Leaving the competition in its dust

Forza has become the Call of Duty of racing games. Every autumn for the past five years, a new entry in the franchise—counting the Horizon spin-offs—has been released. So, I was worried this year’s entry would simply be another mediocre improvement over the past couple of games, and that it might grow boring without the open-world gimmick or festival backdrop of Horizon. I was wrong. Just like how Call of Duty, Assassin’s Creed, or any other annual franchise is sometimes able to overcome the limitations that inherently pop up from a 12-month release cycle and knock one out of the park, Forza Motorsport 6 similarly takes the series to new heights.

As soon as you start the game, you’ll be introduced to the first major change in Forza 6: its Career mode, which is broken up into two separate parts. The first is “Stories of Motorsport.” Here, Forza 6 takes it upon itself to explain how much racing touches our lives, while guiding us on a tour through the world’s greatest tracks and hottest automobiles. Beginning with street legal sports cars, Career moves through five separate volumes. In each, you’ll race through three different series comprised of four to six tracks before being allowed to advance to the next volume, which feature progressively more impressive and powerful cars.

A nice touch in helping to get the message across is the history you’re given of the cars you’re driving, why they appeal to people, and what to expect over the course of your circuit—all narrated by guest commentators ranging from Top Gear’s Richard Hammond and James May to winners of IndyCar or the 24 Hours of Le Mans. I came to look forward to the little tidbits of info each intro gave me before a race, like Watkins Glen holding the first pro race post-WWII in the US, or that the tower at Circuit of the Americas is 251-feet tall.

Stories is a great twist on Forza’s Career, and the loose narrative really helps pull you through the mode—especially when the same tracks start to repeat. For me, though, the real fun began with the second part of Career: the new Showcase events. Showcase events originally debuted in Horizon as special one-off races in ridiculous but fun scenarios where you’d race planes, trains, as well as automobiles.

In Forza 6, the Showcase events are actually 10 different series of themed challenges. Some, like those inspired by Top Gear, are more light-hearted, such as bowling with a Jaguar F-Type or racing against the “Digital Cousin” of the Stig. Others are more purely race driven, such as passing challenges or turning trials inspired by those you’d see at the Bondurant High Performance Driving school. There are even endurance challenges where you’re asked to go literally dozens of laps in one race. Similarly to Horizon’s showcases, each of these special challenges will put your skills to the test in ways that are anything but dull.

Forza 6 didn’t just focus on the single player when it came to changes, however. Multiplayer remains a big aspect of the game, and it starts by making the online experience a lot less intimidating for folks. While there will always be those in the online community who care more about crashing into other players than actual racing, Forza 6 is trying to help serious racers find better-quality races through a new online mode called Leagues.

Leagues run races over a period of time and will be broken down into a variety of car types. The more you race in a given league over the time period it’s open for, and the better you place, the more likely you are to win the league and get a nice payout of credits. The main difference between Leagues and traditional multiplayer is that everyone in these league races are ghosts. You are still racing live players, but the fear of an untimely collision costing you a pedestal position is gone. Leagues offer players a chance to still play other like-minded racing fans, but the competition falls squarely on how well you can or cannot drive, without affecting anyone else around you.

This is a brilliant move for Forza, and should only help the competition aspects of its online features. Leagues also shouldn’t affect the traditional multiplayer audience too much, as they’re locked into certain car types when created. Traditional multiplayer, meanwhile, will let you customize each individual race on the fly, still giving players a sense of freedom—even if all they want to do is see a BMW M3 T-bone a Corvette.

These changes to single- and multiplayer should add a lot of replayability to the game. But, they’re only one part of what makes this a great racing package. Forza 6 continues the series’ legacy of great driving physics and gorgeous graphics. Plus, the game is launching with 460 cars and 26 tracks on disc, far more than were available at release for Forza 5. Each race can now support 24 cars both in online and offline modes, making for some epic 24-player multiplayer League sessions—which I tested and saw working without any issue whatsoever. Of course, this was a week prior to the launch of Forza 6, so it’ll be interesting to see if everything holds up on day one.

The most impressive part about the gameplay now, though, has to be the night and rain aspects. Although both were introduced in Horizon 2, they’ve been revamped for Forza 6 in ways to make each track that supports them feel completely different in those variants. Puddles now accumulate on asphalt, forcing you to brave plowing through them or altering your course to steer clear, as hydroplaning is a legitimate concern. The gleam of headlights in your rearview mirror at night can become a distraction, with light sources acting dynamically in ways we’ve never seen from a racing game before. And different surfaces will react in distinctive ways to each one, as dirt becomes muddy in the rain, and track barriers may throw off unexpected glare depending on what angle your headlights catch them at. For those tracks where these new options are available, driving in the rain or at night keeps the experience feeling fresh, and makes each track variation feel like an entirely brand new course.

Not every track supports rain or night, however—and since many tracks are being carried over from Forza 5, you’re likely to get an unwelcome case of déjà vu with courses like Laguna Seca that remain entirely the same. Sure, some such as Rio have reverse versions, and it’s more realistic since not every track will run at night or in the rain, but it would’ve been nice to pull back on the sim a little and give every track at least one of those variations.

Speaking of toning down the sim, also returning is the bevy of assist options to help customize your racing experience, boosted with two major additions. First, you can now adjust Drivatar AI when racing offline. This means that if you don’t feel like facing particularly aggressive drivers, you can now dumb down the Drivatars so you have a more civil racing event.

The other major addition comes in the forms of Mods, which can be purchased as packs in the same way as you would new cars. Some Mods make the race more difficult, like lowering a car’s stats but rewarding you with more credits and XP at the end of a race. Others give cars boosts to stats or improve payouts. How you utilize them is up to you, and depends on what experience you’re looking for.

And while on the subject of credits, the final major change we see in Forza 6 this go around is with the game’s economy. There are no microtransactions at launch; whether or not this means they’ll be added later is another story, but at the very least, everything you get on day one is earnable in Forza 6. And with the Horizon 2 prize spinner coming over—now with a Press Your Luck game show flair instead of a slot machine motif—it’s easier than ever to earn credits, with huge bonuses coming your way when you level up both your driver and your car affinity. Admittedly, it still takes some time to grind for those really expensive, seven-digit price tag cars like a Bugatti Veyron or a Chevy IndyCar, but it’s not nearly as bad as it was in previous games.

By taking and improving on elements from the Horizon games, re-vitalizing the Career mode, introducing new modes like Leagues, and adding night and rain to the gameplay, Forza Motorsport 6 is without a doubt the best game the series has seen yet. If the franchise continues to grow and change at this rate, then it’ll be a welcome sight on the annual list of autumn game releases for years to come. For this season, though, Forza 6 is a must-play for all racing game fans.

Developer: Turn 10 Studios • Publisher: Microsoft • ESRB: E – Everyone • Release Date: 09.15.15
9.5
Forza Motorsport 6 is a welcome shot in the arm for the series. Easily the best entry the franchise has produced, Forza 6 introduces tons of new online and offline gameplay that should make players want to stay in the driver’s seat for as long as possible this fall.
The Good Rain and night provide enough variation and new challenge to forget about the repetition in tracks. Superb graphics and physics.
The Bad Can still feel like a bit of a grind when saving up for the most expensive cars.
The Ugly Having someone other than a member of the Top Gear team introduce The Stig.
Forza Motorsport 6 is a Xbox One exclusive. Review code was provided by Microsoft for the benefit of this review.

A temple better left untapped

Last year, Hitman GO’s board game aesthetic and challenging puzzles provided a breath of fresh air for everyone’s favorite bald murder machine while still channeling the stealth and tactics the main series is known for. Not satisfied with just giving Agent 47 the tabletop treatment or continuing to build new boards for the burgeoning spin-off franchise, Square Enix Montreal decided Lara Croft could use her own GO-style makeover. Unfortunately, they should have stuck with the assassin.

Lara Croft GO sees the titular tomb-raiding heroine in search of an item called the “Atlas of Beyond”. While exploring a temple that supposedly houses the artifact, Croft accidentally awakens the Queen of Venom, a gargantuan snake so large that it could slurp Lara up whole with one snap of its massive jaws. She must now find the Atlas while dodging both the Queen and the temple’s many traps if she has any hope of telling the tale of her latest adventure.

Lara Croft GO is almost nothing like its predecessor, making it all the more curious that it carries the GO name brand. The change you’ll most likely notice immediately is the scrapping of the board game motif. Even though it is broken up into stages, the tomb that Lara is exploring is one world that tries—and often fails due to a lack of general explanation—to convey a continuous narrative. The characters are no longer simplistic tokens, but fully realized models that move like you’d expect from more traditional games. The stages themselves have lost all notion of being part of a tabletop setup besides the path lines drawn for Lara to follow as she and the enemies she’ll encounter move one spot one finger swipe at a time. This gives the game an art-style more reminiscent of a cheap Tomb Raider knockoff than something that has an entirely original look to it like Hitman GO did.

The only other gameplay aspect besides movement that carries over between the two GO games is that Lara can only kill enemies from the side or from behind. Giant spiders, snakes, and humanoid lizard people are some of the creatures Lara will encounter while searching for the Atlas. Confusingly, though, Lara carries her iconic dual pistols throughout the game. It makes little sense for her to be wielding them if she can only attack from the side or from behind. And if she finds a spear or a torch, then she can approach enemies from the front or from a distance. Since when are torches and spears more powerful than guns? I found it to be an odd choice to say the least that this was the one rule brought over.

Lara Croft GO also at no point feels like it tries to do justice to the Tomb Raider games. Hitman GO’s strategic requirement lined up perfectly with what Hitman is known for. My hope was that LC GO would find a way to incorporate some sense of exploration, or branching paths at least, to pay homage somehow to Tomb Raider. If Square Enix Montreal had kept pushing the board game feel of everything, maybe they could have gone with a Betrayal at House on the Hill style, with random tiles being added to the world mid-stage the more Lara explored instead of everything being laid out on a single path for you from the beginning. This also could have helped with replayability, but as is, Lara Croft GO is too linear an experience to be that enjoyable, and completely ignores what it means to be Lara Croft.

While on the subject of replayability, this is something that Lara Croft GO sorely lacks. Hitman GO offered up multiple objectives per stage, allowing players to continue forward if they wished after accomplishing the hit, but rewarded players who could master every stage, which often required multiple playthroughs. LC GO has rewards, too, with alternate costumes for Lara if you find the various hidden items on each stage. The problem is that all 120 of them are in plain sight as you advance, and only need a fourth-wall breaking tap—as in Lara doesn’t need to be anywhere near the collectible—to retrieve them, making them nigh-impossible to miss.

The one saving grace Lara Croft GO has is its puzzles. About 40 different stages will test your mental acuity as you navigate through winding temple paths, looking for the proper solution to the problem placed before you. Switches that control moving platforms, trap doors and crumbling pillars, even large boulders that roll after Lara and timed doors that threaten to cut you off from advancing will all need to be overcome if you hope to escape. The stages are broken up into five different sections of the temple and ramp up in difficulty at a steady pace that will push you, but should never break your will to keep going. All told, I was able to one hundred percent Lara Croft GO in just over four hours, so even the most complex puzzles weren’t the greatest of challenges.

Lara Croft GO is a decent puzzle game to kill a few hours with, but lacks all the finer things that made its predecessor in the GO series so much fun. It abandons the GO aesthetics, and at the same time, fails to channel anything about the Tomb Raider series beyond the setting—making me question why Square Enix thought Lara would adapt at all to this format to begin with. Even for the mobile price of $4.99, I’d be hard-pressed to recommend this to anyone but the most fervent of Lara loyalists.

Developer: Square Enix Montreal • Publisher: Square Enix • ESRB: N/A • Release Date: 08.27.15
5.0
Lara Croft remains a poor choice that never fit for the GO-style that was established with Hitman GO last year, even if you can find a bit of fun in the short, simple puzzles.
The Good Inventive puzzles that ramp up nicely in difficulty.
The Bad A lack of overall challenge. Fails to capture the essence of the Tomb Raider series or continue what was started with Hitman GO.
The Ugly It’s been so long since we’ve seen Lara made of so few polygons.
Lara Croft GO is available on iOS, Android, and Windows Phone. Primary version reviewed was on iOS using an iPad 2. Review code was provided by Square Enix for the benefit of this review.