Category: Written


In honor of the day we here in America eat copious amounts of turkey, watch giant balloons float down major New York thoroughfares, and decide we’d rather be saving $20 on a new TV instead of spending time with our loved ones, we here at EGM decided to push aside the negativity and ambivalence that can sometimes befall the game industry and look back upon those things that we were thankful for this year.

Pure West, Baby
01

It made sense that Stan Lee, the king of hamming it up, would make an appearance in Lego: Marvel Super Heroes last year as a playable character as well as replacing the series’ standard “citizen in distress.” But I was genuinely surprised that instead of just going back to a normal citizen for the role, TT Games brought in Adam West, one of the most celebrated men to wear the cape and cowl, to do the same this year in Lego Batman 3: Beyond Gotham. It was, without a doubt, a guilty pleasure gone amazingly right.

I’m someone who can point to West’s portrayal of the Caped Crusader from the ‘60s (I watched in syndication, like many folks my age, and now I’m rewatching with the long-awaited release of the entire Batman series of DVD/Blu-Ray) as what helped spur a lifelong obsession with not just Batman but comic books in general, and it thrilled me to see him still embracing the character and hamming it up for his fans—even serving as narrator in a special level dedicated entirely to the show!

It’s Not Just a Car
02

Yeah, I know—two Batman posts on the same list. But the honest truth is that, outside of specific games, there wasn’t a ton for me to be thankful for this year, and you’ll have to wait for our “Best of” lists in a couple of weeks to see what stoked my fire in 2014.

Anyway, back at the beginning of the year, we got what many Batman fans have been waiting for: the announcement of Batman: Arkham Knight. And this time, it’s headed up by true Arkham series developer Rocksteady (even they ignore Warner Bros. Montreal’s Origins effort). Looking to cap off what they’ve said time and again will only be a trilogy, they’ve opened up Gotham like never before and given us what we’ve asked for all the way back when we first saw Arkham Asylum: the ability to drive the Batmobile.

I actually got to go hands-on with this multi-use behemoth at E3 this year, and in the small snippet of gameplay I got to try, it blew me away. Not only was it great for combat against other cars, but it helped with crowd control when Batman got into a hairy situation at Ace Chemicals. What’s more, I could even solve puzzles with the vehicle’s winch. The only thing I’m not thankful for is that the game’s been delayed several times, and now I have to wait until June 2015 to go hands-on with it again. Considering all the recent launch disasters, however, maybe it’s a good thing Rocksteady admitted they needed another nine months with the game.

Flip Side of the Coin
03

I’m completing a couple of trifectas here. This marks my third Warner Bros.related property, and I’m now the third person to mention something from Middle-earth: Shadow of Mordor.

Normally, I’m not the biggest Lord of the Rings fan, but Middle-earth: Shadow of Mordor really surprised a lot of us here in the office. While Josh may appreciate the new patch that lets you play as the female leader of the resistance and Andrew loves protagonist Talion, for me, it was all about the Nemesis system.

This feature offers incredible systemic gameplay, with each victory or defeat changing dialogue, power levels, and how you need to approach your target—and it’s a potential game-changer for the action-adventure genre. It offered me immense replayability well after the completion of the main story as I began to develop my own narrative within the game. Now, here’s the only question: Who will be the first to try to ape this gameplay revolution?

Assassin’s Creed Unity owners will get the Dead Kings DLC for free to help smooth over the game’s dreadful launch, Ubisoft Montreal and Toronto CEO Yannis Mallat announced today.

The Dead Kings DLC is the first major single player expansion for Unity and picks up shortly after the end of the main game. It follows Arno as he explores the catacombs of Saint-Denis, a suburb of Paris, as he attempts to unravel a new set of mysteries there and deal with greedy tomb raiders in the process.

Because the game’s season pass or Gold Edition owners would have gotten the DLC as part of that package anyway, Ubisoft will make it up to those early adopters by giving them a free game. Season Pass and Gold Edition owners will be able to choose from The Crew, Far Cry 4, Watch Dogs, Assassin’s Creed IV: Black Flag, Rayman Legends, or Just Dance 2015.

Ubisoft will release details soon on how to claim the free game once they work out a distribution system. When set up, Season Pass and Gold Edition owners will have until March 15, 2015, to claim their free game.

As much as we all took shots at Ubisoft with how they handled the launch of Assassin’s Creed Unity, from the review embargo to the state of the game itself, it’s nice to see they’re at least trying to make things up to their fanbase somehow. Maybe next time they’ll just save everyone the headache and not ship a game that wasn’t ready for store shelves, though. Assassin’s Creed Unity currently sits as the worst reviewed game in the series’ history, and you can find out some of the reasons why from my own review.

The Dead Kings DLC does not currently have a release date, but is expected to come soon.

Holy Lego Bat-Trilogy!

Batman, as a character, has been a part of my life for as far back as I can remember. Growing up, I had Batman bedsheets, a Batman lunchbox, and I’d watch the syndicated reruns of the 1960s Batman during dinner with my mom and go absolutely bonkers each episode, shouting out each onomatopoeia as it flashed on screen with joyful enthusiasm. So, it was with a near-equal childlike glee when I found out that Adam West and the ‘60s TV show would be getting a pretty fair-sized tribute in Lego Batman 3: Beyond Gotham. Working one of my all-time favorite TV shows into a series that’s already established itself as a great jaunt for Bat-fans of all ages? Sign me up!

Lego Batman 3: Beyond Gotham picks up right where the last game in the series left off. After his failed team-up with the Joker in Lego Batman 2: DC Superheroes, Lex Luthor is still trying to become President of the United States, but he knows he’ll have to knock off the Justice League if he has any hopes of following through with the misdeeds he’d have to commit to get there. Enlisting the aid of other DC villains to his cause like the Joker again as well as Cheetah, Firefly, Killer Croc, and Solomon Grundy, Luthor sneaks into the Hall of Justice—and, from there, teleports his team of rogues to the Justice League’s orbital space station, the Watchtower.

Unbeknownst to the heroes and villains as they clash high above the Earth, though, is that a new villain, Brainiac, an android obsessed with collecting slices of various civilizations and preserving them in his personal macabre museum, has been up to mischief of his own. He’s gathering the seven spectrums of light in order to power up his shrink ray, and he plans to make Earth doll-sized and add it to his species-preserving collection. Only through the heroes and villains coming together to tackle Brainiac as a team—and visiting the homeworlds of each Lantern Corps—does Earth have a hope of surviving the unstoppable android.

What TT Games is able to accomplish here with this, their third Lego Batman, is nothing short of impressive. Sure, the gameplay’s mostly the same as it ever was: Go around smashing pieces of Lego bricks around the world to open up new pathways, collect a variety of items, or rebuild them into something useful to take on the bad guys. Along the way, you collect “studs,” the series’ form of in-game currency, to unlock extra characters and other goodies.

But the scale of this Lego Batman compared to the previous entries is what blew me away. There may only be 15 story levels, the same number as all other Lego games, but each one’s far larger and more intricate than before. What’s more, they offer myriad new puzzles that really put you to the test in Free Play mode if you want to 100-percent the game.

And the story itself is yet again one that Bat-fans of all ages will appreciate. It starts off pretty slow, not really hitting its stride until about the seventh level, but it’s chock-full of the simple-but-enjoyable slapstick humor we’ve come to expect from the Lego series of games. It also stays very true to the source material, so you’ll be hard pressed not to relish the twists and turns of this latest adventure.

Besides the story, though, the game also offers nearly another 15 levels just to run around in and find a variety of DC or Lego themed collectibles. Whether it’s the Legion of Doom headquarters, the Moon, or each and every homeworld for each respective Lantern Corps, you’ll be blown away by just how much you can explore—and how much detail went into each area. From the lava rivers of Ysmault to the emerald fields of Oa, or the exotic forests of Odym to the prisons of Nok, Free Play mode will suck up your time as you undertake sidequests and hunt for the 250 gold bricks scattered about the DC Universe.

There’s also a special post-credits level. Not only can you rescue Adam West 30 times in the game (much like you had to with Stan Lee in Lego Marvel), but you can play as him, too. The post-credits level is a tribute to the 1960s Batman, with Adam West as the narrator. You can (briefly) drive the ‘60s Batmobile and then take on the Joker—redesigned to look like Cesar Romero. He even has a little Lego mustache poking through his white facepaint. It’s an epic showdown worthy of the Batusi!

Beyond all the extra story content, there are also 150 different characters to collect and play with. You’ll find variations on the main characters, like Batman of Zur-En-Arrh and lesser-known villains like Music Meister—even the reality-altering fifth-dimension inhabitants Bat-Mite and Mister Mxyzptlk. If they were ever a part of DC lore, chances are they might be here. Beyond Adam West, a few other random celebrities make an appearance, like Smodcast host and legendary Bat-fan Kevin Smith, the Looney Tunes’ version of the Green Lantern, the Green Loontern (Daffy Duck dressed as Green Lantern), and Conan O’Brien. With the first two, I can at least see some loose connection to the DC Universe, but have no idea why Conan was there, and he proved to be extremely annoying while serving as the guide for many of the hub worlds. He’d often repeat himself to the point where I almost muted the TV when he was around.

But, as the narrator of the 1960s Batman TV Show used to say at the start of each second episode of the two-part stories: The worst is yet to come. For as much as TT Games was able to cram into Lego Batman 3: Beyond Gotham, there are a lot more technical issues than normal. You’ll see framerate drops on almost every other level, and they often crop up at the worst times. I can’t remember experiencing this with a Lego game before, so it was really jarring for the issues to pop up as often as it did here. It’s also still a little mind-boggling that TT Games hasn’t instituted online co-op into their games yet. I understand that local co-op probably works better for a game like this, given its chaotic nature, but I think offering players the option would be nice.

The camera also remains a greater threat than anything the Legion of Doom could hope to throw at you: quest-givers hidden away behind the scenery, your hero falling off an edge because the field of view doesn’t follow them into a blind corner, or just trying to keep all the action onscreen as you take projectile damage from enemies you can’t even see.

The technical shortcomings don’t sabotage the overall package, though. With dozens of hours of post-story content to keep players coming back for more, plenty of new worlds ready to explore, and a story that somehow finds a way to entertainingly tie it all together, Lego Batman 3: Beyond Gotham remains as reliable and enjoyable for fans as Bat-Shark repellent.

Developer: TT Games • Publisher: Warner Bros. Interactive Entertainment • ESRB: E10+ – Everyone 10 and up • Release Date: 11.11.14
8.5
Despite some technical shortcomings, Lego Batman 3: Beyond Gotham does a fine job of continuing to build on what the series has established while also hitting all the right notes to keep pleasing Bat-fans of all ages.
The Good Massive universe to explore. ADAM WEST!
The Bad Camera is a nuisance more than ever; surprising amount of framerate drops.
The Ugly Just how much I know about a TV show that originally aired 20 years before I was born.
Lego Batman 3: Beyond Gotham is available on Xbox One, PS4, Xbox 360, PS3, PC, OS X, iOS, Wii U, 3DS, and PS Vita. Primary version reviewed was for Xbox One. Review code was provided by Warner Bros. for the benefit of this review.

Switching sides

If you told me back in August, when Assassin’s Creed Rogue was first announced, that it would be the superior Assassin’s Creed game coming out this year—even though it’s a last-gen exclusive—I’d have said you went and lost your mind. But, here we are, several months later, and after having played both games to completion, I can attest that this is indeed the case, with Rogue serving as a perfect conclusion to the series’ time spent exploring Europe’s North American colonies in the 18th century.

Assassin’s Creed Rogue takes place between Assassin’s Creed III and IV, set against the backdrop of the Seven Years’ War (known as the French and Indian War here in the U.S.) during the 1750s and tells the story of Shay Cormac, a bright trainee of the Assassin Order whose first solo mission ends in horrific disaster. Furious at the Assassin Mentor, Achilles (yes, the same one who, in his later years, would train Connor Kenway in Assassin’s Creed III), Shay tries to undermine the Order’s future plans. Gunned down by his former associates when he’s caught in the act of stealing key precursor-race documents, Shay is left for dead in a snow bank just off Achilles’ Homestead in Massachusetts, where he’s found by a group of Templars and nursed back to health. Thus his conversion begins: From great Assassin prospect to one of the most effective Templars who ever lived.

I was originally afraid that Rogue would feel boring and would be nothing more than a complete copy-and-paste job with elements from the two games with which it links narratively. Instead, Rogue feels like coming back to an old friend. Familiar but changed in the time since last I saw it, full of new tales, but keeping the same mannerisms that makes it uniquely Assassin’s Creed.

For example, the game’s one proper city, New York, is completely different from what we remember in Assassin’s Creed III, since Rogue is set before the Great Fire of 1776. Buildings that were smoldering husks during Connor’s adventure are now mansions and monuments perfect for climbing. You can also undertake plenty of new side missions here, as well as in the outposts scattered about the brand-new Hudson River Valley region.

One instance of these side missions comes in the form of gangs led by Assassins that plague different areas. By removing the threat of these ruffians, you can increase the wealth of the area they formerly inhabited. Shay then gets a cut of that new wealth via the game’s economy, similar to the system seen in Assassin’s Creed II and Unity. As he helps the colonists prosper, he prospers as well, getting a steady flow of income to his bank account. He can also increase an area’s wealth by using materials collected during ship battles to rebuild important buildings that have seen better days.

Rogue also features Assassination Interceptions. Before, you’d go to a pigeon coop and get a side assassination mission. Now, you’re trying to catch pigeons to prevent assassinations, throwing a wrench into the Assassins’ plans. These defense missions provide a fresh twist on an old formula, since you have a time limit to hunt down would-be killers in a crowd and take them out before the target falls to a hidden blade or a pistol shot.

Also, the waterways that you sail on are new here. While the aforementioned Hudson River Valley and North Atlantic regions provide a topography that looks similar to what you saw in Black Flag, it brings its own set of challenges, such as clearing out French colonies in order to claim them for the glory of the British Empire or discovering a variety of collectibles like war journals and Native American totems.

Besides new outposts and colonies to explore, just the act of sailing itself is fraught with new dangers. Due to the freezing waters, icebergs are a constant threat—but they’re also a lot of fun to destroy as your crew gives a rousing “Huzzah!” with each one that breaks apart. You’ll also often find and recover building materials that were frozen inside the ice, giving you some additional economic motivation in bringing about their destruction. What’s more, sinking icebergs can cause huge waves in the surrounding waters, and by timing your shots right, you can sink nearby enemy gunboats and toss about other small ships to turn the tide of a battle more in your favor by adding that extra element of chaos.

Naval battles also see an upgrade. Not only does Shay have different weapons than Black Flag’s Edward had at his disposal (like flaming oil barrels that do massive damage if you can get an enemy ship to sail into them), but enemy ships are also more willing to go on the offensive now. Several times, it looked like I was going to have my enemy ready for boarding—but they rammed my ship and tried to board me instead. The results were the same, though, with me killing a dozen or so of their crew and stealing their cargo, and privateering as Shay felt a lot more invigorating than pirating with Edward.

Combat hasn’t just changed at sea, though. Shay has some special new weapons that come as a result of crossing paths with some of history’s most influential figures, like Ben Franklin, who bestows upon you a grenade launcher. I know—it sounds ridiculous that a grenade launcher would exist in the 1750s, but documents prove that Franklin had been working on a grenade back then. If you should happen to pilfer the prototype, and combine it with another new weapon in your Air Rifle, then history would be none the wiser. Admittedly, the grenade launcher is a bit overpowered and quickly able to whittle down crowds of enemy forces with just a few well-placed shots, but it’s also a lot of fun—I ended up using it more as an ace in the hole than something I’d frequently carry into battle.

Beyond the pleasant gameplay tweaks, Shay’s story is easily one of the most enjoyable we’ve seen from the series. With the large gap in history between Assassin’s Creed III and IV, Rogue avoids being backed into the corner that most interquels have to deal with, where the game has to start and end—no matter what—at a certain point in order to keep continuity in place. It also neatly ties up a few loose ends, especially in regards to a huge chunk of Haytham Kenway’s story.

Shay also proves himself as one of the strongest characters in Assassin’s Creed lore, and he almost instantly became a personal favorite for me. His constant struggles with his conscience—he’s often racked with guilt for leaving his former friends—shows a doubtful, remorseful side we rarely see from any series protagonist. The strong supporting cast of both Assassins and Templars only makes Shay a more well-rounded character, since he interacts with each in different ways—whether it’s the Templar George Munro, to whom Shay feels he owes his life (and he kind of does) or the contempt he shows the stuck-up French-Canadian Assassin Louis-Joseph Gaultier. In fact, I enjoyed Shay’s tale so much, and it offered such an intriguing glimpse into the other side of the Assassin-Templar war, that I was more than happy to pledge allegiance to the Templars when all was said and done.

It wasn’t just Shay’s point of view that told the Templar side of the story, however. The real-world sequences return in Rogue, once again having you play the role of an Abstergo Entertainment employee in Montreal. When you first access Shay’s story, it unleashes a virus that slams the building into lockdown. Only by bringing the computers back online, little by little, can you access more of Shay’s tale, and as you hack your way through a brand-new series of inventive and fun puzzles, you’ll learn more about the history of the Templars and what they think of the Assassins.

Even with these gameplay tweaks and the enjoyability of Shay’s story, it needs to be said that Rogue is a far from a perfect experience. In terms of narrative, Shay’s story is the shortest adventure in Assassin’s Creed, lasting only six Sequences. This puts a huge crimp on pacing—by the end of the game, Shay’s just chasing down all his former associates, one mission right after another, with little to no buildup. His dialogue’s also hit-or-miss: At some points, he’ll provide memorable, poignant lines, but in other spots, he’ll deliver cheesy catchphrases over and over again like a 1980s B-movie action star (I swear, if he said, “I make my own luck” one more time…).

Also, some glitches forced me to restart several main story and side missions. Often, assassination targets would spawn in (or behind) a wall, so I couldn’t reach them. I’d have to kill myself to desynchronize and then pick the mission back up from a checkpoint. Doing this once or twice always did the trick, but it was just the idea that I had to start entire sections of a mission over because the game became unplayable at points. Long load times and the occasional bit of lag also had me in constant fear that the game would crash at any moment. Unlike Unity, which did crash half a dozen times while I played it and also required several mission restarts, Rogue never completely locked up, at least.

Rogue also lacks a lot of the replayability we’ve seen in more recent Assassin’s Creed titles. There’s no multiplayer to speak of, competitive or cooperative, so once you collect all the items and complete all the side missions, there’s really not much else to do. As unpopular as it proved to be (I personally liked it, but I admit to being in a minority), at least the competitive multiplayer of previous last-gen entries offered something to bring you back for more.

Despite the rushed nature of the narrative and the semi-frequent technical glitches, I still found Rogue to be a far more pleasurable experience than I anticipated. It does just enough to put its own stamp on the franchise while also giving us critical story details in order to tie up loose ends between Assassin’s Creed III and IV. It acts as the perfect swan song for the franchise on the last generation of consoles, putting a neat-and-tidy bow on the Colonial Era Trilogy.

Developer: Ubisoft Sofia • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 11.11.14
8.5
The perfect Assassin’s Creed swan song on last-gen, Rogue offers perhaps the best protagonist the series has ever seen—even if the gameplay will be too familiar for the liking of some.
The Good Shay’s adventure is a perfect conclusion to Assassin’s Creed’s time in Colonial America.
The Bad Crams a lot of story into a short time, which hurts narrative pacing terribly.
The Ugly The shaggy, porno-esque goatee Shay sports before turning Templar.
Assassin’s Creed Rogue is available on Xbox 360 and PS3 and is coming to PC in 2015. Primary version reviewed was for Xbox 360. A retail copy was provided by Ubisoft for the benefit of this review.

Three years after the game’s release, players are still finding hidden messages from Calendar Man in Batman: Arkham City.

Julian Gregory Day, a.k.a. Calendar Man, is best known for committing crimes centered on holidays, seasons, and anniversaries. He first appeared in Detective Comics #259 (September 1958) and was long considered a joke villain until he was reimagined by Jeph Loeb in Batman: The Long Halloween. This more sinister take on the character would follow him into Batman: Dark Victory, the 80 Page Giant Batman Special Edition “All the Deadly Days”, and, of course, the Batman: Arkham series.

Locked away beneath Arkham City’s courthouse, Calendar Man would taunt Batman even though he was trapped inside a cell for the entire game. If you approached him on various holidays throughout the year in Arkham City, his dialogue would change as he recounted some past crimes. If you did this once a month for 12 months on specific holidays, you’d unlock an achievement in the game.

Fans of the game, however, have not stopped grilling the cryptic criminal, even three years since its release. After a mysterious YouTube channel—which many fans think is actually a dummy account for series developer Rocksteady—uploaded a clip titled “Arkham City Secret?” where Calendar Man was seen spouting never before heard dialogue before it faded to black halfway through, fans sprung into action to unlock the riddle of how to trigger it themselves.

Several days later, it seems the Batman Arkham Videos channel on YouTube has solved the mystery. By setting your console or PC’s calendar to December 13, 2004, and then visiting Calendar Man, the dialogue starts. The significance of this date is that is when Rocksteady was founded.

To hear the new dialogue, you can check out the video below, but it once again features cryptic messages talking about the beginning and the end of things. Could it tie into Batman: Arkham Knight somehow? We’ll have to wait until June 2, 2015, to find out.

What? Pokémon Ruby/Sapphire are evolving!

When Pokémon Ruby/Sapphire came out more than a decade ago on the Game Boy Advance, it was one of the more intriguing entries for the franchise. Kicking off what would later be known as Generation III, Ruby/Sapphire introduced players to the Hoenn region, as well as to 135 new types of Pokémon.

It was an odd release, though, because it did away with the day/night cycle introduced in Gold/Silver and no longer encouraged players to try “catch ‘em all”—neither game allowed you to catch all 386 Pokémon known at the time. Still, new Pokémon like Treecko, Mudkip, and Torchic would help these entries find a way into fans’ hearts just the same as previous games had. Because of this, much like how Red/Blue and Gold/Silver were remade several years after their original releases, Nintendo felt it was finally time to do the same to Ruby/Sapphire. Unlike those previous remakes, however, Omega/Alpha feel familiar but also add enough new elements to actually warrant a remake.

Your adventure starts off the same as it did a decade ago, with your family moving to the Hoenn region after your father, Norman, is named Petalburg Gym Leader (the fifth you’ll have to face on your way to the region’s Elite Four). Looking to follow in your father’s footsteps as a Pokémon trainer, and with the help of local Pokémon expert Professor Birch, you decide to become the best Pokémon trainer in the world. As you set out to collect the eight gym badges required to make a run at the Pokémon Champion, however, you stumble upon a plot hatched by a nefarious group of Pokémon trainers (Team Magma in Ruby, Team Aqua in Sapphire). They’re trying to revive the legendary Pokémon of the region (Groudon in Ruby, Kyogre in Sapphire), which would spell doom for human and Pokémon alike if they were to succeed. So, naturally, you strive to become not only the very best, but to save everyone and everything you know along the way.

Coming shortly after the release of Pokémon X and Y proves more advantageous for Omega Ruby/Alpha Sapphire than either of the previous two generations of remakes because of the huge changes X/Y marked for the franchise as a whole. The story of Ruby/Sapphire, however, remains almost exactly the same, beat for beat, which should lessen the learning curve for returning fans but might also deter them from exploring as much as they might with a brand-new adventure.

The only narrative changes you’ll see are minor dialogue rewrites meant to accommodate X/Y features ported over here, like Mega Evolution. Even the “Delta Episode,” which helps explain how Mega Evolution functions, isn’t as new or original as it’s been touted to be.

Meanwhile, what did come over from X/Y goes a long way toward making this familiar adventure feel as fresh as it did 11 years ago. The world of Hoenn looks fantastic, realized in full 3D as you make your way through redesigned gyms, towns, and dungeons. Plus, the Pokémon seem to jump off the screen with the enhanced graphics, and the game, as a whole, easily looks just as good as X/Y.

There’s also the inclusion of Mega Evolutions. Not only are they tied into the story now, but more Pokémon can achieve these new, more powerful forms, including Latios and Latias, one of which will now automatically join you on your journey. Primal Reversions also debut here, but they’re really just new in name only and meant to serve a narrative purpose within the tweaked plot. In reality, they’re simply the Mega Evolutions for the legendary Pokémon Groudon and Kyogre, but instead of needing to activate this power on the Fight menu once already in battle, they’ll transform automatically as soon as they enter the fray.

Curiously, though, some of X/Y’s features didn’t make the trip to Omega Ruby/Alpha Sapphire, like being able to customize your trainer beyond choosing whether they’re male or female at the start. Instead, a new feature called Secret Bases—special holes scattered around Hoenn that you can crawl into and make your own special playroom out of—are meant to scratch your customization itch. It’s a nice idea, especially since you can share different rooms with your friends, but I’d much prefer being able to dress my trainer however I want and let my friends see that in battle, rather than show them whatever new lamp I just bought and stuck in my treehouse.

There’s more to Omega Ruby/Alpha Sapphire than just having some of X/Y’s notable features crammed in, though, as it does some interesting things on its own. In conjunction with X/Y, you can now complete the most recent National Pokédex for the first time, since some Pokémon are only available in Omega Ruby/Alpha Sapphire. That’s right: If you work hard enough, you can get all 719 Pokémon between the two games.

There’s also the exclusive Cosplay Pikachu, a special version of everyone’s favorite electric rodent that you can win by participating in a Pokémon Contest, a side-activity where Pokémon are rated based on the moves they perform on a stage for an audience. Cosplay Pikachu can’t be traded or evolved but instead wears a variety of outfits into battle that allow it to learn unique, off-type moves. For example, Rockstar Pikachu can learn Meteor Mash, a Steel-type move. And while I think it’s a stupid idea to put a Pikachu in an assortment of different outfits and call it a “feature,” I can’t argue with the fact that it’s actually one of the most powerful Pokémon in the game and ended up being in my final six before taking on the Elite Four.

Besides the completionist’s dream (or nightmare) of trying to complete the Pokédex, a new device called DexNav makes it easier to find those rare Pokémon that only appear at certain times of day or in particular areas under unique conditions. This new feature singlehandedly changes the entire mechanic of searching for (and trying to capture) Pokémon, because it lessens how much luck is involved in the process.

The DexNav can easily be turned on via the bottom screen of the 3DS and works by constantly scanning an area with a radar-like system, leading you directly to these rare, more powerful Pokémon. For example, I found a Mightyena that knew Ice Fang, a move that it wouldn’t normally learn over the course of its training outside of a TM (technical machine, which teaches Pokémon moves they wouldn’t learn otherwise). I also found a Sandshrew that was 10 levels above all the other Pokémon in the area. This randomness in regards to strength and move list makes it much more interesting to catch Pokémon again compared to just shuffling through grass and hoping for the right random encounter.

The biggest change to the game, though, probably comes from the new ability to soar. This new ability is exclusive to Latios or Latias, and only when you’re ready to take on the eighth gym in the game and later. It’s not a move that takes up one of your four slots like Fly or Cut, though, and instead requires a special item, much like riding the Bicycle. Instead of riding on roads and through grass, though, you can ride one of the Eon Pokémon like your own personal jet through the never before explored skies of Hoenn. And once you soar, you can try to capture Pokémon that you wouldn’t normally find as you jet through the airways above the entire region.

Special Mirage Spots­—accessible only by soaring—lead you to the legendary Pokémon from other games, which is necessary if you’re to complete the entire Pokédex. I was honestly shocked at how much fun I had soaring. Not only did it make getting to certain areas easier, but also seeing the entire region of Hoenn from a bird’s-eye view was absolutely beautiful.

And speaking of battling, it’s just as easy now to jump into a versus match against another human in Omega Ruby/Alpha Sapphire as it is in X/Y—but now you can choose if you want to do game-exclusive matchups, which limit you to using Pokémon only from those games. For example, you wouldn’t be able to take Rayquaza into an X/Y League match or Xerneas into an Omega/Alpha match. Other options allow you to use whatever Pokémon you like, but I imagine these new rulesets are more for competition’s sake.

Pokémon Omega Ruby/Alpha Sapphire surprised me with how much it was able to add from Pokémon X/Y—yet manage to stay true to the original adventure from more than a decade ago. Not all the new features were as impressive as they were hyped to be, and not everything that should’ve come over from X/Y did in the end, but despite this, Omega Ruby/Alpha Sapphire are more than worthy of the Pokémon name, and they work as either new adventures for newcomers to the series or fun strolls down memory lane for lifelong trainers.

Developer: Game Freak • Publisher: Nintendo, The Pokémon Company • ESRB: E – Everyone • Release Date: 11.21.14
8.5
New features like DexNav and the soar ability add just enough new gameplay elements to the classic Pokémon formula to help make this decade-old adventure feel new again.
The Good New visuals; soar and DexNav add fun new gameplay elements.
The Bad You can’t customize your trainers like in X/Y; Primal Reversions are just glorified Mega Evolutions.
The Ugly Cosplay Pikachu: it reminds me of all those stupid people out there who insist on dressing up their pets.
Pokémon Omega Red/Alpha Sapphire are a Nintendo 3DS exclusive. Primary version of game reviewed was Omega Red. Review code was provided by Nintendo for the benefit of this review.

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.