Category: Written


A new Assassin’s Creed, which bundles the last three console titles in the series together, was announced by Ubisoft this morning.

Officially titled Assassin’s Creed: Birth of a New World – The American Saga, the three games in the bundle are Assassin’s Creed III, Assassin’s Creed: Liberation HD, and Assassin’s Creed IV: Black Flag.

The collection has a release date of October 28, which means that with Assassin’s Creed Unity and Assassin’s Creed Rogue coming out on November 11, that there will be three Assassin’s Creed games coming out within a three-week period.

Assassin’s Creed: Birth of a New World – The American Saga will be available on Xbox 360 and PS3.

Batman: Arkham Knight will be available for purchase on June 2, 2015, and will also have two different collector’s editions, Warner Bros. Interactive Entertainment announced this morning.

The first collector’s edition is the Limited Edition and includes an 80-page art book full of concept art, a unique SteelBook case with the game, a limited edition comic, three skins from DC’s New 52, and a Batman Memorial Statue. This entire package will cost $99.99.

The second collector’s edition is the Batmobile Edition and will include everything as the Limited Edition, except the Batman Memorial Statue is replaced by a fully transformable Batmobile statue by Triforce and will retail for $199.99.

The final chapter in Rocksteady’s Batman trilogy (Arkham Origins was done by Warner Bros. Montreal) was originally scheduled for release sometime this fall before being delayed earlier this year. There were then rampant rumors, including some started by the voice of Batman himself, Kevin Conroy, which had the game looking at a Q1 2015 release. WBIE put all the speculation to rest, though, with this announcement.

Batman: Arkham Knight will be available on Xbox One, PS4, and PC.

Hard choices make for a hard Clementine

Editor’s Note: In order to avoid spoiling events from previous episodes in this and the first season of The Walking Dead, the language will remain as vague as possible. That being said, some situations may still be specifically referenced. Thus, if you don’t want anything spoiled, we recommend you play previous episodes and then return to this review. Consider yourself warned.

After a less-than-stellar outing in Episode 4, the final chapter in season two of Telltale’s The Walking Dead does a fine job of bringing the stories of each remaining party member to a head before leaving Clementine with an awful decision that will change her forever.

This episode is, in many ways, the best of the season. Here, it becomes clear just how many moments that seemed innocuous at the time were actually more important than some of the more action-driven sequences over the first four episodes that led up to this thrilling conclusion.

As tensions rise, the ever-present rift in the group opens wider and wider, with Clementine stuck in the middle trying to act as the lone peacekeeper. This adds some high anxiety to what would’ve been more casual conversations earlier in the year, and it makes each vocal choice for Clementine all the more harrowing, since you didn’t know where it might steer the characters.

This focus on dialogue and character growth makes No Going Back feel more akin to the TV show than any of the preceding episodes in the series, and it’s a refreshing change of pace. There’s a minimal amount of puzzle-solving that doesn’t require Clementine to just be quick on her feet and react physically or verbally as you’d like her to, truly making her decisions feel more like your own. You don’t have the time to contemplate most answers and just have to go with your gut, which helps fix some of the haphazard pacing we’ve seen throughout much of this season.

This also allows Episode 5 to continue to add layers to Clementine, who almost seems to be growing up in front of us like a child star would on a TV show—and that only adds to the intrigue of what may happen with her in the future. My decisions continued to mold her into a character unique to my particular playthrough, and that’s a prospect that has me only looking forward to more Walking Dead.

That said, a few moments in the episode feel a little gaudy. In particular, a dream sequence seems wholly out of place, like the writers were trying to force even more drama in for no good reason. There are more than enough moments in this chapter that pull on your heartstrings as it is, and the dream simply destroys the flow of what’s otherwise the smoothest-running episode until that point. No Going Back’s already the longest of the season at just over two hours, so that particular sequence easily could’ve hit the cutting-room floor.

With that in mind, No Going Back serves as a microcosm of the entire season itself, with highs and lows that mimic the previous episodes and continue to put this season in stark contrast to the consistent greatness seen in the first. At the very least, however, the episode ends on a high note that not only serves as a fitting conclusion, showcasing the huge character growth for most of Clementine’s remaining group, but also leaving the door open for more than enough new storylines in season three.

Developer: Telltale Games • Publisher: Telltale Games • ESRB: M – Mature • Release Date: 08.26.14
8.0

A few unnecessary sequences hold back the episode a bit, but as a whole, No Going Back serves as a fitting conclusion to season two. And thankfully, it also leaves enough room for more intrigue and drama in season three.

The Good The story takes unexpected turns when heartrending decisions need to be made.
The Bad Like much of the season, there’s an up-and-down quality to the episode, and some moments make you question their inclusion.
The Ugly Sometimes, you never truly know someone until it’s too late.
The Walking Dead: Season 2: Episode 5 – No Going Back is available on Xbox 360, PS3, PC, and iOS. Primary version reviewed was for Xbox 360. Review code was provided by Telltale for the benefit of this review.

A playoff contender—but not quite championship caliber

Much like how Punxsutawney Phil supposedly predicts the coming of spring each Groundhog Day, Madden can set the tone for the coming months when it pops up at the end of each August. Football fans look to the rankings to see how their team stacks up around the NFL, and gamers hope a strong showing will get the busiest season of the year off on the right foot. Of course, this isn’t always the case—especially considering the difficulties the franchise faces as an annual title. But this year’s entry, Madden NFL 15, hopes to not just signify the end of the summer gaming drought but kick off the final major gaming quarter of the year with a bang.

EA Tiburon touted a bevy of new features, tweaks to existing options, and various upgrades in the months leading up to this release. It seems they wanted to prove to gamers that they could make big strides in a single year of a Madden development cycle instead of the incremental changes we’ve seen in years past. And while some improvements definitely help the developer make a run at this lofty goal, enough stumbles on that path keep Madden NFL 15 from being a true football fanatic’s dream.

Since the gameplay—especially on the defensive side of the ball—was the primary focus for this year’s game, I’ll start there. The new defensive-line dynamics now allow players to jump snap counts, choose if they want to use finesse or a power move to get to the QB with a single, well-time button press, or even shed blockers to make the big hit on the running back trying to scoot by off tackle. As someone who primarily plays on the defensive line, this was a welcome leap forward: With a few quick button taps, I got past my blocker—or occasionally, admittedly, I fell flat on my face. But more importantly, I knew why my actions did or didn’t work. The responsiveness, combined with the simplicity, reignited my passion for being in the trenches.

Unfortunately, not everything on defense was such a hit. While I usually play on the D-line, sometimes I like to go into the secondary depending on the down, distance, and my play-call. I’m no Richard Sherman by any means, but I can hold my own back there, and I’ve had my fair share of user picks over the years. The Ball Hawk feature was supposed to have made a big step forward this year, and in some regards, it has. It’s never been easier to pick up the ball as it leaves the QB’s hand and make a play on it. But for some reason, even when I played a pass perfectly, my cornerbacks kept dropping the ball. I kept track, and even if I leaped at the perfect moment to catch a pass at its apex, trained my defensive backs so that their catching abilities were in the 90s, and read the receiver’s route from the get-go, I’d still only make the interception about 10 percent of the time and while, yes, a fair amount of DBs are just failed receivers, these are still unrealistic numbers. For as much as I loved playing on the defensive line, I couldn’t stand playing in the secondary—it felt unrewarding for no good reason.

Now, some might rebut that by noting that if I picked off those passes every time, I’d set new records for interceptions in a year. This is true. But I more than doubled the all-time single-season sack record while playing on the defensive line (with the horrible Damontre Moore of the New York Giants, no less!). So, if the game is purposely trying to keep my numbers in realistic realms in the secondary, it should do the same on the defensive line.

The other defense element that irked me? The new tackle cone. You’d think after the Madden 06 debacle with QB vision, that would be the last we ever saw a vision cone in the series. Even more so than back then, I found it distracting more than helpful, but I’ve also been playing Madden for 20 years now—and I’d hope that in all that time, I’d know how to make a tackle. At least this feature is only optional, however, and I can see the potential of how it could help Madden newcomers who are just trying to learn the ins and outs of the sport.

You’ll find fewer tweaks on offense, but the big difference this year revolves around QB accuracy. Thankfully, this is another winning addition for the Madden folks. Not only are QBs a lot more realistic when it comes to throws on the run (and their corresponding accuracy), but the new pass-catching animations will have you sharing a lot of clips with your buddies. One-handed grabs in the back of the end zone, stretches over the sideline while standing on tiptoes, and sliding grabs across the middle are now a lot more commonplace depending on how off your quarterback is, and these new spectacular grabs were definitely a welcome sight.

Besides the gameplay, Madden NFL 15 tries its best to help players learn the game of football, starting with the very basics. If you want to jump right in, new community playbook options offer the popular choice in different situations and give you a third opinion besides your own and the AI on what play to run. Also, Skills Trainer has seen a huge shift this year. Whether it’s teaching you the very definition of a Cover 2 versus a Cover 3 or when and where to blitz, Skills Trainer now feels like the perfect program not only to teach you about Madden, but also about football itself. The Gauntlet mode in Skills Trainer is a fun way to implement everything you learn with creative minigames, such as trying to use your blockers to avoid 10 would-be tacklers or kicking a 100-yard field goal in hurricane-force winds.

Another new feature comes in the Connected Franchise mode. Rather than the “hot/cold” system of previous years, players on your Franchise Mode team now have a “confidence” meter that can impact their on-field exploits. If an athlete who’s rated a 75 is playing really well and the team is on a winning streak, he may perform like an 80. And If he’s playing horribly and the team is on a losing streak, he might slip down to a rank around 70. I liked this idea a lot, but the game did a horrible job of explaining it in a one-minute Trey Wingo-narrated video at the start of the mode. From week to week, you can work on your confidence or on your player as a whole. There are only so many “hours” in a week, though, that you can use for training. It took me a long time to realize how important confidence really was and that I needed to spend as much time working on that as I did building up my receivers’ route-running abilities and my D-line’s block-shedding skills. The game really does a poor job laying everything out here.

And speaking of laying things out, the user interface is still a cluttered mess. I really wish they’d clean up the menu navigation so that I’m not constantly searching for the different modes on the front screen or for particular pages inside each mode. The worst in terms of user interface may be Madden Ultimate Team. The mode itself is better than ever, with hundreds of solo challenges for those who don’t want to play online, and a new team-specialty system that gives you bonuses based on what you want your team to excel in (for example, a “ground-and-pound” team will see bonuses in offensive line and running back performance), but getting around in Ultimate Team is a joke.

While on that subject, I did go online for a few matches, and everything seemed to be in tip-top shape. Of course, there were only a couple dozen people online, so we won’t see how the online play really handles until the servers are inundated with thousands more people.

My only other issue with Madden NFL 15—and this is something I hope gets patched—is the bevy of immersion-breaking glitches. There aren’t as many as in previous years, but you’ll still get your fair share of animation problems and audio issues. Some of my favorites this year include the player lying on the field who starts to spasm randomly like he’s having a seizure; the player who, when he trips over someone else, stiffens up like he’s been shot and slowly falls to the ground; and the receiver who never stops running when he gets out of bounds and endlessly rubs against the challenge review booth on the sideline. And there are just as many audio snafus as there are visual ones, like when the sideline reporter says your receiver will miss the rest of the season with an injury, only to find out after the game it’s only a 4-week injury, or when Jim Nantz says you have the least amount of interceptions in the league, when, in fact, you have the most (I’m playing with Eli Manning here—can you blame me?!). And if I have to hear Phil Simms crack the same lame joke about Jim Nantz’s golf game one more time, I’m going to start smashing some speakers around here.

Despite all this, however, Madden NFL 15 is still more of a step forward for the franchise than a step back. I’m glad to see EA Tiburon is trying to do more every year than just giving the game a roster update, and they’re putting real effort into the yearly adjustments with the franchise. It’s just regrettable that some of the changes they’ve made here clearly need to go back to the Xs and Os on the drawing board.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 08.26.14
7.5
New defensive-line play and more defining accuracy with QBs highlight some of the many changes this year’s Madden brings to the table. Unfortunately, not all the other tweaks are nearly as successful.
The Good Revamped presentation and new defensive-line play work wonderfully and are highlights amongst this year’s changes.
The Bad Enough glitches and AI lapses to break immersion—and occasionally bring about my ire.
The Ugly Annihilating EGM freelancer extraordinaire Jason Fanelli online 31-14 and 52-7 while testing out multiplayer. Poor dude never saw it coming.
Madden NFL 15 is available on PS4, Xbox One, PS3, and Xbox 360. Primary version reviewed was for PS4. Review code was provided by EA Sports for the benefit of this review.

It’s time to play the game…

Even though 2K bought the rights to the WWE franchise last year during THQ’s liquidation, longtime developer Yuke’s had already done a lot of the heavy lifting for WWE 2K14 by the time the deal had been finalized. This year would be a different story, however: NBA 2K developer Visual Concepts had the chance to bring a few of their tricks to the table and elevate the bar for the franchise alongside Yuke’s. So, it was with great anticipation that I got a chance to go hands-on with WWE 2K15 at the annual SummerSlam preview event.

Right from the get-go, I got the sense that 2K is trying to bring WWE in line with its other major sports franchise by giving players something the series has never had before: a career mode. Unfortunately, I didn’t get to play this mode, but here’s the way 2K outlined it: To begin with, you’ll create a wrestler via the same celebrated customization system we’ve seen for many years now. From there, you’ll work your way up from the WWE training facility in Florida to the developmental territory of NXT to undercards on shows like RAW and SmackDown to winning lower belts to main-eventing PPVs—and finally, with some luck, end up a WWE Hall of Famer.

Longtime fans of the series should be happy to know that this is all in addition to WWE Universe mode, where you get to be the all-powerful GM of WWE programming and put who you want in whatever kind of matches you want. Both these experiences side by side could offer the WWE franchise the one-two single-player punch it’s desperately needed over the years.

But that’s not all we’re getting. I got a chance to get some hands-on time with the new 2K Signature mode, which follows in the footsteps of previous years where we learned about the Monday Night Wars or the Attitude Era. This year’s incarnation will tell the stories of celebrated WWE rivalries, including Triple H versus Shawn Michaels and John Cena squaring off against CM Punk—and I got to play the first match of that latter rivalry. As with previous years, classic WWE footage will help set up the matches that you’ll relive in the ring.

Once I was actually able to step into the ring in 2K Signature and Exhibition is when things got most interesting with WWE 2K15. The first major change fans will notice? The visuals. While some models were clearly placeholders (CM Punk, for example, looked like someone just put a wig on “Stone Cold” Steve Austin in Create a Superstar), and parts of the arenas still need some touching up, the elements that were fully rendered and ready to go looked great. Cena, Cesaro, Randy Orton, and even Goldust looked unbelievably lifelike and animated as smoothly as the NBA players do in NBA 2K, so I can’t wait to see how everything looks in the final product.

The other major in-ring changes, though, came in terms of gameplay, with two new features that could rub longtime WWE fans the wrong way. The first of these is a new rock-paper-scissors-style early grapple system. In order to try to tell a more accurate story like those seen every Monday on RAW or at a monthly PPV, early grapples will be met with a minigame that starts with a button press, which signifies one of three hold attempts you’ll go for. Whoever picks the superior hold will have the advantage, and then both players will use the right stick to try to find the “sweet spot” and further progress in this new quicktime event. If you progress fully, you either escape the hold if you picked the inferior selection at the beginning, or you’ll do a minimal-damage move like an arm wrench.

The idea is that every WWE match doesn’t start off with a bunch of power moves (unless you’re Brock Lesnar). There’s a slow buildup to the moments that make us start chanting “This is awesome!” After two or three of these early grapples, business will pick up, and the action will progress like players are used to, with the full array of moves available to do damage. Personally, I didn’t mind the new minigame mechanic, but I could see how after dozens of matches, it would start to grind on some people. Thankfully, there’s an option to turn them off, though they’ll be set “on” as the default option.

The other new mechanic ties into the interface, which has also seen some changes. Wrestlers now have three lifebars, which drop from green to yellow to red—the last of which represents the best time to try to pin your opponent. You also have a percentage meter that dictates when you can use Signatures and Finishers. At 100 percent, you can bank a Signature. At 150 percent, you can bank a Finisher. You can have a Signature and three Finishers banked at any given time, though I’m sure there’ll be options to modify that as well. The last—and easily most controversial—addition is a default stamina meter that’s now included in the UI.

The issue with the stamina meter is that by the time you get to the latter stages of a match and are ready to finally use your Signature moves, perform an OMG! Moment like throwing someone through a barricade, or finally hit your Finisher and win, the stamina meter won’t let you do it. You need at least half a stamina bar alone to perform a given Finisher. And every regular move, counter, or just running around the ring depletes it. While it’s unknown if the stamina meter can be turned off, I sure hope it can, because it really ruined the pacing of all the matches I played. Yes, it does seem to fall more in line with the simulation style 2K wants to achieve, but I just don’t know if WWE fans want a pure simulation when it comes to wrestling. After all, the sport itself has the over-the-top quality of an arcade game. Moving the needle too far in the “simulation” direction could have unintended consequences, and many of my personal frustrations centered on that damned stamina meter.

There was nothing worse during my hands-on time than having three Finishers banked in the 2K Signature match between Punk and Cena—and then not being able to hit any of them because Punk was worn down. I’d have to leave the ring and walk laps around it—with the dunderheaded AI-controlled Cena slowly following behind me—until my stamina returned and I could get back in the ring, perform a GTS, and win the match. And in Exhibition mode, my opponent and I were just taking knees and catching our breath, yelling at the meter to fill up faster and helpless to do anything in the ring to further our cause.

Even with the ill-advised addition of the stamina meter, I’m more excited than not about WWE 2K15. Once all the models have a full coat of polish, the game will look better than ever before, and I’m particularly excited about the career mode. But the minor gameplay tweaks seem to give the game too many simulation aspects, and that could hurt the overall experience come October.

Ubisoft released an Assassin’s Creed Unity gameplay video, which follows Arno through one of his first assassination missions.

The video, narrated by creative director Alex Amancio, walks you through several new key aspects to assassination missions. These include the new, smoother parkour traversal system, as well as mission “mod objectives”.

The “mod objectives” are optional objectives that can change a mission on the fly depending on what paths you do or do not take. They can offer up different pathways, or in the case of the demo, an extra kill option for your target.

The gameplay video also highlights the look of the game with Paris stretching as far as the eye can see while running along rooftops, while also showing off some of Paris’s subterranean tunnels. The tunnels give you even more options as an assassin since you can go above or below now to eliminate your targets or escape sticky situations.

Assassin’s Creed Unity will be available on November 11 for Xbox One, PS4, and PC.

EA Sports has the reputation of an unstoppable giant when it comes to football, soccer, and hockey. With the juggernauts of Madden, FIFA, and NHL, you’d expect them to dominate every sport they touch. But as the tumultuous history of NBA Live has shown, it’s not a simple matter of EA simply showing up and expecting to be crowned champion.

After getting humbled by NBA 2K for several years, the folks behind NBA Live knew they had to go back to the drawing board in 2010. After handing development to EA Tiburon, taking a three-year hiatus from the franchise, and finally relaunching last year, the series might finally be headed for a turnaround. We had a chance to chat with executive producer Sean O’Brien and get an inside look at how EA Tiburon has gone about rebuilding the two-decade-old franchise from the ground up.

EGM: There was a three-year period there between NBA Live titles, so NBA 2K really got a monopoly on basketball video games in that time. Can you tell us about finally coming back to the market with NBA Live 14 and the difficulties you faced that first year back in trying to reclaim a piece of the market share?

Sean O’Brien: It’s definitely hard, and I think that, even outside of the brand, probably the biggest challenge was building NBA Live 14 on what we had. The game didn’t ship in those previous years for a reason, and that was because it simply wasn’t good enough. That, on its own, is challenging, but to complicate matters, our base wasn’t what Madden or FIFA or NBA 2K was, so we were trying to build up the quality while also bringing it onto the next generation of hardware at the same time.

I think part of that, too, was building the team that could actually do that. We had a bit of a broken, fractured team beforehand that I inherited, so we had to ask ourselves if we even had the right people to pull this off. Then came the decisions regarding what our direction was, what our identity was, and where we were going to go—and all that’s a work in progress.

I think, after those 11 months where we built the game and we launched with next-gen, it allowed us to come together as a team. Then we got reviewed, and it was so bad, and our scores were so low, and that could’ve been a point where the team just turtled and said, “Why are we doing this?” and given up. And, for a couple of days, there were definitely some doubters. What was really cool for me, though, was come that next Monday, almost a full week after we launched, I saw a lot of people start to rally. Asking what we could do to make this better, shouting that we weren’t done yet, wanting to prove to people that this wasn’t our best. To see the team rally, I understood then that the make-up of this team—sure, we had some holes to fill talent-wise—but the core team had the gumption to make it happen.

That’s part of it. You need the right people, the right talent to make a good product in anything—not just games—and I think we’re showing with NBA Live 15 that this is more in line with what people expect from the NBA Live brand. We’re ready to take on the fight. We have a different identity and are not creating a “me too” basketball game that copies 2K, not creating the same feature set or mechanics. We’re creating an identity around our own connected feature set that focuses more on control when you’re playing the game itself, the simplicity of the game itself so that you’re always feeling like the game is responsive when you play.

So, it’s just a question of bringing people in on a journey that’s steadily improving. Our goal is to prove that we’re constantly making the game better. And given that we’re shipping NBA Live 15 ten and a half months after we shipped Live 14, after we put out numerous updates to make 14 better, being able to put out something like 15 is going to reinforce the fact that everyone at EA is taking this very seriously. There’s a big investment around it. NBA Live 14 was not our best effort and was just a small step forward in the direction we’re going.

EGM: You mentioned how low the review scores were and that NBA Live 14 wasn’t your best effort. What advantages were there in releasing a product that might not have been your best foot forward and not nixing it like NBA Live 13 in the hopes of coming back stronger this year?

O’Brien: From a development standpoint, as you finalize a game—especially an annual title—you learn something about your team, and you also establish guidelines on what “good” looks like, how to achieve that, and then how to finish. In any game development, you have your pre-production, which is your ideas and early design. Then you have your production, which is how good are you at actually implementing those things. Then you have your finalizing process, which is how you pull it all together.

How you pull it all together and have it compliant by Microsoft and Sony standards and actually ship a game under the rigid and strict timelines in sports games is a huge learning opportunity for a team, and it can bring them together. So, for better or for worse, we set a bar for where we were, both inside and outside the company. But also, with all the stuff we did after launch, it allowed us to come together as a team and engage our fans. It helped us key players in on what we’re doing here.

We have different strategies across the board, and one of those is talking with the people managing our social channels and having them engage people 1-on-1 and making sure that, even if it was just some guy saying “this game sucks,” we made sure they got a response. Asking them about their experience with the game, having them explain their issues to us, seeing if they had any questions—and it’s really interesting to see the surprise from people when someone actually responds to them and shows that we’re paying attention to them. This helps build a bit of a transparency and an honest, listening relationship with players that I think they really want.

We see it a lot in a variety of games. You see it in the indie-game scene a lot more, where you ask people to get on this journey with you and pick their brains about what they want to see from it. And that’s what we’re trying to do, whether it’s with old Live fans and you miss things about the series, or you play 2K and you’re frustrated about some things with their series. We want to know the game players want made.

We put that out there—establish a baseline with what we did with NBA Live 14 and then show and build confidence in people based on what we do and deliver against it. As we learned this past year, we learned it in a good way, that we promised a bunch of things. We said that this wasn’t our best effort and asked people to bear with us and that we’re going to prove to them on this journey that we’ll make the game better. It easy to say that, of course, and it’s harder to do it, but I’d put up what we did post-launch with 14 against what any other sports game has ever done post-launch in the history of sports gaming.

That’s how much of an investment we put into showing players just where we’re going and then with our next release, NBA Live 15, having the game look and play as it does now is a huge transformation. And so, having people along on that journey to experience that, I think, is advantageous as well. And it gets the feeling some people might have when they contribute to a Kickstarter. You want to get in early or help shape something, or hop on board as it goes because it’s cool and you want to be a part of what’s next. It’s not about what’s there right now, and that’s sort of the philosophy we’re taking with the athletes we work with, the musicians we work with. It’s not about what’s cool right now, but if you want to be a part of something that will be cool, then that’s where we are.

EGM: You said there were some holes on the team. Can you specify where those holes were and how you’ve filled them since then?

O’Brien: Without getting into names or anything, I think we lacked a bit of creative leadership. We did fill those holes, though, as I brought down some guys that I used to work with previously, which made me feel better. I brought in some guys from EA Canada that I worked with on [the series] before. Connor Dougan runs our gameplay team, which is a very big team; he worked with me on NBA and NCAA basketball and was a line producer on SSX and was doing some work on UFC before we moved him down to [EA Tiburon]. Same with [senior designer] Ryan Santos, I worked with him on NBA Live and NBA Street. He’s a real lifestyle basketball guy, so we wanted him to insert some of the lifestyle of the sport that is so important, fusing the culture of the sport through music and footwear and apparel into the backbone of what NBA Live is, similar to what we did with NBA Live 10. We’re trying to reinvent it again on new-gen hardware. And a few other guys, too, to just really round out the experience level on making a basketball game, as well as to bolster what I felt was not enough creative leadership.

So, the designers and producers making the game, we really just needed more of them. And since then we’ve hired a number of engineers, a number of artists and animators, but what I was most happy with was the team that was there was actually a lot better than I thought. And what we produced was better than 13, because I played 13, it was better than what that looked and played like. And what we’re doing now is better than what 14 was. There are some really talented guys there, and I felt they just needed better direction, better leadership, and a better understanding of how to come together.

The coolest thing is that there’s some really strong talent there, so that’s why I feel even better about this year. For example, Paul Kashuk, our art director, who’s been at EA Tiburon for maybe eight years in a central role, worked on PGA Tour a few years back and is a former Disney guy. Giving him the opportunity to do this, he’ll be the first to tell you that his overall plan was a three-year plan. I believe we’ve achieved the vast majority of it in two years, but because of the way the art was built for 13, we couldn’t do as much as we wanted in that short timeframe for 14. But this was his plan all along. We built a scanner that was mobile and portable enough to go scan the athletes, and he had this strategy that we had to pick certain things we could in 14, knowing we could do more in 15 and even have the creative direction set already for 16, knowing where we could then take the franchise in the future as well.

EGM: Does the yearly iteration and near-constant work cycle due to the franchise’s annual nature make it easier then to implement long-term plans and follow through on them? Does the unending cycle become daunting at times, even with plans in place?

O’Brien: That’s one of the most challenging things. Knowing that we have a list of work can, at times, be overwhelming. But you got to stick to the plan, because I’d love to just snap my fingers and hand you the game I’ve got in my head. Obviously, I can’t do that, so it’s both the frustrating and challenging thing about being in sports-game development.

From the team’s standpoint, what we’re trying to figure out now is take what we proved internally with our post-launch support and expand on it. We’ve helped streamline this with new technology. Like for example, when LeBron James broke his nose last year, we have this live content update system now. Normally, when we want to update something, we’ll have to go through a submission process with Microsoft and Sony, and it becomes a patch, and they update your kit. So, we do the work, send it to them, they take about two weeks to review it, approve it, send it through the proper logistics channels of making it happen, and it finally gets to the player’s game. So, it takes a good chunk of time.

And so, when we’re living in a time when LeBron breaks his nose, you read about it, write about it, or see it on SportsCenter, and then you see him bring out that black mask/nose guard that the NBA didn’t want him to wear, and there was all this conversation about it. But when I went and played Live or 2K, he’s not wearing it. So, there’s a disconnect from reality. We could turn that around in three days now, though, with our new tech, so on the third day, LeBron in our game was wearing the black mask.

It’s a little thing, but maintaining relevancy is extremely important and one of the things that we’re going to hang our hat on. So, it’s the ability to support our games post-release and create this experience that doesn’t die. And at the same time of doing that, also executing for the next year’s game. That’s just the challenge of bringing our resources together and making sure we use them appropriately to ensure that the player who has the game now gets what they’re expecting and that we really fulfill the promise of that live service. Then, it’s making sure we have enough people and enough time to really innovate and build the new features that same player wants in next year’s game as well.

So, in regards to visuals, we made the game look better through one of our updates to 14, so if visuals were at a five out of 10 before, maybe the update bumped them up to a six. It was better, but it wasn’t what we’re doing for 15, because we took our new tech and went out and rescanned every player in the game, had to build a pipeline, and we had to actually re-author with new lighting to make the game take the step forward we needed to take.

It’s not something we could just update 14 with because we’re just getting to the point where we’re almost done now, and that’s something we were very honest about. I’ll tell you exactly what we can do; we’re not holding anything back. If we could’ve done this in 14, we would have. Sometimes, it’s just not possible, and I think that’s the challenge we’re taking on to make sure people can be a part of our journey and the trajectory to where we’ll be good—and, at the same time, understand why, have a stake in it, and give their feedback and have an opinion on where we’re going and then use our abilities to course correct as best we can along the way while supporting the live service of the current game and building toward the next one.

So, it’s challenging, but it’s also kind of fun, because sports games don’t traditionally do a good job of that. We’ll do roster updates and the little things, and Ultimate Team helps keep games a lot more relevant from a fantasy perspective, but in terms of giving you content and new things that you can engage with, it’s cool, but our challenge now is primarily to do everything we did with 14 for 15, and then with 16 and moving forward, people really buy into it and get what’s happening. That’s a differentiator to me.

EGM: When you guys invite the NBA players to have them scanned into the game, what’s their response? Are they excited just because it’s a videogame, or are they disappointed it’s not NBA 2K? What’s the feeling from the players around the league about NBA Live?

O’Brien: It’s interesting because, just to use a hypothetical here, a guy like [No. 1 pick in the 2014 NBA Draft] Andrew Wiggins, who’s only 19, doesn’t really remember Live unless he had an older brother or someone who played Live. But the older guys all know Live and grew up with it and love it and want to see it make a comeback. Most of the guys who play, though, now say they play 2K, or there’s a small minority of guys who played both last year. But they’re all very interested. I’ll exaggerate slightly and say they’re all interested, but most of the guys are more interested in what we’re doing. How we’re doing it, where Live is in its development, how we’re going to make it as good as 2K, and they talk about this as they sit down and scan with us.

Most of the environments we do in the scans in are a hotel ballroom or meeting room, and we’ll have the scanner set up, the game on the screen, and then the PR departments bring the players through, the coaches through, and most of the guys just sit around and play. They talk and make fun of each other because we get them to do screams and stuff to get different emotional performances from them. So, they talk and make fun of each other, and then they ask questions. And there’s usually three or four guys who are really interested in software development and what we’re doing, and they’ll ask these questions, and the other guys start listening.

It’s pretty cool, because it’s a different generation. Fifteen years ago, guys wouldn’t care about this, and now they all want to know what their ratings are, if their hair is right—like, we’ve had guys not want to get scanned and ask us if we could come back the next day because they’re getting a haircut. It’s all really important to them. So, the engagement on the players is extremely high, and then what we did throughout the course of the year, when we actually did some scans and ran them through the pipeline and showed them the graphical differences between last year and this year, we were getting the “Holy s***!” reactions to how good it looked, which is pretty rewarding. Anytime you can show players how good they look in a game, it’s kind of cool.

EGM: Have you made enough advancements between NBA Live 14 and 15 to completely narrow the gap with NBA 2K?

O’Brien: It’s hard to know for sure without knowing what 2K has done this year. Taking that into consideration, at the very least, visually, I can say yes. I think when we put our two games up side by side, we’ll absolutely be in the ballpark. I think there’s a different style between the two—like, if you look at a 2K game, I think there’s only two different body types. 2K tends to go for more of a heroic look, big feet and big shoes. They use their shaders a bit differently, so it’s a little more of a different artistic style, whereas we go for more of a photorealistic EA Sports style. So, that’ll be a plus or minus depending on your own personal preference.

I think that, from the gameplay side of things, we’re going to offer something different. Their animation is so strong and looks so good. That’s the one area where I’m curious to see how we stack up this year, but I do think that unless they’ve completely changed their approach, I think our game will be more responsive. What I mean by that is, I think you’ll feel more in control of what’s happening. The action, the input on your controller, what your expectation is, we feel that’s a point of differentiation that we can take advantage of.

What we’re trying to do is really give you the control that you expect. So, I think that’ll be an opportunity for us, and we’re going to hang our hat on responsiveness and control, so I’m curious to see if 2K has done anything to address that. That’s an unknown for me. They took a different approach last year with their virtual currency and how they’re doing online teamplay and online play in general. They had some server problems that everyone either experienced or read about, so I’m curious to see how much they’ve cleaned up there. It’s something we do extremely well at EA in general. Except for Battlefield. [Laughs]

But speaking for sports, the Ignite engine and our online experience is really buttoned up and really solid, and we rarely have server issues or challenges—if ever. The connected experience and what we provide, our relationship with [real-time stats company] Synergy Sports, it provides new data and tendencies on an ongoing basis based on what’s happening in the real world and changing your experience.

Maintaining the relevancy is something else we’ll hang our hat on and continuing to invest in. I think that’s where we’re best in class in sports games. And I think once our game looks better and plays better, that’ll get a little more recognition—because now, who cares? If it doesn’t play good or look good, then the rest of the stuff doesn’t matter and isn’t really meaningful. And then, looking forward, seeing how we invest in online teamplay, what that experience looks like, as well as how Ultimate Team ends up looking like as well and evolving that, I think that’s where we’ll continue to form our identity and differentiate.

So, I’d say we’ve definitely caught up in a lot of areas. I think the gap last year was quite significant. I think we’ve done an incredible job within 10 and a half months of closing that gap significantly in a lot of different areas. Overall, they’re an 85-plus-rated game, so it’s still going to take us some time to actually really catch up, but I think we do offer something different, and I think that’s important.

EGM: It really seems there’s been a culture shift within EA’s halls. I don’t think a few years ago you guys would’ve been talking about three-year plans. Do you think this could’ve been done a few years ago, or have things changed?

O’Brien: Things are changing. A lot of it is around [EA CEO] Andrew Wilson and [executive vice president of EA Studios] Patrick Soderland’s approach to quality and the emphasis on quality, not around headcount or your business plan. It’s about having the right people to make a great game. We’ll figure out the logistics, but that’s the most important thing now, and it’s what Andrew wants to hang his hat on and all of our hats on as a company.

So, it’s a really cool thing for me, just as a side note, how Andrew is giving me build feedback. The CEO of our company is talking about animation blending and AI states, and it’s cool and empowering in a way, because I can go back to my team and be like, “This is what Andrew thinks of our game.” Patrick is the same exact way, where they’re honed in on making a great game, making sure we’re focused on quality.

And then, even the tough decisions—which Andrew says are tough but aren’t really tough, like [pushing the release date back for] games like Hardline out and Dragon Age: Inquisition. EA, as a company, would’ve never made those decisions before. We were so quarter-by-quarter focused, and he pushed Battlefield: Hardline out of a quarter, which is enormous revenue, but he knows it’s the right thing to do. The game’s not ready, and they want to make 9s. We’re done with making 7s and 8s, and sometimes, that’s what it takes. So, it’s pretty cool to have the support of all these guys who believe in what we’re trying to do, understand the challenge, are giving us the resources to make leaps and bounds, recognizing those leaps and bounds, and then continuing to push us to be even better. It’s a pretty cool—and I’d say new—take on what EA’s all about, and it’s a lot of fun.

EGM: From an outsider’s perspective, the announcement of NBA Live 15 signified a change to me, becausesorry to bring up the bad review scores againthe EA of old, I think, would’ve never moved forward with NBA Live 15 after how poorly 14 was received.

O’Brien: I agree with you completely. When I came back to EA—and Andrew’s the guy who actually wanted me to come back before he got promoted to his big-boy job—I was just grilling Andrew on what the expectations were, what the support would be like, and I told him if he expected us to turn this around instantly, it wasn’t going to happen. I wanted to make sure there was the support internally, as a company, that they believed in this category, and they did.

It’s a huge opportunity, globally, on a number of different platforms. The NBA is an amazing partner with us, and they support us still, even with all the crap we’ve gone through over the past five years. It’s really important to me to feel like a part of something that the company sees a value in. If you think about it, in terms of games, what other genre can you say there’s an established $350 million category annually that EA’s had a huge presence in before? We’re really good at all the other sports, so if we came back and can take half of that, we’re in a good place—aiming for more, of course.

When we talk about creating new IPs and opening up new markets and new genres, yeah, this is an established market with an established genre and an established competitor, which makes it admittedly really challenging, but it gives you a court to play on. And I think that’s where Andrew’s vision is. For us, for the studio team, it’s just about making sure we can show the progress that he’s expecting and the company’s expecting to honor that commitment and keep that commitment alive. If we were a complete bust and had no plan and no idea what we were doing, it’d probably be a different conversation right now, but I think that’s part of the story we’re trying to tell. There’s more to what you saw in the package that was NBA Live 14. There are reasons why it was what it was. And it’s not a question of making excuses or being defensive; it’s just that there’s reality, and we just want to share some reality for those who are interested. And when you look at last year versus this year, you can see the differences. There’s a lot of good things happening, and it’s just a matter that some of them take time, and we’ll share as much as we can along the way. But believe in us, because we’re going to do it.

Actions have consequences

Editor’s Note: In order as to not spoil the events from previous episodes in this and/or the first season, the language used will attempt to remain as vague as possible. That being said, some situations may still be specifically referenced and thus, if you do not want anything spoiled, we recommend you fully play previous episodes and then return. Consider yourself warned.

After finally catching a little bit of the magic that made Season One so great in its previous episode, The Walking Dead: Season Two hoped it could continue its rebound from a slow start in Episode 4 – Amid the Ruins. Picking up right where Episode 3 left off, much of this latest chapter deals with the fallout of Clem and the gang’s escape from Carver’s compound. Decisions you’ve made along the way once again dictate the kind of dialogue you’ll have with your remaining compatriots as new bonds are formed and others are pushed to the breaking point due to the stress of your ever-changing group makeup.

While Amid the Ruins starts off strong, rich in the drama you’ve come to expect from anything based in The Walking Dead universe (especially when several problems come to an unexpected head in this episode and not the finale), the storytelling rapidly devolves about halfway through. The group splinters up to accomplish a necessary task more quickly, with Clementine moving between different cliques to help speed the process along. Besides the fact that the “fetch quest” nature of this section of the game left a sour taste in my mouth, the group physically drifting apart also signified (rather bluntly I might add) a newfound lack of focus on the common goal of surviving as a collective, punctuated by infighting and bickering becoming staples of nearly every conversation.

Though Amid the Ruins does introduce some major threats to the group in order to replace those that were solved when you left Carver’s makeshift bastion, the division of the group introduces a multitude of nagging problems that make it hard to focus on the bigger picture. Season One’s penultimate episode was so phenomenal because at the end, there were only two situations you had to focus on: Lee’s bitten arm and Clem’s kidnapping. In Season Two’s fourth episode, however, the new problems that arise are sullied by the childish spats between the group’s core members, like a swarm of buzzing flies circling your head as you try to focus on the more pressing and delicate matters at hand. And it seems that Telltale would rather have left some of the strongest new characters of the season, especially Luke, in the background saying nothing at all if they weren’t adding to the unnecessary squabbling, leaving me as puzzled as I am disappointed.

Despite the sad storytelling decline after the spike in Episode 3, Amid the Ruins does at least provide enough interesting situations to keep you on your toes. After all, in between the war of words, there’s still a zombie apocalypse going on around you, and just when you feel like you’ve had enough of Clementine being the most mature character in the game, an action-packed zombie sequence kicks in to ratchet up the tension again and remind everyone why they’re here and what they’re running away from.

The good news with Amid the Ruins? Telltale seems to have left more than enough room to top this episode and still finish the season strong, and we’ve seen from this season alone that they have the potential to bounce back from a narrative misstep. Season Two – Episode 4 of The Walking Dead, however, feels like a weak stitching together of what I hope will be the two best episodes of the season.

Developer: Telltale Games • Publisher: Telltale Games • ESRB: M – Mature • Release Date: 07.23.14
6.0

Too many random problems arise and detract from the main issues of the story, leaving Amid the Ruins feeling like a weird valley right before the hopeful peak of the season finale.

The Good Some of the best zombie encounters yet.
The Bad Too many new problems crop up with just one episode left.
The Ugly Kenny’s face isn’t going to be getting better anytime soon.
The Walking Dead: Season Two: Episode 4 – Amid the Ruins is available on Xbox 360, PS3, PC, and iOS. Primary version reviewed was for Xbox 360. Review code was provided by Telltale for the benefit of this review.

Adam West, the man who played Batman on TV in the 1960s, will be a voice in Lego Batman 3: Beyond Gotham Warner Bros. Interactive Entertainment announced on the game’s official Twitter feed.

The picture accompanying the tweet leads us to believe that West has been cast as a Lego-fied version of himself and will only make a small cameo. For many Batman fans, though, his inclusion on any scale is a welcome nod to the character’s storied past.

West portrayed Batman in 120 half-hour episodes of what was a smash hit for ABC from 1966-1968, plus a full-length feature film that came out between the first and second seasons of the TV show’s run. Warner Bros. just announced the entire TV series will be released on DVD/Blu-ray for the first time this November. In recent years, West has seen a resurgence in popularity, in large part due to his role as “Mayor West” in FOX’s Family Guy, and got his star on the Hollywood Walk of Fame in April of 2012.

He joins an ever-expanding cast of accomplished actors/voice actors, led by Troy Baker as Batman and Dee Bradley Baker as Brainiac. West will also be a part of the Lego Batman 3: Beyond Gotham panel being held at San Diego ComicCon next week.

Lego Batman 3: Beyond Gotham is coming out sometime this fall on Xbox One, PS4, Xbox 360, PS3, PC, Wii U, 3DS, and PS Vita.

 

Off the rails

When I first think of rail shooters, arcade experiences usually pop to mind, but every now and again, these games provide a refreshing change of shooter pace on home consoles as well. In fact, some of my favorite experiences on the last generation of consoles included The House of the Dead: Overkill and Resident Evil: The Umbrella Chronicles for that very reason. Now that we’ve got a new generation of consoles, I wondered if there was anything they’d provide that could help freshen up the genre.

Enter Blue Estate, a prequel to a 12-issue comic book of the same name from a few years back that tries to insert players into that world’s tongue-in-cheek noir crime drama. Instead of playing as the comic’s bumbling detective protagonist, however, players are inserted into the shoes of Tony Luciano, the incompetent son of a Mafia Don, and Clarence, the handsomely paid ex-Navy SEAL who’s often following after Tony to clean up his messes.

The best thing Blue Estate does is circumvent the need for a PS Move by instead using the gyroscope built directly into the DualShock 4. While this does make aiming a tad less accurate, the game compensates with an aim-assist feature and the ability to recenter your cursor at any time, no matter the controller position, with just a tap of the L1 button. Surprisingly, the controls are rather intuitive because of this, and I saw myself mowing down rival mobsters with no issues whatsoever. The game even finds a way to make the touchpad useful with touch-sensitive prompts for melee and opening doors.

Once you get past the controls, though, there’s really very little to be excited about with Blue Estate. The premise is straightforward, but at no point do you get enough from the story to make you care about the characters or the ridiculous situations they’re in. And beyond the occasional chuckle, there’s really nothing funny about this self-described “dark comedy,” either. Throw in some of the most canned, stereotypical dialogue you’d expect, and the entire script should’ve never seen the light of day.

Besides its miserable excuse for a story, the game is also tremendously short, especially for its $19.99 price tag. It has seven levels, the first six of which should take you only three hours to complete. To lengthen the experience, the last level then sees a ridiculous difficulty spike that may cost you another hour or two. To help illustrate this: In the first six levels of the game, I died four times. In the last level alone, I failed 18 times.

Because of the boring story, the gameplay monotony becomes startlingly evident, even for a rail shooter. All seven levels are full of the same carbon-copy thugs who all go down with a simple headshot or nutshot (heh, the game says “nuts” a lot…so funny, right?). There’s no enemy variety whatsoever, except for the game’s three bosses. They don’t offer much of a challenge either, though, except as an exercise in trying to keep awake. They’ve got lifebars that are ridiculously long, yet their AI is so simple that you’ll repeat the same pattern a dozen times without taking a hit before they finally drop.

Even Blue Estate’s guns–a make-or-break element of these types of shooters–leave something to be desired. You have a simple pistol with infinite ammo, and come across another weapon in each level. Some, like the assault rifle, make the game too simple, as you’ll find yourself racking up 200- and 300-kill combos in no time. Others, like the shotgun and the Magnum, have too short a range, making distant enemies impossible to hit. That means you’ll likely spend most of your time sticking with your default pistol, which only adds to the frustration.

Blue Estate also includes a couple of other features that you’d expect from any rail shooter to help try to salvage this trainwreck. Local co-op is available if you want to play with a friend, and two DualShock 4-controlled crosshairs work just as well as one. Global leaderboards are also present if you feel like replaying the game over and over to try and get a high score.

The only issue with that? I can’t imagine people wanting to play this game once, never mind multiple times. Blue Estate should’ve been satisfied staying a mediocre comic book, because it only makes a crappy video game.

Developer: HeSaw • Publisher: Focus Home Interactive • ESRB: M – Mature • Release Date: 06.24.14
3.5
Utilizing the DualShock 4’s gyroscope and light sensor is a great gimmick, and it’s a concept I hope other rail shooters implement. Beyond that, though, Blue Estate is a boring shell full of cheap, unfunny stereotypes that isn’t worth a single playthrough.
The Good Uses the DualShock 4’s gyroscope for targeting.
The Bad Sad attempts at humor, dialogue, and character development.
The Ugly Just another example in my war against prequels of any kind.
Blue Estate is currently a PS4 exclusive. Review code was provided by Focus Home Interactive for the benefit of this review.