Category: Written


Let freedom ring

Editor’s Note: Due to Freedom Cry taking place after the events of the main game, this review contains spoilers for Assassin’s Creed IV: Black Flag. Consider yourself warned.

It’s unusual for Assassin’s Creed story DLC to feature someone who wasn’t the lead character of the main game. Since Assassin’s Creed IV’s story led Edward back to England, though, in order to maintain the Caribbean setting (and not drive the developers mad in trying to create entirely new assets), Freedom Cry tells a tale of Edward’s charismatic quartermaster, Adéwalé, instead.

It’s been over a decade since Edward, Adéwalé, and the rest of the Caribbean Order of Assassins sealed up the Observatory. Adéwalé is captain of his own ship now, and he’s a high-ranking member of the Brotherhood as he continues to fight the war against the Templars. Freedom Cry begins with Adéwalé out sailing with his crew, tasked with the relatively simple mission of stealing some Templar documents before they reach Port-au-Prince in Saint-Domingue (present-day Haiti). Things quickly go awry when Adéwalé’s ship is ambushed, and the only way for him to escape is to head straight into the heart of a storm. Although our hero escapes the enemy ships, the storm destroys his vessel, sending him overboard and into the angry sea below.

When he comes to, Adéwalé finds himself washed up on Port-au-Prince’s shores. He’s now stranded and must find a way to make some allies and procure a new ship. Easier said than done, though, for a black man now wandering in the Caribbean’s largest slave colony.

Freedom Cry is, quite honestly, the most powerful tale the franchise has told. The Assassin-Templar war is nothing but set dressing that’s promptly shoved into the background to make way for a story about human perseverance, all while cleverly tying the Assassin’s Creed universe into the start of a movement that led to the largest slave revolt in history.

The evils of racism and slavery are prevalent throughout and handled far better here than they were in Liberation or their all-too-brief mention in Assassin’s Creed III (mind you, that’s not what that game was about, but it was still a bit shocking that the subject was limited to just a couple of lines of dialogue between Achilles and Connor). Nearly everyone who isn’t a slave sees Adéwalé as an enemy, making even a casual walk through Port-au-Prince a nightmareand quickly forcing him into combat should he attempt anything suspicious.

This makes Freedom Cry surprisingly difficult at times, since almost the entire city is against you. It makes sense, however, because while Adéwalé has all the training he should ever need from the Assassins, he’s constantly at a disadvantage. This is what would really happen if a black man of Adéwalé’s size and stature were to walk around that breeding ground of suffering. The game subtly makes you aware that you’re having a harder time of things simply because of the color of your skin, and it feels wrong on so many levels. It’s a risky venture for the developers, but I think the message is clear without being ham-handed—and, for that, Freedom Cry should be commended.

Besides the stellar storytelling, the game features the same great action for which the series is known, as well as twists on some Black Flag side missions that now revolve around the slavery theme. Instead of recruiting pirates for your crew, you free runaways, liberate slaves from the auction block, or break others out of prison cages. And instead of pillaging warehouses or capturing other ships at sea, you now unshackle slaves from plantations and board slave ships in the hopes of saving your brothers before they even have to suffer a single lash on Port-au-Prince’s shores.

Freedom Cry does have some limitations that put a crimp on its value, though. The exploration and sheer scope of the world seen in the main game are completely gone, leaving you to race through the nine story missions with little incentive to wander from the predetermined path. Because of this, the DLC is also very short. It would surprise me if this took anyone more than five hours to complete.

And, sure, you can still go out to sea, but there’s really no point beyond a couple of mission parameters, since 90 percent of the action takes place within Port-au-Prince. While this is a location completely unique from any of the other islands you saw in Black Flag, it’s also small and repetitive, lacking the intricacy of Havana, Kingston, or Nassau. Plus, with many of Adéwalé’s upgrades being tied to how many slaves he frees and not other resources, there’s no reason to take part in any of the side activities like hunting or wreck diving should you decide to sail out of Port-au-Prince’s harbor.

Freedom Cry clearly takes a technical step backward from the accomplishment that was the world of Black Flag. Adéwalé steps brilliantly into the lead role, though. His story, short as it is, helps make up for the smaller world, and it’s enough for Assassin’s Creed fans to check out Freedom Cry if they’re even remotely interested.

Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.17.2013
8.0

In terms of size and scope, Freedom Cry is paltry compared to the main adventure of Black Flag. But its story is easily the most powerful, poignant tale we’ve seen from the Assassin’s Creed universe, and that alone makes this story DLC worth checking out.

The Good Adéwalé steps into the lead-character role well while the great Assassin’s Creed gameplay remains intact.
The Bad The scale of this adventure is far smaller than the main game.
The Ugly The uneasiness that comes with feeling constantly persecuted.
Assassin’s Creed IV: Black Flag – Freedom Cry is available for Xbox One, PS4, Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

More than 16 million Nintendo 3DS games were sold in 2013, marking a 45-percent increase in sales over 2012, Nintendo announced today.

Nintendo also revealed that the 3DS, 3DS XL, and 2DS had a combined 11.5 million unit sales in the United States alone.

“Nintendo 3DS is a powerhouse with games and experiences that appeal to all kinds of players,” Scott Moffitt, Nintendo of America executive vice president of sales and marketing, said in the press release. “We’re not slowing down in 2014. With more games featuring fan-favorite franchises on the way, the best days of Nintendo 3DS are still to come.”

Earlier today, Nintendo announced that Yoshi’s New Island—the sixth installment in the Yoshi‘s platformer series—will arrive at retailers and the 3DS eShop on March 14. Bravely Default, the first 3DS release for 2014, launches February 7. A free demo is currently available for download on the 3DS eShop.

Players are going to have to throw out their moral compasses if they want to experience everything the inFamous: Second Son has to offer, game director Nate Fox told VG247 in a recent interview.

The inFamous franchise has always contained player decisions that would ultimately push its protagonist \ down a certain path on the good/evil spectrum. These moral dilemmas remain as a focal point for the game’s narrative, but according to Fox, the team at Sucker Punch is trying to remove the gray that has become a staple in many games recently and make the player’s options more black and white because, as it Fox puts it, “it really sucks when it’s nebulous.”

Fox also mentioned that he paid close attention to how people played during testing. He noticed most folks tended toward being nice on their first go around, but then had fun stirring up trouble on their second run-through.

“We do our damnedest to make it fun in both directions, but in my opinion you’ve got to play the game twice to really experience infamous: Second Son,” Fox told VG247. “I know from watching people play the game, that most of them play first as a good guy because we’ve been conditioned by society not to speed and help old ladies cross the street.

“But then they play through again, and they’re the most evil sons-of-guns you’ve ever met. They enjoy being evil, but they’ve got to get the good guy experience out of their systems before they allow themselves to be the jerks they are in their heart.”

Another interesting point Fox brought up is the importance collective playthroughs will be to franchise’s overarching canon. Much like how Trophy data was analyzed for inFamous 2 to determine which ending would be canonical leading into Second Son, Fox mentioned that Sucker Punch plans on doing something similar for whatever the next chapter in the series might be.

So, being a jerk carries even more weight now, as it could have ramifications the world of inFamous will forever feel.

Infamous: Second Son launches worldwide March 21, 2014 exclusively on PlayStation 4.

China has temporarily lifted their ban on foreign consoles, the BBC reports. Nintendo, Sony, and Microsoft will now be able to build their consoles in a designated free trade zone in Shanghai, where Chinese government officials will then inspect the consoles before they are allowed to finally go on sale.

Back in September 2013, the Chinese government announced its intentions to lift the ban, but no one knows how long its current suspension will last. Many speculate that the announcement and subsequent lift are the byproduct of an economic slowdown in China after years of rapid growth.

Another theory is that this policy change—possibly serving not only as the next step in China’s globalization, falling in line with other, wider economic reforms and liberalization in recent years—could be a response to the illegal gaming trade.

The ban was first instituted in 2000, with Chinese officials growing concerned about the effects of games on young people. Since then, Chinese gamers have had to acquire consoles via black market exchanges, which remains active and thriving despite governmental attempts to hinder it. Even with a gaming black market, most people in China have simply turned to PC gaming, which reportedly comprises two-thirds of the estimated $13 billion dollar market that China represents.

No matter the reason behind it, the question now is how Sony, Nintendo, and Microsoft will take advantage of this lift respectively, and what it means if and when China decides to re-institute it.

“We recognize that China is a promising market,” Sony told the BBC after the news broke. “We will continuously study the possibility, but there is no concrete plan at this stage.”

Carving out a decent slice of a $13 billion dollar market could easily offset any initial losses caused by setting up shop there. But if the ban were to come back down quickly, this potential new branch could prove to be a costly error, something The Big Three are surely considering.

Should one, or all of the big companies decide to make a play here, though, Sony and Nintendo’s proximity to China provides an obvious advantage. Others believe that Microsoft, based on its history outsourcing hardware, could be in the best position. In theory, they could quickly team up with a third-party electronics contractor to set up shop in Shanghai and start producing the consoles. Either way, this could mark a significant day in the gaming industry’s economic history if China decides to keep its shores open.

An assault on the senses

When I first got my hands on a Windows Surface demo featuring Halo: Spartan Assault at E3 last year, I knew I’d never review the game unless it had a controller. Playing a twin-stick shooter without, ya know, twin sticks made the entire experience utterly frustrating, and I just couldn’t get past the idea of the inferior controls.

So, when I heard the game was coming to consoles and PC, I figured I could just wait for that version, since Spartan Assault’s largest, most obvious problem would be solved. Oh, I couldn’t have been more wrong. Even though the input issues have been addressed with a traditional controller, there’s so much more disappointment lurking beneath the Surface.

Spartan Assault’s single-player campaign passes itself off as a training simulation where up-and-coming Spartans can relive and learn from historic battles—fought by Halo 4’s Sarah Palmer and a new Spartan named Edward Davis—that took place on Draetheus V and its moon. The game also features a separate online co-op campaign in which you and a friend can take on the Flood. In regards to enemies, locations, and general aesthetics, Spartan Assault looks and sounds very much like a Halo game, just from a different camera angle.

Single-player is broken down into 30 missions across six chapters, offering an intriguing slice of Palmer’s backstory in bite-sized chunks that shouldn’t take more than three to five hours (six to eight if you also do the co-op adventure) to get through. Unfortunately, beyond the superficial details and the possible appeal of learning more about Palmer, there’s really little else here to draw longtime Halo fans in. And while the game’s length may sound short, Spartan Assault still finds a way to feel like a drag.

Now, I understand that twin-stick shooters aren’t really known for their depth of gameplay, but in trying to impart a stronger Halo feel, Spartan Assault also removes any and all charm that usually comes with this genre. Typically in such offerings, you eventually come across opposition that you can’t overcome through brute force alone. You need to strategize, even if it just means running behind cover and letting your shields recover. I never had this feeling in any of the game’s 30 missions. I ran in guns a-blazin’ every time and walked away. In a traditional Halo title, this might make you feel like a badass. In Spartan Assault, it made me feel bored.

The game does try to make things a little difficult by giving you limited ammo on all your weapons, something you don’t normally see in twin-stick shooters. In most games of this genre, you always have one weapon, even if it’s a weak little pistol that has infinite ammo for the sake of aiming, since it’s not inherently the easiest thing with the three-quarters top-down view here. By not providing any traditional aim assists with a laser pointer or an infinite-ammo weapon, the developers want you to be careful about wasting ammo, since aiming remains an iffy prospect.

This point becomes moot, however, due to the fact that many of the weapons are overpowered, and there’s so much ammo littered about the battlefield that I couldn’t imagine ever running out. And the fact the game tries to create difficulty through the genre’s natural limitations—and does nothing to hide this—just comes across as lazy design.

But the frustration doesn’t stop there. You earn XP as you play to unlock weapons. But instead of fully unlocking the weapons, you’re only renting them for that particular task, meaning you have to buy the best weapons again and again and again.

Or, if you’re rich, you can spend real-world cash to rent the guns for each of the game’s 30 missions—because it’s not enough that Spartan Assault for consoles ($15) costs twice as much as its Surface and Windows Phone ($6.99) siblings. Even though you really don’t need to buy any of the weapons to beat the game, you can’t help but feel like you’re missing something without trying them all at least once. The game wants to charge you even further to have the best experience possible.

And therein lies the true issue with Halo: Spartan Assault. It’s still just a mobile game using the same tired nickel-and-dime tactics to squeeze a few more dollars out of you. It’s just been cheaply ported over so that you can use a controller—which, at least, does work much better than the touchscreen inputs ever did. Sarah Palmer’s story, as much as I like the character, isn’t enough to make this anywhere near a worthwhile purchase. The developers couldn’t even tack on local co-op, which I would’ve enjoyed when taking on the Flood (in what proved to be a slightly more interesting experience than the single player campaign, if only because I was playing with a friend).

Players won’t be missing anything by mercifically passing on this one–Halo: Spartan Assault is easily the worst experience to ever feature one of the most famous names in gaming.

Developer: 343 Industries/Vanguard Entertainment • Publisher: Microsoft Studios • ESRB: T – Teen • Release Date: 12.23.13
3.5
A cheap port of a mobile game with glaring flaws at its very core that does a disservice to the Halo brand, Spartan Assault should be avoided like the Flood.
The Good Provides a bit more backstory to Spartan Sarah Palmer.
The Bad One of the worst twin-stick shooters I’ve ever played.
The Ugly The item rental/microtransaction system.
Halo: Spartan Assault is available on Xbox One, Xbox 360, and Windows 8-enabled devices (Windows Phone, SmartGlass). Primary version reviewed was for Xbox One.

Shota Kageyama, composer for Pokémon X andand the man responsible for the music in Pokémon games since HeartGold and SoulSilver, has decided to step away from Game Freak, he announced on Twitter.

On New Year’s Day, Kageyama tweeted that after being with Game Freak for over six and a half years he was planning to pursue personal ventures and leaving to form a new band called Spica Musica.

Besides Pokémon, Kageyama has contributed music to Super Smash Bros. Brawl and Atlus’s Luminous Arc. He also scored the recent Pocket Monsters: The Origin anime special.

Kageyama added that he still plans on working in game music even though he’s going independent. According to the composer, his Game Freak colleagues were supportive of the decision and he would not say this was a farewell to everyone there, since he thinks it’d be great if they could work together again in the future.

2K Games’ MLB 2K series had been on life support the past couple of years, and today the publisher officially decided to pull the plug.

Earlier today, sports-centric outlet PastaPadre reported that 2K had erased all connections to the franchise, expunging it from their main site, eradicating their Facebook page, removing the 2K10, 11, and 12 editions from Steam and the Xbox Games Store, and deleting the 2K13 website from the Internet.

After this development, Polygon reached out to 2K and received confirmation there will be no MLB 2K14 this year on any system, and pointing to what many suspect is the end of the series.

This decision more than likely came about for several reasons. MLB 2K13 was the tenth edition of the annual franchise, but was universally panned, with many criticizing that, overall, the game was nothing more than a roster update over 2K12.

Franchise developer Visual Concepts, also responsible for the NBA 2K franchise, has recently taken on some of the duties involved with the WWE series acquired after THQ closed down. Asking one studio to do three games each year could’ve proved taxing enough for MLB to get the axe in lieu of the studio expanding as the employees charged with MLB can now be moved to either one of those other games.

This move has sent a ripple effect across the industry, leaving Sony with the only systems (Vita, PS3, PS4) to carry baseball with MLB 14: The Show. While sports games aren’t typically known for making or breaking a system, this is surely an unexpected chink in the armor of the Xbox One—for at least this year, baseball fans will have to buy Sony to get their fix.

It also leaves many to speculate that EA could get back into the business of baseball. EA’s MVP Baseball series ran from 2003-2005 and was hugely successful by most accounts, but when EA signed an exclusivity deal with the NFL following the 2005 season, Take-Two countered with their exclusivity deal with MLB. The end of the MLB 2K franchise also likely marks the end of the exclusivity deal and this means someone else could step in to provide a third-party alternative to The Show and corner the currently vacant Xbox One baseball market.

In an interview from Famitsu magazine, Tales series producer Hideo Baba shared new information about Tales of ZestiriaSilconera reports.

According to Baba, the game’s main protagonist, Alicia, is last in line to the throne in her kingdom, but that she doesn’t care as she loves her chosen profession of being a knight. He describes her as the type of person who has no problem putting herself in harm’s way if it can help her people or her country.

Alicia’s nature tends to be more serious, but the layers of her character will come through the series’ trademark side conversations and sub-events. She ends up traveling with the optimistic Slay—the male protagonist—but as is often the case with Tales characters, their motivations are very dissimilar.

While Tales of Zestiria is completely different from the recently released Tales of Xillia, fans may see early parallels between Alicia/Slay and Milla/Jude based on this description, at least in terms of personality.

The game’s story will also have a huge focus on dragons, a first for the Tales series. According to Baba, dragons are often depicted as good and evil, and are some sort of symbolic existence to various worlds. Where Zestiria’s dragons fall on the good/evil spectrum is still a mystery.

Baba only briefly touched on the combat system of the game, saying there will be a focus on “sword and magic fantasy,” and it will be an evolved form of the current battle system. He also teased a big surprise with the combat that he hopes fans will look forward to.

While we still have no release date window for Tales of Zestiria, when it finally does hit store shelves it will do so worldwide on the PS3.

According to a preview from Playstation Official Magazine, Dragon Age: Inquisition will introduce a new metagame system to the series revolving around castle keeps.

Keeps serve as focal points in each of Orlais’ many varied regions. Each one the player captures unlocks new quests for their character.

With players serving as the Inquisitor, keeps also allow you to assign varying amounts of Inquisition agents to maintain it and its surrounding region once in your control. The more agents you assign to a keep, the more you can put it to work for your hero.

For example, you can have agents build a mine to bring in more cash.  Or you can make your agents rebuild a colossus to improve keep morale incase it finds itself in conflict with invading forces at some point. This leads me to believe that keep defense will also play some role in this new metagame.

The OPM preview also draws a parallel to Assassin’s Creed in some ways with this new feature, and I have to agree as it sounds a lot like the Kenway Fleet or Brotherhood building aspects from the more recent games. Either way, it looks to add some much needed gameplay depth and variety to this third chapter in Bioware’s epic medieval fantasy.

Dragon Age: Inquisition is slated for a Q3 2014 release on Xbox One, PS4, Xbox 360, PS3, and PC.

Introduction

There were a lot of good games in 2013. For me, however, there weren’t a lot of great games, ones that were clearly head and shoulders above the pack and got me excited every time I talked about them.Aside from some Nintendo titles, the end of the year was surprisingly dull, due to the less-than-stellar launch lineups of the PS4 and Xbox One. Because of that, half my list is comprised of games that surprisingly came from the first six months of 2013. But when I look back, these are the five games I’d sit down and play again more than any others. Enjoy!

Ray’s Top Five Games for 2013

#05: Fire Emblem: Awakening

Publisher: Nintendo
Developer: Intelligent Systems
Platforms: 3DS

Ray’s Take

Until Marth and Roy made their appearance in Super Smash Bros. Melee, I’d never heard of Fire Emblem, since it had only been released in Japan at that point. I personally didn’t get into the series until Path of Radiance a few years later, but since then, I’ve been hooked. The story and strategy is everything I could ever want from a game, and Awakening miraculously finds a way to raise what was already a high bar. Elements like character customization are also introduced to the States for the first time here, and pairing units adds another nuance that can’t be ignored when playing.

#04: Remember Me

Publisher: Capcom
Developer: Dontnod Entertainment
Platforms: Xbox 360, PS3, PC

Ray’s Take

Some games take you by surprise so much that you can’t help but fall in love with them. Remember Me is one of those games for me. From futuristic high rises that pierce the clouds to the seedy sewers comprising Neo-Paris’ underbelly, Nilin’s world pulled me in, with no small effort from our dear protagonist herself. The unique memory remixes and combo-creation gameplay elements stoked my fire as I spent way too much time exploring every second of people’s pasts or playing with my Pressens in the Combo Lab.

#03: Assassin’s Creed IV: Black Flag

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox One, PS4, Wii U, Xbox 360, PS3, PC

Ray’s Take

Few games were able to just straight up impress me more than Assassin’s Creed IV did this year. The amount of freedom I felt on the open sea was unparalleled, and I’d lose hours on end just boarding enemy ships or diving beneath the waves to unearth some long-sunken treasure. I’m genuinely amazed at the progress made between this and Assassin’s Creed III, and I’m of the opinion that Black Flag is the best Assassin’s Creed since we first met Ezio back in Assassin’s Creed II.

#02: Injustice: Gods Among Us

Publisher:Warner Bros. Interactive Entertainment
Developer: NetherRealm Studios
Platforms: PS4, Wii U, Xbox 360, PS3, PS Vita, PC

Ray’s Take

I have to play a lot of games over the course of a given year. I’m not complaining, but the only bad thing about this is that I rarely can find the time to go back to the games I truly enjoy. The one game I constantly found myself coming back to when I did find the time, however, was Injustice. I loved the story, I loved the mechanics, and I even loved playing online with other people—an activity that usually has me smashing controllers and living-room furniture left and right.

#01: The Legend of Zelda: A Link Between Worlds

Publisher: Nintendo
Developer: Nintendo
Platforms: 3DS

Ray’s Take

A Link Between Worlds is simply the best handheld Zelda game ever. Sorry, Link’s Awakening, but your 20-year title reign is at an end. The subtle changes to the classic Zelda formula, like having all the items at the beginning of the game, admittedly took some getting used to. But in the end, none of those changes stopped me from enjoying the game—and I couldn’t put my 3DS down until the adventure was over. In regards to the greatest Zelda games ever conversation, I wouldn’t put A Link Between Worlds past A Link to the Past or Ocarina of Time, but it’s not far off either.

Ray’s Off-Topic Awards for 2013

The Razor Ramon Award for Best Bad Guy
Jacob Danik
A lot of games this year tried to offer up some shades of gray to the black-and-white conflicts we normally expect. And while plot twists and grandiose questions about morality are fun, sometimes you just want someone you can hate. A bad guy you love because he’s bad. This year had a few candidates, but in the end, I chose Jacob Danik from Dead Space 3. He was a religious zealot willing to sacrifice the entire human race for what he believed to be salvation, and Simon Templeman played him brilliantly, projecting a cold ruthlessness akin to space itself.
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Super Mario 3D World
This one’s become sort of a tradition, so I figured I should continue it. It was a close call between several games this year, but I had to go with Super Mario 3D World. This particular Mario outing may have been a bit too easy and a bit too short for my tastes, but there’s no denying how gorgeous it was because of the variety of levels Mario was able to traverse for the first time in full HD. From purple ponds of poison and snowcapped summits down to the shine on the buttons of Mario’s overalls, a Mario game has never looked so good.
The Best Co-Op Gaming with Your Girlfriend Award
BattleBlock Theater
I play a fair amount of games with my girlfriend, but she only ends up happy that she joined in on a few of them. So, I figured I’d give a little recognition to the game she had the most fun co-op marathoning this year: BattleBlock Theater. She still talks about that game to this day, and it remains the only game where it’s OK to tell your significant other to go kill themselves, as we’d often sacrifice one another on floor spikes to serve as makeshift platforms to get across gaps.