Tag Archive: multiplayer


PlayerUnknown’s Battlegrounds developer Bluehole recently sat down with IGN and shared some of the mind-numbing numbers behind what players have accomplished in the game since it hit Early Access on March 23rd. All the data compiled and shared only goes to July 19th, but if anything that only makes the epic magnitude of these statistics all the more impressive, and shows off how popular the game has quickly become.

Many of the numbers revolve around the game’s guns, and they are nothing to shake a boomstick at. The game’s gun class of choice seemed to be the assault rifles, which combined for just short of 400 million kills, with the AKM being the top death-dealer in the group at 114 million kills. Shotguns accounted for 109.4 million kills in the game, but not to be outdone, the SMG group came in at 96.77 million kills. The difficult to master sniper rifles were up next with 56.33 million kills. Pistols sat at 36.34 million kills, while all the other guns, with a combined 3.6 million kills, brought up the rear guard.

Guns accounted for 72.7 percent of the 965.83 million deaths tabulated over the given time period. Vehicles were the next biggest death dealer, with 138 million people being run over, and another 9.33 million coming from vehicle explosions. Speaking of explosions, frag grenades kill at a rate of 3 to 1 when compared to Molotov cocktails, with 70.7 million compared to 23.3 million.

The game’s longest kill was measured at 6,766 meters. Meanwhile, players have traveled over 2.3 trillion meters in the game, or the distance equivalent of traveling to Saturn from Earth and back again. Surprisingly, the distance between foot and vehicle travel is almost dead even, with foot traveling accounting for 52 percent of that total distance.

These stats were compiled across over 10 million games. Only 1 in 6,000 players win chicken dinners on their first game played. All told, players have accumulated 25,815 years worth of game time.

If you want to join the phenomenon, PlayerUnknown’s Battleground is available now on Steam Early Access, and is coming to Xbox One by the end of the calendar year, and PlayStation 4 sometime after that.

At this point, we know that the Wii U had a ton of shortcomings. If there was one good thing to come from that console generation for Nintendo, however, it was when they really threw their doors open and welcomed indie games full-bore. We can look back at titles like Runbow and Shovel Knight and know those wonderful experiences helped solidify Nintendo’s indie-friendly stance. None may have been more impactful, though, than Fast Racing Neo—a sequel to the Wii’s Fast Racing League—that gave gamers everywhere the closest thing we’ve had to a new F-Zero in what feels like forever. The love for that game made it a no-brainer then for developer Shin’en Multimedia to continue the franchise and deliver us Fast RMX on day one with the Switch.

In a lot of ways, Fast RMX is Fast Racing Neo 1.5. It touts all 24 tracks Neo had with its DLC, but with six brand new ones also in tow, upping the total to 30. Meanwhile sharper graphics, Switch functionality, and a new “Hero” mode help beef up the experience of this hardcore anti-gravity racer. There isn’t really more than that, but that’s perfectly fine in my book. You just hop into the cockpit of one of three different vehicles (there’s 12 more to unlock as you race) and aim for the finish line. Depending on where you place gives you points, similar to Mario Kart, and the racer with the most points at the end of the three-race circuit is the champion.

The hook for the racing is in the name. Every vehicle averages top-speeds well over 1,000 MPH as you soar through locations both terrestrial and beyond. There is a bit of strategy here as well as different-colored speed strips—activated by changing your exhaust stream with a press of a button to match the color—which can give temporary boosts. Collecting power orbs also allow you to fill up your personal boost meter, giving you that necessary edge in long stretches without speed strips, and again placing a pure emphasis on going as fast as possible. Playing smart and finding the perfect paths between boosts is a must.

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And, if you’re going fast enough, you can bump your rivals out of the way too. Fast RMX should be commended for never pulling its punches with its AI; right from the first race, you’ll be fighting all the other racers and jockeying for pole position, as your opponents will use boosts just as much as you while definitely not being afraid of bumping you off course. All of this means that, as the game progresses, unless you pull off a near-perfect race you’ll be more and more likely to lose. I’d never been so happy over a third-place finish before by the time I had reached the Platinum circuit.

You’ll find the 30 courses in the game take place in myriad settings, cutting through rainforests and glaciers here on Earth or zipping around space stations and asteroid quarries. The course locations are absolutely gorgeous, with the amount of detail surrounding each track hinting to a spectacular future where these circuits can take place while also taking your breath away.

If only the tracks themselves were as consistently inspirational. Some definitely take advantage of the anti-grav future premise the game is built around, and will make you audibly utter “wow” as you swirl around the course’s curves. And, if you’re not careful, you can fly off an edge, crashing and burning just as easily as soar ahead of other racers for a victory. There are plenty of shortcuts to be found on some courses, and knowing your vehicle’s capabilities as well as the track could lead to shaving precious seconds off your lap times.

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Other courses are very straightforward, however, and don’t push the envelope nearly as much. What’s worse is when it felt like the game tried to make more simple tracks far more difficult by adding obstacles—particularly around blind corners. For example, one track is observed by giant, insect-like robots, which randomly decide to cross the street with no rhyme or reason, crushing your vehicle. It didn’t make the game more difficult as much as it felt cheap at times as a crash all but guaranteed a less-than-stellar finishing position and likely some forced replays until you learn where everything is by heart.

In terms of the game’s modes as well, I wish there was a bit more depth. You start with your standard series of championships and classes. There are 10 three-race championships to start, and three different classes ranging from Subsonic to Supersonic. Although having all 30 tracks available in a single race class was a lot of fun at first, it quickly became repetitive with the minimal increase in difficulty change once it was time to move up in class—and my motivation was lacking since I had already seen all there was to see. It would’ve been better had some championships been relegated to each class, giving a sense of identity to them, and marking a more obvious increase in difficulty between courses.

There’s also the noticeable absence of time attack mode. What could’ve been a great way to learn tracks for championships and improve your times will be patched in later as free DLC, but it being absent at the moment is disappointing to say the least. In its place is the mentioned-above new Hero mode. This is meant more for after you’ve already learned the courses, since your boost meter is also your shield meter here, and it’s much easier to crash—and if you crash in Hero mode, the race is over. If—for some reason—you want Fast RMX to be even harder, this mode is for you.

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It’s not just racing against the computer all day in Fast RMX, however. There’s a local multiplayer option that supports up to four players, with each player taking a Joy-Con and linking it to the Switch. There’s also online multiplayer, which works fine at this point, but it lacks certain amenities like online friend support that Shin’en has again said will be patched in later.

Fast RMX is the better version of an already good racing game. If you’re looking for something that will challenge your reflexes and get those competitive juices flowing, then this is a great game for you. The fact that some modes missed launch is disheartening, as is the inconsistent track quality, which can lead to as much frustration as fun at times. We may not ever get another F-Zero game, but the Fast series is doing a great job at trying to make claims to the title of its successor.

Publisher: Shin’en Multimedia • Developer: Shin’en Multimeda • ESRB: E – Everyone • Release Date: 03.03.17
7.5
The fact that some of Fast RMX’s modes like Time Attack missed launch is a bummer, and track design can be a bit inconsistent in terms of quality, but if you’re looking for a pure arcade racing experience, this heir apparent to F-Zero will definitely do the trick.
The Good A constant challenge from the first race. Each racing location is absolutely gorgeous.
The Bad Time Trial mode is absent at launch. Course design feels a bit uninspired. There are only incremental differences between cup modes.
The Ugly Just clipping an obstacle and watching as your racer careens off a cliff in a fiery heap.
Fast RMX is a Nintendo Switch exclusive. Review code was provided by Shin’en Multimedia for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

There had been a Bomberman game on every Nintendo system ever until that streak finally broke with the Wii U. Looking to make sure that mistake wasn’t repeated, Konami surprised everyone when they announced that their first Bomberman game and the first game we’ve seen from the series in seven years—Konami acquired original Bomberman creators Hudson Soft in 2012 and then never used the IP—would be a Switch launch title. As someone who played more than a few entries in the series on several different Nintendo consoles, this was an exciting surprise, made all the better by a game that actually delivers a decent-quality maze-busting experience.

Super Bomberman R opens up on Planet Bomber, where the original white Bomberman is admonishing his seven siblings for ignoring their demolition training duties. As they all go around the room making their excuses, a man named Buggler announces himself to the world and challenges team Bomberman outright with his own team of five Dastardly Bombers—who promptly begin wreaking havoc at different outposts all over the galaxy. The Bombermen must now fight their way through the Dastardly Bombers to get to Buggler and end his reign of terror.

Even when Bomberman moved away from his arcade roots and started trying to add real story elements with Mega Bomberman in the Sega Genesis days, it was never really a game driven by its plot—it was more like we now had an excuse as to why we would go around willy-nilly blowing up every brick wall and balloon enemy we found. Similarly, Super Bomberman R’s story isn’t its strong suit. It tries to go for a Saturday-morning cartoon vibe, with each cutscene touting over-the-top comedic dialogue, but it’s clearly just there to loosely tie the entire adventure together. For old-school fans, you’ll appreciate how it pays homage to the Bomberman games of the past, at least in terms of modernizing the stories of characters like Buggler (Bagular in the old games) and the Dastardly Bombers. If you’re not a die-hard Bomberman fan, you’ll still be able to follow along, although you likely won’t care nearly as much as those of us who have some history with these characters.

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Where Super Bomberman R shines is in its gameplay, which again blends the earliest adventures of Bomberman with some of his later 3D escapades. Most of the campaign is spread out across five worlds with 10 stages each. The first eight of these stages are your classic Bomberman fare, as a cavalcade of breakable and non-breakable blocks create mazes of varying complexity that are littered with enemies that can one-hit kill our hero. Each world has its own theme, but after just a couple stages on each planet, the aesthetics become a tad dull. Every world is also designed in 3D, but the locked isometric camera gives off those old-school puzzler vibes fans of the series likely first fell in love with.

Most of these stages require you to eliminate all your enemies—the most common task for Bomberman over the years. Adding a new wrinkle, however, are stages that feature survival objectives, escort missions, finding hidden keys, or stepping on a series of hidden switches. This variety helps keep gameplay that can become repetitive fresh, especially when you’re still relatively underpowered and need to find all the classic bomb, blast, and movement power-ups the series has always featured.

The last two stages of each world are where the game gets really fun, harkening back to more recent titles in the series. First, you have to take on a Dastardly Bomber in single combat, trying to trick them into blowing themselves up if you can’t find the perfect way to do it with your own bombs, or maybe a combination of the two (several times I would use an enemy’s bomb against them to pin them in a corner and secure victory). If you can defeat them in single combat, then the Dastardly Bomber transforms into a massive map-filling mechanical monstrosity. For example, Golem Bomber becomes Fort Walker, a giant robotic turtle where you have to blow up each of its four legs before blasting away at its head. Meanwhile, Plasma Bomber becomes Judge Gwinbee, a flying mech with machine guns that you have to blow up as it flies by. These moments made whatever grind the rest of the campaign might dish out more than worth it, and truly put your skills to the test.

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And trust me, your skills will be tested, because you will die. A lot. It’s still surprising how often you might lose track of how big your bomb blast is, forget about an enemy around the corner, or just accidentally barricade yourself between two bombs and watch as your life counter drops by one. The chaos only increases if playing the campaign in 2-player co-op due to friendly fire. Easier difficulties offer more lives, but no matter what setting you play on, the system by which you receive more continues is more mind-boggling than any maze the game throws at you.

Super Bomberman R features an in-game currency (no microtransactions) that rewards you with coins for beating Dastardly Bombers in the campaign or by winning multiplayer matches. This currency system can be used to purchase cosmetic items for your Bombermen, new maps, and unfortunately, also campaign continues. This weird interchanging of the currency means that if I ran out of lives and didn’t have enough coins saved up because I bought Black Bomberman this sweet top hat, I’d lose my entire progress on a level and have to start at stage one again, no matter my position. Lower difficulties see the price of continues drop, but it’s a weird way to have to game the system, often forcing you to choose between multiplayer goodies and beating the main game and creating an unfortunate grind.

Even with this odd currency situation, the greatest strength of Super Bomberman R—like many Bomberman games—remains the multiplayer component, and it’s only been enhanced further with the Switch. Up to eight Joy-Cons can be connected to a Switch for some truly frantic local action, or four Switches can link with two Joy-Cons each, again resulting in the same scenario. Even if you don’t have a full complement of local players, you can always play online. While there have been reports of connectivity issues at launch, I can attest that at least during my personal time online over the past few days, I had no problem connecting with other players. Either way, the multiplayer action that the series is known for remains, and there is no more fulfilling feeling than trapping your buddy in a corner with explosives—and no more harrowing feeling than when the same thing is done to you in turn.

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If you can’t get the full complement of eight players either way, you can also add bots to the multiplayer fun. However, I’d advise against it. The bot AI can’t be adjusted, and they are almost always set to master level it seems, knowing just how far away they need to stand from your bombs or the perfect way to trap you almost every time. The best multiplayer fun in Bomberman is against friends anyway, and that remains true here in Super Bomberman R.

Super Bomberman R might not pack the punch of one of Bomberman’s bombs when you think of console launch titles, but it’s still a quality experience. The campaign can be a bit of a grind, but has enough surprises and enjoyable moments to keep pulling you through—especially if playing co-op with a friend. And, like many Bomberman titles of the past, the local multiplayer experience with friends is almost second-to-none—that is if the game doesn’t blow up your friendships as much as you do brick walls. A few questionable choices like the in-game currency definitely add an unwanted grinding element to everything, but any fan of old-school Bomberman should be more than pleased with this long-awaited return.

Publisher: Konami • Developer: Hexadrive • ESRB: E10+ – Everyone 10 and up • Release Date: 03.03.17
7.5
The in-game currency decision was a head scratcher, as it adds an unwelcome grinding element to much of the gameplay. If you can look past that, then there’s a decent campaign and the same addictive multiplayer Bomberman is known for sitting at this launch title’s explosive core.
The Good A surprising amount of content, with 8-player multiplayer and a campaign that lasts for more than 50 levels.
The Bad Level design and gameplay can get repetitive after a while; in-game currency system.
The Ugly Accidentally trapping yourself between two bombs and then there are those few seconds where you’re just waiting for your inevitable end.
Super Bomberman R is a Switch exclusive. Review code was provided by Konami for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

I had a chance to go hands-on with Halo Wars 2 at a recent Microsoft preview event, and there I played the new Blitz Mode. Blitz Mode offers elements of Survival, Domination, and Trading Card games in an interesting twist of players spending a different currency from the main game to call down units. You can only pick from one of four available at a time, before that unit is replaced in your “hand” with one of 12 cards in your “deck”. It’s a fast and frantic mode that offers unique gameplay for the RTS genre. Halo Wars 2 will be available on Xbox One and PC on February 21.

I had a chance to sit down and capture in 4K on PC some of my matches in the newly revealed Duels mode in Ubisoft’s For Honor. Duels mode is a one-on-one, best-of-five series of bouts that truly test your skills against another player. For Honor will drop on February 14, 2017, on Xbox One, PS4, and PC.

At Call of Duty XP, I had a chance to play Call of Duty: Modern Warfare Remastered. It felt weird after so many years (and so many different Call of Duty), but it also felt oddly comfortable. The nostalgia is strong with this one.

I had a chance to play some Team Deathmatch in Call of Duty: Infinite Warfare at Call of Duty XP. This map is Throwback, a tribute to Americana in space. I played as the Warfighter, an assault-style class who is strong all around. Thanks for watching and feel free to subscribe!

I had a chance to play some For Honor at an Ubisoft pre-Gamescom event, and capture some sweet 4K resolution footage off their pumped up PCs. This is Dominion mode, first revealed at E3 2015, and is a 4v4 mode that combined Domination with a MOBA. It’s obviously seen some upgrades in a year. For Honor will be available on February 14, 2017, for Xbox One, PS4, and PC.

I had a chance to play Gears of War 4‘s multiplayer a few days before the beta launch and this is a montage of all my Lancer Chainsaw Rifle chainsaw kills. I also use the new Oscar Mike knife kills over cover, pull off a couple executions, and threw in one nice headshot hip shot with Longshot.

Gears of War 4 launches on October 11 exclusively for Xbox One.

I had a chance to check out Gears of War 4‘s multiplayer a few days before the beta launches. This video shows off the brand new Dodgeball mode. Similar to execution, players only have one life to live, but when a teammate kills an opposing player, dead players can respawn.

Gears of War 4 launches exclusively on Xbox One on October 11.