Tag Archive: multiplayer


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A bigger, blacker CoD

Call of Duty has come a long way over the years. Every subsequent release, though, has the ever-increasing challenge of upping the ante, especially as the fiction has crossed from the historical, to the modern, and, most recently, to the future. But just when you think there is nowhere left for it to go, Treyarch finds a way to push each mode to new heights and tie it all together in its most cohesive package yet with Black Ops III.

Set in 2065, Black Ops III’s world has actually taken a step backwards in some ways when it comes to how it wages war. Due to the setup of an air-defense grid after the attacks of Raul Menendez’s hacked drones 40 years earlier, warfare has once again gotten down and dirty, with foot soldiers serving as the difference makers in combat. But mixing with the blood, sweat, and tears out on the battlefield are the oil, rust, and frayed wires of robot soldiers and augmented humans looking for that extra edge in conflicts around the world.

It is here where Black Ops III begins, when your character is critically wounded on an op that goes sideways, and forced to replace several body parts in order to survive and continue operating for the United States government. As the story progresses through the eyes of your now-supersoldier, back in the field with robotic limbs and unfathomable abilities, you and your team uncover a secret that could turn the world on its head. Worse yet, you realize you weren’t the only ones to recently find out the truth.

Black Ops III’s campaign is easily the series’ most ambitious yet from a storytelling, gameplay, and design point of view. Each chapter is longer and larger than any we’ve seen in the past, with multiple paths to objectives available to players if they are willing to explore. These massive levels substantially lengthen the campaign, pushing my first playthrough to the 10-hour mark.

The wide maps and different routes are also ideal for the return of four-player campaign co-op. For the first time since World at War, you and some buddies can tackle the campaign together, with the difficulty ramping up dynamically depending on how many players have joined you. This also adds an element of potential planning and group tactics, as you can choose to be a team that moves as one, picking off enemies as you go, or branches off and tackles objectives from multiple angles. I personally found the multiple angles suited my team’s playstyle best, especially in the campaign’s handful of traditional boss fights—which were a surprising, but not necessarily unwelcome addition for a series known for its bombastic action filled set pieces.

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The most significant addition to gameplay, though, is likely the new Cyber Cores. These are the different cybernetic abilities you can take out into the field with you. Grouped into three sets of six, each individual power can be upgraded as your character progresses.

Yes, one of the ways that Black Ops III more seamlessly brings the Call of Duty experience together is that progressing your character isn’t just limited to multiplayer. You can level up in all three modes of play, giving you specific unlocks in each one. In campaign, you not only customize your character’s armor, face, and guns, but their Cyber Cores, too.

This is done in-between levels, where you can visit a safe house that allows you to mess with your character depending on what chapter you’re going to tackle, while providing a nice respite from bullets whizzing by your ears. If you would like to be an offensive powerhouse, for example, you might want the Chaos Cyber Core that lets you shoot sonics out of your hands, debilitating all human enemies within range, or release nanobots that will swarm enemies and ignite them in flames. In the safe house you can also play a special simulation that acts as a Horde mode—which also features four-player co-op—within the campaign to test your loadouts before heading back into the story.

One of the most interesting aspects of the future setting, though, is that some of the levels are set in the virtual realm. While you can still die and have to restart from a checkpoint, these virtual levels make it so that nearly anything and everything are possible, like the inclusion of zombies for the first time in a main campaign, and even a return to Treyarch’s roots a bit with a World War II simulation that will blow your mind, all while still finding a way to progress the story.

That story, however, might be the one aspect of the campaign where things stumble a bit. Although the gameplay is phenomenal, and does a great job of really allowing you to play it however you want, Treyarch ran into the issue of having to essentially establish a brand-new world due to the 40-year jump in their continuity. Part of this takes place in the aforementioned safe houses, where people who want to dig deep into a small computer terminal will find fun articles ranging from fictional reports on major world events to fun little Easter eggs, like a failed military experiment that tried to weaponize cows.

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The rest of the world-building begins in the middle of the narrative, derailing critical character development for the sake of establishing the backstory for your impending conflicts. One of the qualities that have made the Black Ops arc so great is that the conflict traditionally serves only as background noise for the characters that we get to know and love. David and Alex Mason, Woods, and Hudson were memorable characters that I adored. Black Ops III starts out similarly with this unfamiliar squad of undercover badasses, but then about a third of the way through, starts leading you down a rabbit hole around the conspiracy that you happen upon and forgets about making me want to care about any of the characters.

Although critical to the twist at the end of the campaign that will have players arguing on forums as much as Zombies enthusiasts do about that mode’s secrets, the campaign feels like it takes a break from the character development during that time to beat us over the head with themes like “Where do we draw the line with our dependence on technology” and “Americans messing with things they shouldn’t just creates more enemies.” This disrupted the narrative flow, and that became more evident just before the end when a romance subplot comes out of nowhere and the villain’s presence, predictably, is revealed to be with us since near the start of the story. I still enjoyed the campaign’s story as a whole, but I wish the conspiracy could’ve been better woven in with the characters so that the flow of everything didn’t feel so disjointed.

While on the subject of twists at the end of the campaign, the one that made me drop my controller was the reveal of a second campaign at the end of the first one. Dubbed “Nightmare,” this second campaign remixes the level order of the main campaign, but does so while providing a new protagonist, a new narrative, and new enemies.

The Nightmare campaign is a what-if version of the main campaign where all the enemies were zombies. You can’t personalize your loadout here, though. Instead, you have to rely on random magic boxes and drops from enemies in order to power up. The lack of control after having the keys to the customizable kingdom in the main campaign adds to an overall increase in difficulty considering how, even in the widest maps, the zombies will swarm you before you know what hit you. The Nightmare campaign provides a fun alternate narrative that might be stronger than the original and is also playable in four-player co-op.

But for all you Zombies fanatics out there, never fear. A more traditional Zombies experience called “Shadows of Evil”, themed on classic film noir, is also available. As that story goes, the four main characters, played by Ron Perlman, Jeff Goldblum, Heather Graham, and Neal McDonough, have each committed some horrible evil that is allowing zombies to enter their world. By working together, they’ll have to uncover the secret that supposedly somehow ties into previous Zombies entries and might save their damned souls.

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Unfortunately, I didn’t get as far as I’d normally like in Zombies, but I did get plenty of time to experiment with two major additions to the mode’s gameplay. The first is the new Gobblegum system. Each player can customize a set of five gumballs they want attributed to their person, with each gumball offering a different ability. When you find a Gobblegum machine, you can spend some of the cash you’d normally use on guns or other power-ups to get one of the five gumballs in your set at random. And just like in single-player, there is a progression here that will unlock better gumballs as you level up.

The second element is the purple flame, which can be found at different locations throughout Morg City. For a limited time, this turns players into a lightning quick plant monster with tentacles (think Audrey II from Little Shop of Horrors) called “The Beast” that lets you open special doors, break boxes, and unlock the paths necessary to find all of Morg City’s secrets. There are few things more satisfying than finding new secrets and special narrative clues while killing the undead, so when combined with the hysterical dialogue that each character randomly spews, this year’s Zombies mode might be the best yet.

As great as Campaign and Zombies are, multiplayer is really Call of Duty’s bread-and-butter. Never to be outdone, the multiplayer has taken the futuristic ideas of the campaign and turned them into the slickest multiplayer suite yet.

Before you build your first loadout, though, you should check out Freerun. This short series of four time trials are a great way to teach you how best to use your wall-running abilities in multiplayer and get used to the idea of the maps’ new sense of verticality. Ramping up steadily, Freerun will show you moves you never thought possible, like running up columns or wall-jumping down narrow corridors, all while stoking your competitive fire by sticking a clock on you and daring you to get the best time.

Once your cybernetic legs are all warmed up, then you can jump into the largest selection of multiplayer modes yet. I was able to play on live servers pre-launch, and while there weren’t nearly as many people online as there will be on launch day, everything worked fine. You never know what might happen when the servers are flooded by millions of gamers, though. Multiplayer touts a bevy of returning favorites like Capture the Flag, Kill Confirmed, Team Deathmatch, Hardpoint, and many more, but Black Ops III also touts a new mode called Safeguard.

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Safeguard tasks you with defending a bomb strapped to a robot as it heads to a designated point on the map. The robot only moves when members of your team are near it, and the enemy team can slow the robot down by shooting it repeatedly. If time runs out before the robot reaches its destination, the defenders win, and if the robot makes it, the attackers win. I found the mode to be immensely difficult because standing next to the robot makes you a sitting duck, so it really requires one person to act as a direct escort, and the rest of your team to keep the enemies off your back. In that regard it has elements of CTF in it, and requires monumental amounts of teamwork whether you’re an attacker or defender.

The beauty of multiplayer now, though, centers on the chain-based fluid movement system. After a little practice, I was stringing together wall-running and double jumps so effortlessly I felt like I could single-handedly change any battle. With each map and mode having their own special nuances to cater to this movement style, surprising my opponent meant a lot more than flanking them. Knocking that sniper off the high ground wasn’t nearly as impossible anymore. And springing up out of water with assault rifle blazing added even more depth to what are some of the best-designed maps you’ll see in any Call of Duty.

The other major change we see in Black Ops III’s multiplayer is the Specialists. Sure, you can still customize and choose whatever guns or weapons you want to bring into battle, especially with the return of the beloved Pick 10 system offering another layer of balance that I feel the past two Call of Duty games have lacked. But the Specialist a player chooses gives them more of an identity online than in previous Call of Duty games, from who the player selects, to how they define their look, and finally which of their Specialist’s two special abilities they pick.

Knowing what each Specialist does and what situations their powers are best used in could turn the tide of a battle on their own, and offer yet another strategy for players to think for, and potentially plan against. For example, I played with Ruin a lot. His two abilities are Gravity Spikes, which allows him to kill everyone close to him with a shockwave when he slams the spikes into the ground, and a supercharged sprint called Overdrive. In TDM, racking up that kill count is critical so the spikes were great. But in something like CTF, grabbing the flag and then hitting Overdrive with that enhanced sprint means I can get a point for my team a lot more easily, covering half the map in a fraction of the time I used to. Considering there are nine Specialists to play around with (four to start, with others unlocked via progression), I can only imagine the strategies players will come up with.

It’s never easy to continually one-up yourself, but Treyarch seems just fine rising up to the challenge each time its turn comes up to put out a Call of Duty game. By adding progression and co-op to each mode, players have new reasons to go back and play each one more, while also providing a common thread through each part to help pull it all together. Multiplayer and Zombies are more robust than ever, and although Campaign’s story might not have been the strongest we’ve seen from series, it’s still a high-quality thrill a minute ride with a twist that will keep players talking until the series’ next installment. Simply put, Black Ops III is the deepest experience the franchise has seen thus far.

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Developer: Treyarch • Publisher: Activision • ESRB: M – Mature • Release Date: 11.06.15
9.5
Black Ops III is the deepest Call of Duty experience to date. With not one, but two campaigns, new multiplayer modes and more robust customization, and a Zombies mode that will suck in even the most casual of players, Treyarch has once again found a way to raise the bar.
The Good More quality content than ever before crammed into a Call of Duty game.
The Bad Character development in campaign has a sharp drop off.
The Ugly Why hasn’t Activision announced a Call of Duty starring Jeff Goldblum yet?
Call of Duty: Black Ops III is available on PS4, Xbox One, PS3, Xbox 360, and PC. Primary version reviewed was for PS4. Activision provided travel to and accommodation at a review event for the benefit of this review.

A beautiful game

For more than a decade, one of my favorite TV shows has been the BBC series Top Gear. I’m the furthest thing from a car nut, but I’ve always enjoyed the insane stunts they pull. On more than one occasion, the program has played soccer with a variety of cars. So, even though I had never played Supersonic Acrobatic Rocket-Powered Battle-Cars, the predecessor to Rocket League, I expected to be able to immediately jump into the concept.

Funny enough, my hunch proved correct. Rocket League’s entire premise is just playing soccer with cars. You try to deflect a massive ball into your opponent’s net more times than they knock the ball into yours before the 5-minute clock hits all zeroes. What I couldn’t predict, however, was just how damn addicting it would be. Sure, it might not sound like a lot to hold your attention, but its simplicity is why this is one of the best off-the-wall, arcade-inspired experiences you’re likely to find on new-gen consoles. Not to mention, it’s easy to pick up and play but difficult to master—an often-defining quality for games that have a habit of sucking you in as Rocket League did.

This leads me to Rocket League’s greatest strength, its controls. The cars handle like most vehicles in other driving games, with the triggers serving as the accelerator and brakes.

With the face buttons, you can perform a variety of moves normally equated with a traditional soccer game, such as boost, slide, or even jump. You can flip your car to perform bicycle kicks; tackle your opponents at high speeds, causing them to explode and be taken out of the play for a couple of seconds; and even hurtle yourself across the goal line before the ball crosses it to make last-second saves.

I found it difficult at first to do anything beyond just blindly ramming into the ball. But after a dozen or so matches, I could control my car as if it were an extension of myself, stopping on a dime and performing acrobatic feats that shouldn’t be possible in a 2-ton car. I even used the walls, which you can drive along at high speeds, to bounce and re-direct the ball in mid-air.

The problem with performing these stunts, however, is that the game’s camera can’t keep up. It can be set to follow either the player or the ball, but neither option is as effective as I’d like. When it follows the player, the camera hugs the rear bumper pretty tightly, so it’s easy to lose track of the action when I’m taken out of the play or I shoot past the ball.

If the camera follows the ball, the controls change, making it far more difficult to control the car. You can switch between the two on the fly, but the herky-jerky transition isn’t pleasant. Instead, you’ll probably have a better time taking your chances with the default camera. A wider camera option, or even one locked at midfield, would have been a nice solution.

On the other hand, Rocket League excels at offering customization options. Although the choices are only cosmetic in nature, the game offers more than a hundred unlockable items ranging from new car chassis to the color of your boost stream. And something particularly pleasant is that you receive one randomly after each match you play, online or offline, win or lose. After only a few matches, you can make your car look as unique or as generic as you desire.

Unfortunately, the game modes themselves have far fewer options than the vehicles do. The single-player mode matches you against nine computer opponents that you can choose to face one to four times each. The mode doesn’t give you a reason to care, so it only serves as another way to warm up before taking on human opponents online. Both online and offline modes only feature your standard versus match, with the single variation coming from how many players—from one-versus-one to four-versus-four—you want to play with.

Even without many game-mode variations, though, the sole option Rocket League touts is a good one. Most folks probably won’t need more than your standard versus mode, especially if you start playing online with your friends, which is where this game really shines. At the time of this review, the early server issues that were reported seem to have been resolved; I experienced no connectivity or matchmaking problems during the past week. So, if you can look past a wonky camera and put the time into mastering the controls, Rocket League looks to be a nice hidden gem of a game that would make for a great way for you and your friends to get through the dog days of summer.

Developer: Psyonix • Publisher: Psyonix • ESRB: E10+ – Everyone 10 and older • Release Date: 07.07.15
8.0
Despite a few camera issues and lack of modes, Rocket League is a fun, addicting experience that will keep players engaged for a long time.
The Good Plenty of options for customization, surprisingly tight control, and tons of fun when playing with people.
The Bad No depth to the single-player; camera can be a nuisance at times.
The Ugly How badly it shames soccer games with humans.
Rocket League is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Psyonix for the benefit of this review.

Ubisoft is well-known for claiming history is its playground, particularly when it comes to the Assassin’s Creed franchise. But For Honor looks to compete with the Assassins and Templars in the Ubisoft catalog in regards to giving players an entertaining experience steeped in historical context. Unlike the Assassin’s Creed series, however, For Honor doesn’t seem to take itself nearly as seriously.

Don’t get me wrong. This isn’t to say the snippet of gameplay we tried out didn’t come across as tight or extremely fun. But with For Honor stressing real-life competition more than an ageless war, the more easily digestible of the experiences by far seems to be For Honor.

When I began playing, I was immediately tossed into a tutorial that taught me the game’s basic controls and allowed me to get used to the tight, third-person camera. By pointing the right stick in one of three directions, my character would block correspondingly that way. I would also attack from the same direction that I was blocking in. If my opponent was not blocking in the direction I was attacking, unsurprisingly, a hit would occur. There were light and heavy attacks, guard breaks, special abilities, and I even stumbled onto a parry system.

Once I sufficiently learned the basics, I was tossed into a four-versus-four multiplayer mode called Dominion. Ubisoft’s take on Domination, Dominion has three distinct outposts around a given map. If one of the teams sufficiently clears out an area around one of these strategic hot spots, they can capture it for their team to receive points, but can also lose points if the other team takes it back. By killing enemies, you also earn points. Once a certain amount of points is earned, the enemy team can no longer respawn. When they all lose their last lives, the match is over and the other team wins.

Here’s where things take an interesting turn. Not only are you playing against four human-controlled opponents, but in a similar fashion to a MOBA, waves of mindless minions will spawn and head to the middle of the field. They become easy fodder for your blade to slow the enemies’ capturing of the field’s midpoint, and to add to the meter that unlocks your special abilities.

The real star of the demo, though, happened when we locked into combat with another human player. With everyone playing as the Knight class, one of three factions the game features (Viking and Samurai are the others), many of us were relatively evenly matched. An almost-epic game of rock-paper-scissors ensued as we guessed and anticipated our enemy’s moves and closed in for punishing damage, constantly changing our guard before finishing the other off with a flourish and a decapitation.

One-on-one bouts were epic prize fights with armor clanking and swords clanging. But if multiple players ganged up on one person, it was almost always lights out. The individual would be have to wait a few seconds to respawn, forfeiting the section of the field they were fighting for. Consequently, a strategic retreat, which goes against the very nature of most multiplayer players, is an extremely viable option here. Recognizing when to wait for reinforcements or falling back temporarily is key to winning the day, so the gameplay provides a fresh approach to a pretty classic multiplayer mode. 

Admittedly, we have yet to see much of For Honor. Its single player campaign, the other two factions of multiplayer, its customization options (both aesthetics and combat-related), how many maps it’ll ship with, and any modes beyond Dominion all remain unknown. But this brief first taste of For Honor was succeeded in scratching a multiplayer itch I didn’t even know I had.

For Honor is coming to Xbox One, Playstation 4 and PC in 2016.

If you’re like me, you love a great multiplayer experience—but so many experiences are just the same modes reworked over and over again, to the point where you just end up playing Team Deathmatch because it’s so familiar, and it’s the one mode that developers can’t seem to screw up, no matter how hard they try. The folks at Turtle Rock—the developers who brought us the original Left 4 Dead—are trying something a little different with their next gaming foray, though. Evolve is introducing asymmetrical multiplayer via a 4-on-1 concept, where the four are hunters and the one is their prey. That prey, however, is a monstrous behemoth of unbelievable size and strength.

The potential for mayhem should be obvious, since you and your crew can mix and match among the game’s four classes, or you can decide to ruin someone’s night by being a particularly brutal and unforgiving creature. A multiplayer-only game can sometimes get tiresome quickly, however, especially if there isn’t an offline mode to balance things out.

Multiplayer-focused games also often live or die depending upon who you’ll have at your side (or facing off against you across the battlefield). If you play with your friends, not everyone will be available every time you get a hankering to go online, and sometimes some of the people you have to deal with while playing can make it more exhausting than fun, even if you’re the lone monster in this case.

So, I was particularly intrigued when I had the chance to go hands-on for the first time with Evolve, offline and solo. If you don’t have a group of friends to team up with (or against, in the case of the monster), you can still jump into one of the game’s maps and get your hunting fix.

In order to see the full potential benefits of playing Evolve alone, I jumped into the recently announced Evacuation campaign mode (a series of five random games that determine the fate of the game’s planet, Shear). Playing this mode offline allowed me to test out strategies with unfamiliar characters and maps, as well as get a taste of some of the 800,000 supposed variations in which Evacuation could play out. I switched characters between each chapter, and playing against the computer allowed me to level up different loadouts for different situations, a particularly useful ability considering that each stage of Evacuation’s campaign changes objectives. One stage could be the straightforward Hunt—the long-publicized standard 4-versus-1 deathmatch—while the next could be Nest—where the monster’s trying to protect six eggs scattered around the field from the hunters—or any of the other modes in the game.

Despite the addition of being able to go solo, Evolve is still heavily multiplayer focused. Evacuation, along with the game’s other modes, is still more enjoyable when playing with or against friends—after a few rounds, the enemy AI definitely seems to lack the tenacity, randomness, or organization you can get from a seasoned team of humans. Allowing people who might not run with a dedicated multiplayer crew to still experience the world is a nice option, though, whether you’re the monster picking off AI hunters or a hunter working with an AI team against an AI monster.

My introduction to playing Evolve alone served a second purpose beyond its reveal, however. I also got to go hands-on for the first time with a third monster: the Wraith. If Goliath is the “fighter” archetype of monsters and takes elements from Godzilla, and Kraken is the “wizard” inspired by Cthulhu, then Wraith is described as the “rogue/assassin,” taking its visual inspiration from mermaids and harpies. Wraith doesn’t have a lot of health or armor, but it’s easily the fastest and stealthiest of the monsters.

Taking advantage of these attributes, to a degree, are the monster’s four powers. Its Decoy maneuver does exactly as it says, dropping a clone of Wraith onto the battlefield. This turns the player invisible, perfect for making a quick escape when overwhelmed or great for prepping an ambush from behind as hunters unknowingly unload into your doppelganger. The decoy can also dish out damage on its own—making it all the more believable—but the second you attack as the real Wraith, the decoy dissipates, preventing any unfair double-monster scenarios.

Another of Wraith’s powers is Supernova, which triples its attack speed and strength as long as you remain in an area-of-effect circle that appears during the buff. Supernova is great for when you finally want to go on the offensive or focus on picking off lone hunters.

What I worry about when it comes to Wraith, however, are its other two abilities. I played probably a dozen games as this newest monster in my hands-on time, and I found myself relying a lot on Supernova and Decoy to perform hit-and-run-style tactics that just decimated my enemies (both human and AI). Throughout all of my domination, however, I struggled to find use for Wraith’s two additional powers: Warp Blast and Abduction.

Warp Blast sends Wraith shooting forward a short distance, culminating in a contained explosion (though the creature is literally blowing up part of itself to accomplish this, it doesn’t actually get hurt). The explosion, if it hits, does a good amount of damage—but considering that speed is Wraith’s strength, Warp Blast seemed to leave me vulnerable for longer than I’d like as I waited for the move to finish.

Its final power, Abduction, sounds cool and might work better in tandem with other powers than by itself, but I never really found a time to use it to my full advantage. Abduction has Wraith fly forward a great distance, and if it bumps into a hunter, it teleports the both of them back to the spot where the ability was activated. While it can help break up tight packs of hunters, given Wraith’s poor attack power, it might really only be effective after having already activated Supernova.

Wraith does provide a nice change of pace from Kraken and Goliath. I just wonder if she won’t end up getting a bit of a balance update down the line—and if I’ll find more usefulness in her full array of abilities once other players have shown off how to better use them.

Ray Carsillo talks with Frank O’Connor, the franchise development director for Halo, during the 2014 San Diego Comic-Con. They discuss the amazing enhancements found in the upcoming Halo: The Master Chief Collection as well as some of the challenges that developer 343 Industries faced in bringing this remastered adventure to the Xbox One.

Rocksteady has confirmed that no multiplayer mode will be present in Batman: Arkham Knight. 

Even though last year’s disappointing Batman: Arkham Origins had a versus multiplayer component handled by Brink developer Splash Damage to go along with Warner Bros. Montreal’s sad attempt at a prequel, Arkham Knight game director Sefton Hill has already gone on record saying that won’t be the case with this game.

“[Arkham Knight] is a single player game. There is no multiplayer. Right at the start this was our vision.  It’s going to take all of our effort for all of this time. We don’t have the time to do multiplayer,” Hill told Game Informer (via VideoGamer).

“We want to focus on making the best single player experience we can. We don’t feel that it needs a multiplayer element. Warner Bros. backed that up right at the start.”

I don’t know about the rest of you Bat-fans out there, but I, for one, am thrilled by this announcement, as the multiplayer in Origins felt tacked on and completely unnecessary. Thank goodness the franchise is back in Rocksteady’s trusted hands.

Batman: Arkham Knight is due out sometime later this year for the PS4, Xbox One, and PC.

Who says Chivalry is dead?

Sometimes, when you’re having a rough day, you don’t want a deep, emotional experience from your videogames. You don’t want character development or shades of gray in the storytelling. Heck, sometimes you don’t want storytelling at all. All you want—all you need—is to run someone through with a broadsword. And Chivalry: Deadliest Warrior may be just the raw experience to satisfy that need.

This expansion pack marries Chivalry: Medieval Warfare’s gameplay with six classes (Knight, Ninja, Viking, Samurai, Spartan, and Pirate) based off Spike’s historical “What If?” TV show, allowing players to strike each other down and make a direct case for their warrior being the deadliest. In an extra nod to the show, Deadliest Warrior also keeps statistics on each class, both on individual player and worldwide scales.

Chivalry: Deadliest Warrior includes one-on-one duels and a capture-the-flag-type mode where players simply have to keep killing the flag carrier. This expansion also offers massive 64-player deathmatch and team deathmatch; to help keep the carnage fresh, the game includes multi-team modes that allow up to six groups (limited to 10 players each) of mixed characters, or matches where each squad represents one of the game’s classes.

Like most online multiplayeronly experiences, Chivalry: Deadliest Warrior becomes more fun and rewarding the more time you put into it. From a technical standpoint, the game isn’t mind-blowing. It has its fare share of clipping and lag issues depending on the server, and the arenas look a bit bland with many barren, wide-open areas and some muddy textures. But there’s no denying how much enjoyment you can have from dismembering opponents with well-timed slashes or impaling them on your spear.

The controls are also a bit difficult to get used to, since you’ll have a lot more to do than you may be accustomed to with a mouse and keyboard. You can swing your weapon different ways by pressing different buttons, giving each character multiple attacks per killing tool. A tutorial mode helps you adjust to all these extra attacks, and it’s pretty damn boring, but you’ll be happy you took the time to commit them all to memory when surrounded by Spartan shields or Samurai bowmen (in the heat of battle, you’ll need to remember how to block and not swing your sword in an uppercut motion).

Once you leave the tutorial and get a few matches under your belt, you’ll really start to see that most of the focus—and rightly so—falls squarely on the combat. Each class has multiple loadouts with different weapons that make sense to their character, and they’ve all been featured on the Deadliest Warrior TV show. For example, Pirates have cutlasses and flintlock pistols, while Vikings have a variety of dual-wieldable swords or two-handed axes depending on your style of play.

As you level up each class, you see the nuance of each character really start to emerge as more refined weapons become available. The fine-tuned balance of the classes is also a pleasant surprise and becomes more evident after some time. If you know how to use each class properly, playing to their strengths and trying to avoid their weaknesses, you can come out on top in almost any situation.

Because of its armor, a Knight will lay waste to a Ninja who foolishly attempts a full-frontal assault. But if the Ninja takes advantage of its speed and stealth to approach from behind, it can overcome the armor disadvantage. At the same time, the Knight can carry a crossbow to make up for its speed handicap should the full-frontal ninja decide to retreat and recover. Mind you, projectile weapons usually have major drawbacks like reload time, so it’s not wise to rely on them, either.

Beyond all the class-balancing and loadout-building, though, it simply feels great when you parry a slash at just the right time and counter with a move that sends your opponent’s head flying. Then you can taunt them with some hysterically cheesy one-liners worthy of a game made by guys who work for Comedy Central (“I’d cut you in half…but then there’d be two of you!” or my personal favorite, “Yaaaaargh!”). There’s just something visceral about playing a 10-minute match and having bodies strewn throughout the battlefield, every remaining character drenched in their enemies’ blood. And I like it.

The game may lack the objective-based modes featured in Medieval Warfare, but Deadliest Warrior’s six wholly unique classes are something Medieval Warfare can’t claim. There’s also the fact that you have to buy Medieval Warfare if you want Deadliest Warrior, turning a fitting $15 price tag into $40 if you don’t already have Chivalry.

If you do, though, Deadliest Warrior is a fine expansion, and it’s a fun, well-balanced change of pace from the main game. Plus, even two months after launching, the game still has a thriving community; I almost always found myself in a full room while playing over holiday break. If you already got Chivalry: Medieval Warfare and prefer some senseless slaughter over strategic shenanigans, then Chivalry: Deadliest Warrior is definitely worth a look.

Developer: 345 Games • Publisher: Torn Banner Studios • ESRB: N/A • Release Date: 11.14.13
8.0
Plenty of diverse classes and tight combat makes up for a lack of game modes. If you already have Chivalry: Medieval Warfare, Deadliest Warrior is a fun expansion pack that offers a welcome change of pace from the main game if deathmatch-oriented matches are in your wheelhouse.
The Good Variety of classesand solid balance between them all.
The Bad Lack of game modes compared to Medieval Warfare.
The Ugly Soiling yourself after hearing a chorus of guttural taunts and chants marching your way.
Chivalry: Deadliest Warrior is a PC exclusive. 

Ghostbusting

Even a billion-dollar franchise like Call of Duty feels pressure sometimes, and this year’s entry, Call of Duty: Ghosts, probably had even more than usual. Fans were concerned about Infinity Ward stepping away from the Modern Warfare series and introducing something new—not to mention rival Battlefield 4 raising the stakes on next-gen with 32-on-32 multiplayer.

Infinity Ward also felt competition from fellow Call of Duty developer Treyarch’s huge success with Black Ops II last year. Even with all this pressure, though, Infinity Ward looked to maintain a steady course and reach their customary peak at the top of the FPS food chain. But sometimes, more change is needed to reach familiar goals—and I couldn’t help but feel that Ghosts doesn’t do enough to keep the formula fresh.

Ghosts’ campaign starts when a South American alliance called the Federation hijacks an American space station armed with ODIN, a kinetic bombardment system. Turning their own weapon against them, the Federation thrusts America into a decade-long conflict that instantly flips the global balance of power.

Logan Walker—the son of a former member of a U.S. Special Ops unit designated as “Ghosts”—quickly rises up the ranks along with his brother, Hesh, in a resistance group led by their dad as they help protect the ever-shrinking American border. But the Federation isn’t the only threat Logan and his family needs to deal with; an ex-Ghost named Rorke has allied himself with the Federation for the express purpose of making the lives of his former squadmates a living nightmare.

While Ghosts may tread familiar ground, it’s certainly not a bad experience overall. In fact, its single-player campaign is on par, in many regards, with Black Ops II, and it has the added bonus of not including those broken RTS side missions. Most of the levels impart that big-budget, adrenaline-fueled, action-movie ride players are looking for. It’s just that there are enough blemishes here—and a lack of overall innovation—to make it a good game, not a great one.

The major issue comes with the disconnect between the action and the narrative. Ghosts takes players all over the world and throws them into some insane scenarios that further the parallel between this game and action movies. But, like many action flicks, when the protagonists are placed in cool places like the Antarctic, dense jungles, underwater, or deep space, the narrative starts to come undone. In at least four of the game’s 18 missions, you’ll probably find yourself having flashbacks to college philosophy classes when you ask, “Why am I here?” I don’t know, Plato—but you might as well blow it all to kingdom come while you’re at it!

While the narrative reasoning leaves something to be desired, there’s certainly plenty of gameplay variety this time around. Whether it’s high-speed chases or subterranean subterfuge, Ghosts makes sure there’s never a dull moment. I did take issue with one activity, however—and that was playing as Riley, the German Shepard.

Don’t get me wrong—it’s awesome having Riley as a part of your unit, and it’s a blast issuing him commands. If you’re not good enough in multiplayer to ever earn that new perk, at least you get the satisfaction in single-player of having your pooch bite off a bad guy’s face. It’s nothing short of stupid, though, to have sections where you’re actually playing as the dog himself. Sneaking through the grass and silently taking down enemies isn’t something you need the dog for. Looking through a camera on its back is completely unnecessary, too, and considering that Riley’s only in three of the 18 missions, he’s not all that important, giving his segments a tacked-on feeling. I will say, however, that Riley’s voice actor is probably the second-best in the game after Rorke’s.

Despite these issues, the five-hour campaign still managed to pull me in with some excellent action sequences and enough of a cohesive narrative to make me want to keep going. But even with all its cool moments—unless you miss some Achievements or want to go through on harder difficulty levels—you probably won’t be going back to the campaign again and again. No, it’s the multiplayer that makes Call of Duty stay in our systems for months on end until the next chapter hits store shelves. But while this portion is technically sound—much like the campaign—it does little to make the experience feel fresh again.

Unfortunately, all the “new” multiplayer options in Ghosts are simply mashups of previous game modes, direct ports, or minor rule changes. Most of them are still fun, but I expected more than just a bunch of rehashes. The worst part of the multiplayer, however, is the new UI. The new character customization is a huge bonus this year, but the screen’s a mess, and most players will have to look long and hard at their TVs just to find the simplest of options, such as making the character male or female.

The UI problems continue when setting up your perks. While the few limits of Black Ops II’s Pick Ten system have been thrown out the window, so has the ability to quickly and conveniently make changes to your loadouts between matches. Due to tiny icons and a cluttered menu screen, if you really want to change your guns and perks, you should leave your respective lobby, since it’s going to take some time to really figure everything out.

All that said, the maps are more intricate than ever. Many of the larger areas have a multitude of lanes you can use in order to reach your objectives, providing some interesting variety when you spawn on these new killing fields.

The biggest surprise with Ghosts comes in the co-op mode: Extinction. The idea here is that up to four players have been inserted into the remains of a town that was hit by one of ODIN’s orbital strikes. It seems this strike unearthed something that had been long been buried…something alien. Now, you and your teammates have to get to ground zero, plant a nuke, and get the heck out of Dodge, all while trying to fend off this alien horde.

More focused than Zombies and far more creative than anything Infinity Ward has done with a co-op mode before, Extinction may be my new favorite co-op mode for the franchise. My only concern comes from the lack of replayability. Once you beat this section with your buddies, there’s little to make you come back, but hopefully some more maps and other add-ons come down the line.

When compared to the Call of Duty games that have come before it, Ghosts has a few problems, primarily in regards to innovation and moving the franchise forward. There’s no denying this. There’s also no denying, however, that the game’s still really damn fun to play—and even with the issues I’ve outlined, Infinity Ward has proven they can still hold the line, no matter the pressure.

Developer: Infinity Ward/Raven Software/Neversoft • Publisher: Activision • ESRB: M – Mature • Release Date: 11.5.13
7.5
Narrative issues and a lack of ingenuity in multiplayer plague what could’ve been an all-time great Call of Duty game. As is, Ghosts is still an enjoyable experience and shows that Infinity Ward can still hold the line—but the concept falls short of its true potential.
The Good Gorgeous set pieces with tons of action; the new bad guy is excellent; Extinction mode adds something new to multiplayer.
The Bad Some levels feel tacked on for the sole purpose of lengthening the campaign; multiplayer UI is awful.
The Ugly Riley’s whimpering actually had an effect on me.
Call of Duty: Ghosts is available on Xbox 360, PS3, Wii U, and PC and is a launch title for Xbox One and PS4. Primary version reviewed was for Xbox 360.

The joke’s on us

Fandom. It’s a weird little concept, but it can add color to so many different elements of our lives. For me, my fandom centers mostly on Batman—and has since I was a little boy watching Adam West in reruns of the campy ’60 TV series. After that, I worshipped Michael Keaton and Jack Nicholson. And now, I still swear up and down that Batman: The Animated Series is one of the greatest cartoons of all time. To this day, I adorn my apartment with Batman paraphernalia.

All of this makes reviewing a game like Batman: Arkham Origins a potentially enjoyable or maddening endeavor, however, because my lifelong obsession has me feel the highs and lows more than a casual observer might. And, at points, Arkham Origins goes very low.

The story is a simple one. The Caped Crusader has been cleaning up the streets of Gotham City for just about two years now, but just as we learned in the movies with Batman Begins, when you introduce an element like Batman into the world, there’s bound to be escalation—an evil to counterbalance the good that he represents. In Arkham Origins, the world’s eight best assassins have come to Gotham to try to collect a $50 million bounty that mob boss Black Mask has put on the Bat’s head. And when you get that many criminal elements converging on a sprawling urban center, “escalation” might not even begin to describe it.

This script is a brilliant breakdown of how everyone in the Arkhamverse reacts to this growing conflict when it first happens—and how Batman finally begins to transition from urban myth into a hero in the limelight. Though the story may start off a bit slow, once it hits its stride around the midway point, the twists and turns are worthy of any Batman story we’ve seen in print or on a TV/movie screen before. Dooma Wendschuh and Corey May—best known for their work on Ubisoft franchises like Assassin’s Creed and Prince of Persia—have proven themselves adept at handling the Dark Knight as much as any comic-book writer. And Christopher Drake (a veteran of several animated Batman films) delivers a chilling soundtrack, highlighted by some truly creepy Christmas-themed music, that sets the tone for a classic Batman adventure.

But there’s a lot more to a game than just the plot and atmosphere. Even though Warner Bros. Montreal took Arkham Asylum and Arkham City developer Rocksteady’s basic framework for much of Arkham Origins, it’s clear they wanted to put their own stamp on the franchise—but in the process, they’ve sullied several cornerstone elements from the first two Arkham games.

The first huge disappointment comes in the form of the boss battles. The game’s already scraping the bottom of the barrel with its many C-list villains, but Warner Bros. Montreal does most of them no favors from escaping that label. For every great boss encounter, there’s a horrible, pointless one that makes you question the character’s presence in the game in the first place. And even though the game touts eight assassins, not all of them are actually woven into the story. Instead, they’re relegated to side-mission status—but some of these conflicts are actually better than the story-related ones. It makes you wonder why Warner Bros. Montreal didn’t just trim the number of assassins down in order to deliver the consistent quality of encounters that players expect.

The biggest mistakes are found in the gameplay, though. The highly touted Detective mode crime reconstructor turns out to be a dud, since there are fewer than a dozen instances that you actually use it—and most of those are during the story. It’s an interesting idea that I would’ve loved to have seen more fully fleshed out, but at least the new Detective mode works.

The same can’t be said for combat, due to two of the new gadgets in Batman’s arsenal. The first, the Remote Claw, throws a tightrope between two points, allowing Batman to cross large gaps not normally traversable by the Batclaw. This gadget can also throw objects in the environment at thugs—or even slam two baddies together by attaching to both of them.

But when you give the Remote Claw its two upgrades via the new XP system, you can spam your attacks to make the stealth-based predator rooms far easier than they should be. At that point, you can use the Remote Claw to actually string up three thugs to gargoyles from a distance, never leaving the room’s opening perch, and whittling down the numbers from a daunting six to eight gun-touting thugs to a much more manageable three to five.

This is also a good time to mention that the AI in these rooms seems to have taken a step back from previous entries. You can easily lure all the henchmen in the room back to a gargoyle with a suspended thug, cut down the strung-up one with a Batarang, swing around the room, and string up a new thug to the same gargoyle. I could do this with an entire room, whereas in previous games, not every foe would go to these same spots over and over—they’d catch on to the trick sooner or later. Instead, now I have a pile of eight bodies in one location, which makes it very easy for the janitor to clean up after Batman leaves all the bad guys huddled together.

The second gadget in question breaks the other key gameplay element: hand-to-hand combat. When you get the Electrocutioner’s Shock Gloves, you can throw out any semblance of strategy. You see, the Shock Gloves are unblockable. So, when you activate them, instead of having to balance your attack against shield foes, armored enemies, and stun-baton thugs and actually strategize how to keep your combos going, you can just whale on them with the Shock Gloves for easy massive combos and no longer worry about performing cape stuns or dodges and attacking from behind. What was previously an intricate fighting system becomes a standard button-masher when using the Shock Gloves.

Of course, these gadgets—like everything in Batman’s arsenal—are wholly optional, so if you want to avoid using them to give yourself a more authentic experience, that’s entirely up to you. But, should you choose to use them, they’re clearly overpowered.

Now, I mentioned the new XP system before, and this is actually an addition that works pretty well. It makes every fight and action Batman takes mean something, since you’re constantly working toward leveling up and unlocking new abilities. It also does a better job breaking down how you get XP than what we’ve seen in previous games.

There’s another addition called The Dark Knight System, however, that’s irritating and locks some useful items behind it. In all, 60 specific tasks fall under being Gotham’s protector, thugs’ worst nightmare, being the best vigilante possible, and working toward becoming the world’s greatest detective. Each branch has 15 items in it, but only by completing each item in order can you unlock the next one, with rewards being given at different levels (like the Sonic Shock Batarang). I just couldn’t help but wonder why I needed to do the tasks in order, considering how hard the later ones are; if you accidentally pulled off task No. 14 while still on task No. 12, you’re out of luck and need to do it again. This is incredibly frustrating, especially because it’s an interesting idea that falls flat in execution.

Speaking of frustrations, glitches abound in Origins. This stuff could be patched at a later date, I suppose, but plenty of technical issues hindered my experience—and even forced me to restart many checkpoints. Thugs would suddenly start to hover 10 feet off the ground, so I’d have to do a dive attack from a higher perch to knock them off whatever invisible box they were standing on.

The controls froze up in several instances, preventing me from hurting any of the bad guys—but, interestingly enough, they couldn’t hurt me, either, which forced a checkpoint restart. Other times, I looked to Batclaw up to a higher point, and I got the RB button prompt to do so—but I instead launched across the room in the opposite direction.

And, of course, Arkham Origins also includes your standard bugs like the camera getting stuck on corners. Finally, there’s my personal favorite, lag and screen tearing in the open world. Not a lot of it, but enough to be a nuisance—and the frequency definitely spikes later in the game as more thugs are on the streets. Sure, it’s not like any of this is foreign to games, but it’s also stuff I didn’t see in the previous games.

Arkham Origins also includes something else we didn’t see in the previous games: versus multiplayer. Heck, I didn’t even know about it until I got the game. This is another example of an interesting idea from Warner Bros. Montreal that’s horribly executed—and completely unnecessary.

Eight players are split into three teams: three players on the Joker’s team, three on Bane’s, and the other two play as Batman and Robin (who doesn’t appear in the story at all). If you play as a Joker or Bane henchman, the game takes on a third-person-shooter viewpoint where you try to kill everyone on the other team. Each team has 25 respawns, and when these are exhausted for one side, the other team wins.

Besides kills, you can also capture three points in the environment. With each capture, the opposing team loses a reinforcement. Batman and Robin’s objective, then, is to perform stealth takedowns—like in the predator rooms—on as many thugs as possible in the hopes of filling up an intimidation meter in order for them to win. If they get shot and die, though, the meter is depleted. Players can also race to become their team’s inspirational boss midway through the match, bringing the Joker or Bane onto the field and giving one team a decided advantage, since most of Bane and the Joker’s powers are one-hit kills. What’s more, you can’t be Batman and Robin two matches in a row, since a randomizer selects who’ll don the cape and cowl after each match.

Just typing that made my head hurt. There’s way too much going on in any of these matches, and the term “clusterf***” came to mind frequently during my playtime. The shooting controls feel way too loose, the maps are far too small for Batman and Robin to ever be truly effective, and their stealth techniques are nearly impossible to pull off throughout an entire match because it’s so hard to predict human nature. Plus, they’re completely negated as long as teams stick together, since Batman and Robin can only take one guy down at a time. The two partner players will often immediately turn their guns on Batman and Robin as soon as something happens, since many of the takedowns also take far too long to complete.

But my biggest complaint about this mode is that Batman is the last character who needs a multiplayer component in his game, and I fear something like this could lead to co-op with Robin, Nightwing, and Batgirl down the line.

The addition of multiplayer shows where this game went wrong: from the get-go. Instead of trying to appeal to the core Batman audience, it feels like WB and DC rushed this game out the door in order to try to maintain the accepted two-year development cycle that’s become a standard for most franchises in order to maintain the widest audience possible.

And by asking Roger Craig Smith and Troy Baker to impersonate former Batman and Joker actors Kevin Conroy and Mark Hamill—instead of having them do their own takes on the characters—I think WB and DC are scared of upsetting an already precarious status quo that sees Marvel thumping them in almost every single media endeavor. Even though Smith and Baker do a stellar job for 90 percent of the game, that other 10 percent—where they sound like they’re struggling to get in the spirit of Conroy and Hamill—shatters the immersion. It’s so jarring, it’s like if I were watching Christopher Walken in Batman Returns, and then suddenly, Jay Mohr is there in his place instead. But the only reason why you’d have them do impersonations in the first place is because you’re scared the casual fanbase won’t be able handle change of any sort. You make a game for the lowest common denominator—the kind of player who needs multiplayer.

But most Batman fans are better than that. It goes back to that fandom thing: The diehards are amazingly in tune with their favorite characters and everything going on with them. To my knowledge, there wasn’t a huge clamoring for multiplayer. And there wasn’t a change in voice actors because WB felt they needed “younger-sounding versions” of these characters—especially because they got everyone else from the previous games to reprise their roles.

This all leads to my main problem with Batman: Arkham Origins: It’s nothing more than a stopgap game to keep Batman fresh in the minds of the casual consumer. With Rocksteady hard at work on whatever they’re doing for next-gen, whether it’s the Batman game we want that picks up right after Arkham City (and hopefully follows Hush) or some other DC-related property (there’s always rumors of them taking a crack at Superman), Warner Bros. felt they had to put something out there. In order to not rock the boat even further, they even figured out a way to work the Joker back in with the idea of a prequel.

At its core, despite the flaws, there’s a decent Batman game here, since it still has the basic mechanics of Arkham Asylum and Arkham City. But the game could’ve been so much more if WB Montreal had really tried to carry the series forward instead of trying to do their own impersonation. And at least then—if this effort had been in the name of wrapping up the series on this console generation with a truly magnificent bang—they could be forgiven a little for all the things they broke when it comes to gameplay. Instead, it feels like they cut corners, slapped a Christmastime coat of paint on Rocksteady’s previous framework, built a second island that looks strikingly similar to the first, and hoped that making a couple of references to the previous games would keep the fanbase satisfied. Because of all this, the game falls short of the lofty expectations established by the first two Arkham games—and my expectations as a lifelong Batman fan.

Developer: Warner Bros. Montreal • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13
6.5
Batman: Arkham Origins is a massive step back from Rocksteady’s Arkham efforts due to countless technical problems, poor gadget balancing, and a needless addition of versus multiplayer.
The Good The story, atmosphere, and music are all worthy of the Arkham series.
The Bad Many of the new elements Warner Bros. Montreal introduces are wholly unnecessary—or ruin Rocksteady’s cornerstone elements.
The Ugly The lack of faith WB and DC has in its fanbase.
Batman: Arkham Origins is available on Xbox 360, PS3, Wii U, and PC. Primary version reviewed was for Xbox 360.

Blitzkrieg Bop

While the first two of seven new multiplayer modes were revealed last week, Activision saved another one for Gamescom. I checked out Blitz mode and the new map, Chasm, that was revealed during the Xbox One press briefing.

Blitz feels like a twist on Capture the Flag, but instead of grabbing a flag, now the players are the flags. This mode sets up two points on opposite ends of the map, with a simple objective: Any player on your team must get into the opponent’s scoring zone, and vice versa. If a player walks into the zone, they’re teleported back to their base and score a point for their team. This means that, essentially, both teams are on offense and defense at the same time.

An interesting little catch, though, is that the developers are already one step ahead of players and have built in a preventive measure to guard against massive scoring from a team working well together—say, four guys moving in tandem across the map. Once a player enters the scoring zone, a 10-second timer starts before someone else can enter. This gives the opposing team time to regroup, and it could put some folks’ survival skills to the test if they’re waiting out the timer near the zone.

This makes Blitz seem like a potential favorite stomping ground for lone wolves. Since you can only score with one person at a time, staying away from teammates might prove more useful if you can hold your own in a firefight. You’ll still have to work together to see who’s making their way to the base, but sending only one or two guys out a time and having the rest camp out near the base might prove a fruitful strategy.

What was most interesting about my hands-on time at Gamescom, however, was that the new map and mode were kept separate. So, I played Blitz on Octane and Strikezone, but I didn’t get to explore Chasm until I went back to Search & Rescue. This makes me think that Blitz may be limited to small to mid-sized maps.

Chasm’s probably my favorite of the new maps we’ve seen thus far. While it’s not as spread out as Whiteout, it’s got a lot of verticality: You’ll work your way through the rubble of a collapsed building and down through the street into a subway system. Since the map features several layers of small platforms, high ground will be critical depending on the modes you play, and several points are perfect for camping and protecting objective points—in this case, placing bombs for Search & Rescue.

The new audio system for Ghosts really shined on Chasm. During my session, players would shout out targets near cubicles or on railway lines rather steadily. I don’t know if the excess noise at last week’s event prevented the system from working as flawlessly as it should’ve, but I heard everything loud and clear at Gamescom.

So, three down, four to go on the Ghosts multiplayer reveals. As of right now, Search & Rescue remains my personal favorite, but Infinity Ward is certainly capable of topping it with something surprising down the line.