Tag Archive: PC


Last week I had a chance to see the beginnings of Far Cry 5. Set in the fictional Hope County, Montana, players will be dropped into the middle of this rural slice of Americana that is under the hypnotic control of a cult leader named Joseph. This enigmatic figure believes he hears voices telling him that a reaping is coming, and that souls aren’t going to harvest themselves. If you’re not with him, you are most definitely against him—which Joseph is fine with, because he also believes that he and his people must prepare to be tested.

Of course, taking over a town isn’t the easiest of endeavors, and Joseph’s closest kin serve as the lieutenants that help keep everyone in line. Jacob, the eldest brother, is an ex-military specialist who has become disenchanted with the government and the world. John, the youngest brother, is a smooth-talking lawyer who knows how to keep the government from coming down too hard on his dear brother Joseph, and how to snatch up more property to bring under the cult’s control. Finally, half-sister Faith knows how to keep Joseph’s followers in line, a pacifying pacifist that keeps the cult’s rage from boiling over until Joseph is ready to let them loose on the world.

The odds are stacked against you, as they always are in Far Cry. However, you’ll have allies in your war to reclaim the hearts and minds of Hope. Barkeep and lifelong resident Mary May remembers what the town was like before Joseph, and she places sole blame on him for her family falling apart; her personal vendetta against the cult leader will make her a fiery addition to your team. God and guns preacher Jerome is infuriated that life has come to this, and that so much of his flock has been led astray; he hesitantly will resort to force in order to save the souls of his lost people. And finally, there’s Nick Rye, a crop duster who comes from a long line of airplane pilots. His father and grandfather both fought in wars, and Nick reckons it’s time to fight in one of his own.

Far Cry 5 will give you a bevy of tools to use as well. Everything from flamethrowers to pitchforks, guns and dogs for hire, and almost anything else you can think might be willing to risk getting hit with a few bullets for the sake of a few bucks. And, as always, how you go about tackling situations will be up to you. To get a lot more insight into the inspirations behind what seems on the surface like a radical departure for the series, I sat down and talked with Far Cry 5’s executive producer and creative director, Dan Hay.

EGM: I think the easiest and most obvious question is, why Montana? Although it might appear foreign to a city slicker like myself, I imagine it’s not very foreign to a large portion of the game playing public.

Dan Hay: There are two things that I’ll say about that. It would’ve been easy for us to pick a location somewhere around the world and given people something that would be classically referred to as “exotic”. But I think we had those conversations and we said to ourselves that sometimes it’s the thing in your own backyard that is the weirdest, that is the strangest, and when you scratch it there’s a lot of stuff underneath. That’s the first part.

The second thing is that the cult is something that’s really unique for us. I think people are going to realize that we picked the place because this is a place where it’s believable that some people want to be left alone and they don’t want to be bothered and that if you were going to build a cult, you could probably put it in there. So, we met with cult experts and they talked to us about it.

Whenever I watch a show or movie, part of me wants to watch because they’re offering me an experience that I will likely never have in my life and they allow me for two hours, or however long the show is, to dip my toe in the economy of the world that they’re building. And so when I think about some of the stuff that I watch on TV, I’m never going to be a gangster. Probably. But I get to visit that for a time.

And so I don’t think that a lot of people are going to be most likely in a cult and I think that it’s pretty cool for them to be able to go “Wait a minute, let’s look at this. Let’s meet the Father. Let’s understand what his family is doing. Let’s hear some of the things they are espousing, some of the things they’re saying. Let’s look at the people in Far Cry’s Montana”—and it is Far Cry’s Montana because we built Hope County and it doesn’t exist in the real world—”and see how they are going against the cult and pushing back.” And so it creates a unique experience that I don’t think anyone was expecting and it’s ours.

EGM: When you mention a cult, I think a lot of us jump to the idea of folks in white robes and ponchos drinking Kool-Aid. How are you going to get people past this idea in the game?

DH: I think you keep it simple. Absolutely, when you think of cult you think of a cliché sort of answer to that. I think when you see our characters they aren’t that. We kept it simple. There’s a guy who believes he’s heard this voice and he believes that a collapse is imminent. He believes it. And he’s managed to bring together followers who trust him in that. And when he talks about it, he doesn’t talk about it in ridiculously crazy terms. He says, “Look, there’s going to be a collapse. It’s going to happen. And we need to protect ourselves.” And then what he’s going to say is something to the effect of “You’re not going to believe me. There’s nothing that I can say that will bring you around to this idea. So, I’m just going to take you, and when it happens, you’re going to say thank you.” That’s an idea people can understand. And when an actor with gravitas gives it, when it’s given with great writing, you understand what these people stand for. You understand what’s happening. And you understand why the regular people in this world, the citizens, don’t want to have anything to do with this guy.

EGM: You mentioned an actor with gravitas. Can you give us any hints as to the cast that is playing your principal roles?

DH: I can’t say whom we cast. Casting on Far Cry is really tricky because it’s alchemy. I’ve implied it’s a process before, but the more I do it the less process it is. You get a great writer. Great writers, right? And the other thing that we’re doing is changing some things a little bit, trying to make like a writers’ room where people are pitching ideas and kicking stuff around and riffing off of each other. Then, we go out and cast the net wide and look for people who are going to be able to hold your gaze, people who can make your skin crawl, people who can make the hairs on the back of your neck stand on end. And then, also, letting those people run a little with the material. Because it’s not perfect, we’re not going to nail it 100% perfect the first time. And then making sure it feels believable and that what comes out of their mouths, especially when you’re working with a first-person camera, they have some room to play.

I think that’s how we found some of our characters in Far Cry 3, 4, and Primal. And we know people want that from us. We know that people are looking at this and knowing if the characters are important and whom you’re going up against and who you are. I think that on this one, it’s super-interesting to see that we’re now dealing with a family and you get to meet each one of those people. They’re a chorus and they each have their own jobs. They each have their own micro-agenda. And I think people are going to dig it.

EGM: What can you tell us about the gameplay this time around? Are we going to be putting Bessie the cow out to pasture in order to craft supplies? What can we expect different in terms of gameplay?

DH: Well, you’re trapped behind enemy lines being in the cult territory and you got to use the resources that are available to you. If you’re played the Far Cry games, then you’re going to like what you’re getting and we’re going to give you more opportunity. We found a unique recipe when we built outposts where you got up to an outpost and you could attack it from 360-degrees. And you can see the anecdote factory opportunities and the question was why couldn’t we just do that with the whole game. Why couldn’t we drop you in the middle of the game, give you a little information, and then let you go in any direction and author the experience your way? That’s what we’re building here.

EGM: So are there no more outposts at all?

DH: I won’t go into specifics like that. What I can tell you is that—assuming you enjoyed the gameplay in Far Cry 3, 4, and Primal—when you see that we’re putting in guns for hire that can come with you, and the new inputs we’re putting into the anecdote factory for when you go up to a location that’s owned by the cult and you attack it, you’ll still have that 360-degree approach and that opportunity. But now you have new tools. Maybe you want to fly in and strafe it. Maybe you want to do a bombing run. Maybe you want to call Nick and have him come in and blow it up. Maybe you want to take your dog and send it in and have it tag everything. Those are the things we’re bringing to the game.

EGM: From what I’ve seen, this feels like it channels the temperature of the US as a whole right now. Like we’re all in a pressure cooker. How much of the game came about before a lot of recent events started to take place and how much did the game maybe be influenced by real world drama?

DH: It’s a chicken or the egg kind of question, right? I get asked, “do we have a specific agenda in this story?” No. We don’t. We’re not saying this is good and this is bad. What we’re saying is that the temperature right now is kind of in the red. The temperature is that people are running hot. They’re nervous and there’s a global consciousness of tension. It’s a pang I had as a kid [during the Cold War] and it’s familiar and I don’t know the answer to your question of what came first. It’s wholly believable that some of the things that had been going on in the world three years ago when we started to kick this idea around somehow influenced us. We can’t say that didn’t happen. But the world has changed so much in three years. Just the fact that we talk about things in the game and the characters in our world are affected by a lot of the things that are happening in the real world in terms of when they talk about stuff, they’re going to be aware and they’re going to be alive. And so yeah, I don’t know if its serendipity or what it is, but we landed on a sweet spot.

EGM: We talked a little bit before about the exotic, and Far Cry tends to always walk right up to the line in terms of believability. Far Cry 5 feels like it is walking more parallel to a familiar, current state of our world. How do you think fans of the franchise will react?

DH: Everybody that we show the game to is like, “Wow. I want to play that.” There’s no question that when you build a world, what you try and do is you try and make it so that that player can go in any direction and you allow them to go and do their thing. Far Cry is known as an experience where you go out and you can just blow stuff up and go crazy and have a great time. Or you can go in and have an earnest moment in the story and have something. All we wanted to do here is make it so this story felt grounded and felt real and be something you would understand and know right away and I think we did it. I think we have the framework for that. I think the older you get, you start to see cycles of things and so there’s going to be people experiencing this for the first time. And it’s going to be new and fresh and they can go out into the world and they can blow stuff up or they can have an experience with the story and it feels very present. And I think it’s going to be great.

Far Cry 5 will release on February 27, 2018, on PlayStation 4, Xbox One, and PC.

We were like sardines in a tin can. Every influencer, member of the press corps, and Activision staffer had been crammed into a stuffy aircraft hangar down in Hawthorne, California, fittingly right next to SpaceX’s headquarters. While Elon Musk’s company was nearby trying to help pioneer space travel, we had all huddled together to see the first gameplay of Destiny 2—the highly anticipated sequel to Bungie’s 2014 MMOFPS sci-fi space opera.

Fortunately, it wasn’t long before Luke Smith—likely one of the more visible and successful examples of game journalist turned game developer, and now director for Destiny 2—had taken the stage to highlight and guide us through the series of video vignettes we were about to watch. To kick things off, Luke surprisingly talked rather candidly about the fact that the original Destiny had lost a significant chunk of its audience after release. Although 50% of Destiny owners had invested in the expansions, crafted their own adventures with friends, and saw firsthand the universe Bungie so desperately wanted to create finally come together and take shape late in Destiny’s life, there was another 50% of the audience that hit that initial level cap, and never returned. The fun had simply been buried too far beneath the surface, and not everyone was willing to go digging for it.

Admittedly, I fell into that latter group. Although a perfectly competent and polished shooter, the first Destiny never grabbed me. I couldn’t sink my teeth into its lore, and what it had done in that initial effort just wasn’t enough to warrant me sticking around—and definitely would not get me to open up my wallet again for its expansions. However, at least Bungie was aware—or claimed to be aware—of folks like me. It’s often too easy for developers to continue to cater to the people they already have locked in, chalking up those lost over time as simple passersby, paying them no heed.

Bungie wants to get to the fun parts faster with Destiny 2 in the hopes of luring people like me back to the franchise. After both the presentation and then the ensuing hands-on with the game, though, I was left shaking my head, because it appears that very little has actually changed. In only the franchise’s second game, Destiny 2 feels like a glorified add-on—or, worse yet, a soft-reboot.

Some of the additions that were highlighted during Bungie’s presentation would of course be impossible to show in a venue like this. Building clans and the improved matchmaking is something that we will need to wait for final code for before we properly see it, but it is definitely something the game has long needed. While chatting with others at the event, it was common for the more diehard Destiny fans—the ones who easily fell into the 50% opposite me—to be extremely happy about this change. Still, many also lamented that it’s something that should have been in the game from the get-go, or at least earlier than this. This was one of two common reactions I found throughout the day: that the changes Destiny 2 were bringing should’ve been in the original.

There was also grief expressed over the fact that those loyal to the franchise would not see any boons or the like carry over from one game to the next. Destiny has been propped up by its fanbase believing the game would continue to improve, investing time and money into it constantly, and they are being “rewarded” by having to grind all over again. It almost feels like, in trying to win back folks like myself with a fresh start, that Bungie may have taken their entrenched audience for granted to some degree.

The other reaction that was far more common throughout the day was simple—this is it?—and many in both halves of Destiny’s potential audience shared it. Only one new raid, no new classes, and three new worlds (four if you count the new areas opened up on Earth) were teased. Sure, you have the new subclasses and powers for heroes, but if you’re going to make everyone start over, why not go hog wild and expand the gameplay, customization, and class options?

The worst of it is that Bungie showed us so little that whatever new content might’ve been there felt buried in the demos. Here we were, digging to try to find the fun of it all again. All heroes we played with—whether it was on the one Strike mission, one new 4v4 PvP mode, or the Homecoming campaign mission (which had been shown to us during the presentation already)—were prebuilt. Most of this was available on both PC and PS4, and I can attest that the PC version of the game looked and handled great. But, the demos that Bungie gave to us failed to make me care whatsoever, just like with the original game.

For example, allowing us to play a mission you literally just showed us during your presentation did nothing to expand on the idea of the fresh story you’re trying to set up. Dominus Ghaul is stealing the Traveler for himself; if I didn’t care about the giant gumball in the sky from the first game, how is this going to suddenly compel me? Thanks for dropping me into a firefight, with a prebuilt character, that I don’t want to be a part of after walking me through it literally 30 minutes prior. Let me explore a little; show me something new. If you’re trying to convince people to come back to Destiny, this wasn’t the mission to do it with.

The Strike Mission was similar. Although there were some new and interesting environmental hazards like giant mining drills, the Strike seemed to play just like the ones in the previous game: work your way deeper into an exotic location with your team—in this case a mining asteroid—kill the boss, get out with some loot.

Also, if you’re promoting connectivity and community, maybe give us some headsets with microphones in PvP or the Strikes. It’s hard to coordinate if you can’t communicate, and handcuffing everyone demoing the game like this made no sense even if you weren’t stressing how the game brings people together—but since you are, this came off as extra moronic.

The most interesting section of the day for me was easily the PvP, which at least showed us the new Countdown game mode. Even that didn’t feel exactly new, however, as it is best described as being exactly like Search and Destroy in Call of Duty, just with a Destiny-colored coat of paint. Every player has one life to live; one team has a bomb and a pair of targets. If that team kills everyone on the opposing team or successfully detonates the bomb, they win. Conversely, the other team is also trying to kill everyone, or can defuse the bomb before it goes off to achieve victory. The small map we played on was conducive to the mode and offered up some fast and frantic action. I would have loved to see other modes as well, though, especially to see how shrinking the standard 6v6 of most Destiny modes to 4v4 in Destiny 2 would affect them.

Activision and Bungie have just less than four months before Destiny 2 launches, and if they’re trying to find fuel for whatever hype train they want to get started, this was not the way to do it. I was left unimpressed by what was shown to us; like the first game, Destiny 2 came off as a perfectly competent and polished shooter in my hour or so hands-on with it, but it is an uninteresting one. My hope is that this was merely Bungie keeping their best cards close to the vest, and that more intriguing and nuanced gameplay will emerge over the summer. Otherwise, no matter how much the game has improved, it’s going to be hard to push onto players a fancy expansion that serves as a reset button for a franchise—no matter what 50% of the audience you fall into.

I had a chance to go hands-on recently with Yager, Six Feet, and Grey Box’s Dreadnought on PlayStation 4. It was my first time playing the game since PSX 2016 and I was able to pull down a decent K/D in this match of Team Deathmatch. Dreadnought is currently in beta on both PC and PS4 and the full game is coming sometime later this year to PC and PS4 and will be free-to-play.

My last review left a bad taste in my mouth, as I had been dying for a puzzle-driven adventure yet had been sorely disappointed. I needed something fast to help forget about that experience and move on—and then a voice started whispering in my ear that I should play Pinstripe. After doing a little research I was willing to give it a shot, and boy, was I glad I did.

Pinstripe puts players in the shoes of a disgraced ex-minister named Ted. When Ted’s three-year-old daughter, Bo, is kidnapped by a shady figure named Mr. Pinstripe, Ted will literally have to travel to hell and back to save her. And, maybe he’ll redeem himself in the process.

I’m amazed at how often one-man Indie devs blow me away, and Thomas Brush should be commended for being the latest to do so. Serving as designer, programmer, artist, writer, and composer, Brush has crafted a beautiful world with a touching story about life and loss, guilt and grief, repercussions and redemptions. Ted’s story is a moving one, because even in Brush’s fantastical version of hell, he finds a way to tell a relatable story about one man’s mistakes and how they have come back to haunt him in a quite literal way. It’s poignant in its simplicity, but maintains just enough mystery revolving around Ted and his past to keep you pushing forward to the end.

Part of what helps that story is the world Ted finds himself in. From the moment you start playing Pinstripe, you’ll be amazed how it visually blends gloom with serenity, begging you to explore its world, but also providing a creeping sense of dread as you never know what new obstacle Ted will have to overcome next. The only thing that tops the arresting art style used here is the voice acting of all the characters. Although the world is sparsely populated, each new inhabitant you come across reflects the dichotomy of the world around Ted, with many toeing a line between being chipper yet sad, hopeful yet defeated.

Where Pinstripe falters a bit, however, is in its gameplay. Many of the puzzles are really quite simple; while some will provide that satisfying “a-ha!” moment when you solve them, most are relatively straightforward, and shouldn’t require a lot of brainpower. There’s also the issue that some late-game obstacles will force you to backtrack to the beginning of the game just for the sake of gathering collectibles that were unobtainable at the start. Although the hell Ted finds himself in isn’t a very large world, this retracing of steps felt forced, like Brush was trying to cram in some sort of metroidvania element that really wasn’t necessary. Instead, it made it feel like he was trying to forcibly lengthen an experience that still only amounted to about a three-hour romp in the end.

Also, for an ex-minister, Ted sure gets around well. Although there isn’t a ton of platforming to be had, there are some occasions where you’ll have to use momentum to swing platforms around and Ted will have to perform some quick, crafty jumps to get to where he needs to go on his quest to save Bo. There’s even the occasional enemy that Ted will have to bop on the head with a jump in order to progress. Enemies that can’t be jumped on can be taken out by Bo’s slingshot, an item Ted finds very early on his journey, but combat as a whole is limited to only a few sections of the game—and the slingshot is mostly another tool to overcome the game’s puzzles. Combat was clearly not a major focus for Pinstripe, which makes sense given our protagonist’s religious background; this is primarily a puzzle-adventure game through and through.

This all seems pretty straightforward for this type of game, but Pinstripe had one more surprise for me at the end of my initial playthrough, and that was a shot of replayability rarely found in this genre. Typically, once you beat the puzzles in a game like this, there’s little to draw you back to it again. Pinstripe, however, makes new items and secrets available for you to collect and find only after your first playthrough of the game. This was a nice way to get me to repeat an adventure I had moved pretty quickly through the first time, and added a nice extra layer of depth to the experience.

Pinstripe was a Herculean effort by one man, and it provided one of the more interesting worlds and better stories I’ve played in quite some time. The drawback it seems of this passion project, however, comes in its length and its simplicity. Even though everything wrapped up neatly in the end, and I think the story was perfectly told, I would’ve loved if the world of Pinstripe had even more depth and characters to it, and if the complexity of the puzzles were greater. That said, you would be missing out if you passed up this narrative experience, even if the game lacks any real challenge for anyone familiar with this genre.

Publisher: Atmos Games • Developer: Atmos Games • ESRB: T – Teen • Release Date: 04.25.17
7.5
What it lacks in length and complexity, Pinstripe makes up for in narrative. It’s a compelling story set in a beautiful world full of interesting characters, and that alone should be worth a look for most—even if there’s really not much challenge to this puzzle-adventure game.
The Good An interesting world driven by a moving story.
The Bad A bit on the short and simple side.
The Ugly The thought that hell doesn’t have to be all fire and brimstone in order to be torturous to someone.
Pinstripe is a Steam exclusive, available on PC, Mac, and Linux. Primary version reviewed was for Mac. Review code was provided by Atmos Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

People are always trying to combine things to make better and more interesting things: Peanut butter and chocolate; Batman with Superman—in comics, not in the movies; pineapple on pizza. Okay, the jury’s still out on that last one. In the case of Agents of Mayhem, though, all the best action of the 80s is being slammed together with the over-the-top humor and situations the Saints Row series was known for in a spin-off that takes place in the same universe. I recently got to go hands-on with Volition’s latest open-world foray, and it’s shaping up to be a love letter to everything great from GI Joe to Knight Rider.

In our demo, we got to play as nine of the 12 members of an elite super fighting force called Mayhem who, simply put, could care less about being heroes—the fact they’re saving the world from people even worse than them is a side bonus. They’re in it to win it for sure, but mostly just for themselves. It’s sort of like the enemy of enemy is my friend; they’re our friends just because they hate the really evil guys from a group called Legion a lot more than all of us. Each character fills a role on the team, offering up weapons and powers that make them great for different situations.

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Hollywood, for example, is the team’s pretty boy who loves nothing more than, well, himself. He wields an assault rifle for great medium range damage, and can fire a grenade from his groin—don’t ask. Then there’s Hardtack, who immediately comes across as a more narcissistic Shipwreck from GI Joe. Hardtack is a shotgunner who can take a licking and keep on…errr…shotgunning. What’s great about Agents of Mayhem is that before most missions you take on, you can choose three of the 12 characters on the roster, then switching between them on the fly. Finding a balance is often the best strategy, but depending on your style, you can specialize and go heavy offense, defense, or the like.

The game takes place primarily in Seoul, South Korea. Exploring the open world to find collectibles and side missions is critical to leveling your characters, which leads to better skills and stronger survivability stats like higher defense or health. Even moving about the world provides options, as you can utilize your powers, every character’s built-in triple jump, commandeer a car from the world, or call in one of your nitrous-outfitted Mayhem cruisers (including some with Kitt-like robot voice) should you so choose to.

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During our demo, we were able to check out five different missions. Two helped forward the story of the game as we took down high-ranking lieutenants inside Legion by blowing up basically everything in sight. Two other missions, meanwhile, were solo objectives that introduced us to new characters like Daisy, the roller derby girl with a Gatling gun and an alcohol problem (who ended up my favorite). Beating those solo missions unlocked new characters and gave us some critical backstory beats about the world and the team itself.

The last mission might’ve been the most interesting, because it was easily the most open-ended and tasked us with capturing a tower in the middle of Seoul. Capturing towers is great for experience, while also freeing areas of Seoul from Legion control. It’s a common video game activity at this point, but it definitely gave us a lot more reasons to explore the world. The mission also showed off some of the verticality of the game, as we had to climb several buildings to get to the capture point. It also highlighted the fast & frantic pace of combat, especially when swapping teammates as swarms of Legion soldiers attacked our position.

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My time with Agents of Mayhem might’ve only been a small cross section of the variety of scenarios the game promises to throw players into, but it was enough to pique my interest for sure. Its cutscenes and interstitials look like they could’ve aired as part of a Saturday morning cartoon block—with more adult themes, mind you—while the action felt like a cross between what we’ve seen before in Saints Row and something like Crackdown. There’s not as much customization as some would expect from Volition, with each character having a limited number of skins for themselves, cars, and their weapons—but that’s because the cast fits more carefully into a story that pays homage in its own weird way to a bygone era. If you ever wanted to see what might happen if GI Joe took a turn for the adult, then maybe got spliced with Archer or something along those lines, Agents of Mayhem looks like it’s ready to deliver just that in the package of a fun, open-world action game.

Agents of Mayhem is dropping on August 15 for Xbox One, PS4, and PC.

Great ideas are born all the time in the video game industry, but not all of them reach fruition—and fewer still achieve their fullest potential. It seems Ubisoft’s For Honor, at least at this moment in time, falls into the latter category of a game that just isn’t where it needs to be. After conquering the campaign and playing well over 100 multiplayer matches over the past week since it’s launch, I’m sorry to say that For Honor just seems to be another in what is becoming Ubisoft’s calling card of the past several years: a tremendous idea that falls short due to lackluster or questionable technical execution.

For Honor puts players in a fantasy world that mashes up regions and time periods, placing three of the world’s greatest factions of warriors together on one limited landmass. Samurai, Knights, and Vikings fight in perpetual war over scarce resources in this fictitious world, unwittingly serving as pawns in the plans of Apollyon, a particularly ruthless black knight who feels that only in war can people maximize their abilities.

The campaign takes you through each of the three faction camps as you begin to piece together Apollyon’s plot. There are 18 chapters (six for each group), and all told the campaign shouldn’t take more than 4-6 hours to finish. There’s some replayability here, with collectibles and multiple difficulty levels (including the hardest “Realistic” difficulty that completely removes your HUD), but not much else. It’s also a bit on the repetitive side, with occasional surprises to keep you pushing forward, but what serves as the brightest spot for the campaign is that it is an excellent teaching tool. As a de facto proving ground, it gives you plenty of opportunities to test strategies and learn more advanced combos with particular classes against the computer before you take those skills into the online world.

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One glaring flaw with the campaign, though, is the fact that if one of its major purposes is as a way to familiarize yourself with the game’s 12 distinct characters and it’s unique combat system in a safer offline setting, then it should give you an opportunity to play as all of the character choices. Only eight of the 12 are featured in the campaign, with the Berseker (Vikings), Conqueror (Knights), Shugoki (Samurai), and Nobushi (Samurai) being exempt.

Though, it could argue that some of these class styles are covered in other chapters. For example, the Vikings’ Warlord—who does get his own chapter—is classed as a heavy, which Shugoki and Conqueror also both fall under. However, there are enough differences between each choice and their playstyles that not being able to figure out how to fit playable sections for all 12 characters into 18 chapters—especially when many campaign chapters have all the characters in them already as NPCs—is bothersome. For example, the Nobushi has probably the most range of any character in the game (plus some attacks that can poison an enemy), while the Shugoki is the only character that can actually absorb a hit without flinching—but you need to experiment in multiplayer to find all that out. You can play the online modes against AI to get some experience with characters, and I admit that For Honor’s bots are some of the most intelligent you’re likely to find in any online game, but I believe that wrapping your training around a story and a tutorial increases your retention of learned skills, as opposed to just button mashing against a bot that falls into predictable patterns.

A big reason why it’s particularly frustrating having to learn characters in multiplayer, instead of more ideally just honing and mastering your skills against humans, is For Honor’s aforementioned combat system. Don’t get me wrong, it’s a fantastic system, but it has a steep learning curve and can be incredibly complex at times. The core of For Honor is three-way directional blocking/attacking. If you are swinging from the left, and your foe blocks in that direction, nothing happens; if they leave themselves open, you do damage. It looks like a simple third-person hack ‘n’ slash mechanic, but once you get past this, you’ll find there’s more to this game—and, again, each character’s specific nuances only diversify and add wonderful depth to the gameplay. Throws, stuns, parries, specials, and unblockable attacks all must be learned if you’re to have any success in campaign or online. The beauty of it, though, is how all of this plays off that initial mechanic, which requires you to lock onto an opponent in one-on-one “honorable” combat while trying to predict their movements.

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Combat is like a miniature chess game, with strategies forming and coming undone in an instant as your strikes hit, miss, or are blocked by your mark. Even positioning on the field, with one-hit kill obstacles like spikes or ledges, play into the combat, requiring you take in far more information than just which direction your opponent is blocking. I honestly couldn’t get enough of it all, and found my adrenaline pumping during the thrill of combat, screaming into my headset as cowards ran away from my Raider’s axe. (Of course, it also makes it frustrating to learn on the fly when your K/D may be on the line.)

There are some flaws to combat, though. While the game is surprisingly well balanced—with a smart player able to overcome most any other character’s strengths and exploit their weaknesses—there are those infuriating moments when it looks like the game’s physics or hit detection isn’t where it needs to be. A perfect example is when trying to throw someone off a ledge; a great way to overcome situations where you are outnumbered. Sometimes, a character will barely clip the edge of a rock or wall, and slam up against it as if a full support was there, saving the person from going over the edge and potentially falling to their doom. Or, you’ll get situations where a thrown body lands with half of it not on solid ground. You’d expect the body to slide off the edge—since that’d be the natural result—but instead the character just stands up as if their body had been fully supported. It reminds me of the original Super Mario Bros. way back in the day; as long as you had just one pixel of edge, Mario would never fall off. It’s not nearly as charming here, and definitely breaks immersion and draws my ire.

The crux of For Honor, though, is of course the multiplayer, which I’ve touched on briefly already a couple of times. The first thing everyone has to take part in is the War of the Factions. Similar to what was seen in Mortal Kombat X’s Faction War, as soon as you start the game, you choose one of the three factions to align yourself with for the entirety of a season (this doesn’t limit what characters you can play as, to be clear). By playing online you’ll earn war assets, and the better you perform, the more assets you’ll receive. Unlike MKX, you’ll get to personally assign where your assets go as you try to move the front lines of a never-ending assault against the other two factions on a satellite view of the game’s map. The faction that has procured the most land at the end of the season will receive special in-game bonuses. You can also change your faction mid-season, but at the penalty of lost rewards at the end of the season. Surprisingly, it’s one of the more addictive features of For Honor, as it gives players a sense of actually taking part in a living, breathing conflict.

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Then there are five different game modes under three different umbrellas. In Deathmatch, you’ll find the 4v4 single-life-to-live Elimination mode and the point-based Skirmish mode, where you can respawn until the opposing team reaches 1000 points (where points are awarded on a variety of factors, but killing human opponents always racks up the biggest points). Then there are the Duels, offering up 1v1 matchups and 2v2 Brawls, and which I personally recommend you start off with since they’re a great way to hone you skills. Finally, there is the 4v4 Dominion mode, which combines the point scoring of Skirmish with capturing zones like you’d see in a Domination mode for other games.

Although there are only a few maps, sections of each one are cordoned off depending on the mode you’re playing, and each map has multiple times of day available to offer some visual variety. The game is also graphically stunning as a whole; the detail of each character and the world around you is absolutely breathtaking, and makes you feel at times like you’re in a real medieval fantasy. For Honor’s customization is also something that should be lauded. While each character’s face is a given, you can change the sex of most characters (some are permanent female or male), earn ornaments, victory poses, and executions, and each character’s weapons and armor, piece by piece, can be changed out or given new paint and pattern schemes. It’s just enough personalization to make you stand out on the battlefield while making sure you still come across as your character class. Of course, it needs to be mentioned that a lot of items are locked away behind certain achievements or the game’s “steel” currency, but many of these can be bypassed by buying resources through microtransactions. This isn’t necessary, since you can easily grind for a lot of items, and most of them are cosmetic anyway, but that’s entirely up to you.

Despite the issues I’ve already laid out, when For Honor works, it works supremely well. When For Honor doesn’t work, though, it’s one of the most frustrating experiences I’ve had to date with an Ubisoft game. While the campaign was mostly issue-free, there have been tremendous connectability issues with the game since launch. In fact, part of the reason I’m so late with this review is that I tried to see if these issues would work themselves out or if we’d get a patch of some kind. Even as recent as last night, however, I was still seeing matches drop and disconnect on a regular basis—if I could even connect in the first place. As I stated at the start of the review, over the past week I’ve played and finished well over 100 matches—there was probably another 200 times, though, where the match would never connect or drop midway through.

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If this weren’t bad enough, because For Honor doesn’t have dedicated servers, not only does the game suffer frequently from lag, but every time someone else drops, the entire game freezes up, as it often has to re-instance. Half the time, it is unable to, and boots the remaining players back to the multiplayer lobby. I don’t understand how, after launching so many games in a row with shoddy or broken netcode before this, Ubisoft has yet another game—one that is so multiplayer heavy in particular and has had so many betas—come out in this condition. It’s absolutely unforgivable to launch in such a sorry state, and Ubisoft should be embarrassed.

For Honor could’ve been one of the best games of this young calendar year; instead, it’s riddled with issues, particularly on the technical side, which hold it back. It might still bounce back and become the game it has the potential to be thanks to its solid gameplay core—but if you were looking for something to play right now, I’d tell you to take a wait-and-see approach with For Honor in hopes the bugs, in particular the connectivity ones, end up getting worked out.

Publisher: Ubisoft • Developer: Ubisoft Montreal • ESRB: M – Mature • Release Date: 02.14.17
7.0
An inventive premise and surprisingly deep combat system sits at the core of what could’ve been a great game—if so many technical issues didn’t surround it and detract so much from the whole of the experience.
The Good The inventive new combat system takes some getting used to, but rewards players who put the time in with it.
The Bad A litany of technical issues and questionable decisions keeps it from reaching its fullest potential.
The Ugly This is now a thing and I can’t stop watching it: For Honor—Call on Me
For Honor is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

It’s extremely difficult to appease Batman fans, and I’m admitting right from the get go that I count myself amongst the most hardcore of them. It’s almost tradition now for every new version of The Dark Knight to suffer some backlash—especially from those of us who are as obsessed with Batman as he is with fighting crime. Fans of Bill Finger and Bob Kane’s original gun-wielding, rooftop leaping lunatic from the late ‘30s and early ‘40s hated Adam West’s camp-filled romps in the ‘60s. Those fans in turn disliked when the comics crafted a noir vibe and turned back towards some of Finger/Kane’s roots in the ‘70s with Denny O’Neil and Neal Adams’ take on the character. Frank Miller’s The Dark Knight Returns, Alan Moore’s The Killing Joke, and Tim Burton’s film version of the Caped Crusader in the 80s all had their haters, too. So, when it finally came time for me to play Batman: The Telltale Series, I was both excited and worried about what the latest take on Batman might bring to us, knowing it would be extremely difficult for me—even though I’d like to think of myself as a more open-minded fan—to come away satisfied.

Batman: The Telltale Series is best described as a transitional adventure between “Year One” and “Year Two”. What this equates to in Batman’s history for those unfamiliar with comic book parlance is that he’s taken his lumps in that first year of crime fighting, and just now is starting to come into his own as “The Batman.” It’s also when the supervillains start to show up; classic foes like Catwoman, Penguin, Two-Face, and the Joker all make their presences felt by the end of the game, along with the traditional mobsters that Batman had to deal with in his early days. The bulk of the game’s narrative, however, centers on Bruce Wayne needing to clear his family name after a new bad guy reveals that Thomas Wayne (Bruce’s father) wasn’t the philanthropist that Gotham necessarily saw him as.

Being a Telltale game, the narrative does a lot of the heavy lifting in terms of one’s enjoyment of the product—or lack thereof. And right from the start, this was a decision that started to turn my opinion sour. With writers running out of ideas now that Batman is wrapping up his eighth decade of print, the idea of questioning his origins and casting doubt on the sanctity of his purpose has been done countless times in recent years of the comics. The easiest way to do this is to attack Bruce’s parents, and I have always taken issue with this.

One of Batman’s greatest appeals is his mission; his obsession is one that we as fans mirror back onto him. He makes a vow on his parents’ graves to wage an unending war on all criminals as a child, and the fact he follows through on it and lets it dictate his life is twisted and unhealthy, but in an odd way also very pure. It’s a child lashing out against a cruel and unjust world for the love and security that was ripped away from him in a random act of violence. When you remove this, you simply have a maniac in a mask. Yes, that’s what Batman really is at his core, but you greatly lessen his appeal when you strip away one of his founding dimensions, and undo a lot of the great work that those came before had laid out. Simply put, if something isn’t broke, stop trying to fix it.

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And I understand the appeal of wanting to do it. Attacking Bruce’s family also attacks his money source—Batman’s true greatest superpower. His inherited wealth has always been Bruce’s deus ex machina, allowing him to get out of more situations than I could count no matter the era. It’s like putting Superman under a red sun; it’s a classic comic book gimmick to take our hero out of his comfort zone. Sometimes it works, and sometimes it doesn’t. But when your powers are so closely tied to your origin like Batman’s are, it’s more apt to blow up in your face.

One thing Telltale did do a fantastic job of, though, was trying to pay homage to a lot of great Batman media over the years. The font in the title graphic evokes memories of Batman: The Animated Series, and the superb voice acting from this cast is on par with the legendary voices from that groundbreaking series. Although still well within the parameters of Telltale’s signature cel-shaded art-style, Two-Face’s design is largely based on that seen in Christopher Nolan’s The Dark Knight, and Penguin’s feels more akin to what we’ve been given on FOX’s Gotham. And, several gameplay elements like Detective Mode—more on that in a bit—borrow from Rocksteady’s Batman: Arkham games. One other element that Telltale touched on from the Batman: Arkham series is taking a previously-established comic book canon character and trying to pass them off as a new villain. The worst of it, though, is this character was never a Batman villain to begin with.

This leads us to the main villain of the story, a new character dubbed Lady Arkham, which I will try to refer to as vaguely as possible to avoid giving away her true identity. Even with my distaste for the Thomas Wayne bashing, the first two episodes of Batman: The Telltale Series were actually quite compelling. When Lady Arkham reveals her true self in episode three, the series takes a marked turn for the worse. I don’t know if it comes from Batman’s license holders at Warner Brothers, or if there’s just a general fear of introducing new villains into the Batman universe outside of the comics, but the disappointment at the revelation of Lady Arkham was even worse than when we all realized within the first 15-minutes of playing Arkham Knight that our foe was Jason Todd. At least, at that point, he was a villain in the comics.

Lady Arkham’s true identity was always a close ally of Batman/Bruce Wayne, and twisting her like this felt like it was just cheap shock value for us hardcore fans who never suspected her because of our familiarity with the character. If Telltale had created an entirely new character with Lady Arkham, keeping her network seemingly as powerful as Batman’s and as long-standing as Bruce Wayne’s—but minus the preconceived notions from her true identity’s long history in Bat-media—I think she and her Children of Arkham could’ve been a welcome addition to the Rogues Gallery (in the same way Talon and the Court of Owls was a few years ago, and Ra’s Al Ghul and the League of Assassins was in the ‘70s). As is, she feels like a throwaway character used simply to establish Telltale’s new universe while not wasting any of the classic villains, thus weakening the entire story arc as a whole.

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The series also takes a turn for the worse on the technical side of things starting around her reveal. Telltale’s game engine continues to show its age, and does so markedly as this series progresses. The first couple of episodes are mostly glitch-free, but by the time we reach episode five, the choppy cutscenes, dropped audio lines, and general lag after decisions are made make finishing the game almost a chore. I understand that Telltale prides itself on its products coming out on every playable device imaginable. At some point, however, the studio needs to take some of this licensing money and invest back into tech that is optimized for modern consoles, and stop giving us this lowest common denominator garbage.

From a gameplay perspective, the bulk of the game remains around Telltale’s iconic choose-your-own-adventure multiple-choice scenes that change character interactions and dialogue depending on the decisions you make. Some additions we haven’t seen before in a Telltale game, and some that are even exclusive to Batman: The Telltale Series, were included here, though.

Detective mode, the special lenses that paint the world in a blue hue and allows Batman to recreate crime scenes, makes an appearance here. Similar to the Batman: Arkham games, examining clues will help Batman figure out what exactly happened in and around a crime scene, and piecing things together properly will help him decide what to do next on a case. Telltale also smartly allows you to link clues together this way to make it feel more like you’re actually solving the puzzle yourself. You also use Detective mode before certain ambushes, allowing Batman to plan out how he wants to clear a room before starting the quicktime button-mashing fest that helps him to defeat thugs unscathed. It’s just different enough from the Arkham games, but it still feels very much like you’re Batman while using it, and was a pleasant surprise.

Unlike a lot of other Batman projects, this game also does a great job of balancing life as Bruce Wayne and Batman. Whereas the Bruce Wayne parts of most movies, TV shows, and even comics can lean towards the mundane, the sequences here were just as intense and action packed as those where you’re dressed as Batman. Sometimes, they were even more difficult, since you don’t want to give away your secret identity. I loved the idea of there being branching paths, and you can even choose to confront certain individuals as either Batman or Bruce Wayne, which results in the dialogue obviously changing drastically. I only wish there were more of these choices as well as more Detective mode sequences, with it feeling like there was only maybe one per episode of either of them.

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Batman: The Telltale Series had a lot of potential. There were some clever ideas, and some nice tribute Easter eggs to Bat-media of the past. Unfortunately, they aren’t enough to overcome aging, glitch-ridden technology and some weak narrative decisions in a narrative-centric experience. Therefore, it’s now time for me to try to find some Bat-Telltale repellant and see if I can’t get this game off of my bat-addled brain.

Publisher: Telltale Games • Developer: Telltale Games • ESRB: M – Mature • Release Date: 12.13.16
6.0
The bigger a Batman fan you are, the less you’re likely to enjoy Telltale’s take on The Dark Knight. Combined with the obvious age Telltale’s engine is showing, this simply isn’t their best effort.
The Good Weaves elements from so many different Batman iterations over the years into one cohesive product.
The Bad Cheap plotline twists will leave some fans unhappy. Telltale’s engine is really starting to show its age.
The Ugly Selina Kyle’s apartment. I can’t stand a messy woman.
Batman: The Telltale Series is available on PS4, Xbox One, PC, Mac OS, iOS, Android, Xbox 360, and PS3. Primary version reviewed was for PS4. Review code was provided by Telltale Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

As great as the NHL series from EA Sports is, for many years it wasn’t the only hockey offering out there for gamers. More “arcade”-type experiences—ranging from the Wayne Gretzky 3D Hockey series in the late 90s, to the early 2000s’ NHL Hitz franchise from Midway—presented more off-the-wall experiences in the vein of what Blitz, The Bigs, and NBA Jam did for football, baseball, and basketball respectively. Unfortunately, all we have left of many of those games are the memories, but that doesn’t mean we still don’t yearn for something a little goofier now and again. Enter V7 Entertainment, a small startup game developer in Vancouver who have heard our cries for something a bit more lighthearted, and are planning to release a game called Old Time Hockey for the Xbox One, PS4, and PC, sometime in early 2017.

Old Time Hockey is a throwback in a multitude of ways. Not only does it feature a modern control scheme, but also a simplified, NHL 94 sort of option, and a one-handed “Beer Mode” where everything can be done with one stick and one set of bumper buttons. This way you can play with just a couple buttons like back in the old arcades—using one hand to play and drinking a beer with the other! The game also features bone-crushing hits, bench-clearing brawls, flaming nets, and even a full-fledged campaign (more on that in a bit). Oh, and did we mention it’s set in the 1970s? No helmets here! Pompadours and pucks all around, folks! The one drawback is that also like a lot of those arcade games of old, the game won’t feature online versus at all. The small developer would rather have no online than crappy online, and that’s definitely the right call in our books.

Local versus exhibition, a full-season mode, and that campaign I mentioned earlier, though, sounds like it should be more than enough to keep us satiated. The campaign is especially enticing. In it, players will join the Charlestown Blues—an obvious tribute to the Charlestown Chiefs from Slapshot—midway through a miserable season and wallowing in the basement of the Bush Hockey League. It’s up to you to turn them around in the final 40 games of the season, while earning bonus points for completing objectives like shutouts and Gordie Howe hat tricks along the way to unlock more abilities for your player and the Blues.

We’re not sure how the final product will turn out, but we here at Hockey Achievements definitely have high hopes for this vintage video game, and can’t wait to try to bring the Blues some glory. Be sure to stay tuned to Hockey Achievements for more on Old Time Hockey in the future, and let us know if you’d like to see us try it out on our weekly Tuesday Night Hockey Twitch stream when it’s released! Might be a nice change of pace, even if its just Ray playing on the couch with some buddies and some brewskis. In the meantime, enjoy Old Time Hockey’s launch trailer and be sure to take part in this week’s challenge!

There was a lot of pressure on developer Infinity Ward leading up to this latest Call of Duty. Not only was the studio coming off of what was probably their worst-received game in Ghosts, but this was their first time on the new Call of Duty three-year development cycle—meaning many were expecting the team to pull out all the stops, even more so than usual. This wasn’t necessarily an easy task that could just be solved with more time, however, especially with the fact that Sledgehammer and Treyarch have continued to raise the bar for the series over the past couple of years. Even with taking all that into consideration, it can’t be denied that it seems like Infinity Ward has lost its touch, as Infinite Warfare marks another down year for Call of Duty.

Set off in a distant, yet unspecified time in the future, humanity has become split into two factions. The United Nations Space Alliance, made up of the nations on Earth, looks to peacefully explore and colonize the cosmos. The Settlement Defense Front, a group of radicals who make their home on Mars and look to consolidate the galaxy under an iron fist, was a militant faction within the UNSA that broke away in the early days of space exploration. Our solar system is now split between the two, with a flimsy peace treaty keeping everything in balance. At least, until the SDF declares war and attacks the UNSA in Geneva during Fleet Week. Now, a rag tag group of remaining soldiers must rally around Captain Nick Reyes, bring the fight to the SDF, and turn the tide of this new war back in Earth’s favor.

I understand that a large section of the Call of Duty community will likely jump right into the multiplayer and never leave it when Infinite Warfare drops. But for those who will look to play the campaign, at least once, it will be hard not to come away disappointed. Almost everything about the story itself, and some of the new gameplay revolving around space combat, left a sour taste in my mouth.

Admittedly, some of the space sequences are quite good. There are times where you’ll be floating through the void and have to use an asteroid field to sneak up to a capital ship and infiltrate it, or need to use your grappling hook to work your way to space debris as you’re pinned down with few options due to limited cover—all while enemy soldiers swarm your position in zero-g. There are other times, though, where you’ll be absolutely lost as to where you have to go or what your goal is. In those moments you feel completely helpless, dying for a piece of dialogue, cutscene, or new objective marker to guide you since you could theoretically just float off in any direction aimlessly otherwise.

Then there are the sequences where you pilot a Jackal, Call of Duty’s version of a space snubfighter. You’ll have flares, missiles, machine guns, and other armaments that you can customize your own personal Jackal with. You’ll soar into dogfights and fly around space arenas completely off rails, which can also be great fun at times.

Unfortunately, I grew up on games like Wing Commander, X-Wing vs. TIE Fighter, and the Rogue Squadron series, and while Infinite Warfare gets close to giving me the sort of space flight sim experience I’m always looking for, it never quite lives up to where I needed it to be. Part of that has to do with the fact that the Jackal can turn on a dime, or hover and strafe—almost like a VTOL aircraft—and then switch instantly back into dogfight mode. I understand this was to minimize the learning curve for people and make it feel like it does when you’re running around on foot, but that’s not the experience I want when getting into any sort of airborne vehicle in a game; I want it to feel like I’m flying a damn plane.

In regards to the length of the campaign, a frequent point of contention for Call of Duty titles, if you don’t do any of the optional side missions—which you select by looking at a Mass Effect-esque map and plotting your space course from the bridge of your ship—it’s probably the shortest offering from any Call of Duty yet. You could likely buzz through the experience in about three hours if you pushed it. But you’ll probably want to rush because Infinite Warfare has one of the worst-written narratives I’ve had to suffer through in quite some time.

Sure, it has its moments, but most of the dialogue is throwaway at best—and due to the short length of actual story-driven events, every character’s arc is rushed to an uncomfortable degree. For example, Staff Sergeant Omar is introduced as a hard-edged Marine who is a bit of a Luddite; he hates robots, and is particularly uncomfortable when Ethan, a fully autonomous robot soldier, joins the group. At least, for the first mission you all take together. By the time you’re ready for the next mission, suddenly Omar loves robots! Ethan is his best friend! The player never sees why this change of heart happens, but we’re just expected to swallow this pill that Omar and Ethan worked things out over lunch or something, as if someone whose beliefs are clearly deeply ingrained in them has had a change of heart over a sandwich and a soda.

The weakest aspect for Infinite Warfare’s story, however, is the villain: Rear Admiral Salen Kotch. I don’t know why Call of Duty can’t produce even passable villains anymore, nevermind good ones. Maybe part of it was Kit Harington’s lifeless acting. Or, maybe, the fact that he—like Omar and every other major character in the story that isn’t the player character, Nick Reyes—really doesn’t have any sort of progression or arc. What a coincidence that the co-lead writer for the game, Brian Bloom, was also the actor for the only character that had any depth in the game. The fact of the matter is, I didn’t like or dislike Kotch as a villain—he was just there. Like a painting hung up in a dentist’s office, he felt completely inconsequential to everything going on around me, and that’s the worst thing you could want from your primary antagonist.

If, somehow, you can look past all this, there are small positives to take away from the campaign. Even with the space setting and combat continuing the general trend of pushing Call of Duty more towards the science fiction realm and making it less relatable to its audience, the game still plays well when its just boots on the ground and you’re running around the beautiful surfaces of far-off worlds. The new futuristic weaponry walk a fine line between the guns of today and how technology might evolve them into the combat tools of tomorrow. You can also fully customize your loadout before each mission, and unlock new items by finding hidden armories around each world you explore. Several other additions—like the aforementioned side missions, and stealth sections—offer up some nice variety when you’re playing, and compliment the ever-present bombastic action sequences we expect from Call of Duty and still receive here in abundance. The side missions, as repetitive as some of them can become, do extend the experience to nearly eight hours if you do all of them. It’s never a good sign, though, when the meat of your single-player mode is found in optional objectives.

There is also replayability in that beating the game unlocks YOLO mode (where, like the acronym suggests, you only live once) and Specialist mode (where your equipment and body can take damage on missions, affecting things like your movement speed or aim stability if you’re not careful). There is also a theme to Infinite Warfare that I, for one, appreciated: a soldier’s duty and the difficulties that arise from it. Of course, like everything else, it loses some of the punch of its potentially powerfully impact because the short narrative ends up seeing you beaten over the head with it in the last hour or so of game time. Maybe that’s Infinite Warfare’s true theme: a lack of tact and storytelling finesse makes potentially good stories suffer.

While this campaign holds the franchise back in some ways, the multiplayer likewise lifts it up. Call of Duty has always been one of my favorite multiplayer experiences out there, and Infinite Warfare at least lives up to the series’ legacy here. Smaller maps lead to faster confrontations and less camping as a whole, really pushing you to take full advantage of the wall running and double jumping mobility afforded to you. Infinity Ward utilized Treyarch’s Pick-10 system this go around, and it lends itself to a much more balanced experience overall. They also built on Treyarch’s Specialists and created Rigs, Call of Duty’s first true class system. Unlike classes in other games, Infinite Warfare still allows players to completely customize the loadout via the aforementioned Pick-10 system. What Rigs do instead is offer three options for Payloads and Traits, abilities that can change the battlefield when they charge up, or passive ones that make you a more effective killing machine.

For example, the Merc Rig has a Payload called Bull Charge, which lets you pull out a Riot Shield and charge at your enemies, delivering instant kills to anyone caught in your path. Or, you could take Steel Dragon into battle, which gives you a powerful beam weapon that can incinerate enemies from afar. With Traits like Man-At-Arms that make this heavy class move faster, or Infusion that boosts your health regeneration speed, you can mix and match to best suit your play style and the mode you’re playing. That’s just one of the six Rigs available, and not even all of the Merc’s options—experimenting in different scenarios adds a whole new level of fun and customization to this year’s multiplayer.

Multiplayer also adds two new modes this year, but I only really enjoyed one of them. Defender is a spin-off of Uplink, but instead of trying to throw a data node through a hoop somewhere on the map, the player holding the node has to run around defenseless for a minute until the node resets, or they are gunned down and the ball can be picked up by someone else. The first team to collectively hold a node for five minutes wins the game. It’s a neat little take on a Guardian-style multiplayer mode, and especially on some of Infinite Warfare’s smaller maps, can be a hectic back-and-forth that pushes your traversal abilities to the max while requiring some epic teamwork to truly succeed.

The other mode, Frontline, is a take on Team Deathmatch, but with each team having a single locked spawn point. Players will have extra armor when they respawn on the map to help counter campers, but unfortunately it still promotes this hated multiplayer tactic far more than any other map or mode has in Call of Duty in a long time. I appreciate trying something new, but this mode left me more frustrated than anything, and feeling like I’d rather just play regular Team Deathmatch.

There are also a couple metagame additions to the multiplayer suite this go around, the first of which is Mission Teams. Players will be able to unlock and choose from one of four different factions that offer extra rewards in a multiplayer match for completing bonus objectives. For instance, the Wolverines are a no-nonsense sort of group that is all about picking enemies off, so lots of kills usually means lots of points with these guys. The Orion group, on the other hand, is more objective based, and rewards you for holding or capturing points. You can switch between the factions at your leisure as you unlock them, since obviously different groups are more effective in different modes—but Mission Teams help keep things interesting by giving you a game within the game.

The other addition is trying to collect salvage. Salvage is a new currency that allows players to unlock amped-up versions of some of their favorite weapons, with each having a different level of rarity. Players can earn salvage via unlock boxes from keys earned in multiplayer, leveling up, or trading in duplicate guns found via these other two methods. As per usual, players can also spend real world cash to buy boxes that might either have the next level of the gun they want or more salvage—and that’s where I take issue with this new system.

It’s one thing to spend real-world money on cosmetic items: calling cards, weapon camos, things like that. It’s another when buying boxes can lead directly to a currency or to a new gun altogether that is definitively better than the one you may be currently using. A perfect example is the first level unlock for the default assault rifle, which offers 20% more ammo; later unlocks include more damage and stability on top of more ammo. Yes, you can grind for salvage. Yes, you don’t have to sink a single penny into Infinite Warfare and still get all the weapons. But buying boxes does offer the chance to potentially speed up the process of acquiring weapons that are statistically better (the salvage shop even assigns a numerical value to the increases you’d get) than those available from the start or via straight leveling up, offering players with those guns clear advantages in gameplay. This is where microtransactions are a negative part of the experience, and for me this is unforgivable.

In terms of online stability, I played multiplayer in a limited review environment on a live server with the day one patch already in effect (but just before the official worldwide launch). The several hours I put in saw minimal issues in terms of matchmaking, although there were a couple of pockets of lag when we switched out of the regular playlists and into the 18-player Ground War playlist. While everything worked for the most part, the true test of online stability won’t come until the game hits the masses and is stressed far beyond what myself and a few dozen other reviewers could do.

Besides playing multiplayer online, I also played a fair amount of Zombies. I teamed up with three strangers, and was impressed with the fact that even with the wacky new setting of being trapped in an 80s B-movie, this take on Zombies felt just as strong and full of surprises as anything Treyarch had concocted over the years. New Fate and Fortune cards replace the Gobblegum from Black Ops III, and offer arguably better powers and abilities to help you survive the zombie horde. There’s also a new feature where the first time you die in the mode, you’re sent to an arcade where you can try to win your life back by playing classic Activision arcade games. Set the high score, and you’ll rejoin your team—assuming they all survive long enough but don’t beat the round to bring you back to begin with. Either way, it definitely makes dying a little less tiresome than in previous years. The four stereotypical movie characters—nerd, jock, rapper, valley girl—all add some humorous color to the mode. This was definitely a fun cast to play as, although I still think Black Ops III’s noir cast was second to none.

Normally, this is all there is to a Call of Duty game. However, an extra special bonus is included to those of you who jumped on the Legacy edition of the game. We’re not doing a full review of Modern Warfare Remastered, as currently you can only get this bonus through purchasing Infinite Warfare. As it is part of the package, however, I do want to give a few words on it.

It was a shock to my system to play the original Modern Warfare again after not having touched the game in nearly a decade. The new graphics has the game looking beautiful on new systems, and it plays much like how I remember it. It’s like digging up a time capsule—comparing and contrasting it to what we have today—and we can see both how far Call of Duty has come in some regards, and how far it has fallen in others. The campaign is one example of the latter. At the time, Modern Warfare was pushing the envelope for storytelling in FPS games, while in Infinite Warfare, we’re spoon-fed drivel. I do believe the multiplayer of today is better, though. Playing MWR’s competitive suite—which now also includes newer modes like Kill Confirmed, which I love—felt great. Then, unfortunately, campers, the old scorestreaks, and the map design reminded me that as beloved as it was back then, Call of Duty’s multiplayer has truly been pushed to tremendous heights over the past 10 years—and I wouldn’t change that for anything. Still, it was still nice to go back and replay Modern Warfare after so long, and it was definitely a worthwhile bonus.

That pretty much sums up how I feel about Call of Duty: Infinite Warfare in a nutshell. Call of Duty’s multiplayer continues to innovate and improve in ways that fans will absolutely love and adore with this game—minus the microtransaction pay-to-win garbage that’s trying to be snuck in. Meanwhile, this version of Zombies could stand against any other one we’ve seen over the years. The campaign, however, is a low point for the series. From almost the very beginning, it just never grabbed me the way a lot of other stories in the series did, with flat and poorly-written characters that I was left unsympathetic toward. I never felt like I had a stake in this galactic battle of supposedly humongous proportions. All we can hope is that by looking a little harder at its past with Modern Warfare Remastered, maybe Infinity Ward can still save its future as storytellers.

Publisher: Activision • Developer: Infinity Ward • ESRB: M – Mature • Release Date: 11.04.16
7.0
Infinite Warfare is one step forward; two steps back for Call of Duty. The multiplayer is still fun, but suspect microtransactions have left me wary. The campaign also gets more wrong than right with shoddy storytelling overshadowing the usually tight FPS gameplay. At the very least, we got a Zombies experience comparable to what we’ve seen in the past—and Modern Warfare Remastered was a fun stroll down memory lane.
The Good Multiplayer and Zombies are as fun as ever.
The Bad Main narrative feels rushed, and side missions try too hard to expand what may be the shortest CoD campaign yet. Also, there looks like a pay-to-win scam is going on in multiplayer.
The Ugly SAG-AFTRA would be wise not to use this game as an example of how Hollywood talent makes video games better.
Call of Duty: Infinite Warfare is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. A review copy was provided by Activision for the benefit of this review. EGM also took part in a review event that Activision provided room and board for to maximize our time with the game prior to release. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

When I beat Gears of War 3 a couple of days after it came out five years ago, a thought dawned on me: Gears of War has some interesting parallels to another series I adore: Star Wars. Just like Star Wars, the original trilogy is amazing, with the second game being the best (just like Empire Strikes Back) because of its victory at the end coming only after numerous sacrifices. Since then, Judgment was released, and it wasn’t as bad a prequel as what Star Wars received, but it was definitely forgettable and weak by comparison to the main trilogy. And now we have Gears 4—which, in many ways, is similar to Episode VII. It retreads a lot of old ground, but it does so in a way that fans of the series should love, while setting up repercussions and implications for future games, paving the way for even better stories to come.

Gears of War 4 takes place 25 years after the Imulsion Countermeasure. Sera has slowly begun to rebuild with the Locust being wiped out, but as humanity’s numbers stand at less than a million, the COG have taken it upon themselves to wall off huge segments of the population while they continues to bounce back. Not everyone agrees with the COG way of life, though, and they live outside the walls as aptly named “Outsiders”. Such is the life JD Fenix, war hero Marcus Fenix’s son, has chosen for himself. Of course, when JD and his friends Del and Kait stumble upon a conflict between the COG and an unknown group of bodysnatchers, we shouldn’t be surprised that a Fenix suddenly finds himself caught in the middle of a much larger plot that could have humanity on the brink of extinction once again.

Gears 4’s campaign will be nothing new to series veterans. With finding just over half of the story’s collectibles, I beat all five acts on Hardcore in 9-10 hours. While actively trying to avoid spoiling anything, let me say the story succeeded in getting me to care about all the new characters it introduces in that time, making the emotional ups and downs Gears games always have that much more poignant. It also carefully used familiar faces from the original trilogy, who are all much older (but not necessarily wiser) now, fleshing out and grounding me in a world very different from the one I became accustomed to in the original games. Admittedly, the pacing hits a couple of snags along the way, and there’s a few plot holes that a Corpser could crawl through, but a lot of the missing information feels deliberate—especially as certain revelations by game’s end open up entirely new possibilities for future entries in the series.

While some of Gears 4’s characters have been around before, its enemies are totally new. The Swarm may have some units that look similar to those seen with the Locust, but Carriers (with their one-hit kill strength), Pouncers (with their incredible range), and Snatchers (enemies able to cut off areas of the field with their acid spray) each bring something fresh to the series, requiring a drastic shift in tactics when they enter the fray. The same can be said for the DeeBee robots; trackers might remind you of Tickers, and the soldiers can be broken down similarly to the Swarm and Locust, but the flying, shielded Guardian DeeBee or the rocket launcher helicopter drones change any fight they are a part of.

In terms of gameplay, Gears 4’s campaign might be the best yet. Never have we had such a diversity of action sequences in a Gears game before, and it helped keep me going during those moments when the plot pacing started to slow a bit too much. Unlike Kryll or Razorhail from previous games, Windflares—Sera’s newest natural disaster phenomenon courtesy of fallout from the Imulsion Countermeasure and that are basically giant fire and lightning tornados—are a constant threat almost every time the game steps outdoors. They make even moving around the field a struggle, but finding different ways to overcome my slowed mobility was exciting. Interacting with the environment and shooting collapsible construction set ups, watching as brick and mortar or giant piping came crashing down on the Swarm—sending them all up into the Windflare’s maelstrom in a mix of blood and metal—never got old. And, dancing around the Windflares’ chain lightning always kept me on my toes.

Besides these larger set pieces providing variety, there’s also the brand new CQC mechanics introduced. By positioning yourself behind cover opposite from an enemy, if the cover is small enough to reach over, you can now perform a “yank-and-shank”. Honestly, it drastically changed how I approached several game situations. For example, if a Swarm or DeeBee robot was entrenched behind cover and I couldn’t get a good shot easily, I’d break into a roadie run almost every time, reach over with the X button, and quickly mash the Y button to get a combat knife execution. Or, if I wanted to keep my momentum up, I’d swiftly jump over the cover with a kick, and mash Y again to do a similar execution. It seems like such a minor thing, but it helped with the pace of combat tremendously, and can be just as effective in multiplayer as in single player. Just be careful, however, as the moves can be countered with a well-timed melee attack or shotgun blast, giving the move a risk-reward flavor to it that makes it all the more satisfying when pulled off successfully.

Speaking of multiplayer, much like how the campaign didn’t re-invent the wheel, but instead refined and improved in several key areas, the multiplayer suite for Gears 4 did much the same thing. Added to the multiplayer playlist alongside the Ranked and Social options is now a Competitive selection. If you’re thinking of wanting to possibly make a run at being a professional Gears player, that’s the tab you’re going to want to head for due to very specific weapon tuning there, bringing an even heavier focus on skill than other modes where a power weapon in the right hands can change the tides more quickly.

In terms of what you’ll be playing in multiplayer, there are still classic modes like Team Deathmatch and Warzone to choose from, but there are also three new offerings called Escalation, Arms Race, and Dodgeball. Dodgeball has that one-life-to-live stipulation you’ll see in Execution or Warzone, with the added caveat that if someone on a team gets a kill, one of their dead teammates gets to respawn. It leads to a very interesting back and forth, as a single person can single-handedly turn the tides of a battle back in their team’s favor.

KaitVsDBs1160

Meanwhile, Arms Race feels like it channels the spirit of Call of Duty’s Gun Game, just with a team-oriented twist. Each team is equipped with a weapon, and when that team reaches three kills as a collective, their weapon changes to something else in the Gears of War armory, with the team to move through all the guns first winning. The problem I had with this mode (in my limited time playing it) was it felt like if a team got a big lead, it was very difficult to come back from—unlike Dodgeball and other modes. With only three kills needed, if there’s a weak link on either team, they can be exploited very easily to advance through the weapons.

Escalation is exclusive to the Competitive playlist and is the next evolution of Annex. Players must try to win rounds by either capturing all three points on a map, or by holding two points for the longest amount of time. Respawn time is increased with each successive round, and more power weapons enter the fray as time goes on (with each team only starting with Lancers and Gnashers). Escalation is nothing short of intense, but also a huge time commitment. If players are thinking about Gears esports, though, this will be a must play.

If playing with others and not against them is your cup of tea, then Gears 4 still has you covered there. Two-player online and local co-op is available for the story, and stepping away from the four-player co-op campaign of the past not only makes it easier to play with just your best buddy, but also gave the team more flexibility in terms of the storytelling and what characters are with your group and when. There’s also Co-op versus mode that pits you and some friends against bots, which is a great way to learn the multiplayer maps and test out new strategies. And, of course, Horde mode also returns, putting you once again in a team of up to five people against 50 CPU-controlled waves of Swarm and DeeBees.

There’s a lot more to Horde 3.0 this go around than just new enemies and maps, though, starting with a new device introduced in the campaign called the Fabricator. Essentially a glorified 3D-printer, if the Fabricator has power, it can make almost anything: guns, fortifications, turrets, etc. While this mechanic is used in several campaign sections, it really shines in Horde 3.0, and serves as the focal point of wherever you decide to make your stand against the oncoming waves. Defeating enemies in Horde mode will reward you with the power you need to make the Fabricator work, and therefore stand a better chance against each subsequent wave. The Fabricator will also revive a player mid-wave—for a price—if a buddy can grab your COG tags.

Horde 3.0 - Turret

While tying something from the story into Horde mode and vice versa was a great idea, not everything added to Horde 3.0 makes sense to me: specifically, the inclusion of a class-based system. There are five classes to choose from in Horde mode, and while multiple players can choose one class, it clearly makes more sense for everyone to take a defined role. Each class has specific bonuses and weapons tied to them, and can earn greater bonuses the more you level up a class. For instance, the Engineer gets bonuses to constructing fortifications, while the Soldier gets better guns and more ammo. My issue with this is that the system feels limiting in a lot of ways. While Horde has always been about working as a team, this feels like it forces you into a role with very little wiggle room. It also means you’ll have to rely on certain roles depending on the situation—and if one person dies, your team might have a harder time coming back than they already would with a man down.

I should also take this time to point out that I put several hours into both multiplayer and Horde, but of course, the Gears 4 servers were in a pre-launch state. While there were a couple of lag hiccups, nothing too major occurred during my time online with the game. Considering there was probably never more than a few dozen people on at once, though, it’s hard to judge how things will shake out once the servers are properly bombarded by thousands of people trying to get on at the same time.

Customization was another huge focus for Gears 4, and in many regards it works great. A new card system shows off dozens of skins for your characters and weapons available at the game’s launch for you to acquire. There are also Bounty cards in both Horde and Multiplayer, where you can try to meet certain requirements on a card for XP boosts. I love the idea of adding personal objectives to your online experience, and you can get the cards by buying special crates with coins you earn in-game or with real world money. Although I feel you can more easily grind here than in other titles when it comes to getting what you want, I’d be remiss to not mention the microtransactions. Of course, spending money doesn’t guarantee you’ll get what you’re after, just that you’ll get more crates. You can also craft certain cards with scrap, which you earn when destroying duplicate cards. So, there are definitely options that get you around dropping more money down and praying the crates give you what you want.

Gears of War 4 looked at what the series did in the original trilogy and decided to give its fans more on every front. In most cases, this was a resounding success, providing a complete experience that perfectly channels the spirit of the originals. New characters, mechanics, and plot twists distance it enough to make us appreciate the homage it pays even more, though, while giving us new lore and a new adventure to enjoy. If you enjoyed the original trilogy as much as I did, Gears of War 4 is the continuation we’ve all been waiting for.

JDvsDBs1160

Publisher: Microsoft Studios • Developer: The Coalition • ESRB: M – Mature • Release Date: 10.11.16
9.0
Gears of War 4 looked at the series’ core formula and figured that if it wasn’t broken, don’t fix it. Most of the additions The Coalition put onto that core simply helped enhance and refine something that was already great. A couple of missteps were made, but this is still a great overall entry in the franchise.
The Good Handles just as good as the old games, while the new “yank-and-shank” and other fresh CQC mechanics add a lot to combat. Local co-op!
The Bad Class system in Horde mode.
The Ugly I think Marcus Fenix is my spirit animal. R.I.P. Marcus’s tomatoes.
Gears of War 4 is available on Xbox One and PC. Primary version reviewed was for Xbox One. Review code was provided by Microsoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.