Tag Archive: preview


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For many in the gaming world, virtual reality is the hot topic of conversation right now—and understandably so. After years in development, Oculus is on the verge of releasing their headset at retail, and many suspect Sony will unveil the release date and price point for PlayStation VR in the coming weeks. Coming up hot on VR’s heels, however, is the concept of augmented reality. First demonstrated via headset with Microsoft’s HoloLens at last year’s E3, augmented reality differs from virtual reality in that VR will put players in the game world, whereas AR puts the game in ours. And, much like how Oculus quickly had competition from every corner of the gaming industry, Microsoft’s HoloLens is no longer alone in the AR race.

Founded by former Valve employees Rick Johnson and Jeri Ellsworth, castAR is a tech company on the forefront of AR. They were in the news recently for returning the one million dollars they had raised via Kickstarter after getting $15 million from Playground Global, an investment fund run by Android creator Andy Rubin. After having a chance to actually play around with castAR’s first headset last week at the D.I.C.E. Summit in Las Vegas, and being blown away by what I saw and experienced, it’s no wonder Rubin thought they were a sound investment.

Before the demo began, I took stock of the equipment we were using. castAR’s headset may not look like much, but the experience it provides—and could potentially provide—shows that big things can come in small packages. The headset looked like a pair of Blues Brothers sunglasses with a silver projector bar on top. Connected to this was a Wiimote-like controller, and the entire package was hooked up to a small laptop running the software I was trying. Once the headset was placed on my head, I found it far lighter than what you’d experience with Oculus or PlayStation VR. In front of me was a two-foot-by-two-foot square of white retro-reflective material that could be broken down into four smaller pieces for easy storage. It was on this surface, and only this surface, that the games I would play would appear.

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And right off the bat, that was the great thing about AR. I could play games in an immersive setting with the 3D hologram-like projection castAR could create, but could also turn away without affecting the action to look at someone as we had a conversation—which I often did with Rick and castAR CEO David Henkel-Wallace during my demo time. It was while speaking with these gentlemen that I also learned that castAR is aiming for a retail release by the end of 2017, but the hope was the setup I saw before me would be more streamlined with less wires and—potentially—not even need a laptop to run the games. Yes, castAR has the goal of making the entire package able to run independently of other technology, so that you can take whatever components out of the box, quickly set them up, and jump right into a game.

One of the more exciting things was the idea of additional retro-reflective material, allowing you to expand the potential game world. While I was playing an isometric view arcade shooter demo, Rick added a fifth segment of game space at one point, set up perpendicular to the original sheet. Suddenly, the map expanded, and I could see more of the level ahead of me. It may sound crazy right now, but could you imagine what a set-up with 10 or 20 retro-reflective squares would look like? I could see people lining entire sections of rooms with the material to further enhance immersion—although, at that point VR might be more practical.

Other demos I got to play with castAR’s headset was some two-player games, such as competing with a friend of mine in a game of Battleship, where we each saw completely different game boards, and Jenga, which offered up a fully-realized 3D tower of blocks stacked in front of us. My favorite demo, though, may have been the solo Marble Madness-like game that I tried, as it really showed off more of what castAR could do. As I moved my ball through the course, the world spun around me, or I could get a better look at the virtual environment from different angles by walking around the 3D space. I never lost track of surroundings due both to the game being confined to the retro-reflective material, and my being able to see my actual physical environment.

Unfortunately, it’ll be a while until we’ll get to own a device for ourselves, as castAR is looking to stay in development until at least 2017. At the same time, I’m immensely excited to think of how far the tech can come in that time, and what other, more complex games can be added to the system before its eventual launch. It’s also clearer than ever before that the world of video games is changing. Whether you find yourself on the AR or VR side of the fence, or are trying to toe the line between both, game immersion is increasing at an exponential rate to the point that it’s hard to predict exactly where the next great experience will come from—but I now wouldn’t be surprised to see castAR’s work become one of the major players in that new world of entertainment.

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When you think of virtual reality, you probably think of immersing yourself so deeply in a game you could almost leave the world you exist in behind. But when Oculus VR releases at the end of March, one of its least-involving launch titles may also be one of its most fun. While at the annual DICE Summit last week in Las Vegas, I had a chance to sit down and go hands-on with the Oculus port of Defense Grid 2.

Now, a port of a 2014 tower defense game may not sound like the most thrilling use of VR, but what Defense Grid 2 lacks in bombastic action, it makes up for in allowing players to focus on the task at hand and bringing them closer to the game like never before. After placing the retail Oculus headset over my eyes and grabbing the Xbox One controller, instead of feeling like I was in an alternate reality, I felt like I was lording over an elaborate playset, able to see the entirety of the level at once in what has become known as “God view.” If I wanted to look at the level from a different angle, I could simply get up and walk around, or slide my chair into a different position. Sure, when turning my head and craning my body, the hotel room around me had changed into what looked like a sci-fi boiler room, effectively placing me in the game like all other VR experiences. The core gameplay of Defense Grid 2, however, had remained entirely the same.

By using my sightline as a surprisingly intuitive cursor, and the controller to then interact with what I was seeing and to select options, I could perform the same actions I would in the console and PC versions of the game. I placed and upgraded towers of varying purpose as I saw fit all along the set, trying to protect a collection of power cores that invading waves of aliens wanted for their own nefarious purposes. With the Oculus headset closing me off from the outside world, I was able to sit down, concentrate, and plan out winning strategies with the greatest of ease.

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The Oculus version of Defense Grid 2 isn’t just a straight port, though, and does feature some upgrades over the console and PC original. A handful of new challenge levels have been incorporated to further lengthen the experience. Each level also has five collectibles on them, which often require you to get in close to the playset and peer around every corner before using the controller to snatch them up. As well, many levels now feature special interactive elements—some are for cosmetic purposes, while others can actually change the layout of the map.

The biggest addition, however, may be the ability to jump into any individual tower and change the game’s perspective in an instant. Although not as intuitive for implementing strategies as one might hope due to the limited range of sight, this view provides a front row seat for all the fighting once your towers have been placed to your satisfaction. Seeing the detail of the aliens and the world up close is actually kind of breathtaking, giving you a sense for that over-the-top action you may still be craving in VR.

With Defense Grid 2 acting as one of the Oculus’ launch titles, it also serves the important purpose of offering us another way to enjoy virtual reality. It shows that various game genres that might not leap off the page as obvious choices can work just as well, if not better, in VR, and that creating immersion doesn’t necessarily mean putting you squarely in the shoes of a hero character and building a new world around you. Now, it’s just a matter of seeing if the install base for Oculus will be there to take advantage of this fun, re-imagined experience.

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I had a chance to play the first couple hours of Far Cry Primal‘s campaign at a recent Ubisoft event. Here are two missions where I got to tame my first animal, and also took on one of Takkar’s rival tribes, the sun-worshipping Izila. Far Cry Primal will be available for Xbox One and PS4 on February 23, 2016, and PC on March 1, 2016.

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Ahead of its Closed Beta stress tests that will be held over the next several weeks, Deep Silver allowed me to sit down with some members of Dambuster Studios to go hands-on with their newly announced 4-player “Resistance” co-op mode for the upcoming Homefront: The Revolution.

Whereas Revolution’s main campaign will follow Ethan Brady—one member of the underground opposition against the occupying Korean People’s Army—Resistance mode allows players to become a wholly unique foot soldier in the guerilla fighting force that challenges the KPA in 2029’s Philadelphia. In Resistance mode, players will be tasked with taking part in special missions with various objectives across several difficulty levels in an attempt to help remove the KPA from the City of Brotherly Love.

Upon first entering the mode, players will be able to customize how their soldier looks, along with what weapons they carry. You can even choose what job your character had before the invasion started, a decision which offers varying bonuses to skills. (For example, in a nod to the team’s own lot in life, video game developer gets a boost to hacking.)

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As you play, you’ll earn in-game currency that can be used to buy packages that vary in contents and cost, and which reward random gear and weapons. If you’re impatient, there are microtransactions that allow you to purchase more currency—but nothing is guaranteed. So, if you’re looking for a sniper rifle, you could pour a ton of money into the game and never get what you’re looking for, or play a mission or two and get it on your first package.

It may sound unfair, but part of this revolves around the idea that supplies are limited when you’re fighting a larger, more powerful occupying force and are resorting to hit-and-run tactics—in that world, beggers can’t be choosers. In fact, it even carries over into your missions. You’ll always have to scrounge for bullets mid-battle, because you’ll almost never have enough ammo to get through an entire mission, especially if you fight the KPA head-on.

Of course, this is where the idea of being a guerilla fighter becomes even more important. Communication between you and the other members of your cell—whether found through matchmaking or paired up with three buddies—is critical to winning the day, especially as missions get harder to handle. Scavenging for supplies on the outskirts of town is one thing; taking on a fully-stocked KPA outpost is another. Speed and stealth are critical to helping you even the odds, and learning the lay of the land may be the only advantage you can have over the KPA, as they’ll almost always outgun and outman you.

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In my first mission with the team, we had to hack satellite relay towers around town. To make matters easier, we found motorcycles at a resistance drop point that allowed us to whizz past patrols and get to our objectives before the enemy knew what hit them. The next mission was completely different, however, and had us trying to steal APCs from a KPA checkpoint. Using the shadows to our advantage, we first moved along the rooftops, knifing snipers along the way before then heading underground via sewers to come up on the other side of the gate. Admittedly, I spent most of my time following the devs because of my unfamiliarity with everything, but I was impressed by the tactics we were using. When we didn’t try to fight like genuine guerilla fighters, the odds became too much, especially for our low level characters.

As great as this occupied Philadelphia looked, and as well as the game handled as a first-person shooter—aside from some twitchiness with the motorcycles that I attribute to the sensitive keyboard and mouse controls—there are still a couple lingering questions surrounding Homefront: The Revolution and its brand new mode.

A lot of games try to do 4-player co-op, and while the two missions I played were a lot of fun (even with relative strangers), is there enough here to keep people coming back for more? We know the game is launching with 12 missions, but what might make the mode is that Dambuster and Deep Silver are releasing 20 more missions over the course of the game’s first year, for free, for everyone. That could offer a lot of replayability.

The other question, though, is whether or not Resistance mode will play into the story of the Homefront series. Will achieving a series of victories over the KPA influence the game, or future games, in any way? Will there be large-scale community events that bring all the 4-person cells around the world together to rise up and take Philadelphia back? It seems that only time will tell, since as fun as my play session was, it clearly only scratched the surface of something deeper that we’ll have to wait to explore when Homefront: The Revolution comes out for Xbox One, PS4, and PC on May 17.

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I had a chance to play Far Cry Primal at a recent Ubisoft event and finally got to try my hand at being the beastmaster, Takkar. Using my owl and wolf buddies, I liberate an outpost, but then things take a turn and I go from being the hunter to the hunted. Far Cry Primal will be available for Xbox One and PS4 on February 23, 2016, and PC on March 1, 2016.

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I had a chance to get my hands on a pair of new modes that have just been announced will be part of Rainbow Six Siege’s lineup.

The first mode is a single-player training mode code Situations. This mode allows players basically to play Terrohunt by themselves against a varying number of enemies. There are a multitude of game scenarios to cover, though, and so each one makes you play as a different operator. This means before you jump online you can have had some practice with the game’s 20 operators to find out who best fits your play style, as well as learn the game’s maps. Check out my time as Glaz and Kapkan in the video below.

For those who are looking forward to the possible eSports imprint Siege will have, the second new mode announced, Spectator, is perfect for up and coming shoutcasters. Spectator mode allows you to get an overview of an entire map to see where all 10 players are at once. You can also zoom in and switch between floors, or jump into the first-person perspective of any player on the fly to see the action. Check out the video below for the demo we were given of Spectator mode.

And finally, because it wouldn’t be a proper Rainbow Six Siege preview without showing off a bit more of the online modes, here are a couple of rounds of the 5v5 PvP that we snuck in between Situations.

Rainbow Six Siege will be available on Xbox One, PS4, and PC on December 1.

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With movies, TV, comics, and video games all being highlighted at the same time, New York ComicCon can easily bombard and even overload your senses. Even so, I was able to maintain my focus for just long enough to elbow my way through the massive crowds and get my hands on some awesome games—and here are my top five picks from this year’s show.

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Mirror’s Edge Catalyst
Developer: EA DICE • Publisher: EA

I wasn’t the biggest fan of the original Mirror’s Edge, and I think part of the reason was that while it had a lot of great ideas, some of them fell flat on their execution. My first time getting hands on with its reboot, however, has me as excited as fans who were head over heels for the original. While I only got 15-minutes of playtime, I’ve never felt more free while running through an open world as I did when controlling Faith. Dare I say, it even felt natural sliding through ventilation shafts, running up walls, and climbing over ledges in fluid, seamless motions that never took away my momentum?

The most telling part of how far the series has come since its original iteration, however, was combat. Having a full head of steam allowed me to pull off some insane one-hit takedowns on armed guards. The only time I had trouble was when I messed up a jump and slowed down my momentum. While I still closed the distance quickly between myself and my assailant—and proceeded to use punches and a spin kick finish to take them down—it took precious time that, had the individual not been alone, would’ve left me as a sitting duck. Situations like those further drive home the point that stopping likely means death in this new Mirror’s Edge, and flight is almost always a better option than fight.

 

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Unravel
Developer: Coldwood Interactive • Publisher: EA

My penchant for puzzle-platformers means that Unravel and its unlikely protagonist Yarny have jumped towards the top of my most anticipated games list. It’s heart-warming story retelling an old woman’s life, and those she’s lost touch with, is your only motivation to guide Yarny through a world wrought with peril around every corner.  Taking advantage of the fact that Yarny is made of—well, yarn—you can build makeshift bridges, lasso up to grapple points, and find inventive ways to traverse the wide-open world set before you.

In the demo I got to play, Yarny had to find its way through a forest and then past the ocean. The forest required careful precision as I leapt between small branches before finally tying Yarny to the end of a kite, using his weight to guide my unlikely vehicle down to the shoreline. There, the tide was my greatest foe, as timing momentum-driven jumps between the oncoming waves was far more difficult than it may sound. It was only a taste, but the more demos I play of Unravel, the more excited I become to see what other obstacles can be thrown in my path—and how I can overcome. If what we’ve so far is any indicator, Unravel will be a can’t-miss platformer next year.

 

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Indivisible
Developer: Lab Zero Games • Publisher: 505 Games

I didn’t play Lab Zero’s first game, Skullgirls, choosing instead to appreciate its beautiful art-style from afar. Hearing how much fun folks in the office had with it, though, I resigned myself not to make that mistake twice when the studio recently announced its latest game, Indivisible. This adventure sees a young girl named Ajna seeking revenge on local warlords who have ravaged her rural country town. When she decides to go on this classic quest, however, Ajna finds she can absorb certain individuals into her being, and let them out to help her battle when she needs to (thus comprising your four-person party with Ajna always at the front).

I was able to play Indivisible up through its first major boss fight, and it reminded me in many ways of newer titles like Dust: An Elysian Tail and Child of Light. Its side-scrolling exploration and art design aren’t anything new to gaming, but require tight platforming from the beautifully drawn characters. And, should you contact an enemy, the world seamlessly transitions into combat, where Ajna and her crew have to each wait for their individual time meters to fill before they could attack—and, while doing so, also possibly interrupt the time meter of their opponents. Depending on the direction you’re holding when you attack, as well as how much meter you let accumulate, your characters can do a variety of different moves. Some focus on singular opponents, while other moves perform area of attack damage, which are great for crowd control.

Even with only having played Indivisible for a half-hour, I could see the depth the combat had, and I couldn’t put my controller down. If Ajna’s story is even half as compelling, it looks like Lab Zero has another hit on their hands—should they hit their Indiegogo target, that is.

 

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The Guest
Developer: Team Gotham • Publisher: 505 Games

We’ve seen a lot of first-person exploration games recently, but Team Gotham’s The Guest creates a terrifying atmosphere that gets your heart racing and makes you question how much further you want to go from almost the very first puzzle. I was only able to explore a couple of rooms in my short demo, but hallucinations, ominous warnings, and evidence that your character isn’t the first person to become trapped in this foreboding hotel in the middle of nowhere were enough for my curiosity to power through my fear.

Relying on your wits, you’ll have to solve a slew of riddles on the way to piecing together the bigger picture of what is keeping you there. While those I saw in the demo were nothing more than finding the broken pieces of an item and putting them back together, or combining items to make something new, promises of more complex conundrums down the line have me excited to see what The Guest can do when finished. The only question now will be whether to experience The Guest in virtual reality, or with a keyboard and a mouse.

 

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Rise of the Tomb Raider
Developer: Crystal Dynamics • Publisher: Square Enix

With only weeks until Rise of the Tomb Raider releases on Xbox One, I still had yet to experience any of my dear Lara Croft’s newest adventure for myself. Demos and events had always seemed to conflict with other appointments, so I’ve been relatively in the dark when it comes to how Lara has changed since her recent reboot on the last-gen consoles. But, at NYCC, I was finally given a chance to play a small snippet of the game in a segment called “The Prophet’s Tomb.” Much like riding a bicycle, the new mechanics from the last game—and the familiar gameplay the series has long been known for—came flooding back to me.

Leaping away from collapsing floors, shooting out spike traps, and using levers to raise or lower the water level to obtain my encrypted prize has not only never felt so good, but also never looked better. The dynamic lighting of torches flickering against stones covered with a thin slime caused by the humid conditions of Lara’s environment was a sight to behold, and the slight nuances her expression would convey made her more lifelike than ever. My only disappointment was that, like many of the games I experienced at NYCC, my time with Rise of the Tomb Raider was short.

If you’d like more of a chance to experience Rise of the Tomb Raider, however, be sure to check out our own Emma Schaefer’s preview from a couple weeks ago, where she played an extended demo of the hands-on I got, as we all wait patiently for what is shaping up to be the best Tomb Raider game yet.

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When I got my hands on WWE 2K16 for the first time a few weeks ago, the small amount of gameplay I saw had me worried. After playing a more complete build of the game this past week, however, that first demo seems to have been an earlier build that wasn’t quite ready for prime time. Now, I’m more confident the franchise is taking the necessary steps forward to get it back to where fans of “sports entertainment” want it to be.

The most obvious difference between my demos was found in the gameplay. I experienced a lot less glitches in and around the ring, and now grapples and reversals both felt much tighter. I also saw the return of the collar-and-elbow tie up from last year’s game at the beginning of matches that prompts a rock-paper-scissors mini-game, showing the franchise’s commitment to providing more realistic, properly-paced matches.

The ability to “run-in” or “break-out” during entrances was also an interesting feature that I began to take more advantage of during my second time playing the game. While getting a cheap shot in on my opponents may not have been the most sporting thing to do, it was a lot of fun, and authentic to what you might see on RAW every week when you have two opponents who particularly hate each other.

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Where I spent most of my time, however, was with the returning career mode. Once again, you get to create your own wrestler from scratch, see them toil in NXT, and then hopefully make the main-roster—with your primary goal being to see their 15-year career culminate in a WWE Hall of Fame induction.

Due to the limited amount of time I had with the game, I didn’t have much of a chance to dig deep into the specific options of wrestler creation. To save time, I just slapped some brightly colored trunks and boots onto my guy before sending him out to be lambasted by WWE’s new head trainer Matt Bloom (better known as Albert, or Lord Tensai, to longtime fans of the product). Here, career mode took its time teaching me the ins and outs of what it means to put on a good match, focusing on the importance of move variety and how the new Five-Star system works.

What’s really nice about this new career mode is that you now get a lot more dynamic feedback in the ring. Each move you perform can add or detract to your match’s five-star rating, and utilizing every move in your repertoire to keep the fans entertained is critical. Every time you step into the squared circle, it’ll be those fans—not wins or losses—that’ll be most on your mind.

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There are other ways to get fans to react than what you do in-ring, however. After any big match, you’ll be interviewed backstage by WWE’s Renee Young, during which she’ll pose to you a multiple choice question. How you respond over the course of the interview can change you from a face to a heel (good guy or bad guy for those not up on the lingo) or vice versa, as well as help flesh out your personality. Do you want to be aggressive or cocky? Charming or funny? How you answer these questions will determine how the fans react every week when you make your entrance.

Your fellow NXT and WWE superstars are also paying close attention to these interviews, as what you say or who you call out can lead to different rivalries. Because tag-team wrestling has also been given a heavier focus in this year’s game, who you have a greater affinity with personality-wise will also help determine who is willing to wrestle alongside you when the time comes to find a tag-team partner.

Once you start working on your character, you’ll then be able to pick your own set of goals as you start working towards having a Hall of Fame career. You can focus on climbing the ladder, working your way from NXT to the main roster to obtain the US Championship, Intercontinental Championship, and finally WWE World Heavyweight Championship. Maybe you want to focus on being part of a tag-team, and go for double-digit tag team championship reigns like the Dudley Boyz. Or maybe you’re okay being a mid-carder, setting your sights on breaking Chris Jericho’s nine-time reign record with the IC belt. There are multiple paths to the Hall of Fame—but how you get there is your choice.

It’s this new depth to career mode and the pacing of in-ring matches that has me really excited again for WWE 2K16. While I think it’ll be fun to relive the glory days of Stone Cold Steve Austin, the real meat and potatoes of the WWE 2K experience needs to start coming from other places. In that, career mode looks primed to start pulling its weight as a top-of-the-line attraction in this annual sports entertainment simulator.

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I had a chance to play a chunk of Assassin’s Creed Syndicate in a preview event in London several weeks ago and here is some of the footage from that gameplay time.

This particular video shows the first mission in Sequence 7 where Jacob Frye is in the middle of his manhunt for all of Templar Grandmaster Crawford Starrick’s lieutenants. While searching for a mysterious Templar codenamed “B”, Jacob uncovers the beginnings of a plot involving England’s Prime Minister.

Assassin’s Creed Syndicate will be available for Xbox One, PS4, and PC on October 23rd.

We all know that Ubisoft has gone on record saying they wanted to get back to the roots of the Assassin’s Creed series with Syndicate. It’s why they removed multiplayer and co-op, turning their sole attention onto the single player experience. Until I was able to go hands-on with a couple of the game’s early sequences last week at a special London event, however, I wasn’t sure just what that would entail.

Well, it meant we’d get what could be some of the most memorable characters the series has yet to offer. New villain Crawford Starrick, the Templar Grandmaster who has wrapped an iron fist around 19th century London, made his power felt right from the get-go of our time with Syndicate. A cruel, ruthless man, Starrick takes no prisoners when it comes to making sure things are done his way, and has zero tolerance for the Assassin Brotherhood.

His early emergence in Syndicate was a welcome sight, as it gives the Frye twins a clear and ever-present goal throughout the narrative. Eliminate Starrick and save London; not since Rodrigo Borgia and Ezio have the battle lines between Templar and Assassin been so clearly drawn. Nor have they been so fun.

Getting to Starrick is, not surprisingly, going to be very difficult. Between him and our would-be Assassin heroes are Starrick’s seven lieutenants, each in charge of a key part of what keeps London ticking. High-rolling bankers, members of Parliament, even the city’s most prominent crime boss all get their marching orders from Starrick, and only by drawing them out and removing them first from their respective territories will you have a chance of luring out the Grandmaster himself.

To do this, you’ll have to perform a variety of both new and familiar side quests. As an added bonus, many of these missions take advantage of the new mechanics introduced courtesy of the time period. For example, one set of side quests requires you to kidnap key Templar targets and then transport them via stagecoach across London for interrogation. Others missions more recognizable to fans of the series will require you to tail a particular target and listen in for information, or remove a certain number of Templar thugs from an area before claiming it in the name of the Brotherhood. Thankfully, new devices like the rope launcher make it easier than ever to traverse across rooftops or line up air assassinations in large, open courtyards.

Not all the memorable characters have aligned themselves with the Templars, however. Some of history’s greatest faces from the Victorian era have thrown in with the Assassins—although not all knowingly. Famed author Charles Dickens is a man about town, is as well connected as they come, and the Frye twins will surely use his contacts to ascertain vital information. Inventor Alexander Graham Bell provides the Frye twins with some of their greatest weapons and gadgets, as well as a kind ear to bounce ideas off of. Not since Benjamin Franklin or Leonardo da Vinci have we had such a colorful confidant standing side-by-side with the Brotherhood. And then there’s Henry Green, the Indian Assassin mentor who guides Evie and Jacob throughout their adventure and knows just where, who, and when to strike the Templars to cause the most harm to their cause. There’s even some comedy relief from Agnes, the train conductor, who maintains the Assassin’s locomotive base of operations.

Yes, you did not misread. Much like Monteriggioni or Café Theatre, the Frye twins have their own base of operations. And in fitting Industrial Revolution fashion, it’s always moving. Through a series of fortunate events, the twins come to acquire an entire train, and enlist the aid of its conductor, Agnes. From there you can collect coin from parts of the city you’ve liberated from Templar control, receive new quests, keep track of upgrades, and more.

But, of course, the most important characters in the game are the ones you play as, and Evie and Jacob are as different as they are similar. Jacob’s brashness and Evie’s thoughtfulness provide some brilliant banter between the two, whether in the company of others or on their own, planning their next movie. Their ever-growing personalities will surely influence you when it comes time to take control of one or the other while exploring the open world Syndicate provides. The other aspect of this is that they both play very differently, each with their own set of upgrades, equipment, and special abilities that can be unlocked as they level up by exploring and freeing more of London from Templar control.

There is still one more character that I haven’t touched on yet, though, and that is London itself. From its iconic architecture like Big Ben and St. Paul’s Cathedral, to the small alley markets teeming with life, London gives off a personality unlike any city we’ve seen yet from Assassin’s Creed. Each neighborhood truly comes across as unique, with stark contrasts that you can see and feel. You’ll instantly be able to recognize when you’ve moved from the seedier parts of town like Devil’s Acre or Whitechapel to the more affluent avenues of high society in Westminster or Buckingham. Syndicate’s London may be the most impressive city Assassin’s Creed has recreated yet.

If getting back to the early days of Assassin’s Creed was the plan all along for Syndicate, then from the two sequences I played, it could well be on its way to doing that. The team at Ubisoft Quebec seem to be crafting a narrative and a setting that looks to suck players in right from the start, and lead them by the nose through one of the deepest adventures the series has provided yet. We’ll just have to wait for October to see if it can follow through and deliver on this lofty promise.