Tag Archive: preview


Mollie L Patterson and I had a chance to play some more Terrohunt at PAX this past weekend and not only did we record our match, but also the team’s headset audio so you can hear our chatter.

The video is from my perspective as Sledge, the aptly named soldier who wields a giant hammer that can break down walls and doors. The team’s most vocal member is MatchGrade Nation’s Miss Magitek, who expertly helped coach us to victory.

Rainbow Six Siege will be available on December 1st for Xbox One, PS4, and PC, but if you want to try it out before then, you can sign up for the closed beta that kicks off on September 24th.

After I got my hands on the first two hours of Forza 6‘s new Career Mode, I sat down with Turn 10 Studios’ Content Director John Wendl, and learned just what adding rain to Forza Motorsport 6 will do to gameplay.

Along with this, my discussion with John touched on changes to the game’s economy, Career Mode, and new additions like Mods and Drivatar AI tuners and what they will bring to the game.

If you want to see more uncut gameplay from our session with Forza 6, check out our qualifying races video.

Forza Motorsport 6 will be available on September 15th exclusively for Xbox One.

When you start up Forza Motorsport 6‘s Career Mode for the first time, you’ll have to prove that you’re ready to handle the tracks it’ll throw at you by taking part in three qualifying races.

These races will show off the game’s newest features, while also giving you a prime chance to get those tires warm again and earn some easy credits to start filling out your garage with the 460 cars that will be featured at launch. Here are those three races, as I ran them, in their entirety.

If you want to learn more about Forza 6 before it comes out, check out our interview with Turn 10 Studios’ Content Director, John Wendl, as we got to talk about how rain affects the gameplay, the new Mods feature, and more.

Forza Motorsport 6 will be available exclusively for Xbox One on September 15th.

Even after a relatively weak showing last year, I had hope that the second new-gen outing for the WWE’s annual wrestling franchise would be able to right the last game’s wrongs and bring the series to a new level. After all, it’s very common that yearly sports releases require an extra year or two before they hit their stride with new technology. Unfortunately, if everything I saw at the hands-on reveal of the game at SummerSlam this year was any indicator, WWE 2K16 is still a ways away from being a main event attraction in gaming’s always crowded fall season.

The demo we were given had access to two modes. The first is your standard Exhibition, which allowed us to tussle with a dozen or so revealed wrestlers from the company’s massive roster. We could do your standard one-on-one face-off, or wrestle as a tag team. I quickly set up a match between current WWE World Heavyweight and US Champion Seth Rollins (who I controlled) and Brock Lesnar, creating a rematch of sorts from the WWE Battleground PPV from a few weeks ago.

As soon as Brock started making his way to the ring, I was able to try out one of the new features the game touts—which gives wrestlers the option to run out during their opponent’s entrance to sneak attack them. With the element of surprise on my side, I began pounding on Brock as we slowly fought our way down the steel ramp. To my chagrin, after a couple of minutes the referee called off the match, much like he would on Monday Night RAW, and the match was declared a no-contest.

When offered a rematch I took it. This time, when I jumped Brock (again, not mandatory, but I was embracing my heel nature), I ran into the ring after clotheslining him, and Brock followed suit. After a quick, but very awkward cutscene that automatically positioned each wrestler on their starting marks—and which suddenly changed Seth’s clothes from his pre-match attire to what he more traditionally wears in the ring after a series of oddly timed cuts—the match started, with Brock at a slight disadvantage.

The idea of being able to run out during another wrestler’s entrance is a good one. It adds an element of unpredictability when playing with friends, and a sense of authenticity when compared to the product we see on TV every week. I think players need a better sense of when the referee is about to call the match off, because had I known that at first, I would have run into the ring much sooner in my first match—but otherwise this is a welcome addition.

Once the action got going in the right, however, I noticed an alarming problem: all the wrestlers felt particularly sluggish. In every match I played over the course of the evening, with different wrestlers from Wade Barrett to Daniel Bryan, it felt like they all had cement shoes on. This wasn’t just a problem in terms of speed, but also in how fights flowed. Gameplay was relatively unresponsive, with most matches devolving into the counter-fests that had plagued previous iterations of the game. We can only hope that everything is tightened up in the two months before launch, but this was disappointing to see to say the least.

Another issue that has troubled the WWE series is glitches, and this demo was chock full of them. The awkward resetting of the wrestlers at their starting marks was just the beginning; clipping issues, broken animation and ragdoll effects, and awkward cutscenes and replays happening in inopportune moments—like when I was going for a pinfall against my opponent—were all prominent throughout my playtime. While all of these are things that will hopefully be fixed by the final version, with 120 wrestlers on the roster, it’d be shocking if they all could be cleaned up by October’s launch. Even some of the wrestlers themselves seemed unfinished, with the quality difference between characters models for guys like Wade Barrett and Brock Lesnar being extremely evident.

Once a given match gets underway, whether you jump your opponent or not, the combat is the same as it has been in years past. Last year’s stamina meter returns, along with three health bars. You still use the face buttons on your controller to perform a series of strikes, grapples, Irish whips, and finally the pin. The only difference I noticed immediately in the ring is the quicktime grapples that started matches last year have been removed. It’s unclear whether or not they can be turned back on in options, but they were clearly missing from the demo we had.

There is also a brand new pinning and submission system, with the latter being similar to what was seen in EA Sports UFC, where each person has a bar in a circular icon. The hold applier is trying to overlap the defender’s bar, and if they do so for a long enough time, the defender will tap out. It’s a nice change from the button mashing system of years past but definitely takes a few attempts to get used to.

The pinning system is still a timing-based mechanic similar to previous games, but instead of holding a button and then releasing it when a meter fills into a “sweet spot” (resulting in a kick out), there’s now a spinning bar in a circle that only requires a tap of the button in hopes of landing in the target area. The more health you have, the bigger that sweet spot is, but both myself and my opponents found it easier to kick out with this method. In fact, I was kicking out of pinfalls even after three of Brock Lesnar’s F5s, and the other player after two Pedigrees from me.

The tag match I played with Tyson Kidd and Cesaro versus the Lucha Dragons played out similarly, but the one observation I made there is that the AI for your partner is much smarter than it used to be. Whenever I went for a pinfall, my teammate would often intercept the opponent’s tag partner and prevent the pinfall from being broken up—whereas, in last year’s game, I often had to take out both opponents before I could attempt a pinfall. As long as I went for the pin closer to my corner than the opponent’s, there was a great chance my partner was going to jump into the ring and make sure we got the win.

The other mode I got to go hands-on with was 2K’s Showcase mode, which this year follows the career of Stone Cold Steve Austin. Besides tapping into that nostalgia factor for those of us who grew up in the Attitude Era, Austin had some of WWE’s best matches in the late 90s and early 2000s. The first of the mode’s sixteen chapters sees Austin in the finals of the 1997 King of the Ring against a hobbled Jake “The Snake” Roberts, who was reeling after receiving a Vader Bomb in the semi-finals. Just like previous years, meeting each match stipulation results in a full cutscene, and rewards that would be fitting for the Texas Rattlesnake, before unlocking the next chapter.

The new aspects that are trying to be added to WWE 2K16 this year seem like steps forward, but with foundational elements—like how the wrestlers feel and look when you play—still needing to be fixed before the game launches, I’m admittedly worried about this year’s entry. With a couple of months still before release, I’m hopeful the bumps can be smoothed out and that we’ll see a higher level of quality in the game modes we’ve yet to encounter. If not, WWE 2K may need to take a long look at itself as a franchise before being sent back down to a developmental territory to work on its gimmick.

I had a chance to go hands-on with the Assassin’s Creed Syndicate Gamescom demo recently, which allowed us to play as Evie Frye for the first time. The demo tasked us with eliminating Templar Lucy Thorne who has critical info on the location of the Shroud of Turin—one of the Pieces of Eden—and a prize that Evie has been hunting for some time at this point.

The demo also re-introduces us to the Blackbox Assassination Missions from Assassin’s Creed Unity. Evie has several opportunities at her disposal to try to get close to Lucy and make the kill.

For the sake of time, several inconsequential cuts were made removing some of Evie traversing through the environment (climbing buildings, sliding down every zipline with the rope launcher, etc.).

To get my full impressions of what I thought of the demo, be sure to check out my written preview from earlier in the week.

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

To say that last year’s Assassin’s Creed Unity had issues when it launched would be an understatement. But for as many problems as it had, there were a few glimmers of good gameplay that the folks at Ubisoft Quebec have polished up and are re-implementing in their freshman effort, Assassin’s Creed Syndicate. Of these returning ideas, the most significant one might be the Blackbox assassination missions.

These open-ended efforts still task players with assassinating a high value Templar target and continue to offer up multiple paths to do so. You can take your time and use all of the extra distractions to your advantage for a cake-walk assassination, employ a few that better fit your fancy and your playstyle, or ignore them completely and charge head first into the fray, causing as much chaos as possible.

During my hands-on time with the Gamescom demo of Assassin’s Creed Syndicate, I had a chance to play one of these missions and—for the first time—take control of Evie Frye, the more level-headed of the twins that serve as Syndicate’s protagonists. Evie interestingly plays far more differently from her brother, Jacob, than I ever would have expected. While she still has the trademark tools of an assassin of the era, she carries more throwing knives than her brother, sports a special “Voltaic Bomb” that acts as a type of stun grenade when it explodes into electrified shrapnel, and can utilize a unique “Chameleon Skill” that allows her to completely blend into her environment, even seemingly out in the open, when she remains perfectly still.

More throwing knives make sense, and I didn’t mind the Voltaic Bomb (even if it did seem to be a bit of a stretch for the era) but I worry about the Chameleon Skill being almost game-breaking. Unfortunately, the demo was brief enough that I didn’t really get to put the Chameleon Skill through its paces to know for sure. Still, considering how important fixed hiding points have been in the past in Assassin’s Creed games, I’m hesitant about what on-demand invisibility might do to the balance of the game’s stealth.

In regards to the mission itself, Evie had to infiltrate a castle to find her target and hopefully obtain more info on the Shroud of Turin, a Piece of Eden she was hunting while Jacob was building his gangland army. There were three possible paths before her. The first would have her try to steal the keys from one of the castle guards, which would allow her access through each and every door. A second route would see her free a captured constable, who would then call police reinforcements to cause a ruckus and result in the perfect distraction. The third—and my personal favorite—method was for Evie to befriend a castle guard and pretend to be captured, allowing her to walk right up to her target to deliver the killing blow.

No matter the method I tried (I sampled all three), I found myself relying on the rope launcher far more than even I had originally expected to, since it provides such quick access around environments. And since it seems no one ever looks up in an Assassin’s Creed game, I was able to launch Evie across wide open courtyards, from tower to tower, to almost always put myself in the best position possible to make my kill.

The only time I got into trouble was when I botched the assassination of a guard I needed to remove before I attempted the fake capture plot. Another guard that I’d failed to notice turned a corner and saw me just as I finished stabbed his cohort in the neck. Needing a quick escape, I naturally wanted to turn back to the rope launcher. In the heat of the moment, however, I found myself fumbling over the brief window of time it takes to line up shots with the gadget—although I would finally recover and make my getaway on foot.

Now, I hate comparing two unrelated games, but I couldn’t shake the feeling that I’d been ruined by the simplicity of Batman’s grappling hook in the Arkham games. I was so used to just pressing a button and launching to the nearest perch, away from danger, that aiming to line up my escape felt foreign. I’m sure that once I’ve spent more time with Syndicate, I’ll be able to unlearn my habits and use the rope launcher as intended, but for the moment I feel like the manual aiming could wind up leaving it a clunkier imitator of a feature we’ve already seen.

Rope launcher quibbles aside, it felt great to jump back into an assassination mission like this. Evie has a flourish all her own that makes her truly stand apart from how her brother plays. Jacob’s clear emphasis on fisticuffs from when I played the E3 demo and Evie’s penchant for stealth here are so obviously defined that each player should have an easy decision when they choose who to play as in the open world. And considering you’ll get a taste of both when you follow the main story, I wouldn’t be surprised if at least a few gamers find whole new ways to play and enjoy an Assassin’s Creed game when Syndicate drops on October 23.

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

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

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

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

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

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

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

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

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

The Just Cause series is known for its over-the-top, insane action sequences that see protagonist Rico Rodriguez wreak havoc across lands plagued by despotic regimes. Rocket launchers, C4, machine guns and other weapons are often perfectly suitable means for Rico to go about his business causing mayhem, but in Just Cause 3 his classic grappling hook might trump them all.

In Just Cause 2, Rico could tether two objects together and cause them to snap into one another, like explosive barrels to soldiers, to help Rico achieve his objectives, especially if running low on traditional ammo. Just Cause 3 has enhanced Rico’s grappling hook to a degree that explosive barrels and soldiers is thinking far too small.

While I played the game, I discovered two new attributes to the grappling hook. First, Rico can fire up to three grappling hooks at one time., allowing him to manipulate larger objects in the environment. Second, the grappling hooks start off with slack, but you can control the tension with the right stick of your controller. Thus, you can properly place your hooks before trying to take down a large object, or set traps in areas where you know enemies might soon arrive.

At first, I used these mechanics to take down statues of Medici’s dictator, General Di Ravello. Statues are just one of many destructible objects in the environment, and they must be destroyed to free Medici from Di Ravello’s rule. I fired my three hooks at Ravello’s face, which was as large as Rico’s torso, and connected them to the ground below. As I cranked up the wires, the full body statue began to crack around its kneecaps. Then it started to twist and turn. Finally, when the crack expanded, the statue broke off its base and smashed onto the ground with a gloriously satisfying crash.

Soon after, I moved onto propaganda towers, then to large projectors playing Ravello’s greatest hits in piazzas. But my crowning achievement came with a large, round oil container and a police station at the bottom of a hill.

The oil container, itself was the size of a small building, was propped up off the ground by six key supports. Using a rifle, I carefully blasted out three supports. I then fired the grappling hooks into the container and latched them onto the ground about halfway down the hill. Slowly, I cranked up the tension.

In mere moments, the container broke free of the other three supports and began sliding towards the other end of the hooks. Once it reached a certain point, however, gravity did the rest of the work. While the container began sliding down the hill, Raiders of the Lost Ark-style, toward the police station, I fired several more rounds into its side, setting off a stream of white-hot flame. The container collided with the station wall, exploding in a blast that nearly took up my entire screen and leaving nothing but charred bodies and rubble in its wake. It was beautiful.

This was not an in-game objective. This was the freedom Just Cause 3 and the tools, specifically the new grappling hook, afforded me. I wondered if I could do something, tried it, and it worked out beautifully in my favor. I was limited only by my imagination and desire to cause wanton destruction. And I get the sense that there are a lot more insane explosion opportunities around Medici, waiting for players to discover them. I, for one, cannot wait.

Just Cause 3 will drop this holiday season for Xbox One, Playstation 4 and PC.

For the first time in Assassin’s Creed history, the heroes of the story will use contemporary firearms when taking the fight to the Templars. Sure, guns have been in Assassin’s Creed for several games, but all those previous weapons were slow-loading, single-shot muskets or flintlocks. Now, six-shot revolvers allow new protagonists Jacob and Evie Frye the chance to remove multiple targets quickly from afar. The closest players have ever gotten to anything like this was when Edward Kenway would carry four single-shot pistols on his person, and that was after fishing and hunting all day in the Caribbean to earn the necessary holster upgrades.

Just because Jacob and Evie can use guns, though, doesn’t mean they should. I found during my demo of Assassin’s Creed Syndicate that while I was often strongly tempted to pull out the revolver, it best to use it only in dire situations. There is nothing stealthy about a gun. Using one to eliminate a target, no matter how high-ranking or difficult they may be, immediately draws the attention of dozens of enemy guards, police or rival gang members and turns a manageable situation into an unmanageable one.

This is why Jacob and Evie remain extremely well-equipped for removing their targets from the field with an up close and personal flair. The first, and likely most obvious, weapon is the legendary hidden blade of the Assassin Order. Stabbing people from haystacks, from behind corners or after leaping from a rooftop are still the best and often stealthiest ways to get a job done. With players once again being able to whistle to draw unsuspecting enemies to a blind corner, leap from moving vehicles such as carriages or drop from a zipline created by the new rope launcher, the hidden blade has never been more effective than in Syndicate.

But that’s far from the only tool you’ll be able to use. It’s easy to conceal the Kukri — a small, sharp, curved blade of Indian origin — within one’s coat pocket; it’s great for giving you a bit more reach when needed and for defending yourself against knife-wielding thugs. Brass knuckles are also a classic choice for when you don’t want to kill your enemy, whether it be for interrogation or to send a special message back to the Templars. Instead, you can put them down for the count more quickly and definitely more brutally, than with your fists. Finally, the Cane Sword may be the most devious trick in the Fryes’ book since its sharpened, curved end can hook into enemies, while the bottom detaches to reveal another lethal blade in its shaft.

So, while the change in times has provided a new context for many of Syndicate’s weapons, stealth is always your best option and sometimes old-school strategies trump new-school technology. After all, what kind of an assassin would you be if everyone heard you coming?

Assassin’s Creed Syndicate is coming out on Xbox One, Playstation 4 and PC on Oct. 23.

Plants vs Zombies: Garden Warfare was nothing short of a surprise hit. Turning the ever-popular Plants vs Zombies into a third-person shooter was risky at best, and downright insane at worst. But the folks at PopCap take pride in their willingness to push their supremely popular franchise in different directions and see what will take root with their growing fanbase. So, when it came time to decide what to do next, they decided to turn things on their ear again and make the Plants the bad guys.

That’s right, in Plants vs Zombies: Garden Warfare 2, the Zombies are on the defensive. After the events of the first Garden Warfare, the Zombies have successfully conquered Suburbia, renamed it Zomburbia, and set about making it a perfect little paradise where they can munch on brains all day long. The Plants may be down, but they are far from out, so they’ve enlisted the aid of new allies to take the fight back to the Zombies and reclaim their beloved home soil.

While this may not change much about modes such as Team Vanquish (PvZ’s version of Team Deathmatch), it completely reverses modes like Gardens and Graveyards. With Zombies on the defensive and trying to protect capture points, you’ll need to figure out new strategies with your favorite classes from the last game to be effective as a Plant or a Zombie. Also, because you play this four-player co-op version of Horde mode from the perspective of the Zombies versus AI-controlled Plants, Garden Ops has been renamed Graveyard Ops.

Besides the change in viewpoints, Plants vs Zombies: Garden Warfare 2 is bigger than its predecessor in every way imaginable. The game will ship with more maps at launch, all of which are brand new. Zomboss has tried his best to mold Suburbia in his own image, changing the entire world’s landscape. In our short time with the game, the we played a multi-tiered level that featured Zomboss Zombie’s making a factory, a clear tactical target for the Plants to attack.

The game also offers new classes, including some inspired by the time-traveling aspects of the mobile Plants vs Zombies 2. Plants from the future have come back to quell the threat of Zombie-piloted mech suits, and Zombie pirate captains enter the fray as surprisingly effective snipers. A Zombie superhero specializes in melee and shooting laser beams from his eyes.

So, if you were a fan of the first Plants vs Zombies: Garden Warfare, its sequel looks ready to deliver a deeper, over-the-top experience in the same vein that has made Plants vs Zombies such a huge hit.

Plants vs Zombies: Garden Warfare 2 will launch in the spring of 2016 for Xbox One, Playstation 4 and PC.