Tag Archive: preview


United we stand

In many ways, Assassin’s Creed Unity aims to be the most ambitious game the franchise has ever seen. Featuring systemic gameplay, narrative driven co-op that uses the same world as the single-player campaign, and a huge emphasis on stealth mechanics that bring the series back to its roots—especially Assassin’s Creed II, which many still consider the best—Unity has vast potential as the first Assassin’s Creed developed solely for the new generation of consoles.

With all that in mind, I was excited to finally get the opportunity for some quality hands-on time with Unity, about four hours in all. Unfortunately, from the sample I played, Unity goes a bit too far back in time when it comes to Assassin’s Creed, because it reminded me more of the original game with Altaïr: tremendous ideas alongside some very poor execution.

My demo consisted of Sequences 3 and 4 in protagonist Arno Dorian’s timeline. He’d just been fully inducted into the Assassin Brotherhood and now had access to the entire city of Paris while he carried out missions to further the Assassin cause—and here’s where my first issue arose. Unity includes a new progression system where, much like in an RPG, players will be able to buy skills and abilities for Arno and customize him as they see fit. Since I was already into Sequence 3 when the demo started, I had some ability tokens in the bank. I like the idea of a progression system and unlocking more moves as you go along; when I went to assign these tokens, however, I was shocked at just how bare-bones Arno was.

Skills that we’ve come to expect over the years, like crowd blending, double assassinations, and even just carrying a pistol, all needed to be purchased with skill points. If he was a full-fledged Assassin now, I hate to think of what he’s like in Sequences 1 and 2. What exactly did he learn from his teacher? How to pull the hood up over his ears? I’m not expecting Arno to have everything at his disposal from the get-go, but these skills in particular are staples of what it means to be an Assassin—especially during the setting of the French Revolution in the late 18th century—and the fact that I had to spend points just to raise Arno up to the standards of those who came before him made me feel extremely underpowered. I suppose that’s one way to artificially amp up the difficulty, though.

And since skill tokens are acquired by completing many of the side missions around Paris, it’s also a way to force you to deviate from the main narrative. This could be a way to artificially extend the game, however, because the sequences I played were only four missions long, making me worry greatly about the length of the main narrative compared to previous games.

It also plays into a lot of the new systemic gameplay, where the player can tell their own story and have it play out as they wish—it’s very cool to see random fights break out in the streets as warring factions butt heads or approach an assassination target from multiple directions. Unfortunately, though, the only word that came to mind for me during some of these missions was grind. Yes, the sidequests are far more entertaining than hunting animals, since they’re a story within a story, but I felt like I was being pushed away from the main narrative instead of being sucked into it, simply because I needed to make Arno a more formidable force to take on the difficulty as it ramped up. And let’s be honest, folks—for most of us, the story is still the main draw.

Now, that’s not to say that Arno can’t defend himself at all. With his hidden blade, he can still stab people in the face rather effectively. But one change that I didn’t mind related to the combat, which is far more difficult than in previous games—piling up bodies in the street as never-ending waves of enemies swarm is a thing of the past. If you’re not trained well enough, taking on more than three foes will probably spell the death of you, since the counter button’s been removed. In its place is a parry button that must be perfectly timed for you to take advantage of your off-balance foes. Enemies also strike more quickly and more effectively, which puts an emphasis back on stealth and smarter enemy encounters. It’s now a must to wait for guards to be alone before going in for the quick kill or use the whole gamut of tools at your disposal, like poison gas, smoke bombs, and noisemakers.

You can also strengthen Arno by purchasing new items. You’re able to buy dozens of different outfit parts, such as hoods and boots, and you can swap between all items you acquire to accentuate different statistics in four key categories: armor, stealth, health, or effective range of weaponry. This aspect of customization and progression is a lot clearer, and it hearkens back to buying new armor and weapons in Assassin’s Creed II. I will say that the interface back then was a lot sexier than what we see here in Unity, though.

And speaking of Assassin’s Creed II, another aspect that I loved seeing was the Café-Theatre. It basically serves as Arno’s version of Monteriggioni, Ezio’s upgradable home and fortress from Assassin’s Creed II and Brotherhood. As you buy upgrades and renovations, you can unlock new missions and items—plus, you get a treasure chest that keeps collecting money as the café makes more money from its customers. Along with the new missions from Café-Theatre, Unity also sees a spiritual successor to Assassin’s Creed II’s glyph puzzles, called Nostradamus puzzles here. Since they’re so directly tied to landmarks, I wasn’t able to solve any during my demo time. The landmarks seemed to already be unlocked in-game, and many of the buildings just started to blend together, which sometimes made climbing up to a synchronization point a bother.

This leads me to another negative: the new parkour system. I actually felt like I had less control over Arno than most other Assassins before him. Unity features a new control scheme that allows you to parkour up or down across much of the landscape, and I admit that it takes some time to get used to. Once you’re experienced, though, and can pull off all manner of flips and stunts, it still feels like you’re fighting the controls to get them to go where you want—or, worse yet, you go bounding off in the completely wrong direction. Since there’s such a return to emphasis on stealth, the last thing you want is a lack of pinpoint control when free-running through Paris.

Besides the two single-player sequences, I also got to try out two co-op missions. The first one, the Heist, is great for earning a lot of quick cash, but it’s really meant more for players near the end of the game. Coordination among the team is critical, since Heist missions require four players to infiltrate a heavily guarded location and raid it to stuff their pockets with gold. If you get spotted, you’ll walk away with less gold, and if one person dies, the mission restarts.

Though I enjoyed the concept, everyone playing was at such a high level that we just started spamming attacks, throwing a bevy of smoke bombs into every room and then running in and clearing it out. I know that’s not the purpose of the game mode, but when you’ve got 25 smoke bombs, they’re cheap to buy, and you can walk away with as much as 60,000 credits, it’s hard not to.

The other co-op mission was the more narrative-driven one—and I loved it, because the reason I still play Assassin’s Creed is for the story. In this mission, I had to save a French spy who’d happened upon a Templar plot. Once they found him out, the Templars branded him a traitor and sentenced him to death. First, I had to free him from the Templars and then help him escape. My co-op partner and I were a force to be reckoned with as we used our environment to our advantage and quickly dispatched the Templar agents in our way, zigzagging across rooftops and using our smoke bombs when necessary to escape.

I appreciate that Unity offers players more to do than ever before. Whether it’s the new sidequests or the openness with which you can complete missions, it definitely feels like a step in the right direction for the franchise. But I can’t get over the progression system and the shoddy parkour. These are two definite missteps—and I worry about how they’ll affect the main game as a whole when Unity releases next month.

Hitting the hardwood

Trailers and behind-the-scenes looks at NBA Live 15 have continued to show steps forward since last year’s abysmal return after the franchise’s self-imposed three-year absence from the gaming scene. The next hurdle the NBA Live franchise needed to clear in order to continue its battle back to relevancy, though, was finally letting the press go hands-on with this year’s iteration.

After playing a pair of games as my New York Knicks, and getting about an hour’s worth of hands-on time with NBA Live 15, I can say there’s been a clear step forward in how the game handles itself on the court (I just wish I could say the same about the Knicks!). Starting off with a brief tutorial where I played as cover athlete Damian Lillard of the Portland Trail Blazers, I was taken through the ins and outs of basics of offense: passing, shooting, dribbling, and alley-oops. The HUD showed each player’s stamina bar, and a meter let me know my chances of making a shot from a particular range and how open I was. I then got the chance to move to a 5-on-5 scrimmage to try out everything I just learned.

On offense, I was immediately able to make significant strides as I stepped confidently down the lane for a powerful dunk with Amar’e Stoudemire or kicked it out to Carmelo Anthony in the corner for a clutch three once we moved to real game action. Ball movement felt swift and, for the most part, accurate. There were some moments in my haste, however, whether trying to beat the shot clock or the end of a quarter, where I wanted to pass to one player and instead passed to another, which led to an ill-timed turnover—and led to my questioning the intuitiveness of the system. Maybe I just needed more time with it, but there were several moments where the ball just didn’t seem to go where I wanted.

Another thing I noticed on offense was the new rag-doll physics. Though they weren’t prevalent throughout the court, everything near the basket seemed to have improved physics, with players naturally adjusting in mid-air to work around a steadfast defender in the paint or taking a hard foul and contorting in ways that would accurately depict contact. Considering the amount of action that usually takes place around the basket, it was impressive to see when players would fight for rebounds or try to draw a foul on a layup for a potential three-point play.

Unfortunately, there’s a lot more to the game of basketball than what the tutorial showed me, like the entire defensive side of the game. For as competent as I felt on offense, the only thing I felt when transitioning to defense was dread. At least in the demo, NBA Live 15 didn’t do nearly as good a job of teaching the defensive basics as it did the offensive elements. I ended up in foul trouble more often than not as I tried learning the best timing for steal attempts. Meanwhile, shot-blocking was an endeavor I’d rather forget about, and my players flew away from the shooter about often as they succeeded in getting a hand in the opponent’s face.

And in those few instances where I actually succeeded in making the shot attempts more difficult for my opponent, I had no idea how to command my players to box out, and my frustration only grew as I gave up offensive rebound after offensive rebound. These are basics that the game should’ve focused on just as much as passing and shooting.

At least the presentation for NBA Live 15 appears to be top-notch. Mike Breen and Jeff Van Gundy’s commentary, representing ESPN’s No. 1 broadcast team, provided a lot of authenticity to the presentation, and their commentary was hysterical—especially when talking about James Harden’s beard when facing the Houston Rockets. Meanwhile, Jalen Rose hosts the pre-, post-, and halftime shows that give game highlights and spotlight superstar players in a way that would make you feel like you’re actually watching an ESPN/ABC broadcast of the NBA.

I walked away from my NBA Live 15 time with more positives than negatives, and I definitely had fun while playing it. But I also think that if it’s going to successfully close the gap between itself and NBA 2K, it’s going to have to deliver a more complete package than what I saw in my brief hands-on time.

Best for business

Back in August, when I got to go hands-on for the first time with WWE 2K15, 2K revealed that the series would fall more in line with NBA 2K and feature a career mode for the first time. This past week, I was able to go hands-on with MyCareer mode for WWE 2K15 for about 45 minutes and take a look at life in the squared circle at three separate stages.

First, however, I must say that I was a bit disappointed I wasn’t allowed to play at all with the customization features for which the series is known. Of course, you’ll be able to do this in the final game, but “my” wrestler was pre-made. Although the couple of created characters we played with gave a nice overview of different hair colors, body types, and luchador masks, it wasn’t really the same as actually being able to dig through the creative options.

Beyond this, though, WWE 2K15’s MyCareer mode impressed me in a lot of ways. I began my journey as a wet-behind-the-ears rookie with a 55 overall rating. Without any pomp and circumstance, I was thrown into one of the seven rings available at a digital re-creation of the WWE Performance Center in Orlando, Florida, the company’s new home for training up-and-coming superstars.

And who was there, immediately barking orders and telling me how awful I was? WWE head trainer Bill DeMott. Now, Mr. DeMott is a very nice person, and I was fortunate enough to actually meet him at the Performance Center last week. But when you’re one of his students and you step into one of his rings, things change, and my created wrestler had Bill’s ire fall upon his head several times—and it was awesome.

As I worked matches in the ring, I received a one-to-five-star rating based on how I did in the and the show I put on for the crowd (if there’d been an audience besides good ol’ Bill). A match’s ebb and flow is also taken into consideration, so dominating against a jobber might not be best for business when you’re trying to tell a story in the ring. This made the new stamina bar (which I’ve now confirmed cannot be turned off) make a lot more sense, since it allowed my opponent a chance to get in a few strikes and provide at least a little bit of offense as I tried to catch my breath to perform my finisher. After the match, I got points to spend on my wrestler and level up his in-ring abilities, such as arm strength, speed, and stamina.

Once I was done messing around with my rookie, I flashed forward in my career and made it to the main RAW roster. At this point, I’d only been on the show a few weeks. It was immediately evident that no matter whether I won or lost, MyCareer mode would carry on and adjust accordingly. If I was in the midst of a rivalry, matches against other wrestlers weren’t as important, but they helped set up the story—a rival might interfere with our match or try to get in a cheap shot when I wasn’t looking. And even if I lost the match against my rival, I could still elevate my status in WWE and try to become a main-eventer.

Since the WWE had clearly invested a lot in me, though, in order to help elevate my brand, they wanted me to start a feud with an established star—and, in my case, I drew Daniel Bryan. I had the choice of shaking his hand to start a friendly rivalry or giving him a low blow. I gave him the low blow, which promptly started a “No!” chant led by my character.

I then flashed forward one more time to almost seven years into my career. By this point, I’d won a few titles, including the WWE World Heavyweight Championship, and main-evented some pay-per-views. I was still wrestling at a high clip, but then Brock Lesnar decided to show up and demonstrate what he thought of me by F5’ing me in the middle of the ring. This prompted a Twitter feud between Brock’s advocate, Paul Heyman, and me, where I could choose to respond to Heyman via a couple of options—much like I had the choice on how to kick off my feud with Bryan. Meanwhile, in the ring, over the course of several weeks, Brock and I continued getting in each other’s faces—until finally, Heyman said the two of us would meet in a no-disqualification match at the next PPV.

Though I only saw a brief glimpse of MyCareer mode, it definitely feels like something that I could play again and again just to see how my superstar’s career could change each time based on decisions I made. Also, storylines you might see in real life started to unfold organically, which made it feel like I was watching actual WWE programming and not just playing a game. If MyCareer can give me this feeling for hours on end, WWE 2K15 now has a mode to elevate the franchise to the next level—and I can’t wait to really dig into it on the new generation of consoles.

It’s time to play the game…

Even though 2K bought the rights to the WWE franchise last year during THQ’s liquidation, longtime developer Yuke’s had already done a lot of the heavy lifting for WWE 2K14 by the time the deal had been finalized. This year would be a different story, however: NBA 2K developer Visual Concepts had the chance to bring a few of their tricks to the table and elevate the bar for the franchise alongside Yuke’s. So, it was with great anticipation that I got a chance to go hands-on with WWE 2K15 at the annual SummerSlam preview event.

Right from the get-go, I got the sense that 2K is trying to bring WWE in line with its other major sports franchise by giving players something the series has never had before: a career mode. Unfortunately, I didn’t get to play this mode, but here’s the way 2K outlined it: To begin with, you’ll create a wrestler via the same celebrated customization system we’ve seen for many years now. From there, you’ll work your way up from the WWE training facility in Florida to the developmental territory of NXT to undercards on shows like RAW and SmackDown to winning lower belts to main-eventing PPVs—and finally, with some luck, end up a WWE Hall of Famer.

Longtime fans of the series should be happy to know that this is all in addition to WWE Universe mode, where you get to be the all-powerful GM of WWE programming and put who you want in whatever kind of matches you want. Both these experiences side by side could offer the WWE franchise the one-two single-player punch it’s desperately needed over the years.

But that’s not all we’re getting. I got a chance to get some hands-on time with the new 2K Signature mode, which follows in the footsteps of previous years where we learned about the Monday Night Wars or the Attitude Era. This year’s incarnation will tell the stories of celebrated WWE rivalries, including Triple H versus Shawn Michaels and John Cena squaring off against CM Punk—and I got to play the first match of that latter rivalry. As with previous years, classic WWE footage will help set up the matches that you’ll relive in the ring.

Once I was actually able to step into the ring in 2K Signature and Exhibition is when things got most interesting with WWE 2K15. The first major change fans will notice? The visuals. While some models were clearly placeholders (CM Punk, for example, looked like someone just put a wig on “Stone Cold” Steve Austin in Create a Superstar), and parts of the arenas still need some touching up, the elements that were fully rendered and ready to go looked great. Cena, Cesaro, Randy Orton, and even Goldust looked unbelievably lifelike and animated as smoothly as the NBA players do in NBA 2K, so I can’t wait to see how everything looks in the final product.

The other major in-ring changes, though, came in terms of gameplay, with two new features that could rub longtime WWE fans the wrong way. The first of these is a new rock-paper-scissors-style early grapple system. In order to try to tell a more accurate story like those seen every Monday on RAW or at a monthly PPV, early grapples will be met with a minigame that starts with a button press, which signifies one of three hold attempts you’ll go for. Whoever picks the superior hold will have the advantage, and then both players will use the right stick to try to find the “sweet spot” and further progress in this new quicktime event. If you progress fully, you either escape the hold if you picked the inferior selection at the beginning, or you’ll do a minimal-damage move like an arm wrench.

The idea is that every WWE match doesn’t start off with a bunch of power moves (unless you’re Brock Lesnar). There’s a slow buildup to the moments that make us start chanting “This is awesome!” After two or three of these early grapples, business will pick up, and the action will progress like players are used to, with the full array of moves available to do damage. Personally, I didn’t mind the new minigame mechanic, but I could see how after dozens of matches, it would start to grind on some people. Thankfully, there’s an option to turn them off, though they’ll be set “on” as the default option.

The other new mechanic ties into the interface, which has also seen some changes. Wrestlers now have three lifebars, which drop from green to yellow to red—the last of which represents the best time to try to pin your opponent. You also have a percentage meter that dictates when you can use Signatures and Finishers. At 100 percent, you can bank a Signature. At 150 percent, you can bank a Finisher. You can have a Signature and three Finishers banked at any given time, though I’m sure there’ll be options to modify that as well. The last—and easily most controversial—addition is a default stamina meter that’s now included in the UI.

The issue with the stamina meter is that by the time you get to the latter stages of a match and are ready to finally use your Signature moves, perform an OMG! Moment like throwing someone through a barricade, or finally hit your Finisher and win, the stamina meter won’t let you do it. You need at least half a stamina bar alone to perform a given Finisher. And every regular move, counter, or just running around the ring depletes it. While it’s unknown if the stamina meter can be turned off, I sure hope it can, because it really ruined the pacing of all the matches I played. Yes, it does seem to fall more in line with the simulation style 2K wants to achieve, but I just don’t know if WWE fans want a pure simulation when it comes to wrestling. After all, the sport itself has the over-the-top quality of an arcade game. Moving the needle too far in the “simulation” direction could have unintended consequences, and many of my personal frustrations centered on that damned stamina meter.

There was nothing worse during my hands-on time than having three Finishers banked in the 2K Signature match between Punk and Cena—and then not being able to hit any of them because Punk was worn down. I’d have to leave the ring and walk laps around it—with the dunderheaded AI-controlled Cena slowly following behind me—until my stamina returned and I could get back in the ring, perform a GTS, and win the match. And in Exhibition mode, my opponent and I were just taking knees and catching our breath, yelling at the meter to fill up faster and helpless to do anything in the ring to further our cause.

Even with the ill-advised addition of the stamina meter, I’m more excited than not about WWE 2K15. Once all the models have a full coat of polish, the game will look better than ever before, and I’m particularly excited about the career mode. But the minor gameplay tweaks seem to give the game too many simulation aspects, and that could hurt the overall experience come October.

Ray Carsillo inteviews Dan Jeannotte at the 2014 San Diego Comic-Con. The talented actor behind the on-screen face and voice of Assassin’s Creed Unity’s lead character reveals what goes into playing a digital role and the challenges faced in bringing Arno Dorian to life.

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