Tag Archive: preview


Who is deadliest?

For three seasons, Deadliest Warrior on Spike took some of history’s greatest combatants and threw them into a fictional “What if?” scenario. Torn Banner Studios’ Chivalry: Medieval Warfare is a best-selling PC title best described as a first-person slasher where feudal knights clash in multiplayer combat in order to achieve a variety of objectives.

When the two meet, you get Chivalry: Deadliest Warrior, a Chivalry expansion pack coming this fall via Steam. It might sound simple, but after going hands-on with the game, there’s a lot more going on than you might initially expect.

Sure, the first major aspect is obvious: the six warrior classes. The Knight will be familiar to longtime Chivalry players, but the Ninja, Samurai, Pirate, Viking, and Spartan are new—and each brings their own brand of mayhem to the proceedings. In true Deadliest Warrior fashion, all combatants have a choice of weapons, so a Samurai-versus-Spartan showdown could theoretically play out quite differently each time.

The game also includes projectile weapons—much like the main Chivalry experiencethat fit the needs of each character. For example, a Spartan can throw his spear, while a Pirate can fire his flintlock pistol. The Pirate and Ninja weren’t available in the demo, but I did get a chance to try out the Spartan; tossing his spear felt excellent, especially when it hit and impaled an opponent for a killing blow.

Speaking of weapons, fans of Deadliest Warrior know how heavily these bouts rely on statistics. But don’t these matchups wreak havoc on weapon and armor balancing?

“For us, we’re trying to keep the personality of the weapons,” says lead game designer Steve Piggott. “We’re not going to use the exact stats. If Spartans are using bronze weapons and armor, that would never cut through the steel armored plates of a knight. But we’re not going to represent that in the game, because that would be the least fun thing ever. So, we’re trying to maintain the character and personality of those weapons without losing the fun factor of wielding them. And then, from there, it’s just constant iteration to make sure it’s a fun experience.”

Aside from a variety of authentic weapons, each class also has its own unique arena with different traps or features that could change the way you think of combat. I was able to try out the Samurai’s arena, where I was able to run on the rooftops and get the drop on enemies from above. At one point, a Knight tried dropping down on mebut all that heavy armor didn’t make for a sound strategy, and it was an easy kill for my Viking warrior. I also tried the Spartan’s arena, which has a 300-style pit into which you can kick careless foes. Of course, if you’re like me and mash the kick button near that pit, you also leave yourself open for an easy gutting.

The biggest change, however, comes in the form of multiteam matches, where up to six teams of 10 players clash in a single arena. There’s also Mixed Team Deathmatch, which allows for a hodgepodge of classes on a given team; Faction Battle, where 32 from one class go against 32 from another; a traditional Capture the Flag mode; or 1-on-1 duels akin more to a traditional Deadliest Warrior scenario.

Meanwhile, Deadliest Warrior fans will be thrilled that comprehensive stats will be kept on globally ranked leaderboards to help fan the flames of that eternal debate: “Who is deadliest?” Players can also monitor their personal stats, including kills and their most effective weapons. Honestly, there’s a lot of potential here. I only got a chance to see the 1-on-1 duelswhich were certainly exciting in their own rightbut this is a mode that fans of both the Deadliest Warrior games and TV show will embrace.

But it’s the idea of expanding that into multiple teams and factions versus factions that really got me excited. Who wouldn’t love to see 32 Spartans up against 32 Ninjas? Or see 10 Spartans, 10 Ninjas, 10 Samurai, 10 Vikings, 10 Knights, and 10 Pirates duke it out? The potential for mayhem is awesome, and that’s what will really draw players into this $15 expansion.

Hack to the future

A lot of attention has been paid to the unique hacking gameplay Watch_Dogs is going to be bringing to current and next gen consoles in November. But there’s still a story behind Aiden Pearce and his uber-connected world of the near future. With this in mind, we were able to sit down for a few minutes with Kevin Shortt, one of the writers and Lead Story Designer for Watch_Dogs and pick his brain a little.

EGM: Watch_Dogs has been in development for more than four years now and a lot can change in that time. How has the story changed, at all, from the original vision you guys started with?

KS: I think the core idea has always been there. We wanted a bit of an anti-hero whose making questionable choices towards a noble cause. The story itself, for sure, it’s shifted a lot. And that’s going to happen. As you’re working with the game developers and designers and creative director, we all get in a room and we start realizing what the best flow is both for gameplay and for story.

And so as a result, you end up having to shift the story quite a bit to make sure it hits all the right beats and has the right energy. Four years, for sure, you start thinking to yourself “that idea was kind of crap, but this idea is f***ing amazing and we’re going to go with this.”

So, we finally landed on that amazing idea that we’re really happy about it and we think is a story that’s going to resonate with people. They’re going to get pulled into it. What’s cool about the story is it’s really reflective of how the player’s going to play. The player will find it easy to live Aiden’s life because he’s a guy who can’t stand by and just watch people get hurt and I think the way the game is you find you can’t just walk away from these situations. You have to step in.

EGM: Has it been difficult crafting an anti-hero as your main protagonist?

KS: Yeah, well I think any story can be difficult. They can all be quite difficult to make. The easy thing would be to make him a black and white hero, and off you go. But, we wanted him to be three-dimensional, and that means you have to really think about what are the human choices you would make that aren’t necessarily the right choice. We all make these mistakes and I think that’s what we were after, to make sure he was very human.

The people around him, as well; that was an important part. The characters—we’ve mentioned Clara and Jordi, two characters that you meet in the game—they have their own stories as well. And their stories don’t mesh perfectly. They are not crafted to strictly help Aiden Pearce. They’ve got more than that going on. They’ve got their own ups and downs and their own goals that they’re trying to achieve while Pearce is trying to achieve his goals. And that makes for a great collision between the characters and makes for an exciting story.

EGM: What went into the decision to set the game in Chicago?

KS: We loved the character of the city, the landmarks, the history. I think another thing is we looked at it from a gameplay perspective. It’s a great city for that. Look at all those bridges. And we knew this would just translate into a fun city both visually and gameplay-wise to explore and have fun in and that as well was a big reason why we went with Chiacgo.

EGM: What are you most proud of with the story?

KS: That’s hard to say. I guess I’m most proud of the depth of the characters we have. We’ve got a rich cast of characters who all have their own goals and they end up blending well together without serving each other too obviously.

So, overall I’m pleased with how well we crafted the story and integrated it with gameplay. What was different about this game from other games that I’ve worked on is from day one, I was sitting there in the room with the game designers, the creative director, the level designers, and we worked out together how’s the gameplay and how’s the story going to work. That doesn’t always happen in games at all.

Story quite often can come much later. And you’re wrestling to fit your story into the gameplay. For us, we worked on it right from the beginning.

I’d say that’s what I’m most proud of. We’ve gotten to a point where the gameplay and the story mesh so well that I think it all just flows really beautifully together. We’re able to adapt quite easily on the fly. If gameplay has a problem that they need to solve, because we’ve worked together already so well, it’s easy for us to adjust it this way to make it work and still hold everything together.

One rear-naked chokehold I welcome

I need to preface everything I say here by pointing out that these hands-on impressions are based off a build meant more as a demonstration of the Ignite engine at work in EA Sports UFC than actual gameplay. What I saw had none of the bells and whistles the final product will feature—no life bars, no stamina meters, no character-select screen. It was as pre-alpha as it gets. What I played was but a brief introduction to the groundwork of a potentially revolutionary new fighter that’s due out in nine months.

Part of what makes a game like EA Sports UFC possible, according to creative director Brian Hayes, are the advances made via next-gen technology. The look and feel, after all, is a critical component to an authentic MMA videogame. The veins bulging out of the neck of a fighter trying to lock in an armbar. The subtle bruising that peppers bodies over the course of a fight. An eye swelling shut after a few too many blows to the head. The changes in face color as a fighter succumbs to a rear-naked chokehold. These are just a few examples of the minute details that developer EA Canada is smoothly pulling off with next-gen tech and their new engine.

In my brief hands-on time at Gamescom, I got a feel for how fighters moved around the octagon. There’s a weightiness there now, with each movement tying right into the next. The fighters didn’t float around their opponent. Instead, they confidently planted their feet and moved with precision with each push of the control stick. And though the ground, grapple, and submission maneuvers were disabled during the demo, the attacks I could pull off felt substantial: Each punch I threw felt like it had power behind it and did real damage. Superman punches off the cage, flying knees, and spinning heel kicks were all available to me, and each one made me feel like I was watching a close-up of a fighter during a legitimate UFC PPV.

Now, normally, I’ll take something so early in its iteration process with a grain of salt. Show a little skepticism. But, honestly, after what I saw, I can’t help but feel hopeful that this is the game UFC fans have been clamoring for over the past decade. If the care seen in the in-ring segments transfers to the gameplay options—ideally, create-a-fighter or career modes—then this is primed to be a surefire hit. If not, there’s still a solid foundation here for what could ultimately become one of EA Sports’ more popular franchises.

The stuff legends are made of

Fable fans have waited three years for a proper return to Albion, and they’ll finally get a chance with Fable Legends, which I got to see firsthand on the Gamescom show floor.

Keep in mind, however, that what I saw simply scratched the surface. By the sounds of it, Legends is far from anywhere near complete. If I had to hazard a professional guess, a holiday 2014 release date would be optimistic at this point.

From what I was able to gather from the reveal—as well as a 10-minute demo further illustrating basic game mechanics—Legends will be a throwback to the era of the original Fable, where heroes were plentiful and it seemed that almost anyone could channel strength, skill, or will. Unlike heroes of the past games, however, players will choose from one of several pre-determined warriors who specialize in one of these three pillars of Fable combat. This is a drastic shift away from the customization for which Fable is known, and even if you’re able to create your characters, limiting their abilities might make longtime fans wary.

The major reason for shifting away from one-size-fits-all characters? Legends is designed around four-player co-op. Either with three friends, three AI characters, or a mix of the two, players will always be traveling with a pack of heroes in order to quell the coming threats to Albion.

Whether these quests will be individual adventures or be part of an overarching story is yet to be seen, but I think the latter’s less likely. A level-summary screen popped up at certain points in the demo, which seems to indicate that each specific quest will stand on its own. This would also fit the idea of players taking on a collection of legends from Albion’s past instead of going on a new adventure with semi-fleshed-out characters.

Not everything will be foreign to returning players in Legends, though. The game will still feature a central town that will host the same manner of minigames that have become staples of Fable, such as blacksmithing or chicken-kicking. It’s not clear yet whether this will serve as a hub world where you can recruit other heroes on your adventuring ways, almost like a MMO.

But it’s not all about being a hero—a unique gameplay twist in Legends is that players can now choose to be the villain. This core evildoer will look at the game from a RTS perspective and plant Hobbes, Balverines, and other manner of foes in the heroes’ way and will gain XP and gold depending on how well their defenses hamper the heroes’ progress.

As much as Fable Legends worries me in regards to story, gameplay, and every other key feature, I’ll admit that it does looks really nice on the Xbox One. The demo provided a level of detail on my favorite fantastical creatures like never before—and, if nothing else, Lionhead has shown that they can definitely tap into the power of Microsoft’s upcoming console. Since the game’s still more than likely at least another 18 months out, there’s plenty of time for Lionhead to work out the kinks. That’s the Microsoft way now, after all, isn’t it?

Rock-Climbing Ray and the Great Kinect Adventure

The first two Kinect Sports games helped pave the way for casual gamers on the first Kinect, and while it won’t be available at launch, Kinect Sports Rivals aims for a similar success when it releases in spring 2014. At Gamescom, I went hands-on with two of the six sports Rivals will feature and got a firsthand look at the new Kinect facial-recognition technology.

First, it was time to create an avatar. While the goofy, kiddie fare of the past has been mercifully scrapped here, the new avatars in Rivals are still meant to be somewhat unrealistic—in theory, they’re supposed to match enough of your actual features so that you feel like you’re truly in the game.

Before I took control of the demo myself, I watched several others go through the face-scanning process and saw some amazingly accurate scans courtesy of Kinect 2.0—and also some that got everyone laughing. A bald man whose avatar was graced with wavy, flowing locks was probably the most humorous…at least until I took the podium.

The system immediately had trouble with my face. Usually, it can sense when you’re wearing glasses and will ask you to take them off (they’ll add some generic, Drew Careystyle black frames later). My frames were too thin (the game must have a “hipster” setting that I didn’t trigger), so Kinect scanned my face as if my glasses were actually the areas around my eyes. This led to several other mistakes, and in the end, I wound up appearing as a bald black man instead of an Italian-American from Jersey.

Allegedly, the customization in the final game will be robust enough that you can go in and fix anything you want—or give yourself ridiculous features like a blue Mohawk—but those features weren’t in the demo. So, I changed my skin tone, gave myself some hair, and threw on a beard, since goatees weren’t in the game yet, either.

The six sports featured in Kinect Sports Rivals include returning games like Bowling, Soccer, and Tennis, along with newcomers Target Shooting, Rock Climbing, and Wake Race. I was able to try two of the newest offerings, Wake Race and Rock Climbing.

Wake Race will immediately remind gamers of the N64 era, since it’s a pretty blatant copy of that system’s Wave Race 64. You race watercraft around a course, and the person in the lead after three laps is the winner.

The controls are simple, and I was surprised to find that the Kinect sensor followed me perfectly. You reach out and grab imaginary handlebars to let the game know you’re ready to go, and you control the throttle simply by opening and closing your right hand. Yes, that’s right—Kinect perfectly recognized when I made a fist or had my had open.

You tilt left or right to steer and stomp your feet to use a speed boost, which you can earn by doing tricks off ramps. Speed boosts can also be triggered via voice commands, but due to the noise level at Gamescom, this option was disabled for the demo. You can also perform tricks simply by leaning forward and back while your character’s in the air.

Once the game actually launches and your friends start creating avatars, you can, in theory, populate your friends’ games with your avatar—and vice versa. This actually reminds me a bit of Forza 5’s Drivatars, since the better you play, the more challenging your avatar will be if your friends download you into their games—making the challenge personal, even when you’re not doing split-screen in the same room.

Next, I got to try out Rock Climbing. Again, this wasn’t a very strenuous activity—maybe Rare learned their lesson from the exhausting running in place during American Football in Kinect Sports 2. All I had to do was reach above my head with open hands, grab when near a handhold, and pull downward to lift up my in-game avatar.

If I felt adventurous, I could jump up to put some distance between me and my rivals—of course, this also risked falling to a previous checkpoint in the race. But that wasn’t the best part: I could even reach out and grab rivals who were ahead of me and throw them off the course. They could do the same to me, but this actually incorporated some strategy into the experience and made it less of a blind race.

Overall, the Kinect detection wasn’t as sharp in Rock Climbing as in Wave Race, and I fell several times when the system failed to register my closed hand. I also got thrown off by a competitor when Kinect didn’t sense that I’d moved. That actually gave me the chance to see how fun Rock Climbing could be, though—I ultimately returned the favor on my competitor later on the climb.

Like with most Kinect-oriented titles, this one’s going to boil down to how well Microsoft’s motion sensor performs. Still, Kinect Sports Rivals is shaping up to be a fine continuation of the casual gameplay of the first two games, especially if the developers smash the few bugs seen at Gamescom.

It’s better down where it’s wetter

At Gamescom, I was able to get my first hands-on with Assassin’s Creed IV: Black Flag‘s single-player campaign. Instead of getting the typical scripted story mission, however, Ubisoft threw me into the middle of the Caribbean Sea for 30 minutes and simply said, “Have fun!” The only limitations? I couldn’t go into Nassau and Kingston yet if I wanted to dock at a major city. Only Havana was available, as well as many of the lesser islands. Of course, the odds of me getting even close to Havana were slim to none, because there was so much to do on the way.

I began the demo on the deck of the Jackdaw, protagonist Edward Kenway’s personal vessel. Eager to try out the revamped sailing mechanics, I immediately took aim at a Spanish convoy protected by some smaller gunships. Looking through my spyglass with a simple tap of a trigger button, I could tell what the convoy was carrying and opened my sails up full, charging rather brashly into battle. While it took me a little time to orient myself to the new aiming mechanics and variety of buckshot, I was fortunate that the bow of the Jackdaw was already heavily fortified, since I plowed headfirst into the aft of one of the gunships. From here, I rained cannon fire on my enemies, easily taking aim with the swivel guns to remove the smaller threats to my crew and using flaming buckshot to quickly wear down my prize’s health.

After dispatching the smaller ships and breaking the main mast of my target, I began the boarding process with a simple button press. From there, my crew let fly grappling hooks that brought our two ships closer together. Once within range, I jumped onto a swivel gun and let some smaller cannon fire whittle down the crew of the opposing ship. Then I jumped across myself and threw another man overboard while stabbing two others in the face with my hidden blade. The ship and its bootywas ours.

Ah, but since it’s a pirate’s life for me, here was the big question: What to do with the ship? Since I’d crashed as soon as the battle began, I chose to repair the Jackdaw and was rewarded with a short scene of my crew carving up the enemy ship and bringing lumber and other supplies onboard my own vessel. I then sailed away from the empty husk and took aim for shark-infested waters.

Here, I decided to do some hunting. From a rowboat, I threw a harpoon tied to a rope at the head of a bull shark. It didn’t take too kindly to that and rampaged in the water—pulling me and my crew deeper into the sea. After several more harpoons, however, I had some fresh shark meat and skin that could surely be sold onshore for some coin.

Then came my most enjoyable part of the demo, when I took the diving bell down into the sunken hull of a ship as I looked for treasure. This segment intrigued me, because it felt so foreign to Assassin’s Creed. Normally, we’re always adding more armor and weapons to our heroor our shipbecoming more and more empowered. Here, Edward strips himself of everything in order to more easily sink with the bell to the bottom of the sea. This leaves him unusually vulnerable to the sea urchins, moray eels, and the variety of sharks that roam the area.

Defenseless, I felt somewhat panicked as I swam as fast I could through the rotted ship’s carcass. My goal? Seven different treasures and two Animus pieces. While no one would tell me what the Animus pieces could do, the ship wasn’t considered picked clean until I gathered them up. I barely escaped with my life as several sharks took chunks out of meI had to punch one in the nose after he clamped onto my leg, which left a trail of blood that began to attract several of the original shark’s friends.

Next, I docked at a small island and took on an assassination contract. Luckily, the target was nearby. I stealthily began to approach my targetmaking sure to tag him with eagle vision—and took out two nearby guards. Unfortunately, I wasn’t stealthy enough and spooked the target, who then proceeded to run to his nearby ship. I took a couple of shots at him with my pistols, but I missedbadlyand had to chase after him in the Jackdaw. After sinking his ship, I collected my bounty and began my seemingly endless quest toward Havana once more.

Unfortunately, my demo time ended here. The session flew by, though, and while I only saw a small portion of everything going on in the world, I felt like I’d done so much. Depending on how you look at it, Assassin’s Creed IV could be a completionist’s nightmareor a dream come true. After pulling up the map and zooming out, I discovered that I’d only covered a very small patch and hadn’t even attempted a single story mission, meaning that Black Flag is easily shaping up to be the largest, most immersive game in the series yet.

The more things change, the more they stay the same

At this point, everyone has seen the trailer or at least gotten the cliffnotes to everything announced at the Call of Duty: Ghosts multiplayer press conference. If you haven’t though, be sure to Chris’ write-up on all the new multiplayer details.

For the rest of you, though, you probably want to know how a lot of these announcements actually affect the gameplay. Well, we’ve got you covered. I was able to sit down with Ghosts’ multiplayer for about 90 minutes and put the new modes and maps through their paces.

Let’s start with the new modes. Two of seven new modes being added to the game were shown to us, and the first one I saw was Cranked. In this twist on Team Deathmatch, players who get a kill are given a speed boost as reward. The speed boost lasts for 30 seconds, but if you don’t kill anyone else in that time, your character literally explodes. Talk about messing with your K/D ratio.

After playing several matches, I realized a couple of things. The speed boost doesn’t stack, so there are only two speeds—normal and fast—and if you explode, there’s no splash damage that can hurt opponents. So anyone thinking that a suicide bomber strategy might help win the match or salvage that K/D, think again.

Also, 30 seconds is a lot more time than you might think. I saw a lot of people who started running around like a chicken with their heads cut off when their timer began and got mowed down by enemy fire before they even came close to running out of time. Panicking doesn’t help you or your team.

After Cranked, we got to try out Search & Rescue. This is a twist on Search & Destroy and Kill Confirmed–style matches. Kill an opponent, then collect their dog tags to remove them from the match altogether. If an ally grabs the dog tags first, the person will respawn. Since I love both of these modes, I had a lot more fun with Search & Rescue than Cranked. Just like classic Search & Destroy, you don’t have to eliminate the entire enemy team if you are on the offensive, since there are also two points where you can plant a bomb.

Honestly, the modes may be described as “new,” but neither reinvent the wheel. All we’re seeing is some unique little twists being added to classic modes, or modes being combined and passed off as something revolutionary. But, I can’t deny that these modes, especially Search & Rescue, we’re a lot of fun to play.

Aside from these new modes, we also played Domination a couple of times, which remains the same as ever.

We also got to play on three brand new maps: Strikezone, Whiteout, and Octane.

Octane is a medium-sized map based around an abandoned gas station and a western ghost town. As demonstrated in the trailer, this map featured destructible walls and structures. Players can blow apart the supports to the gas station roof, causing it to collapse into new cover, or crush players underneath. While I didn’t see anyone stupid enough to get squished, the few times we did level the station it definitely caused a huge shift in strategy. Terrain morphed and closed off some old paths, while new ones opened up. When we played Cranked on Octane, the disorientation proved deadly—a few players found themselves lined up in enemy crosshairs after not being able to find a way through the rubble.

The next map was Whiteout, and was easily my favorite of the event. It was a massive, open map that afforded players plenty of sniper perches in abandoned vacation cabins, as well as cover through twisting, ice-covered caves. While playing on this map though, I admit to having flashbacks to the White Pass map from Battlefield: Bad Company 2. While the attention to detail here was much higher (as I would hope with next-gen on the horizon), the feeling of sniping from a second floor window overwhelmed my nostalgia factor at times as we played Search & Rescue.

The final map was Strikezone. Easily my least favorite, this was probably the smallest map I can remember in recent history. It seemed comparable in size to Hijacked from Black Ops II, but with even less cover and a square layout overall instead of Hijacked’s elongated corridors.  There is nothing more frustrating than spawning in maps like these, since—with everyone running around in such a confined space—you’ll often pop up right next to an enemy and be dead again before getting your bearings. It also had very little going on in it. While the idea of a firefight breaking out in a stadium hot dog stand sounded fun, it turned out to be anything but.

After exhausting the modes, I attempted to go in-depth with the customization, but we were on an unforgiving rotation that prevented me from truly messing around with the new point-value perk system (where some perks are worth more than others) or really mess with my character.  I was able to cycle through some pre-assigned camo options like arctic, desert, urban, and the classic jungle, and gave my soldier a badass helmet before being whisked into another match. But it was nice to see so many of Ghosts‘ new female character models on the maps. Ultimately, these customization options are more about personal tastes than anything else, since they don’t change things like movement speed or health. It’s just another way of putting a personal stamp on your Call of Duty experience.

I also got to experience the new Field Orders feature, where a blue briefcase will randomly appear on the body of a felled enemy and provide you and your team a Care Package if you complete certain extra objectives, ranging from getting a kill while jumping to performing so many headshots. This was an interesting addition, but not one that most people I played with cared about. I’d often see the briefcase just sitting there, so lonely, waiting for a player to try their hand at its challenge. But no one ever bothered, because there’s so much else going on in a multiplayer match to worry about.

At the end of the day, the new modes and maps were nice, but it’s still the core Call of Duty experience that millions of people have come to love. There was little here to make me think that what we’ve grown accustomed to over the years, besides the next-gen prettiness of it all, will be getting a massive change. Some of the things announced at the press conference, like Clans, weren’t available to me when I wanted to check them out, but the idea of making clan tags more official and rewarding players as a group for doing well on top of individually has a lot of potential.

Overall, if you love Call of Duty, I don’t see anything here that will turn you off to Ghosts. On the other hand, if you’re looking for a true game-changer, what I saw suggests that you’ll probably have to keep looking.

Next-gen haystacks look awesome

Before E3 officially got underway, a select few of us in the game-journalism community were able to go behind closed doors and get a peek at Assassin’s Creed IV: Black Flag. Not only did we get a taste of what our colleagues in the industry would see during the show, but we also saw exclusive content that won’t be available on the floor or shown during any of the E3 press briefings. For those of you keeping track, the demonstration featured a PS4 build of the game.

We’ve been told since the game was announced several months ago that, more than ever before, players will be given a variety of choices in Assassin’s Creed IV. An emphasis on stealth will return, but it won’t be forced down players’ throats if they prefer a more forward approach. Each mark has a multitude of ways they can be eliminated, and the open seas will be chock-full of uncharted beaches and islands—and exploration is up to the player.

In our demo, we finally got to see these ideas implemented in actual gameplay and into mission types we’ve come to expect from Assassin’s Creed. The first mission we saw was a sidequest from the always-friendly carrier pigeons, who never know that each flight they make promises the death of a Templar when their messages are read. In this mission, Edward needed to eliminate twin Templar brothers operating on the island of Grand Cayman.

Before we get any further, let me just talk about how stunning the game looked. This first section in Grand Cayman was a small fishing village that gave a great sense of how the foliage and water will look in-game. The water was so blue and crystal clear that you’d think it stepped right out of a travel brochure; the trees were also far smoother and more varied than in Assassin’s Creed III and were adorned with brightly colored fruit, with each branch moving independently of its brethren. This level of detail continued throughout our demo: Ever-present haystacks, underbrush players can even duck into, and the buildings of Havana’s unique colonial architecture came to life with spectacular visuals.

Anyway, back to the task at hand. After working his way through the small fishing village, Edward came upon the twins, who he marked with his Eagle Vision. One was sitting at a bar, the other bartering with a local salesman. Edward approached the bar, and quietly stabbed the first brother with his hidden blade, and let his carcass slump unceremoniously to the floor. The second brother had noticed and a chase familiar to previous games had begun.

It was here that we began to see some of the new gameplay implementations of Assassin’s Creed IV. The first was free-aiming with your guns. Instead of automatically locking on with his flintlock pistol, a traditional aiming reticule came on the screen and Edward unceremoniously missed, the shot sailing past the still surviving twin’s right leg, as our demo player promised us it would be alright.

Continuing the chase, the twin made it to the docks where his ship was held and he promptly began trying to make his escape. Unluckily for the twin, Edward’s ship, the Jackdaw, was parked right next to him and suddenly this chase through a crowded market turned into a chase on the high seas as we boarded our ship with a rousing “huzzah!” from the crew.

This led to our first naval battle in the demo. The first new addition that caught my eye is that enemy ships now have lifebars above them, giving you a much better sense of how much damage you’ve done to a ship. It’s also a necessary indicator for what came next. After substantially weakening the fleeing twin’s ship with familiar buckshot from the Jackdaw’s cannons, the demo gave us the option to pull up close to it in order to board it. Grappling hooks launches from the hands of our crew and pulled the crippled vessel towards the Jackdaw. It was pointed out that we could have just sunk the ship and still completed the mission, but this would also be our first chance to see the benefits of boarding ships when prompted.

In typical Assassin fashion, Edward dispatched much of the crew and the final twin to complete the mission. But we still had this ship drifting, now captainless, across the Caribbean Sea. It was here the game offered us an interesting array of rewards for successfully boarding and dispatching the crew. We could cannibalize the ship to help fix the Jackdaw, recruit the crew of the ship to add to the Jackdaw’s, or promote a crew member to captain the ship and send it off to be part of Edward’s private fleet. The demo driver chose this final option and we were introduced to a new mechanic in the form of “Kenway’s Fleet”.

Similar to how in Assassin’s Creed III: Liberation you had a ship to trade goods for throughout the Caribbean and Gulf of Mexico, in Black Flag Edward can build up his own personal fleet to harass unsuspecting vessels. There won’t be any loss of goods here, however. If your fleet should find success on their own individual adventures, all the bounty will find its way to Edward’s pockets.

We were then introduced to one of the ways to command the Fleet and that was through a new, free Assassin’s Creed IV companion app for iPad and Android devices. Not only would this app serve as a way to command our fleet, but it could serve as a permanent world map that you could use to set waypoints live in game with. This is to help keep the action constantly moving so you don’t have to hit the pause button as much. In that same vein, the Animus entries for real world locations, people, and items you may come across on your adventure can also be read through the app, whether you are playing or not. No better way to destroy pacing than reading a few thousand words on game lore, so why not do it when not playing the game?

The next instance of gameplay we saw was one of those uncharted locations I mentioned earlier. A shipwreck caught our eye, washed up against a small sand dune. After jumping off the ship and exploring a little, we came across a recently deceased pirate being gnawed on by a bushel of crabs. After searching his body, we found a treasure map that pointed us to a Spanish controlled island. After sailing through a randomly generated storm, we reached the island and we had the options again of running in and hoping our fighting skills were up to the challenge, or going a stealthier route.

Looking to show off the stealth mechanics, our demo driver took us up a longer, but quieter path along the side of the island, where we only had to dispatch a single soldier before coming across a scene where two unfortunate souls had been a little less stealthy and were caught by some of the Spanish soldiers.

In this scene, we got another taste of the improved HUD, as soldiers now had big white circles above their heads to indicate if they had seen us or not. With a quick whistle, we got the soldiers to come investigate an area where we wouldn’t be anymore by the time they got there, and their circles had turned yellow.  Then we engaged them in combat, where we saw the circles turn red, and we ran them through to rescue the slaves and offer them jobs upon the Jackdaw. We then dug up the buried treasure, synchronized a nearby viewpoint as it was explained they now serve as fast travel points due to the massive size of Black Flag’s world, and headed back to the Jackdaw.

Where most folks at E3 would see this as the end of their demo, we had the chance to continue onward and we’d have been fools to not agree to press on. So, after boarding the Jackdaw again, we came across a heavily defended fort. In order to quell some of the enemy naval activity in the area, we began bombarding the fort’s walls with cannon fire, and sailed out of harm’s way expertly by the demo driver.

After toppling over all six of the forts main towers and walls, Edward and his crew leapt from the Jackdaw and stormed the fort. Once inside, again there were multiple pathways for Edward to take as he began his search to kill the fort’s Governor. Some had more enemies, while others required more free-running sequences, but either way, once you struck down the Governor, the fort belonged to Edward.

Forts aren’t just important for bringing enemy influence down either. We were told a contingent of crew is left behind so that if you are ever in trouble, you can lure enemy ships near your fort and the fort will pummel the enemy ships with cannon fire as well, giving you a permanent ally out on the ocean.

The final bit of gameplay we saw took place in Havana. If anyone had worried that the team behind AC IV would focus too much on the water aspects of the game, you don’t need to worry anymore. Seeing Havana actually triggered flashbacks in my mind to AC II and the team admitted Florence was a heavy influence when it came to its layout and design. Running along rooftops and stealth assassinating posted sentries never looked as good. And the city is absolutely a sprawling urban area full of the life and detail you would expect from any Assassin’s Creed city.

But we were here with a purpose. A local trader had gotten too big for his britches and he needed to be put down. He had grown paranoid, however, and had soldiers stationed around his villa at all times. Here more so than any other gameplay segment we saw was where many options were laid out before us. We could sneak in and do the dirty deed up close and personal in the shadows. Wait until he approached a powder keg just asking to be blown up and fire a bullet at it. Use our berserker blowdarts and have one of his precious bodyguards do the deed for us. Or run in swinging our swords like a madman and hope for the best. I voted for the powder keg option, and that’s what we did. I like explosions.

In order to escape our loud assassination however, we saw a bit more of Edward in direct combat. Much like Connor with his Tomahawk, Edward is an expert with his dual cutlasses and he would often use them both to really drive the point home on his foes, slicing open necks, stabbing both of them through a ribcage, or a flurry of seemingly mad slashes that would cut foes into ribbons.

Even though our demo was only 40-minutes long, we got a sense of the countless acts Edward could do to help the Assassin’s cause as well as forward his own standing in the world. The options given to us cater to gamers of all kinds and the fact that no one style trumps any other will help Assassin’s Creed IV: Black Flag possibly resonate with fans and newcomers to the series alike. And the sheer scope of the Caribbean Sea looks to hopefully assure gamers that this is the model of what a pirate game should be from here on out.

Turn up the radio

After their smash hit Bastion back in 2011, many of us wondered whether or not Supergiant Games would be able to replicate their success with such a small team. Then, last week, they released the first trailer announcing their new game, Transistor. And I know many people looked at that trailer and said “Hmmm… This looks like a cyberpunk Bastion.”

Well, I was fortunate enough to go hands-on with it at PAX East 2013 for 15 minutes, where it was playable on the show floor. And instead of just sharing my initial thoughts, I wanted to share with you the text message I sent to the rest of the EGM Crew upon my completion of the demo:

“OMG TRANSISTOR IS GOING TO BE AMAZING! THE TRAILER DOES NOT DO THIS GAME JUSTICE!”

Surely not my most professional moment, that’s for sure. But after reveling in the jealousy I’d kicked up among my coworkers, I took a minute to compose my thoughts about what I’d just seen, played, and—most impressively—heard.

Indeed, from the very first moments the demo started, an amazing song serenaded my ears as the opening text popped up onscreen. Not only was the song beautiful to hear, but its lyrics and melody also helped set the stage for the game. It immediately established a tone for Transistor and opened the door for a much easier opportunity to get immersed into this new world. If there’s anything that Supergiant seems to be keying in on as their forte when it comes to game development, it appears to be masterfully crafting an atmosphere right from the get-go—especially with sound—to help drive home the points of the game’s inventive script. 

Logan Cunningham, who played Rucks/The Narrator from Bastion, returns once more as your guide. We immediately learn the massive sword that protagonist Red wields is, in actuality, the Transistor. And the Transistor talks! (With a voice provided by Cunningham.). The sword also has some sort of history with Red—who interestingly enough (and continuing with the audio theme), cannot talk.

Shortly after the first tutorial battle, Red stumbles upon someone who was clearly less fortunate than she in regards to finding a giant talking sword. The Transistor then says that even though the person is deceased, it can talk to them. So, after talking briefly with the person’s digital soul, Red learns a new move that can be used in combat, as the soul becomes sucked into the blade.

Not only is this a phenomenal twist, it also sets up many questions about the origins of the Transistor, serving as a driving force to continue the story. Was the voice inside the Transistor related to Red in some way? Did this person use the Transistor to save their consciousness? Has the Transistor always been used like this? Whether or not the voice is a brother, lover, or complete stranger to Red, how the Transistor got that voice is another interesting subplot that formed in just my 15-minute demo. Mind you, the main plot of a futuristic world being subjugated by robots isn’t something to scoff at, either.

As story-driven as Transistor clearly is, it could be easy to look past the unique combat system it sports. Red can perform a variety of moves repeatedly in real time—a bit like a button-masher—that can wield destructive results against the forces who clearly wish to stop her. Whether it’s up-close stabs or long-range explosive blasts, the Transistor makes sure Red can hold her own.

What makes this unique, however, is that she can also activate a special power given to her by the Transistor that allows her to stop time. In this suspension of reality, Red can run around the battlefield and perform attacks—or avoid ones thrown her way in order to overcome what seems like insurmountable odds.

Red can only do so much in suspension before being forced to step back into real time, but once she does, everything she planned out in suspended reality will happen at lighting-fast speed, dealing extra damage or allowing her to escape unharmed. The disadvantage—which quickly becomes evident—is that Red then becomes very vulnerable for a short time. She must wait for a special meter at the top of the screen to refill before she can even attack in real time again—never mind slipping back into suspended reality.

This risk-reward dynamic, plus the badassery of being able to play with time, definitely gave Transistor a special feeling. Couple that with another enthralling story full of mystery and intrigue, and you can consider me hooked for sure. Now, it’s just a matter of finding out what systems Transistor will be available for—and counting the days to when it launches sometime in early 2014.

The Mushroom Cloud Kingdom

Editor’s Note: This preview will reference events in Metro 2033 and might spoil some things for those who have yet to play it. Consider yourselves warned. 

It may not have been the prettiest game, and the AI was definitely flawed, but Metro 2033 was able to immerse gamers in ways other properties only dream of. Because of that, it earned a special place in the hearts of those who played it. In fact, it was difficult not to get sucked in to the hardship of everyday life that our hero Artyom had to go through, feeling like you were indeed living in Moscow’s Metro system after a nuclear holocaust.

You had to keep track of the air in your gasmask filter, scavenge for military grade bullets to use as currency, and use nothing but an old-school compass to navigate the world around you. And then, as many of these stories go, you became caught up in events much larger than yourself.

These events led to one of two endings in Metro 2033. The good ending saw you save the Dark Ones, strange creatures who were desperately trying to communicate with human kind and accidentally harming them in the process, and helping them learn how best to help us. The bad ending, which was much more common for most players, is also the canonical ending that Dmitry Glukhovsky penned in the book the game was based off of. In that ending, Artyom destroyed the Dark Ones, only realizing his blunder when it was too late, and then returning to the Metro, guilt-ridden and dejected.

After Metro 2033, Glukhovsky wrote a sequel titled, appropriately enough, Metro 2034 that took place one year after Artyom’s failure. But instead of having 4A Games craft a game directly around that novel, Glukhovsky wrote a new story, original to the video games, that follows Artyom down a different path. And thus, we have Metro: Last Light, which we were able to finally go hands-on with recently.

Still picking up a year after the events of the first game, Artyom, who was a bit green behind the ears before his encounter with the Dark Ones, has become a grizzled veteran Ranger of the Metro under the careful guidance of Miller, of the Spartan Order, since last we saw him. While going about his daily business, Artyom is confronted by one of his other mentors, Khan, who reveals to Artyom that a young Dark One survived despite his misguided efforts and was seen fending for itself amongst the shattered nest the creatures had once lived in.

Since many still perceive the Dark Ones as threats and that Artyom did the right thing, he is ordered by his superiors to destroy the creature, even if Artyom may have his doubts. Things have a habit of going sideways whenever you venture to the decimated surface, far away from the Metro, though. So, soon after beginning his search for the creature, Artyom runs across members of the Fourth Reich and things just get worse from there.

With the Metro series being so story driven, I really can’t go any further into the rest of the tale I saw unfold before me, but let me tell you, that if you’re a fan of the first Metro’s story, this looks to be shaping up to be even better.

I can talk a bit more about the game play, however. A lot of the great survival features from the first game are coming back. You still have to monitor your air when you go to the surface, ammo is scarce, and you still have to charge your headlamp manually. The entire idea of having to really struggle to survive is still perfectly in tact as you wrestle with situations like only having one clip left in your assault rifle, yet there is a room full of Nazis ahead of you and who are ready to turn their fully loaded rifles on you if you step into the light or make too much noise. Do you run or fight? And if you do fight, do you go the stealth route with your knife or go all out hoping to find extra ammo on dead bodies?

There are some critical differences to these situations as compared to the first game, though. 4A has crafted their own in house engine and have really keyed in on enemy AI with it. Should you alert one foe, the “hive mind” AI where the entire room would be aware from the first Metro is gone. Mind you, if you make too much noise you might alert the entire room anyway, but it makes sense now. Or if you’re too slow to take out the one enemy whose attention you’ve drawn, he will go get his trigger-happy buddies.

But should you choose to not fight and run away, or duck into air ducts or sewer grates and try to hide, the AI won’t stop looking for you after they’ve spotted you. You can’t trick the AI as easily in that regard. Like rabid dogs, if the AI knows there is an enemy nearby, they will continue to think their enemy is there, somewhere, until they get an all-clear from someone who has actually shot you, or you clear them all out first.  Or you keep moving away from where they are and hope they don’t follow, which sometimes they will!

And that is something else the AI impressed me with, even of the new mutant animals you’ll face: it is completely random. No situation will play out the same way twice. Paths enemies will walk around in a room, where monsters will or won’t spring up from, even who will attack whom when different species of monsters or conflicting human groups come across each other. You might be able to sneak by a firefight between the Reds and the Fourth Reich, or a shrimp monster (think of the prawn mutated to the size of a person) sparring with a dragon while on the surface looking for supplies.

The AI isn’t the only thing that is benefiting from this 4A engine, however. The graphics have been drastically improved, especially in terms of lighting effects. You can shoot a lantern and it will start a slow burning fire if it was set amongst dry boxes or kindling. Lighting is also a more critical factor in order for you to take the stealthier route through combat situations, as darkness is your greatest ally when you’re alone in the Metro.

In real life though, I hadn’t been alone and just as my hands started to work a groove into the controller from gripping it so tightly, it was time for me to relinquish it as my time with Metro: Last Light was up. When I was done with my slice of this post-apocalyptic first-person shooter, I was mighty impressed with how far the franchise had come technically in terms of game play, and I couldn’t help but immediately be sucked into the new, original story. Now it’s just a matter of waiting for May to go even deeper into the Metro.