Tag Archive: PS4


During E3 2015, I had a chance to talk to principal designer Francesco Antolini for Walmart Gamecenter about Avalanche Studios’ upcoming open-world game Just Cause 3!

During E3 2015, I had a chance to talk to Madden NFL 16 creative director Rex Dickson for Walmart Game Center about the game’s new modes, and new passing system!

Knightfall

Editor’s Note: Because of the issues I had with the story, I will be referencing several major reveals from the game, as well as the prior game’s ending. If you wish to remain spoiler free, consider yourself warned. 

Whenever a modern, story-driven action game transforms into a successful series, particularly a trilogy, it starts to suffer from Star Wars syndrome. The middle game is always the best, and all the prequels aren’t nearly as good as the originals. We’ve seen this with Gears of War, God of War, and even Uncharted. Well, we can now add one more trilogy to that list: the Batman: Arkham games.

That’s not to say that Batman: Arkham Knight is an awful game. It’s just inferior to its predecessors (except for prequel Arkham Origins). Instead of bringing everything to a natural conclusion and tying up all the loose ends it left open from previous games, it tries to cram too many new conflicts into this final title in an attempt to needlessly raise the stakes—which were plenty high enough as they were. The results feel like a narrative mess, and I think a large part of this is the result of developer Rocksteady writing the script in-house instead of having it done by a veteran Batman scribe like Paul Dini, who also happened to pen both Arkham Asylum and Arkham City.

Taking elements from some of the more epic Batman stories over the past three decades from various forms of media—including Death of the Family, Death in the Family, Under the Red Hood, and Batman Beyond: Return of the JokerBatman: Arkham Knight sees the Scarecrow filling the criminal void left by the Joker nearly a year after his demise in Arkham City. With his most potent Fear Toxin formula yet, Scarecrow threatens to detonate a bomb that would blanket the entire Eastern Seaboard in the stuff, sending every man, woman, and child into a state or perpetual terror.

This, in and of itself, would’ve been a fine conclusion for the Arkham series, revolving around Batman having to constantly overcome his fears. Also along for the ride, however, is the Arkham Knight—a “new” character whose identity Batman fans should easily be able to deduce based on his taunting dialogue and how well he knows the Dark Knight. But even those who don’t immediately uncover the Arkham Knight’s identity will surely notice the cavalcade of clues, because Rocksteady wanted to make sure they really spelled it out before the big reveal.

Easily the worst narrative decision stems from the fact that Rocksteady and/or Warner Bros. wasn’t brave enough to make a Batman game that didn’t feature the Joker as a major player, though. For some reason, the Joker’s spirit lives on inside of Batman and several other of Gotham’s less fortunate citizens through his contaminated blood (I guess that cure in Arkham City wasn’t good enough), and Joker’s personality is trying to assert itself over those bodies in an attempt to cheat death. As time goes on and they become weaker, the Joker’s personality emerges more and more.

At that point, even as a comic book fan, it was too much. To have three major villains vying for attention in your main story—one in an incorporeal form—left a bad taste in my mouth. At the very least, the game’s ending felt like a fitting conclusion to the series, but I just wish it weren’t such a mess of an adventure getting to that point.

Instead of trying to shoehorn so many foes into the main story, maybe Rocksteady could’ve just added more side villains to allow the primary plot a chance to breathe. Those that are included—referred to as “Gotham’s Most Wanted” in-game, since you have to actually drag them back to GCPD after defeating them—provide a nice respite from the muck that is the main narrative. I could’ve easily done with more, especially Hush, Man-Bat, and Deacon Blackfire—or at least some longer missions involving them. The game does feature more than a dozen side missions in total built around a double-digit amount of classic Batman rivals, which helps to take some of the focus off of Scarecrow, Joker, and Arkham Knight. It’s a testament to the size of the world that it never felt like any of Batman’s Rogues’ Gallery encroached on each other’s turf, and I still had to search long and hard at times to uncover my next set of clues.

That’s definitely one of Rocksteady’s most impressive achievements with Arkham Knight. Gotham City is absolutely massive and comes alive like never before. Whether it’s ACE Chemicals, Port Adams, the GCPD, or Wayne Tower, the game includes every building and street that Bat-fans want to see, and you can seamlessly explore them all with no loading times while you hunt down your enemies as Batman.

Plus, Detective Mode has been expanded to help you on those hunts. With new elements like deep-tissue analysis on murder victims, security camera footage reviews, and fingerprint reconstruction, along with the addition of crime scene reconstruction from Arkham Origins, prowling Gotham for clues is as rewarding as ever.

Combat remains the high point of the Arkham series here, though. The smooth, free-flowing battles return, meaning that you’ll pull off 50-hit combos with regularity, but the game also adds new throw counters that help with crowd control, and instant environmental takedowns that can immediately remove the toughest thugs from a fight. Arkham Knight even offers special missions where you’ll team up with Robin, Nightwing, or Catwoman and can take control of them mid-fight instead of Batman as seamlessly as you do a counter, or perform team-up moves for some truly epic action. With these added nuances to combat, no encounter ever plays out the same way twice.

Predator Room combat has also seen a drastic improvement. The new Fear Takedowns allow you to remove as many as five enemies from the field at once when you’re fully upgraded. This will have you planning out your knockouts well in advance in an attempt to get enemies to bunch up together so you can swoop in and wipe them out in a single flourish. New devices like the Disruptor also lend a hand in planning strategy before jumping into the fray, since its special bolts will jam any gun—and, when upgraded, it can even short out enemy drones.

I wish that every element of Arkham Knight’s gameplay were so stellar. On the whole, all of these additions and improvements almost make you forget about the muddled plot. Then you get in the Batmobile. This was one of Rocksteady’s most touted features leading up to the game’s launch, and at times, the Batmobile is everything it was supposed to be: a dual threat fast enough to chase down fleeing enemies that still packs enough firepower in combat mode to take on dozens of Arkham Knight drones. The Batmobile even helps with ground combat by unleashing rubber bullets that incapacitate enemies in the streets.

But Arkham Knight relies on Batman’s ride far too often—and in far too many missions. The car’s deficiencies easily become evident, and it’s revealed to be one of the least enjoyable aspects of the game. I get that it’s supposed to be this monstrous vehicle, but trying to control the Batmobile in pursuit mode is a chore; it pinballs all over the road. Even after putting 30 hours into the game, with more than half of them in that damn car, I still never felt like I was in complete control.

And the Batmobile’s tank mode is even worse. While it features a strafe ability, I still felt like I was a sitting duck most of the time during an enemy missile lock-on, since the strafe only moves you a short distance in a particular direction. Then you have to try to dance between the two Batmobile forms to sneak up on certain tanks. They wanted me to be stealthy? In the Batmobile?! I just wanted to hang up the cape and cowl at that point.

The problems don’t stop with the Batmobile gameplay, though: Arkham Knight includes its fair share of bugs. I played on Xbox One and didn’t experience all the glitches that make the PC version unplayable, but the Batmobile still fell through the world in several instances where I had to drive up walls. And the bugs weren’t limited to the car, either. Several times I had to restart checkpoints when necessary button prompts wouldn’t appear, and I couldn’t advance unless I reloaded.

As much as I loved Arkham City and Arkham Asylum, Arkham Knight is nothing short of a disappointment. Two things are clear: Sefton Hill and his team of writers pale in comparison to Paul Dini, and Rocksteady should stay as far away from car combat as possible in the future. The excellent gameplay foundations, however, still shine. The fighting, side content, and stealth are as polished as ever, and considering the massive world fans have to explore here, they should still find something to enjoy with Arkham Knight, even if it’s not the conclusion we all hoped for.

Developer: Rocksteady Studio • Publisher: Warner Bros. Interactive Entertainment • ESRB: M – Mature • Release Date: 06.23.15
6.5
The main story is a convoluted mess, and the Batmobile gameplay is a serious detractor on the fun factor—especially since the Dark Knight is forced to use this clunky vehicle far too often. The combat outside of the car is better than ever, though, so exploring the game’s bountiful side content remains a bright spot in an overall disappointing conclusion to the Arkham franchise.
The Good The combat might be better than ever, the world is absolutely massive, and the story provides a fitting end to the Batman of the Arkhamverse.
The Bad There’s too much reliance on the Batmobile, the Joker aspects are unnecessary, and the game has a fair amount of glitches.
The Ugly Every Batman fan will be able to guess the identity of the Arkham Knight from his dialogue long before the big reveal.
Batman: Arkham Knight is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Warner Bros. Interactive Entertainment for the benefit of this review.

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.

The Just Cause series has always tried its best to make getting around in its world just as fun as blowing it up. Rico’s iconic grappling hook allows him to get to places cars and copters can’t easily reach. Using the parachute with the hook lets you gain altitude while covering distance. At the same time, the combination makes Rico a harder target to hit and gives him a unique angle from which he can take out his enemies.

The new wingsuit adds a new wrinkle to how Rico will get around in his home country of Medici. Once Rico reaches certain heights, whether using the parachute or via the numerous flying vehicles in the game, the wingsuit allows Rico to get to almost anywhere on the island quickly  without losing elevation. In some ways, I’m reminded of how Batman gets around in the Arkham games; Rico can dive at great speeds, then pull up at the last instance to increase his time and speed. However, Rico can go farther than Batman can in the Arkham games. Here, it’s closer to actually being able to fly without a vehicle.

The speed and ease with which you can use the wingsuit to get around, though, would’ve made the parachute almost useless. So the parachute and how it works has been completely revamped. While you can still use the parachute to gain some height, it also slows Rico’s descent.

With these new tools, Rico can pull his chute above an area he wants to infiltrate or blow up, tether his grappling hook to the ground and slowly circle above his targets. During my time playing the game, I tried this technique while staging a prison break on top of one of Medici’s hills. Rico lost only minimal height while I shot at the guards and every red cylinder I could see, causing as much chaos and havoc as possible. The parachute slowed by descent so much that I  almost become a mid-air mobile weapons platform. I happily had the height advantage, but didn’t have to worry about losing it until enemy choppers scrambled, at least.

These movement options and changes are just a sample of what designers have done with Just Cause 3. They want to give players as much freedom as possible in Avalanche Studios’ sandbox, all in the name of causing as much destruction as possible. During my extended hands-on, flying through the air and firing rockets at enemies never got old. I can’t wait to do it all again when the game hits store shelves.

Just Cause 3 will drop December 1 for Xbox One, Playstation 4 and PC.

Will the new Call of Duty: Black Ops 3 feature a stand-alone Zombies story mode? Will old friends (and foes) from previous Call of Duty games reappear as the undead? Could this be the first step towards a stand-alone zombies franchise? Watch the video for the latest info!

A story better left untold

Once a series reaches a certain point, it becomes more and more difficult to keep things fresh. This problem only becomes compounded the more frequently new chapters are released, so a yearly franchise like Assassin’s Creed is definitely a prime example of something that’s begun to fatigue the gaming community.

I had hopes, though, that the latest entry in the franchise, Assassin’s Creed Chronicles: China, might jump-start my excitement again for the never-ending Templar-versus-Brotherhood conflict—even if it only comes six months after the one-two punch of Unity and Rogue last fall. A new developer, a new protagonist, and a new take on the series’ definitive gameplay were all things that even a tired fan could look forward to.

ACC: China follows a female Assassin named Shao Jun in the early 16th century during the Ming Dynasty. She’s the last of the Chinese Brotherhood, who were all but wiped out by a powerful group of eunuchs called the Tigers. In reality, the Tigers are Templars, and with the rest of the Brotherhood eliminated, they now control the Ming emperor like a puppet.

Driven by vengeance, Shao Jun returns home against almost insurmountable odds—but armed with special training from Assassin’s Creed II protagonist Ezio Auditore. She knows that her mission may be nearly impossible to accomplish, but the only way to free China and start her branch of the Brotherhood anew will be to eliminate the Tigers one by one.

The most striking thing that ACC: China has going for it—and immediately helps differentiate it from other games in the series—is the fact that Ubisoft and developer Climax Studios have shifted from the 3D open world we’re used to with the Assassin’s Creed franchise and instead made a more arcade-like 2.5D side-scrolling platformer. Besides the shift in viewpoint, ACC: China also touts a novel art style where every brandish of Shao Jun’s sword or stealthy elimination from the shadows is punctuated by a flourish of red-and-black watercolors, giving the game a sense of a painting come to life. It’s definitely a far throw from the more realistic-looking adventures in the main series, and I found it served as a much-needed twist on what we normally get in an Assassin’s Creed game.

The level layout is also meticulously crafted to take advantage of the protagonist’s nimble nature. Even considering the fact that this is a 2.5D game, Shao Jun still has a stunning amount of freedom to parkour, with multiple paths often available to reach each level’s end point. Finding different routes through the foreground and background—and switching perspectives as Shao Jun shimmies around the edges to another side of a building—gives the level design depth that you wouldn’t necessarily expect.

Most surprisingly, though, the stealth gameplay for which Assassin’s Creed is known lends itself well to the shift in perspective. Shao Jun still hides in haystacks, crowds of people, and shadowy alcoves to strike at her unsuspecting foes as they pass by. The 2.5D viewpoint, combined with each guard’s “cone of awareness” that allow you to see where their focus is at a given time, makes it easier to plan a path and memorize patrols. Of course, the guards aren’t the smartest ever programmed in an Assassin’s Creed game, either, so luring them to their doom is relatively easy with the assistance of firecrackers, whistles, and special noise-emitting darts.

Playing stealthily is heavily encouraged here for two different reasons. The first is the game’s arcade-based scoring system that rewards clean play, with the highest possible score only achievable by working through checkpoints unseen and without eliminating a single opponent. The second reason? The combat sucks.

For as many cool weapons as Shao Jun has—her hidden toe blade, rope dart, and Jian sword—any direct confrontation against more than one foe almost guarantees certain doom. The 2.5D aspect proves to be flawed here, since it makes it incredibly easy for enemies to surround and overwhelm Shao Jin. This gives her a frail quality unbefitting an Assassin, and it’s easily my least favorite part of the gameplay. Even her counter, the only way to defend herself against an attack in combat, is unintuitive—it requires pushing the analog stick toward the attack instead of away, as one’s instincts would dictate. But why bother with any directional input at all here?

Since combat isn’t really a viable option, ACC: China has a very one-dimensional feel. A first playthrough shouldn’t take more than six hours, but you can’t help but start to become bored by it all around the halfway point. No matter how pretty the game may look, enemy variety is minimal, and the stealth patterns quickly become evident.

I might’ve been able to forgive monotonous gameplay if there were at least an interesting story to tell. Unfortunately, ACC: China falls completely flat here, too. Ever since Shao Jun debuted in the animated short Assassin’s Creed: Embers, fans have clamored for more of her. With nothing more than a thin revenge plotline to push her forward, however, Shao Jun’s time to shine feels wasted, and it does very little to expand the Assassin’s Creed universe in China. Her backstory is told through a few meager paragraphs that you find in collectible form, and the game’s cutscenes do her no favors either, only giving a brief explanation for why she’s assassinating her next target.

Assassin’s Creed Chronicles: China has a beautiful art style and distinct viewpoint compared to the other titles that share the Assassin’s Creed brand. The stealth works, but it also serves as too much of the gameplay’s focus. The combat and the story—or lack thereof—are both gaping holes that can’t be ignored, keeping the game from reaching its full potential. The one hope is that perhaps India and Russia, the next two games in this spin-off series, can remedy some of the mistakes seen here while building on what China does well.

Developer: Climax Studios • Publisher: Ubisoft • ESRB: T – Teen • Release Date: 04.21.15
6.0
Assassins Creed Chronicles: China offers some solid building blocks for this spin-off series, including beautiful art and decent stealth gameplay. The poor combat and sad attempt at storytelling, however, both leave far too much to be desired.
The Good A colorful art style that really helps the world come alive.
The Bad The gameplay gets very repetitive very quickly.
The Ugly Shao Jun seems like such an intriguing Assassin, but it feels like her story is wasted here.
Assassin’s Creed Chronicles: China is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

Not a Flawless Victory

Growing up, whenever the subject of fighting games arose among my group of friends, everyone found themselves in one of two camps: Street Fighter or Mortal Kombat. I readily admit I was in the MK camp (kamp?). The franchise seemed to put a larger emphasis on the story, which appealed to me, and of course, there was the blood and gore—and the controversy over that element would eventually lead to the formation of the ESRB.

Now, with the 10th main game in the series upon us—and as someone who’s been playing the series fanatically since the early days—it’s interesting to see that Mortal Kombat X is, in many ways, attempting to get back to basics when it comes to what the franchise has always been about.

The first aspect of this is MKX’s Story mode, which takes place primarily 25 years after the events of the previous game. Shao Khan is dead, and Outworld has been thrown into turmoil courtesy of a civil war between two of his lieutenants who’ve made claims to the throne—the ramifications of which are starting to spill over into Earthrealm. Meanwhile, minions of an old enemy, the fallen Elder God Shinnok, are moving in the shadows in an attempt to bring their imprisoned master back.

Whenever NetherRealm discussed MKX, the plotline was one of the key points of emphasis. We were told it would be an epic tale that brought kombatants old and new together against an unforeseen threat. But considering that it was a point of focus for the team and that MK9 provided a strong foundation to build on, I can’t help but see MKX’s Story mode as anything short of disappointing. Part of my frustration comes from the fact that NetherRealm touted a nonlinear story here, but MKX plays out the same way Injustice:Gods Among Us and MK9 did. It’s nothing new.

The nonlinear aspects simply come from flashbacks seen far too frequently that are meant to drive the main storyline forward in a singular fashion. They’re there to fill in the blanks, add missing backstory, and make desperate attempts at character development—necessitated by the drastic leap forward in time between games. If you lose a fight, whether in the past or the present, you still need to beat it if you want to move forward and see the next cutscene (or use a cheap “skip fight” token that can be earned in the Krypt, MK’s interactive way of unlocking extra in-game content via ‘Koins’ earned by playing the game).

The saddest part of MKX’s Story mode, though, might be the glimmers of greatness the game tantalizingly teases. Plenty of interesting subplots are hinted at throughout—like how character relationships between old fighters and new have evolved in 25 years, especially those with familial ties. There’s also Outworld’s civil war, which could’ve been more deeply explored and fleshed out, given how central a role it was supposed to play. Instead, it feels like Story mode tries to cram in too many ancillary tales that, while interesting, are never properly explored. And considering that MKX is 25 percent shorter in terms of chapters than MK9, I was left wanting more in the worst way.

On the flip side of that, admittedly, you can also get too much of a good thing. The game ships with 24 fighters, only a couple less than MK9, but each one has three variations that offer different abilities. For example, Kenshi’s three variations are essentially the moves he debuted with in Deadly Alliance, those he used in MK9, and a brand-new set for MKX that allows him to manifest the spirits that possess his enchanted blade and use them offensively. Personally, I found it too much trouble to learn all the variations for each fighter. Once I found one I liked, I’d simply ignore the other two.

The entire process of experimenting with the variations is frustrating in and of itself—I think people who are into fighting games want to figure out who their “main” is as quickly as possible, so giving them 72 options just feels like overkill. I’d rather have 10 more playable characters and none of the variations than to have all these degrees of gradation.

At the very least, the fighters who do show up—16 of which we’ve seen in previous MK games, along with eight new faces—all feel truly distinct, even if their own internal variations don’t. While a few elements seem lifted from Injustice, such as Ferra/Torr’s Bane-like charge attacks or Kung Jin somewhat resembling like Green Arrow, the returning characters feel like I expected (in a good way), while the debuting fighters all bring something new to the table.

The combination of Ferra/Torr, which sees the diminutive Ferra riding atop the hulking brute Torr’s shoulders as part of an odd symbiotic relationship, has amazing range when Torr swings Ferra around like a club. I also loved playing as Cassie Cage, because she’s such a smooth blend of her parents, MK icons Sonya Blade and Johnny Cage. She quickly became one of my favorites—not just for her fighting, but also her one-liners.

Takeda feels the most distinct of all the new characters in terms of gameplay with his whip attacks and arsenal of different weapons. Both Erron Black and Kung Jin took some getting used to, but they’ve got some absolutely punishing combos once you begin to master them. Kotal Kahn is your typical slow, powerful brawler, but his sun beam that heals him but hurts opponents makes for interesting zoning strategy in battle. Jacqui didn’t really move my needle either way, since she felt like just a faster Jax, and the insect-like D’Vorah was a fighter I just couldn’t get a handle on no matter how hard I tried.

When I finally figured out what variations worked best for me, what characters I wanted to stick with, and who I’d be comfortable competing with online, I found that perhaps the most important part of a fighting game—the actual fighting—was better than ever. The combos flow smoothly, and no character feels too overpowered. Some moves are tweaked from previous versions, like slowing down Sub-Zero’s ice ball and Scorpion’s spear, but only in the interest of preventing spamming. I was surprised at how quickly I was able to adapt to the changes, which makes me think they’re all for the better.

For as good as the combat is, though, the post-fight action might be even better. Fatalities are easier than ever to pull off—and, at this point, it’s almost comical how gory they’ve gotten. Of course, it’s still immensely satisfying to make someone’s head explode with Raiden, rip apart someone’s spine with Sub-Zero, or absolutely eviscerate them with new characters like Ferra/Torr.

What surprised me more, however, was how great it feels to pull off the returning Brutalities. While they’re not as bloody, Brutalities are sometimes more difficult because they need to be executed as the last move of the final round—and some of the conditions are as brutal as the punishment one could end up delivering with the moves. So, suffocating someone with Reptile, kneecapping them with Erron Black, or punching them in the face until their neck breaks with Kung Lao is sometimes even cooler. The game even includes stage-oriented Brutalities.

But that’s not all that will make you want to keep fighting until the wee hours of the morning. A new feature in the form of the Living Towers and an old one in the Krypt provide a tremendous amount of additional content. The Living Towers are three ladders that provide fresh battles with new stipulations every hour, day, and week, constantly pushing you to test your skills in different ways.

The Krypt, meanwhile, has been transformed from a glorified gallery into almost an adventure game within itself as you explore a graveyard, caves, a mausoleum, and more from a first-person perspective, with more of the world unlocking as you find iconic Mortal Kombat weapons—Scorpion’s spear or Kung Lao’s hat, for instance. There’s even random quicktime events that have you wrestling with threats that can pop out of nowhere now and that reward you with more Koins if you succeed. In the Krypt, you’ll find concept art, Test Your Luck modifiers, and more Fatalities and Brutalities for each character, but after unlocking nearly 100 tombs in the Krypt, I do wish there were a few more interesting things to find.

Mortal Kombat X feels, in many ways, like one step forward and two steps back. I can’t get over the lack of depth when it came to Story mode, and the fighter variations aren’t as interesting as I’d hoped. However, once I finally found my favorites, the actual fighting still felt great. And with the Living Towers promising to keep the game perpetually fresh, I found there’s still plenty here to keep me coming back for more in the future.

Developer: NetherRealm Studios • Publisher: Warner Bros. Interactive Entertainment • ESRB: M – Mature • Release Date: 04.14.15
7.5
When it comes to the gameplay, Mortal Kombat X is a solid fighting game, but a small roster and shoddy story hold it back from being a complete experience.
The Good The combat feels smoother than ever, and the Living Towers keep the game fresh long after Story mode is over.
The Bad The narrative has a ton of interesting subplots—but not enough time for any of them to breathe or properly come to fruition.
The Ugly You fight against three fan-favorite characters in Story mode, but they’re not a playable part of the roster. I smell a second “Kombat Pack” already around the corner.
Mortal Kombat X is available on PS4, Xbox One, and PC, with versions for Xbox 360 and PS3 coming later. Primary version reviewed was for PS4. Review code was provided by Warner Bros. Interactive Entertainment for the benefit of this review.

No school like the old school

When compared to some of the EGM Crew, I’m admittedly kind of slow on the Indie uptake. Something that helps motivate me to take notice of the latest Indie darling that’s burning up the popular forums, though, is when it’s dripping with nostalgia from my 2D-game upbringing. The latest offering that fits that bill is a result of the one-man development wrecking crew that is Thomas Happ and Axiom Verge.

The action-adventure shooter puts players in the lab coat of a scientist named Trace. When one of his experiments accidentally triggers an explosion in the lab, Trace is knocked unconscious. Upon waking up, he finds himself on an alien world that proves to be quite hostile—and he has no recollection of what happened after the blast. Trace must now explore this unfamiliar landscape in the hopes to not only piece together his fractured memory but also find a way back home.

Trace’s story isn’t the centerpiece of Axiom Verge, though. In fact, it’s far from it. I only ever got small nibbles of the carrot that is solving the issue of Trace’s mysterious appearance on this alien planet, and many questions remained unanswered in the process of my playthrough. Normally, this would have me pulling my hair out. I’d be ready to come up with any number of loose connections to fit together what little plot I came across, filling in the blanks and creating a coherent timeline in my mind as best I could. Instead, Axiom Verge reminded me time and again, through its novel twists on stereotypical gaming devices and old-fashioned design, that the story is never the focus here—it’s always on the gameplay.

Axiom Verge is like a love letter to the original Metroid. It’s exploration tempered by a healthy dose of shooting all kinds of alien life-forms with a pinch of platforming, a wide assortment of weapons, and just enough narrative hooks to keep pushing you forward. Collecting a cornucopia of items that would open up more of the ever-expanding map, lengthening Trace’s health bar, or beefing up the various bioweapon blasters he comes across was a thrill as I watched my completion percentage climb. Deducing the patterns of gargantuan bosses with pixel precision became more and more of an obsession as I played, flashing me back to my childhood and the great gun battles of my gaming glory days. This is as solid a gameplay base as it gets.

In some aspects, however, Axiom Verge tries too hard to stay true to its gaming roots, and it could’ve take a page from other modern games in the genre to deliver a more pleasant overall experience. A prime example? The map system. The game would’ve been well served to include some sort of marker feature that I could’ve used to remind me the location of items I missed or areas I wanted to explore so that I could more efficiently plan my paths—especially considering the sheer size of the world.

A fast-travel system would’ve been welcome as well, because once I reached the 12-hour mark and collected around 80 percent of the items, I got really tired of schlepping back and forth across a map that features more than 700 unique rooms, gunning down the same enemies over and over. In fact, I pushed forth with the endgame sequence before hitting that magical 100-percent mark to prevent what had been a wonderful adventure up to that point from starting to feel like too much of a grind.

To that end, I realized that Axiom Verge truly shines when it breaks away from the restraints of the past it emulates and instead builds on top of those gameplay foundations. For instance, one of the most powerful weapons you get early on in your adventure is best described as a “glitch gun.” Firing its waves of distinctive radiation at walls comprised entirely of blocks of retro texture glitches from games of yesteryear will reveal new paths or items. Lambasting enemies with this gun, though, can have a wide array of effects—they might turn friendly toward Trace or simply become easier to defeat. When under the influence of the glitch gun, some enemies even open up new pathways; unwitting foes barrel through obstacles that would be indestructible by any other means. Taking an unwelcome by-product of past hardware limitations and development issues and turning it into a critical game component only encouraged more experimentation with each new room I entered, and it was a welcome twist on traditional 2D exploration.

The gameplay twists don’t end with just the weapons, though. You can use many items to bypass barriers—years of gaming experience has ingrained in us the need to hit a switch or acquire a key to make areas accessible, but that’s not the case here. Axiom Verge goes out of its way to remind you of the multitude of tools that open up the paths before you.

While on the subject of all those tools, though, Happ may have gone a little overboard in regards to how many items he crammed into Axiom Verge. One of the other reasons I gave up on that 100-percent run was that it dawned on me about halfway through my playthrough that a lot of weapons and items are useless. I’d say three-quarters of the guns are style over substance and offer little to no value in terms of furthering your exploration or combat proficiency.

And if you get stuck at any point—like I did toward the end of the game before finally figuring out one particular obstacle—and start doing literal laps around the world trying to figure out where to go next, it’s pretty damn frustrating when you stumble upon a secret room that you think may finally push things forward. Instead, you get a completely useless gun. It makes the otherwise tight design come off a bit haphazard, whereas the best Metroid-like games have a laser focus and no real overabundance of anything, especially when it comes to the weapons.

Working in the shadow of something as massive as Metroid and other games of that ilk is no easy task, though, and Axiom Verge does more than enough to earn its place among them. It manages to work within its limitations and still innovate in subtle-but-effective ways. Even with its classic motif, a little modern polish would’ve gone a long way, but it’s hard for me to be anything but immensely satisfied and impressed with Axiom Verge as a whole.

Developer: Tom Happ • Publisher: Tom Happ • ESRB: T – Teen • Release Date: 03.31.15
8.0
A wonderful throwback to a bygone era, Axiom Verge’s focus on classic gameplay provides a welcome change of pace, even if it could’ve benefitted from a hint of modern design.
The Good Old-school side-scrolling shooter action and exploration that could give Samus Aran a run for her money.
The Bad Too many useless weapons; the desperate need for a fast-travel system.
The Ugly Uruku, the giant, gun-toting slug boss.
Axiom Verge is available on PS4, with PS Vita and PC versions coming later. Primary version reviewed was for PS4. Review code was provided by Sony for the benefit of this review.

Don’t rage against the dying of the light—just let it happen

I was a fan of the original Dead Island. I didn’t think it was the end-all, be-all of zombie games—and the open-world undead action-adventure has come so far in such a short time—but I thought developer Techland had laid a wonderful foundation of gameplay mechanics, and I was excited to see what they’d do next. Then they gave us Dead Island: Riptide, practically a carbon copy of their first game that did little to further the gameplay or lore of the world. It left a sour taste in the mouths of many, myself included.

The announcement of Dying Light gave me hope that maybe Techland had merely hit a sophomore slump with this genre and that a new franchise would be just what they needed to get back on track. Dying Light would offer the developer a fresh start, with a new open world to craft, new characters to explore, and new gameplay mechanics to tinker with. Unfortunately, it just serves as the latest failure to enthrall the zombie-enthused masses.

Techland’s biggest blunder comes with the story. Dying Light stars Kyle Crane, possibly the most incompetent special forces agent in the history of video games. In the opening cutscene alone, Kyle botches his insertion into Harran (the fictional city that serves as the setting of this latest zombie outbreak), gets himself infected, and allows the guy who saved him to be killed. As the game progresses, Kyle’s stupidity begins to feel like a running joke, more sad than funny (I mean, I think I murmur more intelligent things in my sleep than this guy said over the course of the entire game).

Kyle is only the start of the story’s problems, unfortunately. Dying Light is full of one-note characters like the primary antagonist, Rais, a man reminiscent of a cheesy B-movie villain who kills hapless henchman on a whim and angrily pontificates about order versus chaos. There’s also the strong independent woman/potential love interest, Jade, who’s pretty and nice to you—and, therefore, you must care about her and her plights.

At times, though, Dying Light does seem to stumble onto some potential emotional gravitas. On more than one occasion, Kyle’s ineptitude gets friends killed, usually as a result of unwittingly leading Rais’ men to where survivors are hiding out. Despite Techland dragging me around by the nose like Curly in a Three Stooges short, I still grew to care about some of these survivors. Techland mercilessly stomped on those moments by quickly moving into prolonged action sequences, however, instead of allowing me to feel the full weight of their deaths.

Whereas the story completely failed in its endeavor to entertain me, at least Dying Light’s gameplay remains as a bastion of sorts from the loophole-laden cutscenes and dialogue that haphazardly forces the story forward. Take the day/night cycle, for example. During the day, the zombies, while still hostile, are far more manageable than at night, where the horde has larger numbers, moves faster, react more intelligently, hit stronger, and several new types of purely nocturnal zombies come out—some of which can deliver one-hit kills.

Daring to go out at night in these worsened conditions rewards the player with double experience—and even an XP bonus if you survive until sunrise. This provides an enjoyable risk/reward system, and adds some much-needed tension to the story’s scripted nighttime sequences.

The best part of Dying Light’s gameplay, though, is its world-traversal system. I’m hesitant to refer to it as “parkour,” because you’re rarely ever truly parkouring—and even if you are, because of the first-person camera, you really can’t tell. But being able to actively climb on almost anything in the world, grabbing onto nearly every ledge, and quickly conquering the world’s verticality is an invigorating feeling.

The parkour makes traversing Harran more enjoyable, and it also gives you the option to run away from a fight if the zombies ever become too much to handle—you simply scramble up the nearest scaffolding or building façade. This helps keep the repetitive hack-n-slash melee action seen in the game—also an issue in Dead Island—feeling a bit more fresh.  

Not everything borrowed from Dead Island becomes less humdrum here, however. Dying Light uses a similar crafting and weapon degradation system, encouraging you to tediously look through or lockpick nearly every crate you find. Sidequests are also the same—unexciting fetch quests I’ve become far too accustomed to at this point. Some, infuriatingly, require multiple stops before you get the little bit of cash, XP, or item the questgiver will award you. Plus, the two distinctive areas of Harran don’t change or improve if you complete these quests. They just feel like a cheap way to lengthen the experience dramatically, since there seem to be about three sidequests to every story objective.

I did appreciate how different Harran’s two areas felt—they even forced me to change how I played. The game begins in the Slums, and about 60 percent of the story takes place here. The Slums have a decidedly Middle Eastern flavor to them, and although the area isn’t as graphically vivid as I’d like, the world feels crafted to take advantage of the traversal gameplay with plenty of ledges and easily crossable gaps between shacks.

Old Town, meanwhile, is the exact opposite, with grandiose buildings and towers that have a Western European feel. Bright colors and exotic signs are everywhere, and the area’s not nearly as scarred by the outbreak as the Slums. Old Town offers much wider streets, however, making it more difficult to traverse safely across the rooftops without the aid of a zipline. I found the differences between the two areas enjoyable, even if I’d rather play in the Slums.

Like with most of Techland’s work, I see the potential in Dying Light. But it comes across as yet another project where the developer can’t seem to get out of their own way. The parkour and risk/reward systems of the day/night cycle are nice aspects, but whether it’s in the writing or the game design, Dying Light tries too often to offer something for everyone—and instead offers nothing of real note to anyone because it never digs past the surface of its characters or mechanics.

Maybe one day, Techland will be able to put it all together and make that grand zombie epic they’ve been dreaming about. Given Dying Light’s boring, repetitive quests and complete mess of a story, though, we should just let it quietly fade to black.

Developer: Techland • Publisher: Warner Bros. Interactive Entertainment • ESRB: M – Mature • Release Date: 01.27.15
6.0
The parkour and risk/reward of the day/night cycle are nice features, but they aren’t enough to overcome the abysmal writing or the boring, repetitive fetch quests that unnecessarily bloat this game.
The Good Risk/reward system of the day/night cycle; parkour is surprisingly competent.
The Bad Abysmal writing; the entire game is one long monotonous fetch quest.
The Ugly We’re starting to scrape the bottom of the zombie-naming barrel with descriptions such as “Biters” and “Volatiles.”
Dying Light is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. Review code was provided by Warner Bros. Interactive Entertainment for the benefit of this review.