Tag Archive: PS4


Before getting into video games, I always thought sports would be the ultimate end goal of my media career—who knew you could make money playing and writing about video games—because all I ever wanted as a kid was to get into every game at Yankees Stadium for free. Obviously, my career took a different turn, but I still have an undying love for baseball (and still think I’m better than 90% of the play-by-play broadcasters out there). So, it is with renewed joy every spring that the baseball season gets underway, and with it my two loves of video games and baseball come together with the annual release of MLB The Show—and this year’s entry into the series is enough to have both gamers and sabermetricians alike excited.

MLB The Show 17 is a year where it feels like everything has come together for the franchise on the PS4. Whereas last year was a big focus on new modes and really expanding the series’ repertoire, this year was refining everything into a mold as perfectly cast as a Cooperstown plaque. While graphical improvements, ball physicals, and fielding animation improvements may not sound as exciting as brand new modes, they lend themselves to help make this the most realistic experience the series has yet provided for baseball fans. And, all it took was one full game in Franchise mode for me to be immediately blown away.

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My New York Yankees were opening up the season at Tropicana Field against the Tampa Bay Rays, and I was locked in a 0-0 tie in the fourth inning. Yankees second baseman Starlin Castro was stepping to the plate with one out when I ripped a changeup I was a little out in front of down towards third base. Evan Longoria made a dive to stop it. In previous years, this ball would often have been shot on a straight line, likely into Longoria’s glove—but right after the first hop about halfway between home plate and third base, the ball was clearly curving. In fact, it had curved in a way I had never seen before in a game, bouncing between Longoria’s outstretched glove and the bag, and into the Trop’s exposed bullpen area. A satisfied smirk crossed my face when the umpire pointed that the ball was fair. As my time with The Show 17 continued, I would have more moments like this, both on ground balls on the infield and fly balls down the line. I bring this up specifically because it provided a sense of realism—of true simulation—that I had never seen before from a baseball game.

Of course, just because the ball moves how it might in a real game now doesn’t mean it’s uncatchable. At the time of my writing this review, I’ve come a long way from that first game, and am well into the dog days of summer with both my Franchise and Road to the Show created player. Since then I’ve fielded dozens, if not hundreds, of ground balls, and a new tweak to throwing runners out on the basepaths is that you can now pre-load your throw by selecting the base before actually catching the ball. This allows not only for a more fluid and natural looking animation from when your player catches the ball to when they release it, but prevents a lot of the cheap infield hits that plagued previous entries in the series due to that extra delay caused by not being able to throw until obtaining possession of the ball.

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Besides the smoother animations this year, new character faces and models—coupled with three brand new presentation packages—provide a sleeker look to The Show as well. MLB Network now lends its entire graphics package, including all sorts of hit-tracking effects and replays, to The Show alongside two more “regional” looking setups for those games that aren’t necessarily game of the week caliber matchups or for those minor-league days in RTTS. Matt Vasgersian returns to do play-by-play (he’s one of those 10% who are better than me) with brand new lines, but is now joined by three-time gold glove winning second baseman Harold Reynolds and 18-year journeyman relief pitcher Dan Plesac from the MLB Network team. The commentary has been something I’ve been able to come down on for quite some time for The Show, but the addition of Reynolds and Plesac, along with their situational banter, really kept things fresh for far longer than normal this year on the announcer side of things.

Now, when playing The Show, I admit I am usually one of those control freaks who loves playing every single game from start to finish. Yet, even I admit a 162-game regular season can be a bit of a grind. And, in an attempt to mimic other sports games out on the market such as Madden that have added similar options in recent years, there are two new additions to Franchise to help speed up that process. One is called Critical Situations, and allows you to simulate large sections of a team’s schedule with The Show dropping you into individual games during moments that can decide the outcome. It’s a great way to circumvent that summer grind, and really move from game to game quickly. My only issue with this option thus far is that most of those moments seem to come sometime in the ninth inning, which takes a little bit of the impact out of the situation if you always know what’s coming.

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If you still want a touch more control when simming, there’s also the new Quick Manage and Player Lock options. Player lock has you follow key moments for an individual in the game and provides an experience similar to RTTS where you only follow your created player. Your chosen player’s fielding opportunities and at-bats are all you play. Meanwhile, Quick Manage gives you a more top-down approach, similar to just managing a game. You decide when to hit, bunt, steal, hit & run, pitch to a hitter, pitch for contact, pitch around them, change pitchers, and more. Every major decision can be done batter to batter from both sides of the ball, but unlike a straight CPU sim, you can drop in whenever you want. I found myself dropping in a lot because one negative I discovered with this option is that the AI is lacking, often stranding runners on third with nobody out, or failing to get them over in appropriate situations, even when calling for more situational hitting. Also, I’d love if I could more easily see match-up numbers, like how opponents do hitting against lefties or righties, from the main screen in this mode without having to navigate lots of menus or jump into the game to decide what substitutions I should make. It would help with the flow—and again plays into my micromanaging style—but I found this Quick Manage as a whole the best way for me to get through my season at a much more decent clip.

The other major offline mode for MLB The Show 17 is, of course, Road to the Show. In another attempt by The Show to mimic its sports game contemporaries out there, RTTS this year has focused on adding a stronger narrative direction while maintaining much of the gameplay from years past, streamlined by a cleaner user interface. This story, where an omnipresent narrator talks over new cutscenes that feature sit-downs with your manager and coaches in the clubhouse, along with branching dialogue paths that can dictate the future of your career and what your team thinks of you, is meant to help give a more human feel to what has become in years past a methodical grind to the top of baseball-dom. It’s not nearly as in depth as what is seen in NBA 2K or even what FIFA added last year, but it does add a lot of personality to the mode, and I hope this serves as the foundation for something deeper in later years. I found myself wanting to interact with my coaches more, and even looking for boosts or rewards of some sort stemming from my answers, so hopefully this is just the first step in taking an already great mode to a new level.

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The final staple of The Show’s repertoire is its online modes. The card-collecting Diamond Dynasty mode returns, and is addictive as ever if you get as involved with collectibles as I do. The single-player Conquest section of this suite, which features three-inning games with you using a team you build from those collected cards, also returns largely unchanged if fantasy match-ups are more your thing. There’s then online seasons and the returning Battle Royal mode that is basically baseball’s version of Madden and NHL’s Draft Champions, where you draft a fantasy team before taking on random opponents. The biggest issue with MLB The Show 17, however, is one that has plagued the series for years now: the fact that, at least thus far in the first week since launch, the online issues are ever-present. Although connecting with people seems to have resolved itself over the past few days, tremendous lag and online glitches are still constant. Balls getting stuck against the wall, players not leaving the batter’s box on hits (and subsequently being thrown out at first on shots into the gaps), and lag to where you can barely even see the ball, leave the online play again wanting.

Luckily, as I’ve lain out, there’s plenty to do offline, but it’s still disappointing that online play remains The Show’s bugaboo. And, while I focused primarily on the improvements to the series’ staple modes, there is one new mode that can also provide some local play if you’re looking for a throwback and still need that human competition. It’s honestly a bit of a throwaway mode really, but it’s a nice nod to cover athlete and new MLB Hall of Famer Ken Griffey Jr., and the early baseball games Griffey championed back in the NES, SNES, and N64 days. Retro mode, which features an 8-bit filter if you so choose, touts old-school sound effects and UI, and even two-button gameplay that out R.B.I. Baseball’s R.B.I. Baseball. After years of so many more complex button schemes, I admit it might’ve been the hardest thing to get used to in this year’s version of The Show—but it’s a nice little bonus for those of us old enough to remember the “good ol’ days”, although Junior’s weird, deadpan commentary on some plays and between innings was definitely not necessary.

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MLB The Show 17 is easily the pinnacle for the series thus far. It continues to add depth to its staple modes, and find new ways to increase the realism of its simulation experience. The narrative addition to RTTS could lay the foundation for even more exciting and immersive things in the future, while online play continues to nag the series at launch—but, with so much depth of play in the offline experience, some might not even notice. If you love baseball as much as I do, you’ll no doubt love MLB The Show 17, too.

Publisher: Sony Interactive Entertainment • Developer: SIE San Diego Studio • ESRB: E – Everyone • Release Date: 03.28.17
9.0
MLB The Show 17 sets a new pinnacle for the franchise. It creates more depth for its tent pole modes and polishes everything else to a terrific gleam. Some online issues and glitches still continue to plague the series at launch, but you might get so engrossed in Franchise or RTTS that you won’t even notice until they’re fixed.
The Good New ball physics, quick manage mode, and the RTTS narrator are great additions to The Show’s best modes.
The Bad Consistent server and online issues. Again.
The Ugly How the heck did we ever see anything back in the 8-bit days?
MLB The Show 17 is a PS4 exclusive. Review code was provided by Sony for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

People are always trying to combine things to make better and more interesting things: Peanut butter and chocolate; Batman with Superman—in comics, not in the movies; pineapple on pizza. Okay, the jury’s still out on that last one. In the case of Agents of Mayhem, though, all the best action of the 80s is being slammed together with the over-the-top humor and situations the Saints Row series was known for in a spin-off that takes place in the same universe. I recently got to go hands-on with Volition’s latest open-world foray, and it’s shaping up to be a love letter to everything great from GI Joe to Knight Rider.

In our demo, we got to play as nine of the 12 members of an elite super fighting force called Mayhem who, simply put, could care less about being heroes—the fact they’re saving the world from people even worse than them is a side bonus. They’re in it to win it for sure, but mostly just for themselves. It’s sort of like the enemy of enemy is my friend; they’re our friends just because they hate the really evil guys from a group called Legion a lot more than all of us. Each character fills a role on the team, offering up weapons and powers that make them great for different situations.

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Hollywood, for example, is the team’s pretty boy who loves nothing more than, well, himself. He wields an assault rifle for great medium range damage, and can fire a grenade from his groin—don’t ask. Then there’s Hardtack, who immediately comes across as a more narcissistic Shipwreck from GI Joe. Hardtack is a shotgunner who can take a licking and keep on…errr…shotgunning. What’s great about Agents of Mayhem is that before most missions you take on, you can choose three of the 12 characters on the roster, then switching between them on the fly. Finding a balance is often the best strategy, but depending on your style, you can specialize and go heavy offense, defense, or the like.

The game takes place primarily in Seoul, South Korea. Exploring the open world to find collectibles and side missions is critical to leveling your characters, which leads to better skills and stronger survivability stats like higher defense or health. Even moving about the world provides options, as you can utilize your powers, every character’s built-in triple jump, commandeer a car from the world, or call in one of your nitrous-outfitted Mayhem cruisers (including some with Kitt-like robot voice) should you so choose to.

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During our demo, we were able to check out five different missions. Two helped forward the story of the game as we took down high-ranking lieutenants inside Legion by blowing up basically everything in sight. Two other missions, meanwhile, were solo objectives that introduced us to new characters like Daisy, the roller derby girl with a Gatling gun and an alcohol problem (who ended up my favorite). Beating those solo missions unlocked new characters and gave us some critical backstory beats about the world and the team itself.

The last mission might’ve been the most interesting, because it was easily the most open-ended and tasked us with capturing a tower in the middle of Seoul. Capturing towers is great for experience, while also freeing areas of Seoul from Legion control. It’s a common video game activity at this point, but it definitely gave us a lot more reasons to explore the world. The mission also showed off some of the verticality of the game, as we had to climb several buildings to get to the capture point. It also highlighted the fast & frantic pace of combat, especially when swapping teammates as swarms of Legion soldiers attacked our position.

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My time with Agents of Mayhem might’ve only been a small cross section of the variety of scenarios the game promises to throw players into, but it was enough to pique my interest for sure. Its cutscenes and interstitials look like they could’ve aired as part of a Saturday morning cartoon block—with more adult themes, mind you—while the action felt like a cross between what we’ve seen before in Saints Row and something like Crackdown. There’s not as much customization as some would expect from Volition, with each character having a limited number of skins for themselves, cars, and their weapons—but that’s because the cast fits more carefully into a story that pays homage in its own weird way to a bygone era. If you ever wanted to see what might happen if GI Joe took a turn for the adult, then maybe got spliced with Archer or something along those lines, Agents of Mayhem looks like it’s ready to deliver just that in the package of a fun, open-world action game.

Agents of Mayhem is dropping on August 15 for Xbox One, PS4, and PC.

Back before Wayne Gretzky exploded on the scene in 1979 to deke defenders into submission and spin-o-rama his way to a career highlighted by the most points in NHL history, hockey was brutal. Teams like Philadelphia’s Broad St. Bullies epitomized the rough and tumble style that fans came to love, and every team that had success in that era had at least a “goon” or two on the bench. It’s a mentality that has since all but left the NHL, but is still immortalized in old footage—and, now, a little arcade-style video game by the name of Old Time Hockey.

More than anything, Old Time Hockey is really a love-letter to the all-time classic comedy Slap Shot (which also focused on the brawling era of hockey). You control the Schuylkill Hinto Brews, one of ten teams in the Bush Hockey League. The Brews were primed for a great season—right up until the first regular season game when the Widowmakers went gunning for and subsequently injured the Brews’ three star forwards for the entire season. Wallowing in last place now, you take over the Brews just before Christmas when you get the news you have to make the playoffs. Otherwise, there’s a good chance the team will go under, alongside the nearby Hinto brewery from which they get their name.

The style of Old Time Hockey is as much a throwback as its premise. The game looks like it would fall more in line with the Wayne Gretzky arcade games on the N64 from 20 years ago than anything on the modern generation of consoles. The simple cel-shaded character models might be off-putting to some, but it served as a reminder to me of how things used to be, and worked well for a game that clearly wanted to go for a vintage look as much as possible. Simple blood effects splattering on the ice from every jaw-breaking fight and bone-crunching hip check only continues to emphasize the cartoony nature of the game.

The audio is great as well. I was almost tempted to just let the soundtrack play on repeat, with organ renditions of “The Addams Family Theme” and “Hava Nagila” really driving home the point of rundown local hockey arenas, along with Stompin’ Tom Collins’ “The Hockey Song” and The Donnybrooks’ “Old Time Hockey” setting the theme for when the puck finally drops. My only gripe came with the commentary, which becomes very repetitive very quickly, and lacks the charm or excitement a game like this would warrant from hockey fans.

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Unfortunately, while Old Time Hockey has style in spades, it truly lacks any real substance, caused by a bevy of questionable decisions and poor design. In a rarity for any sports game—arcade or simulation—the bulk of the game is centered on the story mode, which ends up being both the greatest boon and biggest detriment for Old Time Hockey. Continuing the love affair it has with Slap Shot, as you progress through the story mode, you’ll get little peeks at the character of your team—with newspaper clippings talking about beating up a mall Santa, drinking on the team bus, and trading a washing machine for a new enforcer—which flesh out the narrative of what you hope will still be a Cinderella season. This was a ton of fun to see, and even collectible trading cards talking about the personalities of the stars in the league can be earned to further flesh out these fictional skaters.

Once you actually get onto the ice, however, everything quickly falls apart. The controls are alarmingly stiff, and even with an early patch quickening the time that you get the puck off your stick, it’s still extremely slow by the standards of anyone who has played recent hockey games. There’s always the excuse that it was more accurate for hockey back in the day, but it’s a lot less fun when one-timers are nigh impossible, you lose possession because it takes so long to pass that an opponent knocks the puck away, or you whiff on a slap shot attempt because the follow-through takes forever. And, the lack of responsiveness with the controls permeates the defensive side of the puck as well. Hits can be extremely difficult to line up, and even with being able to hook and trip opponents with the ref sparingly blowing a whistle, it still feels like you can’t skate quickly enough to ever effectively corral that ever-elusive loose puck.

Part of this might stem from the simple animation most players have. Every player shares the same set of animations, and once you start picking up the patterns, it’s easy to spam certain maneuvers in order to try to at least give yourself an advantage. A perfect example is the goaltenders, who can never be controlled by a human. They only have two passing animations, making it easy to predict where they’ll send the puck after making a save—which allows you to gather it before your opponent and get an unintended second-chance opportunity. It’s one of those moments where you appreciate how far games have come over the years, because even though “glitch goals” have never been completely eradicated even in modern hockey games, blatant gameplay tells like this are something I haven’t seen in decades, and would rather stay in the past.

Another aspect that had me scratching my head was the control scheme options. It’s great that Old Time Hockey offers an arcade-y two-button system, a more sim-heavy NHL game style scheme, and even a one-handed “beer mode” where everything is assigned to one side of the controller so you can drink with the other. The problem comes with the fact that you have to play story mode with the NHL-style system, and until you beat story mode, you can only play exhibition with the arcade or beer controls. It just seems pointless to have this content be separated by the mode you’re playing.

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And, that leads me to the worst aspect of Old Time Hockey and its story mode: each game in that mode has objectives for you to overcome. A few are optional, but most are mandatory, and unless you beat every mandatory objective in a game, no matter whether you win or lose, you have to replay the game over and over again. Some of the objectives are easy, like get two hits with one of your players, or take eight slap shots over the course of game. Others can be infuriating, however, and you’ll often have to replay games repeatedly, forcibly increasing the length of playtime with little to no progress being made. The worst for me was trying to provoke the opposing goalie into a fight, particularly because—again, pointing back to the shoddy controls—it’s not as easy to score in Old Time Hockey as you would think.

Part of this also stems from the fact that basic hockey abilities like slap shots, hip checks, and even fighting at one point are all locked behind objectives and tutorials that you don’t get until later in the story. I thought the game was honestly broken when I started playing, when all I could do was pass and take wrist shots. It’s damned near impossible to win—and definitely not fun to play—when you have to grind for the most basic of abilities that any hockey player should be able to do.

The only thing more maddening than all this, though, is when it seems you’re finally going to overcome an objective—and then, the game crashes. Old Time Hockey crashes a lot; the day-one patch allayed this a little bit, because they frequently would happen off faceoffs, but as of writing this review they still happen in the middle of the action, like when taking a slap shot from the point or making an epic hip check in neutral ice. It’s absolutely soul crushing when you’ve finally achieved every objective, are winning the game, and are basically waiting for the clock to hit all zeroes when you get booted back to the PlayStation UI with an error number. Hopefully another patch can help the stability of the game, but right now it’s a nightmare waiting to happen.

Besides story mode, there is also a local versus option for Old Time Hockey, but it lacks and sort of online play. This could, again, be part of the throwback style, forcing you to experience the game with a friend on a couch, but I’m not sure I want to force my friends to experience this. Otherwise, they might not be my friends anymore.

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Old Time Hockey was a great idea, but it has way too many shortcomings once you actually start playing the game to be enjoyed. It handles poorly, the story mode objectives are ridiculous, and the game crashes make the headaches far outweigh the little fun to be had here. If you really want to experience hockey from a bygone era, your time and money would be better spent watching Slap Shot again.

Publisher: V7 Entertainment • Developer: V7 Entertainment • ESRB: M – Mature • Release Date: 03.28.17
3.0
Old Time Hockey is more style than substance. Its heart was in the right place, but shoddy controls, glitches, and poor gameplay design make this an arcade-style game hockey fans just don’t need in their lives.
The Good The style and soundtrack is a throwback in the best ways possible.
The Bad Stiff controls, repetitive commentary, random game crashes, and oddly gated gameplay abilities via story mode.
The Ugly Those classic hockey player smiles.
Old Time Hockey is available on PS4 and PC, with versions coming for Xbox One and Nintendo Switch later. Primary version reviewed was for PS4. Review code was provided by V7 Entertainment for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

What Remains of Edith Finch was announced late in 2014 as the sophomore effort from Giant Sparrow, the developers behind The Unfinished Swan. After some twists and turns in the development process, we’re now on the precipice of this highly anticipated game finally being released. Before it drops at the end of April, though, I got a chance to go hands-on recently with one more new demo from the game.

For those who don’t know the game’s basic premise, What Remains of Edith Finch follows the titular Edith through her familial home. The house serves as a gateway to Edith’s family tree, with new rooms being added—and subsequently cordoned off—as family members are born and later pass on. As you explore with Edith, you’ll learn of some of the more fantastic ways her family members passed from this world via diaries and other mementos, learning about the Finches alongside her.

This latest demo touches upon Lewis, Edith’s brother and most direct relative we’ve seen to date. Like many of the other stories that have been revealed, Lewis’ tale is a sad one of big dreams that are dashed as he lives out his life, working daily at a fish cannery plant up in Washington state. It continues the superb storytelling I’ve seen from the previous demos, and has me chomping at the bit for this title even more. As I try to avoid spoiling the game too much, unlike the other demos we’ve seen, Lewis’ story purposely tries to divide your attention, making you more vulnerable emotionally via mundane tasks before it hits you with the gripping finale.

I also had the chance to sit down and speak with the game’s creative director, Ian Dallas, specifically about this demo, the game as a whole, and get some background on what went into the making of What Remains of Edith Finch. The transcription of that conversation is below.

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EGM: This is the third different demo I’ve played of What Remains of Edith Finch, and the bittersweet quality to every short story is really evident at this point. How do you go about making it so that you still have these emotional moments that end on a down note, but keep players playing? 

Ian Dallas: Well, we hope in some ways that each of these is also a triumph, but especially after playing a couple of them in the game, yeah, it’ll dawn on players that everyone is going to die. And then going into each of these stories you might be a bit reserved, but hopefully you’ll get lost in the moments before getting back to that point where you’re like, “Oh, right, this is going to happen again.” But, the journey’s a more joyful version of that.

EGM: Each story thus far that I’ve seen is drastically different from the others. How was it to develop each one of these, and what was some of the process?

ID: For each story it was really different. It all started with whatever the kernel was of that story. Like Calvin’s story on the swing, for example, it was really just asking what is it like to be on a swing, and for that one the team knew early on it wouldn’t be a 20-minute story. It would be something punchier, and we wanted to make sure that the pacing matched where we wanted it to be. Sure, we could’ve made it longer or shorter, but we wanted people to have just enough time to get acclimated, but then not overstay our welcome.

We’re also always trying to keep people on their toes and never settling into a routine. There’s this weird thing that happens with games where, at the beginning, most players are always really open to whatever it might be, and experimenting, and trying new things. And then there’s a point where it switches over to thinking about how to maximize the tools given to you, and finding the optimal path here. We wanted to prevent players from getting into that mindset and always, right when they’re about to get comfortable, throw them into a new thing. But, at the same time, we also had to make sure that wasn’t frustrating, and that was the hard part for us. How to keep throwing new things at people without them getting frustrated, because we also found that there’s a really short fuse that people have when you’ve given them a new thing to do and it’s slightly difficult.

If it’s the very beginning of a game and the player just paid $60 for it, they’re more open to accepting something might be a bit complicated, and feel it’s on them to figure it out. If they’re halfway through a game and you change the mechanics on them three times in a minute and they can’t figure it out, they shift the blame onto us, the developers. So, in trying to balance that, but not make it too simplistic, the answer we found was always to make it more complicated, and then simplify it after.

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When we first started working on the demo you played, we had it ridiculously complex. There was a boss in the fish factory constantly checking on you, checking to see if you were chopping the fish the right way, and initially, you could chop your fingers off if you weren’t careful. On paper it made sense, because we wanted you expending more mental resources and have players thinking about these things and have some real risk, you know. Then, once we got all these things together, we realized no, we don’t need that.

We talk about cognitive load a lot. How much are people dealing with—and it’s hard to know when people are playing the game—how much are they thinking about the story that just happened, or maybe the story before that, or the bedroom they were just in. So, I think we consciously tried to simplify a lot of these stories a year or two ago when they were all on their feet, and we could play through and test the game from beginning to end, and we realized it was too much. In order to keep the focus not completely on the mechanics and struggling, but instead have them feel like they’re falling down a rabbit hole, or this spiral that’s going faster and faster. There was a lot of tuning to make it not too difficult in a weird way. We didn’t want to make it too easy, either, but I think we ended up in a nice place where people are engaged, and it feels like there are so many things going on, but it’s actually a relatively simple path through the game. It’s the illusion of all this stuff going on, and I think it was better for us ultimately instead of giving some open-world sandbox thing considering the brevity of a lot of these stories.

EGM: More than the other stories I’ve played so far, the fish cannery plant with Edith’s brother, Lewis, seems to purposely focus on dividing my attention. There’s a strong emphasis on the narration and story being told here, combined with two distinct, yet simple gameplay elements that carefully split my focus. It actually made it feel like the story was more powerful this way. Can you talk to how the gameplay informs, but also emphasizes the story in a seemingly subtle way?

ID: The hope in this case is that it does feel monotonous after a while. You don’t want to make it so monotonous it’s boring, but yeah, we found just that hint of monotony does help with the processing of this particular story. In this case, we’re telling the story of someone at work doing a kind of boring thing, and the monotony can trigger similar feelings. Almost like a smell can remind you of a time in childhood per se. And, in the case of the fish cannery plant, doing this monotonous thing hopefully reminds you of times where you yourself might’ve been in similar situations.

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EGM: That’s kind of the game in a nutshell, no? Of the three stories I’ve played, it starts off as normal situations that quickly turn fantastical. That start makes them instantly relatable, though. Was that a goal for you in developing this game?

ID: Yeah, and actually that’s what the house is there for really. I look at it sort of like with The Hitchhiker’s Guide to the Galaxy with Arthur Dent where if it’s just Zaphod Beeblebrox and it’s an interesting story, but it’s not something you can connect to. Being able to see through a lens of the familiar into the bizarre really helps to bring things into focus. So, the house is a way for us, no matter how crazy we go, and I think Lewis’s story is one of the crazier ones, you’re right back into the bedroom of someone who died. This is Edith’s brother. This is someone who was referenced in other stories. In this world, he’s a real person and he had a life and hobbies. And we had to balance that. But it also allowed us to just go even crazier the next time. It’s peaks and valleys. You don’t want everything to be at the high point because then nothing is really the high point. Balancing and mixing things up, making sure it’s not all surreal crazy fever dreams, making sure there’s some of you just walking around looking at things.

EGM: You mentioned Hitchhikers’ Guide to the Galaxy. Would you consider that an inspiration for the game? What might you consider some of your other inspirations for the game?

ID: Hitchhiker’s Guide was one for sure, although I wouldn’t say it was the inspiration. I just think Arthur Dent is this nice character that is inconspicuously in the middle of this insane world and in terms of Edith, Arthur Dent was one figure we looked at. Brazil, too, where the whole world is crazy, but the central character in that is pretty sensible. One Hundred Years of Solitude was a big influence. It’s hard to tell the story of a family and have these arcs that interweave without it being completely impenetrable. Twilight Zone was an influence and then just weird fiction in general. Things like Lovecraft, or modern writers like Neil Gaiman where it might be a little scary, but it’s really more about the feeling of being in a universe where you as a human cannot understand, and suspect you will never understand. It’s beyond comprehension and dealing with that.

What Remains of Edith Finch will be available on PS4 and PC on April 25.

“And it’s another ambush.” This innocuous, almost throw-away line of dialogue near the end of a side mission on the ice planet Voeld was one of the most compelling moments in my time with Mass Effect: Andromeda. Not because the situation or even the line itself was particularly thrilling, but because the exasperation with which the line was delivered was exactly how I had felt for about the first 30 hours of the 65 it took me to finish the campaign. The seeming self-awareness by Ryder was the first time I found myself able to finally relate to the new hero of one of gaming’s most beloved series, and yet succinctly summed up one of the main reasons why I was not enjoying myself.

Mass Effect: Andromeda is of course the fourth main game in BioWare’s epic space-faring RPG franchise. This latest chapter technically begins between the original Mass Effect and Mass Effect 2, where a former N7 named Alec Ryder and his children sign up for a program known as the Andromeda Initiative, a space-exploration mission that sends them—and nearly 100,000 others from select races—off towards the Heleus cluster in the Andromeda galaxy while frozen in cryo-stasis upon special ships aptly called Arks. The journey is set to take just over 600 years, and the hope upon arrival is they will be able to colonize “golden worlds,” planets that appear hospitable for life from the Milky Way. Taking control of one of Alec’s fraternal twin children (male or female), you soon realize that the worlds you had hoped to forge a future on are no longer golden, and the ill-timed death of your father makes you inadvertently the tip of a new spear that must be forged if civilization is to thrive on this new frontier.

This task of finding and terraforming new worlds is one of your two major objectives in Andromeda as the newly designated “Pathfinder” for the Initiative—and I quickly grew to despise it. Ryder must make five planets viable for life to live on, but the process is the same each and every time: activation of ancient technology on each world to expedite the terraforming process while completing mundane tasks for people on or wanting to go to the planet. It’s bad enough the worlds can be boiled down to “ice world,” “jungle world,” “sandy desert world,” “rocky desert world,” and “hive of scum and villainy.” Combine them with monotonous, circuitous fetch quests that have you bouncing around the galaxy and suffering through long, unskippable interstellar travel scenes before getting just a couple of lines of dialogue and a green check mark in your menu, or being sent to an outpost to kill all the bad guys, and I honestly almost wanted the Initiative to fail. They’re the most transparent and dull quests an RPG can provide, especially with minimal main story involvement, and it all just felt like a mechanism to bloat the game’s length from the 30-35 hours it could’ve been—which would have fallen in line with previous games in the series—to the 65-75 hours you’ll likely need to do everything now, should you choose to do so like I did. If ever there was an argument that bigger isn’t necessarily better, Andromeda makes it.

The other major issue with this task is that it makes the universe feel like a knockoff of what the original trilogy had provided, as your job is just building this galaxy up to original Mass Effect levels.  When I landed on the Citadel in the original Mass Effect, the alien races and the scope of everything blew me away. When you land on the Nexus (wannabe Citadel) in Andromeda via the Tempest (wannabe Normandy), many alien races like the drell, quarians, elcor, hanar, and volus—to name just a few—have all been cut. Only the krogan, turians, salarians, asari, and, of course, humans, have supposedly made the trip from the Milky Way. To replace nearly a dozen other species from the original trilogy, all we get are the new enemies (the kett), one new ally (the angarans), and the references to a long dead race whose technology plagues Andromeda (the remnant). In a game that felt like it was trying to sell itself on exploration and new experiences, it’s depressing how little there was in Andromeda to genuinely explore and get excited about, since it all felt so familiar and barebones. BioWare should have streamlined the side quests, not the Heleus cluster.

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Luckily, your other main objective in the Andromeda galaxy will feel a lot more familiar, and is a lot more fun. Along your viability journey, you’ll come across the aforementioned kett, a ruthless alien race bent on conquering every species in the known universe. While not focused on all-out destruction like the reapers were in the original trilogy, the kett are interested in assimilation, and they are very curious in everyone who just appeared from the Milky Way. This conflict makes up the majority of the game’s story beats, and the missions associated with stopping the kett not only provide more variety than the viability ones, but are heavily grounded in the dialogue and character development we’ve come to expect from a BioWare game. The leader of the kett, the Archon, is the epitome of the ruthlessness that embodies his people, and my only complaint on that front is I wish there was more of him—and more length to this storyline in general—as he worked from the shadows most of the game.

Speaking of characters, it wouldn’t be Mass Effect without a ragtag group of aliens and humans coming together to represent the diversity this fictional galaxy is supposed to be all about. I was a little shocked that the group just seems to be thrown together rather quickly and haphazardly—you’ll have your entire squad by the start of the second planet—but I couldn’t help but develop strong emotions towards each and every one of them. In fact, the long chains of events that culminate in their loyalty missions might have been my favorite objectives in the game. And, because all of the characters don’t know the fate of the Milky Way since they left after the original Mass Effect, it is interesting to see them wonder about what might’ve happened, how old prejudices like those between salarians and krogans are still running strong here in Andromeda, and how they sort through the mysteries and baggage they brought with them which often prompted them to leave everything they knew behind in the first place.

What strengthens these relationships the most, though, is dialogue. Although some of the dialogue—and the acting in general—is hit or miss, more options than the Paragon/Renegade choices of the original trilogy have been offered to help provide a better, more rounded Ryder than Shepard. Some answers are more professional, while others more emotional. Some are guarded; others show a softer side to Ryder, and in turn, possibly your teammates. It’s a welcome bit of nuance for one of the series’ core mechanics. There’s even an opportunity within some cutscenes—almost like a Telltale game—where pressing a trigger button will have Ryder act impulsively, which could profoundly affect relationships down the line.

Of course, you’re not just talking in Mass Effect: Andromeda. The third-person shooter gameplay from the main trilogy returns with some tweaks to them. A new cover mechanic has been added that really doesn’t work as well as it should—most of the time, you’ll hug a corner you didn’t mean to, and even then you’re often still at least partially exposed. And, credit to the AI here, if you do stay in cover for too long, the enemy will quickly try to flank you. So, your best bet is to keep moving. A new jetpack that gives you some pure jumping ability has also been added that allows you to float when aiming, but really, flying above all your cover just makes you a prime target.

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The jetpack also introduces some teeth-grindingly frustrating platforming sections to the game. Exploring the ancient ruins you need to navigate in order to turn on each planet’s terraforming machines is a torturous exercise in futility. Adding jumping to a game with an emphasis on exploration makes sense, but it lacks the finesse necessary to keep the mechanic—and vertical navigation in general—from becoming nothing but a chore. Ryder never sticks a landing after a long jump, often times leading to him tumbling off an edge, and it is very difficult to judge distance here because the camera is positioned far too closely to your character. It’s perfect for a third-person shooter, not a third-person platformer.

The last major addition to gameplay is that four of the five planets you need to make viable require you to traverse them in the Nomad, the new version of the original Mass Effect’s Mako. Simply put, the Nomad sucks. You need to change gears to climb even the slightest incline on every planet, it lacks any sort of weaponry—which would have made the more bad guy-ridden planets a lot more fun instead of constantly having to leave the vehicle to shoot people—and even when you are able to climb up a mountain that should be accessible, you’ll find blue neon walls appear to signify the edge of the world, forcing you to take the long way around every mountain. Driving was almost as much of a chore as jumping.

As you complete missions, explore the landscape, and take out kett and remnant, you’ll level up like in any RPG. Much like the more nuanced dialogue options, there are many ways to make Ryder truly unique to you here in Andromeda. Dozens of power options fall under combat, technology, or biotics, with three non-passive choices being able to be carried into battle at a time (though they can be switched out on the fly via the menu screen if a situation should change). By spending points in each category, you’ll also unlock profiles, which give boosts depending on your playstyle. For example, the Soldier profile is exclusively combat tree-heavy in its bonuses, while others mix and match two of the three trees in its bonuses, with one profile skewing to all three. I preferred the Vanguard personally, which was a mix of combat and technology.

For as easy as leveling up is, though, the new crafting system is as much of a chore as a lot of the other systems added to this game. You can’t craft on the fly, having to either find a tucked-away research & development console somewhere on a planet, or return to your ship, which always takes back off into space for some reason whenever you return to it. I really don’t know why you can’t just go into the ship without it leaving dock and triggering the same annoying cutscene—trying to cover up the game’s awful loading times, perhaps. Collecting resources is easy enough, but building and equipping items is so bothersome I only touched the R&D consoles when I absolutely, positively had to make a change or craft a quest item.

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While on the subject of load times, now is also perfect to talk about how broken Mass Effect: Andromeda is from a technical aspect. Animation has never been a BioWare strong suit, but there were many instances while I was playing that the animation was busted or weird on another level. I’ve seen three different Drack (your krogan ally) walk into the galley on the Tempest at once; I’ve seen PeeBee (asari ally) blink out of existence in the middle of a conversation; I’ve seen the Nomad spawn in places it shouldn’t, like inside buildings; I’ve fallen through the world on fast travel points, and had Ryder randomly give speeches from cutscenes in missions that I completed hours prior. I’ve seen some shit in this game, and that’s not even including the long load times, the awful draw distance, and the instances where the game literally comes to a complete halt if you drive too fast in the Nomad as the planets you are driving on struggle to load into your game. This game is going to be getting patches for a long time.

Besides the campaign (which comprises the overwhelming bulk of Andromeda) there is also a multiplayer component. Andromeda basically borrows the wave-based, horde-like multiplayer from Mass Effect 3 and updates it with new maps, new enemies, and some new objectives. There’s also dozens of new loadouts available that can be unlocked, but I personally would rather just be given a couple characters that can be more deeply customized than all these starting templates that need to be unlocked. There are also microtransactions to purchase credits to unlock items, but going that route is wholly unnecessary. (Of course, I think the multiplayer part of Mass Effect is unnecessary to begin with, though.)

Fighting seven waves of enemies with friends to obtain items—some of which can be carried over to the campaign, like credits and crafting materials—loses its luster very quickly to me. That’s especially the case now that the single-player campaign allows you to send CPU “Strike Teams” to do the missions instead, getting you all the gear you want without the time commitment of having to find friends to play with and stepping away from the story. Managing these teams from a console on the Tempest was a lot more fun and a lot less time consuming than the multiplayer, but if wave-based survival with some objectives is your thing, there are also a lot worse choices out there than what Andromeda provides. Also, I had no issues connecting or finding people to play with, so that’s a plus at least.

Mass Effect: Andromeda isn’t a bad game—but it is far from what we expect from the series. Poorly written fetch-quests, a dead universe that requires the player to bring any semblance of life to it, and more glitches than can be found tolerable in a game like this horribly mar the experience. There is a strong foundation of characters and story that is being laid down here, which gives me hope for the future, but this new chapter of the Mass Effect saga is a high price to pay in order to reinvest in a universe so many of us had come to love.

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Publisher: Electronic Arts • Developer: BioWare Montreal • ESRB: M – Mature • Release Date: 03.21.17
6.0
There is a strong core of characters and story bedrock laid down in Mass Effect: Andromeda, but between questionable design choices, boring missions, and glitches galore, it’s hard not to view BioWare’s journey to a brand new galaxy as anything less than mission failure.
The Good The main story and new cast of characters are often as compelling as those left behind in the Milky Way.
The Bad Lots of busy work fetch-quests, a sense of everything being too familiar for being 600 light years away, and bugs—so many bugs.
The Ugly I fell harder for PeeBee than I expected.
Mass Effect: Andromeda is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by EA for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Great ideas are born all the time in the video game industry, but not all of them reach fruition—and fewer still achieve their fullest potential. It seems Ubisoft’s For Honor, at least at this moment in time, falls into the latter category of a game that just isn’t where it needs to be. After conquering the campaign and playing well over 100 multiplayer matches over the past week since it’s launch, I’m sorry to say that For Honor just seems to be another in what is becoming Ubisoft’s calling card of the past several years: a tremendous idea that falls short due to lackluster or questionable technical execution.

For Honor puts players in a fantasy world that mashes up regions and time periods, placing three of the world’s greatest factions of warriors together on one limited landmass. Samurai, Knights, and Vikings fight in perpetual war over scarce resources in this fictitious world, unwittingly serving as pawns in the plans of Apollyon, a particularly ruthless black knight who feels that only in war can people maximize their abilities.

The campaign takes you through each of the three faction camps as you begin to piece together Apollyon’s plot. There are 18 chapters (six for each group), and all told the campaign shouldn’t take more than 4-6 hours to finish. There’s some replayability here, with collectibles and multiple difficulty levels (including the hardest “Realistic” difficulty that completely removes your HUD), but not much else. It’s also a bit on the repetitive side, with occasional surprises to keep you pushing forward, but what serves as the brightest spot for the campaign is that it is an excellent teaching tool. As a de facto proving ground, it gives you plenty of opportunities to test strategies and learn more advanced combos with particular classes against the computer before you take those skills into the online world.

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One glaring flaw with the campaign, though, is the fact that if one of its major purposes is as a way to familiarize yourself with the game’s 12 distinct characters and it’s unique combat system in a safer offline setting, then it should give you an opportunity to play as all of the character choices. Only eight of the 12 are featured in the campaign, with the Berseker (Vikings), Conqueror (Knights), Shugoki (Samurai), and Nobushi (Samurai) being exempt.

Though, it could argue that some of these class styles are covered in other chapters. For example, the Vikings’ Warlord—who does get his own chapter—is classed as a heavy, which Shugoki and Conqueror also both fall under. However, there are enough differences between each choice and their playstyles that not being able to figure out how to fit playable sections for all 12 characters into 18 chapters—especially when many campaign chapters have all the characters in them already as NPCs—is bothersome. For example, the Nobushi has probably the most range of any character in the game (plus some attacks that can poison an enemy), while the Shugoki is the only character that can actually absorb a hit without flinching—but you need to experiment in multiplayer to find all that out. You can play the online modes against AI to get some experience with characters, and I admit that For Honor’s bots are some of the most intelligent you’re likely to find in any online game, but I believe that wrapping your training around a story and a tutorial increases your retention of learned skills, as opposed to just button mashing against a bot that falls into predictable patterns.

A big reason why it’s particularly frustrating having to learn characters in multiplayer, instead of more ideally just honing and mastering your skills against humans, is For Honor’s aforementioned combat system. Don’t get me wrong, it’s a fantastic system, but it has a steep learning curve and can be incredibly complex at times. The core of For Honor is three-way directional blocking/attacking. If you are swinging from the left, and your foe blocks in that direction, nothing happens; if they leave themselves open, you do damage. It looks like a simple third-person hack ‘n’ slash mechanic, but once you get past this, you’ll find there’s more to this game—and, again, each character’s specific nuances only diversify and add wonderful depth to the gameplay. Throws, stuns, parries, specials, and unblockable attacks all must be learned if you’re to have any success in campaign or online. The beauty of it, though, is how all of this plays off that initial mechanic, which requires you to lock onto an opponent in one-on-one “honorable” combat while trying to predict their movements.

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Combat is like a miniature chess game, with strategies forming and coming undone in an instant as your strikes hit, miss, or are blocked by your mark. Even positioning on the field, with one-hit kill obstacles like spikes or ledges, play into the combat, requiring you take in far more information than just which direction your opponent is blocking. I honestly couldn’t get enough of it all, and found my adrenaline pumping during the thrill of combat, screaming into my headset as cowards ran away from my Raider’s axe. (Of course, it also makes it frustrating to learn on the fly when your K/D may be on the line.)

There are some flaws to combat, though. While the game is surprisingly well balanced—with a smart player able to overcome most any other character’s strengths and exploit their weaknesses—there are those infuriating moments when it looks like the game’s physics or hit detection isn’t where it needs to be. A perfect example is when trying to throw someone off a ledge; a great way to overcome situations where you are outnumbered. Sometimes, a character will barely clip the edge of a rock or wall, and slam up against it as if a full support was there, saving the person from going over the edge and potentially falling to their doom. Or, you’ll get situations where a thrown body lands with half of it not on solid ground. You’d expect the body to slide off the edge—since that’d be the natural result—but instead the character just stands up as if their body had been fully supported. It reminds me of the original Super Mario Bros. way back in the day; as long as you had just one pixel of edge, Mario would never fall off. It’s not nearly as charming here, and definitely breaks immersion and draws my ire.

The crux of For Honor, though, is of course the multiplayer, which I’ve touched on briefly already a couple of times. The first thing everyone has to take part in is the War of the Factions. Similar to what was seen in Mortal Kombat X’s Faction War, as soon as you start the game, you choose one of the three factions to align yourself with for the entirety of a season (this doesn’t limit what characters you can play as, to be clear). By playing online you’ll earn war assets, and the better you perform, the more assets you’ll receive. Unlike MKX, you’ll get to personally assign where your assets go as you try to move the front lines of a never-ending assault against the other two factions on a satellite view of the game’s map. The faction that has procured the most land at the end of the season will receive special in-game bonuses. You can also change your faction mid-season, but at the penalty of lost rewards at the end of the season. Surprisingly, it’s one of the more addictive features of For Honor, as it gives players a sense of actually taking part in a living, breathing conflict.

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Then there are five different game modes under three different umbrellas. In Deathmatch, you’ll find the 4v4 single-life-to-live Elimination mode and the point-based Skirmish mode, where you can respawn until the opposing team reaches 1000 points (where points are awarded on a variety of factors, but killing human opponents always racks up the biggest points). Then there are the Duels, offering up 1v1 matchups and 2v2 Brawls, and which I personally recommend you start off with since they’re a great way to hone you skills. Finally, there is the 4v4 Dominion mode, which combines the point scoring of Skirmish with capturing zones like you’d see in a Domination mode for other games.

Although there are only a few maps, sections of each one are cordoned off depending on the mode you’re playing, and each map has multiple times of day available to offer some visual variety. The game is also graphically stunning as a whole; the detail of each character and the world around you is absolutely breathtaking, and makes you feel at times like you’re in a real medieval fantasy. For Honor’s customization is also something that should be lauded. While each character’s face is a given, you can change the sex of most characters (some are permanent female or male), earn ornaments, victory poses, and executions, and each character’s weapons and armor, piece by piece, can be changed out or given new paint and pattern schemes. It’s just enough personalization to make you stand out on the battlefield while making sure you still come across as your character class. Of course, it needs to be mentioned that a lot of items are locked away behind certain achievements or the game’s “steel” currency, but many of these can be bypassed by buying resources through microtransactions. This isn’t necessary, since you can easily grind for a lot of items, and most of them are cosmetic anyway, but that’s entirely up to you.

Despite the issues I’ve already laid out, when For Honor works, it works supremely well. When For Honor doesn’t work, though, it’s one of the most frustrating experiences I’ve had to date with an Ubisoft game. While the campaign was mostly issue-free, there have been tremendous connectability issues with the game since launch. In fact, part of the reason I’m so late with this review is that I tried to see if these issues would work themselves out or if we’d get a patch of some kind. Even as recent as last night, however, I was still seeing matches drop and disconnect on a regular basis—if I could even connect in the first place. As I stated at the start of the review, over the past week I’ve played and finished well over 100 matches—there was probably another 200 times, though, where the match would never connect or drop midway through.

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If this weren’t bad enough, because For Honor doesn’t have dedicated servers, not only does the game suffer frequently from lag, but every time someone else drops, the entire game freezes up, as it often has to re-instance. Half the time, it is unable to, and boots the remaining players back to the multiplayer lobby. I don’t understand how, after launching so many games in a row with shoddy or broken netcode before this, Ubisoft has yet another game—one that is so multiplayer heavy in particular and has had so many betas—come out in this condition. It’s absolutely unforgivable to launch in such a sorry state, and Ubisoft should be embarrassed.

For Honor could’ve been one of the best games of this young calendar year; instead, it’s riddled with issues, particularly on the technical side, which hold it back. It might still bounce back and become the game it has the potential to be thanks to its solid gameplay core—but if you were looking for something to play right now, I’d tell you to take a wait-and-see approach with For Honor in hopes the bugs, in particular the connectivity ones, end up getting worked out.

Publisher: Ubisoft • Developer: Ubisoft Montreal • ESRB: M – Mature • Release Date: 02.14.17
7.0
An inventive premise and surprisingly deep combat system sits at the core of what could’ve been a great game—if so many technical issues didn’t surround it and detract so much from the whole of the experience.
The Good The inventive new combat system takes some getting used to, but rewards players who put the time in with it.
The Bad A litany of technical issues and questionable decisions keeps it from reaching its fullest potential.
The Ugly This is now a thing and I can’t stop watching it: For Honor—Call on Me
For Honor 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. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

I got to guest host on Nerd Alert this week with Kim Horcher. We talked about myriad topics, including the newest love interest in Mass Effect: Andromeda!

One of the benefits of attending gaming conventions is that, sometimes, tucked away behind the AAA-behemoths always on display, you come across games that you’ve never heard of but which might pique your interest. That was the case at last year’s PlayStation Experience when I came across Divide. The folks from Exploding Tuba were trying to take a classic twin-stick shooter control scheme and marry it to an isometric adventure combined with a heavy sci-fi narrative element. Unfortunately, beyond the narrative aspirations they had, not much else really goes right with Divide.

In Divide you play as David, a single father who lost his wife in a lab accident at her work. Some time after her passing, you’re contacted by one of her old co-workers, Alton. He tells you all may not be as it seems, and gives you a briefcase. After playing at home with your daughter, you crack the case open to find a pair of special contact lenses that let you see the world in an entirely new light. Hidden documents, concealed buttons, and more all become visible to David, who realizes his very home was a testing ground for his deceased wife. Also in the case is a strange orb that explodes upon touching it, knocking David out. When he comes to, the world he knows is gone. In its place is a nightmarish future where the corporation that his wife worked for now rules. David now must find a way back to his own time—and his daughter.

The narrative is the lone bright spot for Divide. The dystopian world David wakes up in feels like it’s been inspired by the very best sci-fi one might read or see in a movie. They’re all familiar themes—corporations taking over the world, technology gone wrong or misused by malicious people, and a man out of time—but Divide does a nice job of using dialogue and context clues to give you reasons to care about the characters you meet, even despite the at times cringe-worthy voice acting.

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But that’s it. After you have the plot laid out before you, getting David just from point A to point B becomes one of the worst gaming slogs I’ve had to wade through for a review in a long time. A large part of this has to do with the level design. Besides its monotonous aesthetic of white walls and holographic monitors everywhere, the pathways David must cross feel like a M.C. Escher painting in terms of how convoluted they are. Walkways that needlessly weave over and under each other not only take away from the futuristic theme thanks to their blatant inefficiency, but also serve as a constant thorn in your side due to the fixed isometric camera preventing you from seeing obstacles that might bar your path.

This fact is only compounded when the game requires you to backtrack. Navigation in Divide is a flat-out nightmare; never before have I begged so badly for more linearity. The map given to you is barely legible, providing no sense of direction or location. And, with no objective markers and almost no real landmarks to speak of, you’ll feel like Divide was actually intended as a walking-in-circles simulator instead of a sci-fi adventure.

When combat is introduced, it’s just another layer of ineptitude placed onto this cake of failure. David can use his special lenses to see menus and control panels not otherwise visible in the world, while sneaking up on the patrolling security robots—who grow to become more and more of a nuisance as the game goes on—will sometimes reveal a shut-off switch that can render them inert without having to fire a shot. The issues with all of this is that David can’t pull up his lenses while running, which is particularly a pain as you try to escape when things inevitably go awry, and you can only shoot his gun with the lenses activated, making overall combat maneuverability in already small spaces a constant nuisance.

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The worst part about needing to activate your lenses to pull up your gun, though, is the fact that your laser sight is blue. Can you guess what the primary color is for most of the overlays that appear in the world when the lenses are on? A red laser sight would’ve stood out against the blue and white backdrops and not made aiming impossible. Considering how long it then takes your gun to charge up before each shot—which is why hacking security drones is actually preferred—there’s nothing like missing a charged up shot just barely because aiming is overly difficult. Not to mention, in a game with twin-stick mechanics, the reason why you can usually shoot quickly in those games is because bullets often act like tracers, allowing for easier correction. Having one blast every 30 seconds, not so much. I appreciate that Exploding Tuba wanted to try something different with a mechanic that hasn’t changed much over the years, but this was not the way to go.

Divide doesn’t just let players down from a design standpoint, though. From a technical point of view, it’s also a complete mess. David would get stuck on walls and furniture all the time, and I came out of several conversations with NPCs completely unable to move. As well, the game lacks a manual save system, but auto-saves infrequently—so when you have to reload after encountering one of these instant game-ending glitches, you’ll usually be losing anywhere between 10-15 minutes of progress.

Oh, but it doesn’t end there. It’s bad enough that this game doesn’t offer manual save points or frequent autosaves; my data also became corrupted somehow. Twice. There are four autosave slots if you try to manually load your game from the title screen, and all of them were unable to load. The only thing I can think of that happened in between those two playthroughs was the game was patched between them. I was told the first patch was specifically to fix this issue, which is even more mind-boggling that the game launched with such a major problem in the first place. How it happened again, I have no idea, but part of the reason this review took so long was I had to restart from the beginning and drag David’s sorry ass through time twice more before just marathoning through until the end. Nothing is more frustrating to me when playing a game than lost save data. Nothing.

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Divide should be renamed “disaster,” because that’s what this game is. From a technical and gameplay standpoint, there are few worse experiences that come to mind. The developers would’ve been better off taking the story—which, again, was the lone bright spot—turning it into a 90-page movie script, and selling that off to Hollywood. As a game, this is as bad as it gets.

Publisher: Exploding Tuba Studios • Developer: Exploding Tuba Studios • ESRB: T – Teen • Release Date: 01.31.17
2.0
I can’t remember the last time I’ve seen such a mess of a game. There’s a decent story here, but it’s buried under so much technical and design shortcomings that it’s not worth your time digging to try to find it.
The Good There’s a decent sci-fi story buried underneath everything here.
The Bad Awful level design, bugs everywhere, bad voice acting, and a repetitive aesthetic that gets boring quickly.
The Ugly That I ever thought this might’ve been good after PSX 2016.
Divide is a PS4 exclusive. Review code was provided by Exploding Tuba Studios for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Few games are more of a prime example of the late arcade/height of the NES-era than Double Dragon. In a time where beat ‘em ups were establishing themselves as one of the kings of the coin-op machines, the original Double Dragon debuted in arcades in 1987 (a full year before being ported to the NES) and it immediately became a co-op sensation. Later chapters only cemented the adoration for brothers Billy and Jimmy Lee, and it was a staple for many young fans of the genre—myself included. So, with the 30th anniversary of the original Double Dragon being celebrated this year, Arc System Works decided to finally continue the original story, picking up after Double Dragon II: The Revenge—Double Dragon III: The Rosetta Stone took place between the original two games—and deliver unto us a true 8-bit successor in Double Dragon IV.

The world has gone to hell after the events of the last game as nuclear war has decimated everything. Might makes right amongst the survivors of this post-apocalyptic wasteland, and so the benevolent Lee brothers have been traveling across the country trying to open up new dojos (it’s all about those franchising rights!) in an attempt to teach people to better defend themselves. Unfortunately, on a trip to the ruins of San Francisco, some familiar ne’er-do-wells ambush Billy and Jimmy. Oh, and Marion does her best Princess Peach impersonation and has been kidnapped—again.

So, much like many games of the late 1980s, the story serves as little more than window dressing as a concept and an excuse to get you and a friend to team up and take on hordes of thugs both familiar and new to long-time fans of the series. It’s definitely not the selling point here, and that’s fine considering how much this game is clearly trying to channel the originals.

DD4Rooftops

The audio/visual aspects are also ripped right from the 80s. There are sprites that sometimes just use palette swaps to signify an increase in difficulty between enemies. The Lee brothers look like they’re whipping three-linked sausages around instead of throwing righteous fists. Simple, spring-like noises sound off with each jump across perilous pits, and the classic main theme song returns. In other words, Double Dragon IV’s artistic style at least is a direct throwback to the NES versions of the first two Double Dragon games for those of us around back then, and probably serves as a shock to the system for those who weren’t. I believe it to be entirely inoffensive, and even a tad refreshing in a way, even if all you’ve ever known is polygons, dynamic lighting effects, and orchestral scores.

This return to a bygone era can also be felt in the game design. Platforms aren’t placed in impossible positions, but are difficult enough where if you don’t time your jumps just perfectly, you’ll fall to your doom and lose a precious life—of which are in short supply. Disappearing platforms, rotating blocks, spike traps, and conveyor belts (oh, those damn conveyor belts!) litter the late stages of the game. There are also the enemies who love to crowd around your fallen body. Although this can lead to a particularly efficient uppercut or rising knee if you time it right on your pop-up, it can also lead to numbers that simply overwhelm you and see the enemy thugs beating you right back to the ground, or repeatedly whittling down your health bar with devastating combos. Familiar special moves from the original games like spin kicks, throws, and MMA knees to the face are also here to help if you can pull them off.

For some, this all may prove even more frustrating than for others. Playing the fittingly local only co-op with a younger friend of mine named Jeromy—the 2-player “A” version of the co-op campaign mode specifically that removes the friendly fire of the 2-player “B” campaign mode because Jeromy cannot be trusted—highlighted how big a difference a single gaming generation between two people can be. I’ve been with Double Dragon since the beginning; he came on board with Super Double Dragon, a game made specifically for the SNES and not arcades, which is not considered canon. His frustrations with Double Dragon IV were obvious from the second we started.

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It was then that I realized that in many ways Double Dragon IV was like a time capsule in game design seeing the light of day for the first time in almost 30 years. For me, it was mostly fun to see old-school mechanics revisited, and I laughed at what Jeromy saw as design shortcomings—which I recognized as sometimes just conscious decisions made with high difficulty and the technological limitations of the time in mind. It was as if the original Double Dragon had again emerged to steal lives on my NES, or my quarters in the arcade. Only those who could master the limited controls of the 80s were worthy to progress pass the game’s first few levels, and this was on clear display here. I found it charming; he found it maddening.

Not everything about old-school game design should be found to be charming, though. A classic shortcoming of side-scrolling beat ‘em up combat remains perfectly intact here in the form of poor hit detection. Trying to line up on the same plane as an enemy and failing (and then them hitting you somehow from the same position), or your foes being a mere pixel or two out of range of one of your punches leading to you getting clobbered with a nunchuck, led to some teeth grinding on my part, too, for sure, and I would’ve loved even the slightest improvement here.

And where Double Dragon IV excels at showing us a glimpse at gaming’s past, it also clearly limits its audience. Like Jeromy, anyone under a certain age won’t have the quaint, nostalgic memories to take the edge off the game’s classic quarter-munching gameplay and inherent flaws. This isn’t necessarily a knock against the game, but it does make it very niche, confining its potential reach to an ever-shrinking demographic.

DD4Versus

Arc System Works did at least try to rectify this it seems with a poorly advertised fact that by pressing the “Options” button on the main menu you can pull up a mission select option and instantly start with full credits and lives at the most recent chapter you finished. In this sense, some of the difficulty and tension is removed as the fear of having to start the entire game over is absent, but then you run into the unfortunate by-product of what turns out to be an extremely short game—one whose 12 missions total should take less than an hour to finish.

A dash of some much-needed replayability is introduced once you beat the game by allowing you to play as other characters besides the Lee brothers (such as Roper, Williams, and Linda), but this isn’t much if the original experience didn’t appeal to you. There’s also a two-player versus mode with over a dozen optional characters to play as, and a Tower mode where you must keep clearing floors of enemies to climb the tower, which you can challenge once beating the campaign. Both are even more tiresome than the campaign itself, however, unless you consider yourself a Double Dragon maniac.

Double Dragon IV is a throwback in both the best and worst ways. It limits its audience by appealing to an extreme niche section of hardcore fans, eschewing modern game design for aesthetics and mechanics that are relics from a seemingly ancient era and could alienate many gamers. If you can look past the retro sprites, and are old enough to remember when games like this dominated the arcade and NES landscape despite their intense difficulty, the nostalgia factor might be enough to carry you through this fitting follow-up to the original games in the series. If you can’t, then fighting for right with the might of the dragon likely isn’t for you and you should pass on Double Dragon IV.

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Publisher: Arc System Works • Developer: Arc System Works • ESRB: T – Teen • Release Date: 01.30.17
6.0
Double Dragon IV is a sequel that came about three decades too late. While it’s a great follow-up to the games from the 8-bit era, it also unintentionally shines a light on the shortcomings of the time—which only the most diehard of fans will be able to overlook.
The Good A true 8-bit era follow-up to the original Double Dragon series in every sense.
The Bad The game is almost too accurate to its NES and arcade inspiration, with punishing platforming and overwhelming enemy numbers that will irritate all but the most diehard of Double Dragon fans.
The Ugly All these years later and Marion is still getting gut-punched before being carted away.
Double Dragon IV is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Arc System Works for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Even though it is looked at as the father of the “survival horror” genre, the only thing scary about Resident Evil in recent years is how much it had unabashedly transformed into just another action series—as if it had been infected with the video game equivalent of one of Umbrella’s viruses. Resident Evil 5 and 6 in particular are guilty of this. They may have had many of our favorite characters, but the sense of suspense and tension was completely gone. Recognizing this, the minds now in charge of the series made a conscious effort to get back to what made Resident Evil the gaming icon it is, and I can attest that Resident Evil 7: Biohazard is easily the best game the series has seen in years—if not ever.

Resident Evil 7 begins with a new hero to the series—a man by the name of Ethan Winters—getting a mysterious message from his wife, Mia, who has been missing for three years. Instructed to come find her in the fictional city of Dulvey, Louisiana, Ethan makes a beeline for the address he’s given, where he comes upon a derelict plantation home belonging to the Baker family. As Ethan begins to explore the property, though, he’ll find a lot more is going on down in Dulvey than anyone realizes.

Isolation. Darkness. Disbelief. Insurmountable odds. I was bombarded with all of these elements almost right from the get-go in Resident Evil 7 as it set a tone that would carry the entire way throughout this adventure. A large part of this has to do with the fact that the game features a first-person camera view for the first time. Much in the way that Resident Evil 4 was lauded for giving us a more traditional over-the-shoulder third-person camera as compared to early games in the series, this decision again changes the entire dynamic of how you experience a Resident Evil game. It left me feeling incredibly tense with each step I took through the Baker residence, as the creepiness of the setting—with mutilated dolls, rotting meat, and bugs everywhere—was always right in my face.

Some of these feelings come directly from the aesthetics of the game. The muted earth tones of the massive Baker plantation just scream of rot and decay, while each building on the property—of which there are several and they are large—still have a clear theme around them. Barns, greenhouses, and guest homes all have secrets, and will require careful exploration if you are to find them all. That is, if you’re brave enough to go looking, considering you never know what lurks behind each and every locked door.

RE7Marguerite

The only thing crisper than the visuals is the audio design. While the dialogue definitely isn’t the best, occasionally reeking of B-movie level inspiration, the voice actors do a great job with it—especially with the southern drawls of the Baker family. The sounds of a storm battering the buildings, unseen enemies crawling within the walls, the heavy breathing of Ethan after a fight, and even the crunch of his shoes as he slowly tries to move around undetected only add a level of detail that cranks the immersion up even further.

Another element that helps drive home the horror atmosphere was the fact that the story isn’t afraid to work at a slow boil in the beginning. I didn’t meet my first NPC until around 30 minutes into the game, didn’t get my first weapon/meet my first enemy until almost an hour in, and didn’t finally face off against my first true BOW until almost two hours in. This established a mood that had me jumping at my own shadow, and shouting at the TV when the jump scares the original games were known for finally came into full effect with the horrifying Baker family. This is where Resident Evil 7 may shine brightest: it walks a fine line between Eastern horror elements (mood, atmosphere, tension) with more Western ones (gore, grossness, jump-scares) to give an experience reminiscent of those early games in the series, and that sent chills down my spine.

This sort of pacing also made it so I couldn’t stop playing. Once the questions started piling up around the Baker family—even if some of the answers were a tad predictable as they relate to previous games in the series—I couldn’t put my controller down, and this is another mark of a great horror game. As much as I wanted to crap my pants not knowing what was lurking just down the hall, I needed to solve the mystery, no matter the cost. Sometimes answers would come from an intense boss fight in cramped quarters, while other times it would be a brilliantly concocted puzzle offering a reprieve to the tension I often felt while exploring. The only downside to all this is that the game’s replayability takes a serious knock once you know how it will all end, even with the hard “Madhouse” difficulty unlocking after your first completion of the game.

The slow build of the narrative also had the added bonus of giving tremendous weight to the biggest moments when they did happen. Seeing this game’s first BOW was a truly terrifying revelation, and instead of Capcom sending a shooting gallery worth of enemies at me after that, or giving me a machine gun right from the onset, they made it a punishing encounter that would also set the tone for the game’s combat.

RE7Molded

Ethan is not the trained hero that Leon, Chris, or other early Resident Evil protagonists have become for the series, and many times when encountering an enemy of any sort, keeping your wits about you and managing your ammunition becomes paramount. Scrounging for scattered bullets, taking careful aim, relying on melee weapons, or even running away are all viable strategies when the ammo runs out and your foes keeps coming. Ethan can’t just spin kick a foe to the ground and curb stomp them into submission; in fact, without upgrades, he won’t survive more than a couple hits against most enemies, turning every confrontation into a truly stressful moment as you fight to survive.

Speaking of upgrades, now is a good time to mention my one real complaint about Resident Evil 7, and that comes with the game’s inventory system. Managing inventory has been a chore in Resident Evil for as long as I can remember, but this game might take the cake. Ethan can’t carry a lot, which makes sense as we’ve established. You can find bigger backpacks hidden over the course of the game that adds four new slots to your inventory page, but my real issue is that collectible coins, photographs showing treasure locations, and critical items like keys and keycards all take up the exact same amount of space as ammunition and your guns. There are a lot of different keys to the Baker residence, and while you can go and store things in linked ammo crates, never knowing just which key you’ll need means you might end up struggling to juggle everything like I did. This was originally an issue that was fixed in Resident Evil 4 where the series finally had items taking up a logical amount of room in your inventory based on size/shape. I don’t know why Resident Evil 7 is going backwards in progress with something already fixed three games ago, but I spent way too much time in my inventory as it became quite the chore to manage it all.

One last interesting wrinkle for Resident Evil 7 is that if you’re playing on PlayStation 4, you’ll have a chance to play the game in VR if you own a PlayStation VR headset. Simply turn the VR support on in the menu screen’s options, and suddenly you’ll be dropped right into Ethan’s shoes. While I didn’t give the entire game a virtual reality playthrough, I do admit in the couple hours I did play with the headset on, it’s probably one of the best representations of VR we’ve gotten thus far.

Exploring the Baker plantation in VR is even more frightening than doing it normally. And, with the story playing out entirely the same in and out of VR, even knowing what was coming I still got chills just being immersed in that atmosphere. My only hope is that, in the future, we get the option to aim our guns with the right stick instead of having to move our heads, and that we get a full body representation of Ethan instead of floating hands. Otherwise, this is a nice added bonus for PS VR owners, but definitely not necessary in order to enjoy this game.

RE7Grandma

Resident Evil 7 might be the first must-own game of 2017. If you’re a fan of survival horror, then you’ll recognize the tremendous return to form this was for Capcom’s legendary series, and be equally thrilled and terrified by the atmosphere and level of immersion this experience provides. The narrative is driven by a pair of underdogs in Ethan and Mia Winters that you can’t help but root for, and the mystery of the Baker plantation will keep you pushing on well after your voice has gone hoarse from screaming so much at your TV. Resident Evil is back—and I don’t think it gets better than this.

Publisher: Capcom • Developer: Capcom • ESRB: M – Mature • Release Date: 01.24.17
9.5
This is easily the best Resident Evil game in years. It masterfully blends Eastern and Western horror sensibilities into a truly terrifying package that also harkens back to the series’ roots.
The Good A brilliantly crafted rabbit hole that constantly pulls you deeper no matter how scared you get.
The Bad Oh that pesky inventory management.
The Ugly The constant stream of swears that came out of my mouth after every jump-scare.
Resident Evil 7: Biohazard is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. A review copy was provided by Capcom for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.