Tag Archive: PS4


Like most annual sports games, EA Sports’ NHL franchise has gone through some growing pains over the past couple of years as it transitioned onto new hardware. With each new iteration, however, the series has taken huge strides forward—and this year is no different. With EA Canada looking to their sports game cousins over at EA Tiburon and Madden for a little extra inspiration, NHL 17 adds a ton of new features, and by continuing to iterate on their own systems, EA Canada has produced the most authentic on-ice experience to date.

The most obvious element taken directly from the gridiron guys at EA Tiburon is the fact that NHL 17 now boasts its own version of Draft Champions. Instead of picking coaches and schemes, though, your first major decision here involves selecting a general pool of players. Do you want perennial all-stars? Or maybe only players that were born north of the border? How about just Stanley Cup winners? Each choice will net you an impressive base team no matter what, but will also dictate the players and legends available to you according to the theme. For example, no one would argue picking Hall of Famer Mike Modano early on to center your first line—but if you choose the Canadian-born player pool, you’ll never see him come up.

The actual draft part of the mode is shorter—down to 12 rounds instead of 15—due to the fact that there’s far less players on a hockey team than a football team, but it’s still enough that every gamer should have an outstanding group. There are also four player choices each round instead of three, making each pick more painful as you get deeper and deeper into the draft.

I found myself enjoying NHL 17’s version of the mode more than Madden’s. Here, each team is chock full of superstars, unlike the Madden side where each team has myriad scrubs filling holes at too many positions. My only issue with the mode lies in the fact that Madden allows you to have both an offline gauntlet against the computer for practice and an online one against other players going on at the same time. With NHL 17, you can only pick one or the other, which sucks if, say, you were playing online and your internet goes out. You either have to re-draft and forfeit the remaining gauntlet, or wait until you get back online.

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The other new mode NHL 17 touts this year is World Cup of Hockey. Replacing the old tournament mode, the World Cup of Hockey pits the eight authentic teams from this year’s international tournament against each other in round robin, and then elimination play. It’s not the longest or most intense mode, but it’s a nice way to try out players you might not normally use in other modes. For those of us who live and breathe the sport, you can’t help but try to take your home team all the way—and, yes, I took Team USA to the final where I swept Team Sweden.

New modes are always fun to mess around with, but the core four pre-existing modes—Franchise, Be a Pro, Hockey Ultimate Team, and EA Sports Hockey League—have seen such major renovations that you’d almost think they were brand new, too.

EASHL has added a plethora of customization options for building your own arena and team in order to give yourself the truest home ice advantage possible online. As your arena evolves and levels up over five different tiers, you’ll unlock everything from being able to mix up what color seats you have on each bowl level, to customized scoreboard and entrance effects when your team takes the ice for the first time. In terms of gameplay, the mode also adds new player classes for your skater, like hitting sniper and jumbo forward, so you can have a more refined role when you actually do take the ice.

Hockey Ultimate Team has seen more drastic changes than just some customization features. When you start, no longer will you be saddled with a team full of scrubs. They won’t be superstars either, to be clear, but you don’t have to worry about minor leaguers from the OHL mixing with pros at the NHL level anymore, as you’ll be given a roster full of NHL-level talent. You can always improve your squad through skill boosts or finding better players in packs or the auction house, but you’ll be competitive as soon as you start now, which is great if you’re like me and don’t consider grinding for online currency part of a quality play experience.

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HUT also boosts several new systems borrowed from the Madden franchise. A new metagame for you to focus on in NHL 17 is the completion of sets. Collecting every player from a team and placing them in a HUT set will net you one of that franchise’s legendary players. There’s also a new Synergy system borrowed from Madden, which replaces the old Chemistry meter. This means you no longer have to hope for finding a “change team” card when opening packs so you can get all of one team on a line. Instead, each player will fall into certain categories, and when a team has enough of those players, they’ll all receive a boost. As one example, Mats Zuccarello and Rick Nash of the New York Rangers have the “Wicked Wristers” ability; put them on a team with two others with that ability, and all four will have a plus-three rating to their wrist shot. It’s a big boost, and trying to mix and match Synergies adds a welcome level of strategy to putting your ideal online team together.

If online play isn’t your cup of tea, Franchise has you covered. This year’s Franchise mode not only allows players to control every facet of the team, but also the front office. I’m not just talking about contract negotiations like in previous years, but also having to meet certain owner goals to keep your job. You’ll have to decide on a marketing budget (who wants a Derek Stepan bobblehead the first time the Penguins come to MSG on November 23rd?) and stadium upgrades (hell yes we need more ice cream stands at the Garden). These moves permeate the mode so much that even the commentary from the returning Mike Emrick, Eddie Olczyk, and Ray Ferraro reflects these changes to the arena (those three guys do another fantastic job calling the games as part of possibly the best presentation package in sports games, by the way). It’s not the first time we’ve seen this level of team management detail in a sports game, but how it affects you staying in control of your favorite team is a nice added detail if you love to micromanage your team like I do.

If the idea of actually playing on an NHL team is your dream, Be a Pro mode also returns. There are two major changes here, with the first being that there are now three timing options to speed up the process of being a pro. Whereas it used to take upwards of 30 real-world minutes to play each game with authentic 20-minute periods (that’s with skipping to your next shift), the new 10-minute and 5-minute period options speeds up each game experience considerably—but come at the sacrifice of playing time for your pro. This double-edged sword really came back to haunt me, because your coach—who offers points on how he wants you to play between shifts—is also a lot more harsh this year.

While I appreciate the solution to speed the game up, I really felt my player was screwed when he didn’t make the team, and was sent down to the AHL to start the season. My rookie had eight points—three goals, five assists, and a plus-five rating to boot—in seven games and you couldn’t even stick me on the fourth line? It’s called Be a Pro, not Be a Minor Leaguer. With that kind of production and that end result to my pre-season, it still seems this mode is very unclear on what exactly it wants from you to be successful, leaving this still as one of the series’ weaker modes.

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Of course, these new bells and whistles in the modes are all well and good (mostly), but the thing that brings it all together is the gameplay. Some major changes to the all-around AI make this experience more realistic than ever before, and yet it feels completely different from years past. As impressive as puck physics and player movement always were, there were always moves and soft spots in the defense that you could find and take advantage of. Whether it was skating in a large circle from behind the net, taking slapshot bombs from the point with defensemen, or even just camping at the top of the slot, these strategies always worked because the AI players and goalies didn’t react in a way that actual NHL players do.

That’s changed, starting with the goaltenders. AI goalies will now more realistically play the puck, with shoulder shrugs and smaller, more nuanced movements. They’ll deflect a puck purposefully into the corner, headbutt it out of the sky, and scramble like never before if a puck starts to slowly trickle in behind them. They are also more susceptible to screens, deflections, and dekes on breakaways, though, to give them that sense of realism. Of course, should you decide to play as one of them in exhibition, Be a Pro, or EASHL, it’s still near impossible to be effective. I feel there needs to be a deep goalie tutorial mode, because as great as the visual trainer is—especially after this year’s upgrades will now teach skaters more pro-level moves like windmill dekes and spin-o-ramas—it doesn’t do enough for goaltenders. I often feel lost in the crease, that movement is sluggish, and that I’m always out of position.

The AI improvements also extend outward from the goalie, with defensemen now getting into battles with forwards in front of the net, and forwards moving into positions to better get rebounds and score those critical ugly goals down low, or block passing lanes on defense. Those soft spots I mentioned before are now gone for the most part; while they will occasionally pop up because a blown coverage will always happen here or there and a goalie will have to bail out his team, they are a rarity. The AI takes better angles and covers passes more aggressively now—instead of every AI player just blindly chasing the puck, often pulling themselves out of position.

This change, more than anything, has made NHL 17 feel like a brand new game. While it may be frustrating at first for long time players who have gotten used to how the game used to handle (admittedly, myself included), know that it’s better for the authenticity of the game in the long haul. And, if it really bothers you that much that you’re not scoring half-a-dozen goals every single game, you can always dumb down your opponents via the options menu.

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NHL 17 is another step forward in the hockey sim’s ever-continuing evolution. Better gameplay serves as a shining star in this year’s product, bolstered by new modes and important tweaks to existing ones. And, even if some of those are borrowed from other EA Sports games, NHL makes them all its own. Not every change was for the better, and there are still a few snags that hold it back, but overall it’s harder to get a better hockey experience than this outside of lacing up a pair of skates and gliding across a frozen pond.

Publisher: EA Sports • Developer: EA Canada • ESRB Date: E10+ – Everyone 10 and up • Release Date: 09.13.16
8.5
NHL 17 takes a step forward with the series in terms of more authentic gameplay, but has lost its edge in a couple of its long-standing modes.
The Good New goalie and defensive AI makes the on-ice product feel more realistic than ever before.
The Bad Playing as the goalie is still a nightmare. Be a Pro mode needs to be sent down to the minors.
The Ugly It was a bad idea to put my controller in the freezer overnight to “enhance my simulation experience” the next day.
NHL 17 is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Review code was provided by EA Sports for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

As I walked around the Boston Convention and Exhibition Center during PAX East this year, I saw a great many games. From small titles made by developers I had never heard of, to the bombastic fanfare and excitement surrounding projects by the usual powerhouse publishers, there was something for everyone. One of my surprises of the show was called Livelock, with publisher Perfect World taking a crack at their first non-free-to-play game. My demo back then was enough to pique my interest, compelling me to give the final product a look when it finally released last week. Unfortunately, Livelock fell far short of the excitement it instilled in me back in April.

Livelock takes place in a post-apocalyptic future. When a global extinction event became imminent, humanity found a way to upload people’s consciousness into robot bodies in the hopes of protecting what makes them human. With not enough time to upload every person into their own personal chassis, humanity’s population was transferred into three cores in New York, Tokyo, and Moscow. When the event hit Earth, however, it was far stronger than anticipated, decimating the failsafes that were put in place and causing many minds that had already been uploaded into robots to go mad. However, one failsafe not on Earth—an AI-driven satellite orbiting the planet—is still intact, and has taken it upon itself to find the Capital Intellects, three long-dormant prototype robots that served as the blueprints for the transference process. With players assuming the role of one of these Intellects, they must now travel to the remnants of each core city and collect pieces of a key to a last bastion called Eden in order to salvage what’s left of humanity.

Honestly, folks, these are the reviews I dread the most. Livelock isn’t necessarily a bad game or a broken one—it’s just boring. Bland beyond belief, Livelock doesn’t do anything that hasn’t been done before, and never really became fun as I grinded my way across its two dozen stages. It’s a top-down shooter with RPG elements, and what’s most painful to see is the potential it held before ending up as something so vanilla.

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A prime example of this was the story. Sure, the post-apocalyptic scene isn’t terribly original, but it can be entertaining when done well. The problem here is that the game focuses so hard on throwing more and more robots at you—filling the screen to the point the game painfully lags in some instances—that it never properly fleshes out the details on how the world came to be as it is (or as it was). The only glimmer of character development we get in-game is the occasional quip from each of the three Capital Intellects, and audio logs scattered around the world that simply don’t provide enough background or go into enough detail.

Speaking of the world, levels also fail to capture the imagination. Considering the three cities the game takes place in, the game could’ve done so much more to make it feel like we were actually traipsing through their ruins, instead of just generic streets, fields, tunnels, or tundra. Yes, Russia has snow—but how about the Kremlin? Show us the Empire State Building in New York. Give us something to connect us to these places.

At least there are glimmers of creativity on display with the enemy types. Each has built new homes in the ruins of humanity that have unique themes to them, ones which are based around the enemies themselves. In Russia, the humanoid-like robots have built a village; in Tokyo, an insect hive houses bug-looking bots; and vermin-esque foes have carved out a rat’s nest in what remains of New York. A particular bright spot comes from many of the end level bosses, as they all aren’t just beefed-up versions of lesser enemies. Instead, they show some personality and attack with unique tactics, providing a welcome level of satisfaction upon defeating them.

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The only time it feels like the developers behind Livelock were truly inspired, though, were in the Capital Intellects themselves. There’s the tank in Vanguard, the damage-per-second specialist in Hex, and the support in Catalyst. The trio have distinct personalities that you catch glimpses of in beautifully animated cutscenes that, again, had me wanting to see more of this world. Combat-wise, each one has a half-dozen weapons to choose from (you can take any three into battle at once) along with special powers that grow stronger as you level up (until you hit the level-30 cap). There are even some modest customization options, including colors, robot heads, and capes that you can mix and match.

Livelock also falls short in the challenge department. A single playthrough on normal difficulty clocks in at about four hours, and will put you right up against the edge of the level cap. There’s no penalty for dying beyond resetting your multiplier, which only really affects you if you’re going for high scores in each level’s online leaderboards. The high score feature does at least offer a nice arcade-like touch, giving Livelock some much-needed replayability beyond three-player campaign co-op with friends. Finally, there’s an endless mode where you take on wave after wave of enemies, but it’s as generic as every other Horde clone we’ve seen over the years.

Livelock works as a top-down shooter—you fire away at enemies and they blow up and you can do this endlessly to your heart’s content. The three Capital Intellects you play with feel satisfying to use, and carry enough personality to make you grow ever so slightly attached to them. With such a lackluster world, uninspired story, and severe lack of challenge, however, you’d have to be an absolute top-down shooter fanatic—or desperate for something cheap to play—to add this to your collection.

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Publisher: Perfect World Entertainment • Developer: Tuque Games • ESRB Date: T – Teen • Release Date: 08.30.16
5.0
Livelock is as generic a top-down shooter as you can get. The locations you find yourself fighting through, the enemies you take on, and the story itself come together in a package that works, but one which fails to inspire any semblance of fun.
The Good Single-player leaderboards and three-player co-op offer a modicum of replayability.
The Bad The story, gameplay, and challenge never quite reached their potential. Lots of lag.
The Ugly You can figure out who the “surprise” bad guy is just from the voice acting in the opening scene.
Livelock is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. Review code was provided by Perfect World Entertainment for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Madden NFL 16 saw the incremental changes of the several previous titles finally culminate in probably the best year-over-year improvements the series had seen to date. Therefore, it was only natural to assume that this might prove to be a down year. After all, how could they top the effort that changed the passing game and saw the addition of Draft Champions? Well, there may not be anything as flashy as brand new modes added this year, but Madden NFL 17 amazingly builds upon what last year’s game did, and may be the most polished entry I’ve played from the annual series in a very long time.

For me, Madden’s greatest mode has always been Franchise mode. Since I first started playing the series 21 years ago—don’t mind me as I take a moment and remember how old I am now, shedding a single tear at the thought of my own mortality—the idea of taking your favorite team to the Super Bowl was what drove you in the days before the advent of online play. When Franchise was introduced and I could then take my team repeatedly to the Super Bowl, I was hooked forever.

The mode has been tweaked countlessly over the years, but never before have we had so much control over our team I think. The addition of practice squad players and being able to focus experience points towards developing draft picks shows a better commitment to how an actual NFL team prepares for the future. Combine this with the returning college scouting system, where you spend points each week to see where potential picks should really fall in the draft, and if you’re likely to play at least several seasons worth of Franchise mode, then building up your team has never felt easier or more natural.

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Franchise isn’t just about building towards the future, though. In the here and now, new coach goals and predictions can determine your future with a team—as in if you don’t win now, you might not have that future to build towards. There’s the ability to practice and gameplan each week before your next opponent, and doing so successfully provides in-game bonuses to key player stats. For example, practicing Flood patterns on offense and Cover 2 on defense will boost your players when calling plays that fall in those categories in the game that week. Making legitimate game prep an actual part of Madden surprised me—first for being there, and then for being as enjoyable as it is.

The hardest part of turning any team into a dynasty, though, is keeping them together. New mid-year contract negotiations help make that a breeze, as you see how much a player could want before even getting to the off-season and potentially extend their contract right there. (It’s especially effective with those players who want to negotiate earlier in the year.) Sometimes you’ll realize it’s better to trade away a player who wants too much money, and you can get some sort of return before it’s too late. Sorry middle linebacker Jasper Brinkley; the Ray Carsillo-run New York Giants organization appreciates your service with the team, but we’ve traded you and a draft-pick to the Packers for Jake Ryan, someone just as good as you, who comes at a cheaper price tag, and is seven years younger than you. Welcome to the National Football League, folks.

It’s not just managing a team that has been beefed up, though. Once you take the field, several noticeable changes have made Madden NFL 17 feel like the most realistic game the series has produced yet, starting with the look. A new presentation package gives us more realistic camera angles on replays, and to my delight, the fewest animation bugs I’ve seen in Madden in years. There’s still the occasional hiccup, but the days of players glitching in and out of existence or running off the field and into a replay booth headfirst seem to be gone.

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Also, thank goodness the commentary team has been changed. Phil Simms and Jim Nantz sounded so repetitive and canned (just like in real life!) that I played the game on mute most times. Brandon Gaudin and Charles Davis sound like they’re actually enjoying the game, making the recording sound fresh and inspired. Even little touches, like Gaudin taking note when you decide to skip the Larry Ridley halftime show and get back into the action, makes the product feel more alive and far more enjoyable.

In terms of gameplay, since last year had a focus on the passing attack, Madden NFL 17 turned its attention to the ground game. First up is how players will fight for extra yards. In certain one-on-one situations, a button prompt will appear on a defender or runner. If you’re the runner, it means you’ll most likely shed a would-be tackler, leading to a bigger gain; if you’re a defender, you’ll emphatically slam the runner down, halting their forward momentum. It doesn’t happen all the time, but when it does, it can be a game-changer, keeping you on the lookout for those shining moments.

Another tweak to the running game has been special moves. They’ve long been a part of Madden, but even after all these years, getting the timing down for spins, jukes, and stiff arms has never been an exact science. So, sort of taking a page out of the NHL series’ tutorial overlap, Madden now tells you exactly what button to press—and when—to help you learn the moves you’ll need to turn average runs into game-breaking touchdown scampers.

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As a heads-up, though, this feature is set to automatic as the default setting. I found after only a couple games that I needed to turn it off, because as much as it was great when my receiver or back would juke a defender out of his shoes and go for a big gain, it was frustrating when they would try to do a spin move around a wall of defenders. I’d rather just run forward at that point and try to churn my legs for an extra yard or two, instead of being spun down in the spot I’m standing. Besides, by then I had rediscovered my personal timing anyway. So, just as a word of advice: you might need to tweak the settings on this for it to fit your play style the best.

As great as this has been to help balance the running and passing game, the biggest gameplay changes may have surprisingly come from special teams. The third phase of football has long been overlooked by Madden, but this year they’re getting their due, starting with kicking. Borrowing the three-input system from the PGA Tour series, kicking field goals and punting now requires you to press a button three times before sending the ball (hopefully) sailing. The first press starts your power meter, the second sets power and starts to swing the meter back down for accuracy, and the third sets that. It finally adds challenge to what is an integral part of football, and one that had surprisingly become relatively automatic in Madden.

There are two sides to every kick, however, and defending kicks has changed as well—in that you can actually block kicks now. Jumping snap counts and actually being able to run around defenders makes it so that playing the other side of the ball on field goals and punts isn’t automatic anymore. More realistic blocking AI means mistakes can happen, and there are few things in football more exciting than a blocked kick. I’d blocked one kick in my entire Madden career—Madden 2004 with Osi Umenyiora of the Giants in a Super Bowl against the Bengals in franchise mode—up until this point. I’ve already blocked three field goals, and had one of my own field goals and punts blocked in only a couple dozen games in Madden NFL 17.

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Of course, this could use some better balancing, especially in online modes like Madden Ultimate Team and Draft Champions. In Franchise, it’s still hard enough to block a kick and it happens about as often as it does in real life, to say not very. In these online modes, since you start with lesser players—and, in the case of Draft Champions, may not fill all the holes you need to in the fantasy draft—it’s much easier for high-level corners to work around low-level linemen. This turns Madden NFL 17 almost into Madden 97 when it comes to playing against others—no one wants to kick the ball.

Speaking of these online modes, Madden’s online suite remains as vibrant as ever. Ultimate Team brings the “Chemistry” feature back (which I’m thrilled about), with clear markings on each card you earn telling you what system those players will best fit. Fill up your chemistry meter with enough players of a particular style (west coast offense, run defense, balanced offense, etc.) and gain bonuses for them in matches. This makes it easier to focus on how you want to build your team and how best to counter your rivals. New solo challenges—now with instant win conditions—expedite the team building process. Last year’s new mode, Draft Champions, also returns with new legends to bolster your roster. As of writing this review, servers appear stable and it’s been quick and easy to get into Draft Champion and head-to-head matchups.

Madden NFL 17 bucks a trend for annual franchises by showing that it can not only find new ways to continue to innovate, but maintain a high-level of consistent quality. Some new features may require more balancing for online play, and there will always be the occasional graphical or audio glitch, but considering where Madden was even just a few years ago, it has come a long way towards showing off its sports dominance and is much more than just a roster update like titles from its past. If you love football, Madden NFL 17 may be the best football game yet.

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Publisher: EA Sports • Developer: EA Tiburon • Release Date: 08.23.16 • ESRB Rating: E – Everyone
9.0
New features may need a little more balancing to be effective online, but overall, Madden NFL 17 is the most polished and enjoyable Madden yet, magnificently avoiding a potential regression after the successes of the year prior.
The Good Special teams, Franchise mode, and ground game tweaks make it feel like the most authentic football sim yet.
The Bad The occasional graphical glitch. The online balancing of the new features needs some work.
The Ugly That opening LA Rams vs Washington simulation. You really think that’s going to be a Wild Card Round playoff matchup EA Sports?
Madden NFL 17 is available on Xbox One, PS4, Xbox 360, and PS3. Primary version reviewed was for Xbox One. Review code was provided by EA Sports for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

At Call of Duty XP, I had a chance to play Call of Duty: Modern Warfare Remastered. It felt weird after so many years (and so many different Call of Duty), but it also felt oddly comfortable. The nostalgia is strong with this one.

I had a chance to play some Team Deathmatch in Call of Duty: Infinite Warfare at Call of Duty XP. This map is Throwback, a tribute to Americana in space. I played as the Warfighter, an assault-style class who is strong all around. Thanks for watching and feel free to subscribe!

The original Watch Dogs tried some interesting new ideas for incorporating multiplayer, and at the top of the list might’ve been the ability to invade a friend’s game in order to try and hack them (leading to a cat-and-mouse chase between players). Building on that idea, Ubisoft has unveiled the new Bounty Hunter mode for Watch Dogs 2, which I recently had the chance to try for myself thanks to a pre-Gamescom event at their San Francisco office.

Watch Dogs 2’s Bounty Hunter mode allows players to put a bounty on their own head. Doing so automatically sends the cops after you, but it also allows up to three friends to join your game and team up with the police to hunt you down. However, one of your friends can join your side if they so choose, turning the mode into a 2-vs-2 (with AI police) in addition to the possibilities for a 1-vs-1 or even asymmetrical 2-vs-1 or 3-vs-1 confrontation. If you don’t feel like being hunted, you can also do an online search to see if anyone else is on the lamb in order to join the police hunting them if you want.

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I had a chance to play as both the hunter and the hunted, and on both sides of the coin, it was nice that all my tools from the game’s single-player portion transitioned with me. I could hack cars and steam vents, use my automatic rifles, or even fly drones and place remote mines, just like in the single player, all helping to provide for a variety of options every time I played—making it so each time I tried the mode it never felt the same. Sometimes as the hunter, I would get a lock on the target, steal a car, and simply run them over when they were trying to escape on foot; other times, I would sneak up on them and snipe them from a distance.

Meanwhile, during the times when I was being hunted, my strategies shifted drastically. With my position immediately given to my enemies as soon as they signed in, I just tried to flee as fast as I could at first, hoping to lose my pursuers through back streets or by going off-road with a car. One time I had a friend drive the getaway car as I used my rifle to shoot out the tires of those hot on our tail. Sometimes, crippling would-be captors was more effective than trying to kill them outright.

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At a certain point, though, I got tired of running. On my final shot at the mode, I found high ground and planted mines near locations I thought people would try to come at me from. Unfortunately, most of the mines went to waste, as my enemies took unforeseen angles. Luckily I could remote detonate them though, and I was able to pick off another player who wasn’t close enough to trip the mine, but who was definitely within the blast radius when I set it off.

All told, I spent probably about a half hour with Watch Dogs 2’s Bounty Hunter mode, and got in maybe six matches (victorious in all of them)—which means the mode is also pretty quick. You don’t have to worry about a long time sink, and with the hunters always knowing where the hunted player is, it usually promotes quick and decisive confrontations, perfect if you want to get in and get out with the multiplayer, or really mess with some folks and go on a bounty-collecting spree.

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It’s nice to see Ubisoft continuing to support the multiplayer aspect of Watch Dogs, and this new mode feels like the natural evolution of invading someone else’s game while staying true to the tenants of the original’s gameplay. I can’t wait go collect some more bounties for real now when Watch Dogs 2 drops on November 15.

It’s hard to believe it’s been about nine months already since Just Cause 3 launched, but time flies when you’re blowing up parts of an oppressed nation. Because of the episodic release schedule of the Air, Land, & Sea Expansion for the game, we’ve been causing chaos pretty consistently over that period of time. And now, with the release of the Bavarium Sea Heist DLC—the third and final chapter in that expansion—we can say there’s not much of Medici left for us to decimate at this point. Much like the previous chapters in the expansion, however, Bavarium Sea Heist just doesn’t hold a candle to the main game.

The DLC opens with Rico getting a call from Annika (his mercenary buddy from the main game) as she’s planning on putting together the heist of the century. It seems Stingray, an old eDEN research facility in the middle of the ocean that was trying to harness the power of lightning and mysteriously disappeared into a portal after their last experiment went haywire, had amazingly reappeared. Annika wants some Bavarium devices that were being developed there and calls on Rico, Tom Sheldon (Rico’s American handler), and Looch (Medici resistance member) to help her out, as the Black Hand—the evil mercenary group Rico has dealt with countless times before—has already established a base of operations there. With promises of new weapons and a new boat from Looch, Rico can’t refuse.

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That new boat just so happens to be the Loochador (named after its creator), a vessel loaded up with machine guns and rocket launchers that’s twice as fast as any other ship already existing in the game. Since release, the sea gameplay for Just Cause 3 was always lacking. I’d often forgo all the boats available to me and use helicopters instead to wreak havoc on the oil refineries that I’d need to obliterate in order to liberate certain regions of mainland Medici. The Loochador finally makes splashing around in the waters of Medici tolerable. It’s a boat that can withstand the offense of most any enemy at sea—a necessary given the DLC adds five new watery outposts along with the Stingray base. And, since you can take it back with you into the main game, I’m sure the Loochador will be a great tool in finally getting all the gears in those pesky water challenges and boat races.

Unfortunately, the Loochador doesn’t solve every problem. It’s still difficult to aim and control the ship, especially in the middle of a firefight with other vehicles or soldiers stationed on the platforms you need to destroy. Bouncing up and down on the waves is not conducive for battles. The worst of it all, however, is that when you’re stuck inside the Loochador, trying to cover the ridiculously huge distances between objectives as quickly as possible, you’re taking me away from one of the best parts of Just Cause: traversing with Rico’s grappling hook and parachute. Just like the other DLCs leading up to this, you’ll spent the majority of your time within the new super vehicle. That’s fun for a little while, but gets tedious rather quickly—which is saying something considering the DLC as a whole should only take two or three hours to beat.

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There’s also the new “eDEN Spark” lightning gun that you get at the very end of the DLC. It’s basically a Gears of War Hammer of Dawn rip-off, but with the much clearer sightlines of Just Cause 3, it’s a more viable weapon when trying to eliminate enemies from a distance—even if it does wreck the balance of the main game.

The best thing that Bavarium Sea Heist does do is it adds 18 new audio logs for Rico to discover. These audio logs fill in the backstory for not only this DLC, but the entire expansion pack, detailing the rise and fall of eDEN and fleshing out some of the characters in much the same way Di Ravello’s audio logs did in the main game. Just Cause 3 may never be known for its story, but it’s nice when a little effort is made to round out and give more depth to the characters in this insane, over-the-top universe.

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Bavarium Sea Heist looks to bring our time in Medici to an end, but does so not on the best of notes. When compared to the main game, it ran into the same problem as all the other DLC in that it weakened what were some of the game’s strengths. At the very least, though, this one makes my time in the water a bit more palatable.

Developer: Avalanche Studios • Publisher: Square Enix • ESRB: M – Mature • Release Date: 08.18.16
5.5
Bavarium Sea Heist runs into a lot of the same problems as the previous DLC packs for Just Cause 3. It confines you to the new super vehicle you acquire, nullifying Rico’s grappling hook and parachute, and is already over by the time you start getting warmed up. At least here there’s a little more story than before, but it’s not enough when comparing this to the main game.
The Good The most fleshed-out DLC in the expansion pack in terms of narrative.
The Bad Just Cause 3’s water combat is one of the weakest aspects of its gameplay, and it only gets slightly better with a tricked-out boat.
The Ugly All that bouncing up and down on the waves made me seasick.
Just Cause 3: Bavarium Sea Heist is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Square Enix for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

It’s been a great summer for smaller titles and indie games. Right before the deluge of AAA games kicks off the impending fall rush, though, Sony was able to squeeze in one more heart-wrenching tale for us to play in Bound. What this game lacks in length, it more than makes up for in how long you’ll be talking about it after you’re done.

A large part of what makes Bound so interesting is its story. Players take on the role of a small girl who uses dancing to traverse and overcome the obstacles of a colorful world. I’d love to go into more detail about the narrative itself, but developers Plastic Studios and Sony Santa Monica specifically requested we don’t talk about the story so that my personal thoughts on the game’s overarching themes and metaphors presented here don’t potentially affect someone who hasn’t played just yet. Just know that it is a tale meant to be open to interpretation, with deep dramatic tones that should strike a chord with anyone with even a hint of empathy in their being.

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Part of what makes the story’s impact so meaningful is the game’s visuals, as Bound tells its tale in a minimalistic approach. The world itself is made up of simple shapes that move and vibrate to the dancing girl’s beat as she spins by, her ribbons twirling around her along the way. Few words of dialogue are ever spoken, with the game just shifting from its standard third-person platforming view to first-person when appropriate for certain scenes.

Because of the lack of spoken words, music also plays an integral role in setting the tone of each of the game’s few levels. You wouldn’t be much of a dancer if you didn’t have any music to dance to, and I could listen to the melody that plays at the end of each level—where the girl skates along what looks like a yellow brick road of sorts, possibly signifying her victory over previous trials—all day long if you’d let me. It expertly helps accent each and every scene in the best ways possible.

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For as moving as Bound’s story is, and as beautiful as the world is, the game stumbles in the gameplay department. Although a platformer at its core, there is no challenge at all to be found here. Occasionally you’ll need to time your jumps, or there may even be a fall-away platform or two, but for nearly the entirety of the game, the jumps are simple and really meant for nothing more than to give the dancer another maneuver to perform as she glides through the world. Even the game’s few hazards, like fire or vines, are never really a threat, shrugged off by the shield that the girl’s rhythmic gymnastic ribbons create as she pirouettes, serving up more symbolism than danger.

There’s also that lack of length I previously mentioned, with my first playthrough clocking in at just over 90 minutes. There are only a handful of levels, and while the length works for the story the game wants to tell, there’s very little to bring you back once you see the ending. A speedrun mode unlocks when you do complete it that first time, and there are shortcuts that allow you to cut each level down to only a few minutes each if you can find them. In the end, the lack of challenge presented by the pedestrian platforming means you’ll really have to fall in love with this tiny dancer to keep coming back to this sad tale again and again.

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Bound is a wonderfully-told story that uses heavy metaphor, minimalistic visuals, and a unique movement system to get its point across. Unfortunately, the gameplay lacks any sort of complexity, and while that is clearly a choice by the developer, it also leaves the experience as a whole wanting. It feels like the story of Bound could’ve been told through any other medium and been just as impactful and effective, but that the writers behind it chose a game as their vessel instead. If you’re looking for something dramatic, visually stunning, and a bit on the simple side, Bound is a fine pickup. If you’re looking for more game in your gameplay, however, then this one will likely disappoint.

Developer: Plastic Studios, Sony Santa Monica • Publisher: SCEA, Sony Interactive Entertainment • ESRB: E10+ – Everyone 10 and older • Release Date: 08.16.16
7.0
A powerful, poignant story that utilizes a brilliantly crafted world and movement mechanic to help get its symbolism across. Its short length and lack of gameplay depth hold the experience as a whole back, however.
The Good A sad story told beautifully through the design of the world, the music, and most importantly, the movement of the character.
The Bad The gameplay isn’t nearly as deep as the story.
The Ugly All the ribbon dancing kept making me want to hum the Olympics theme song.
Bound 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.

When you think of PC gaming, shooters and RPGs may be some of the first genres that come to mind. For me, though, PC gaming has almost always centered on real-time strategy games. Most of my gaming experiences growing up were on console, but releases like Age of Empires and Command & Conquer gave me my first taste of what it meant to play on a PC. Thanks to that, I’ve always had an appreciation for the genre, even as it’s taken a backseat to more fast-paced and narrative-driven experiences in recent years.

This is why I was particularly intrigued when Kalypso recently announced that they were bringing back the Sudden Strike series with Sudden Strike 4, the franchise’s first full entry in nearly a decade. I recently got to go hands-on with this newest chapter, and I can attest that Sudden Strike 4 maintains all the best elements from previous entries while pushing the series steadily forward (like the Allies across the Western Front).

For those unfamiliar with its legacy, Sudden Strike has always been about reliving the greatest battles of World War II. Unlike traditional RTS games, Sudden Strike focuses on tactics, leaving behind the bother of resource collecting and unit building. Instead, it gives you a pre-determined force that likely would’ve taken part in World War II, occasionally providing reinforcements when appropriate and pushing your strategic acumen to its limits.

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Just like in previous entries, Sudden Strike 4 is broken down into three campaigns spread across 20 chapters, as you follow along with the Allies (United States/Great Britain), the Germans, and the Russians. What differentiates the campaign here from previous installments is the addition of a new feature allowing players to choose a commander. Every faction has three unique commanders, each providing stat boosts and special abilities depending on who you choose. For example, the Allies have Omar Bradley, George Patton, and Bernard Montgomery; Patton and Bradley give certain benefits to tank units, while Montgomery favors foot soldier boosts.

Another new addition is a star system based on points. The better you do in a mission, the more stars you’ll earn. Stars unlock greater abilities and boosts for each of your commanders, allowing you to start missions with an advantage and making it so you can mix up your strategies on mission replays.

In our demo, we played from the perspective of the Allies in the Battle of the Bulge, the iconic 1944 German offensive on the Western Front in the latter stages of World War II that is directly attributed to lengthening the war by several months. We also played the Battle of Stalingrad, another German offensive, this time playing as the Germans as they pushed towards the Volga River in 1942.

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If you’re not intimately familiar with these battles, a lot of the scenarios that Sudden Strike 4 throws at you can be something of a shock. Covering the retreat of heavy artillery, holding ground against wave after wave of enemy tanks, minefields on city streets, and more were on display in the two missions shown to us. Surprise objectives like rescuing soldiers trapped in a factory, or forces occupying nearby buildings for ambush pinch attacks also forced me to adjust tactics often and quickly on the fly. Without the potentially unlimited resources seen in other RTS games, though, this meant that a wrong choice would often lead to defeat—or, worse yet, an impasse with the units you may have been left with.

Although frustrating at times, Sudden Strike 4’s limitations also give a truer sense of war that you often don’t find in games anymore—nevermind the RTS genre. You could always restart, but with each mission lasting upwards of an hour, there is also a heavy sense of commitment with every move you take on the field. It caused me to think and re-think every maneuver several times, and even then I ended up with a skeleton force at best surviving each encounter.

In this sense, if you’re looking for a true test of your strategic ability, it appears Sudden Strike 4 is ready to deliver. With detailed environments and accurate representations of World War II’s greatest conflicts, Sudden Strike 4 is a welcome addition to a genre that needs a shot in the arm. The only other question I have with the game is if it can transition to console. Real-Time Strategy titles have a history of faltering when they move away from PC, and the fact that the game is being made for both PC—where our demo took place—and PS4 has me concerned. It’ll be interesting to see if it can roll to victory on both platforms in Spring 2017.

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Where’s your head at?

There was a period when the metroidvania was a forgotten category of game, with few developers wanting to take on projects in the vein of two of gaming’s more classic franchises. But times have changed, and with the rise of indies and small teams following through on big ideas, the genre has seen a resurgence in recent years—to the point where we’re getting multiple games in the category a month. So, I was tasked with looking at my second metroidvania of July in as many weeks when a game called Headlander rolled into my office. The genre doesn’t get old for me, though, especially when the game is done well—and Headlander is proof of a metroidvania done well.

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In a far off future, humanity as we know it is extinct. In a bid to live forever, people have transferred their personalities into robots, and anytime something happens to their metallic body, their personality is simply shifted to another bot. But Methuselah, the computer program tasked with maintaining this process, has taken things a step further. Methuselah suppresses people’s personalities with special chips, making humanity trapped in a prison of its own design. So, what happens when a lone human head, still feeling and made of flesh, wakes up in a self-sustaining thruster-propelled space helmet? It becomes the Headlander, and must find out why humanity fell so far while trying to fix this haywire program once and for all.

Developed by Double Fine, Headlander carries all the trademark humor and insanity their games are known for. Starting with the visual design, I imagine Headlander is what would happen if Tim Burton decided to make a retro-futuristic film in the 1970s. Neon lights, groovy dancing robots, and twisted security bots with laser beams called “Shepherds” flood many of the rooms you’ll explore on your outer space journey. Even the sideburns on the Headlander—unless you choose the female head—made me flash back several times to Logan’s Run.

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The real joy in Headlander comes from its gameplay. Set up as a side-scrolling shooter, the Headlander’s greatest ability is that he can use a small suction device on his helmet to remove the head of any given robot and screw himself onto the remaining body to move through the world. Citizen robots have access to general areas, but removing the heads of a rainbow-assortment of Shepherd security bots (thus taking them over) provides offense with their respective laser cannons, along with access to different parts of the world depending on their color. Red robots can only access red rooms, but purple robots can access all rooms because of where they sit on the color spectrum. You can also detach your head at any given moment to access air ducts or hidden passageways, sometimes finding power-ups, other times finding recordings that fill in holes of the story, and the Headlander’s missing memory.

Finding the right robot body to advance past the world’s various traps, puzzles, and locked doors plays right into the best parts of most metroidvanias: the exploration. Backtracking with new robots or the Headlander’s floating dome (after some upgrades) to get new power-ups or complete the game’s handful of side quests allows you to both become familiar with the game’s world, and bolster that sense of accomplishment when you clear an area of every secret. One of my favorite moments came when a side quest had me take over the body of a robot dog, having to work my way back to its owner without any of the special abilities that come from humanoid robot bodies. Moments like those highlight some of the Double Fine humor we’ve come to expect, and some of the interesting challenges the game posed on a regular basis.

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Of course, as fun as exploring the world in Headlander is, and how ingenious a lot of the puzzles are, it does become a bit stale after a while. Part of this, I think, is because even though the Headlander has a massive upgrades tree with four separate paths that you can max out by game’s end, you’ll rarely find yourself ever needing to do more than the mechanic given to you at the beginning of the game—popping robot heads off bodies and putting your own in their place. Some upgrades for the Headlander’s helmet do come in handy later—and are even required to collect all the items in the game—but when it comes to combat, really all you ever need is to just jump onto a Shepherd’s body and start blasting away with its laser. And, considering you won’t die if the robot body dies, evading laser fire via cover or rolling (I’d say jumping, too, but oddly enough you can’t do that in the game) you can just snatch another body and continue to mow down Methuselah’s mindless minions.

Headlander is a prime example of the greatness that can come from metroidvanias done right. It’s zany setting, retro-futuristic design, and tight gameplay come together in a nice package that should please all fans of the genre. It might lack the replayability of some games after you one-hundred percent it, and the gameplay can get a tad tiresome when you start approaching the endgame about six to eight hours in, but Headlander is a great summer pick-up if you love exploration or old-school side-scrolling shooters. Just don’t lose your head over it.

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Developer: Double Fine Productions • Publisher: Adult Swim Games • ESRB: T – Teen • Release Date: 07.26.16
9.0
Headlander is a great metroidvania whose retro-future style, humorous story, and tremendous exploration come together in one of the summer’s most complete experiences.
The Good Clever puzzles, tons of exploration, and a retro-future world that is nothing short of groovy.
The Bad Lots of powers, but not much need for them.
The Ugly The Headlander’s sideburns don’t belong in any decade.
Headlander is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Adult Swim Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.