Hey there everyone. It’s been a long time, but I had a chance to get some extra footage of Assassin’s Creed Syndicate when I went to London, England, to preview the game. In this video, I played as Evie in Sequence 7 and took on the side mission “Stalk the Stalker”, where I help out train conductor Agnes with a problem. We see some rope launcher gameplay, some assassinations, some tailing, and even a quick look at Evie’s upgrade menu. Be sure to stay tuned as hopefully this is the start of me bringing this channel back to life. Assassin’s Creed Syndicate will be out on October 23 for Xbox One, PS4, and PC.
Tag Archive: ray carsillo
The Ubisoft teaser stream that started yesterday has culminated in the announcement of the next chapter in the Far Cry franchise.
Traveling back in time to the year 10,000 B.C., Far Cry Primal puts players in the shoes of Takkar, a seasoned hunter who stands tall as the last surviving member of his hunting group. In a world where man isn’t at the top of the food chain yet, Takkar will be tasked with putting together a new tribe while fending off woolly mammoths, sabertooth tigers, and other humans who would rather kill you than join you.
“The interesting thing about Far Cry is that it’s flexible. So when a team proposed to explore the idea of a Far Cry taking place during the Stone Age, we just said ‘let’s hear it!’ And the more we heard about it, the more we realized how much of a damn good idea it actually was,” said executive producer, Dan Hay.
Ubisoft Montreal is back at the helm of this project, leading a four-studio coalition comprised of Ubisoft Shanghai, Toronto, and Kiev to bring the prehistoric region of Oros to life. Far Cry Primal is expected to be similar in both scope and size to what was seen in Far Cry 4 and is not an expansion like Blood Dragon was.
“Stone Age is the perfect setting for a Far Cry game,” said creative director Jean-Christophe Guyot in a press release. “Far Cry usually puts you at the edge of the known world, in a beautiful, lawless, and savage frontier. The Stone Age is, in a way, the very first frontier for humankind; it’s the time when humans put a stick in the ground and claimed land for their own, the time when we started climbing the food chain. That came with conflict, against other humans of course, but also against nature itself.”
It should be interesting to see how this time period affects the gameplay of Far Cry. Obviously guns and traditional vehicles are ruled out, but a larger emphasis on fire and weapon crafting should be expected. And I can’t wait to see how prehistoric outposts are set up without explosives and alarms.
One thing is already evident, though. It looks pretty as hell.
Far Cry Primal is set for release February 23rd for Xbox One and PlayStation 4, with a PC version to follow in March.
When I got my hands on WWE 2K16 for the first time a few weeks ago, the small amount of gameplay I saw had me worried. After playing a more complete build of the game this past week, however, that first demo seems to have been an earlier build that wasn’t quite ready for prime time. Now, I’m more confident the franchise is taking the necessary steps forward to get it back to where fans of “sports entertainment” want it to be.
The most obvious difference between my demos was found in the gameplay. I experienced a lot less glitches in and around the ring, and now grapples and reversals both felt much tighter. I also saw the return of the collar-and-elbow tie up from last year’s game at the beginning of matches that prompts a rock-paper-scissors mini-game, showing the franchise’s commitment to providing more realistic, properly-paced matches.
The ability to “run-in” or “break-out” during entrances was also an interesting feature that I began to take more advantage of during my second time playing the game. While getting a cheap shot in on my opponents may not have been the most sporting thing to do, it was a lot of fun, and authentic to what you might see on RAW every week when you have two opponents who particularly hate each other.
Where I spent most of my time, however, was with the returning career mode. Once again, you get to create your own wrestler from scratch, see them toil in NXT, and then hopefully make the main-roster—with your primary goal being to see their 15-year career culminate in a WWE Hall of Fame induction.
Due to the limited amount of time I had with the game, I didn’t have much of a chance to dig deep into the specific options of wrestler creation. To save time, I just slapped some brightly colored trunks and boots onto my guy before sending him out to be lambasted by WWE’s new head trainer Matt Bloom (better known as Albert, or Lord Tensai, to longtime fans of the product). Here, career mode took its time teaching me the ins and outs of what it means to put on a good match, focusing on the importance of move variety and how the new Five-Star system works.
What’s really nice about this new career mode is that you now get a lot more dynamic feedback in the ring. Each move you perform can add or detract to your match’s five-star rating, and utilizing every move in your repertoire to keep the fans entertained is critical. Every time you step into the squared circle, it’ll be those fans—not wins or losses—that’ll be most on your mind.
There are other ways to get fans to react than what you do in-ring, however. After any big match, you’ll be interviewed backstage by WWE’s Renee Young, during which she’ll pose to you a multiple choice question. How you respond over the course of the interview can change you from a face to a heel (good guy or bad guy for those not up on the lingo) or vice versa, as well as help flesh out your personality. Do you want to be aggressive or cocky? Charming or funny? How you answer these questions will determine how the fans react every week when you make your entrance.
Your fellow NXT and WWE superstars are also paying close attention to these interviews, as what you say or who you call out can lead to different rivalries. Because tag-team wrestling has also been given a heavier focus in this year’s game, who you have a greater affinity with personality-wise will also help determine who is willing to wrestle alongside you when the time comes to find a tag-team partner.
Once you start working on your character, you’ll then be able to pick your own set of goals as you start working towards having a Hall of Fame career. You can focus on climbing the ladder, working your way from NXT to the main roster to obtain the US Championship, Intercontinental Championship, and finally WWE World Heavyweight Championship. Maybe you want to focus on being part of a tag-team, and go for double-digit tag team championship reigns like the Dudley Boyz. Or maybe you’re okay being a mid-carder, setting your sights on breaking Chris Jericho’s nine-time reign record with the IC belt. There are multiple paths to the Hall of Fame—but how you get there is your choice.
It’s this new depth to career mode and the pacing of in-ring matches that has me really excited again for WWE 2K16. While I think it’ll be fun to relive the glory days of Stone Cold Steve Austin, the real meat and potatoes of the WWE 2K experience needs to start coming from other places. In that, career mode looks primed to start pulling its weight as a top-of-the-line attraction in this annual sports entertainment simulator.
I had a chance to play a chunk of Assassin’s Creed Syndicate in a preview event in London several weeks ago and here is some of the footage from that gameplay time.
This particular video shows the first mission in Sequence 7 where Jacob Frye is in the middle of his manhunt for all of Templar Grandmaster Crawford Starrick’s lieutenants. While searching for a mysterious Templar codenamed “B”, Jacob uncovers the beginnings of a plot involving England’s Prime Minister.
Assassin’s Creed Syndicate will be available for Xbox One, PS4, and PC on October 23rd.
EA Sports has used NHL 16 to virtually sim the entire 2015-16 season.
Thusly, EA Sports believes the Anaheim Ducks will win their second Stanley Cup after beating the Montreal Canadiens in the Final. Montreal will have knocked off Pittsburgh in the East to get to the Cup Final, and Anaheim will have eliminated Minnesota in the West. Winger Corey Perry of the Ducks will be named the Conn Smythe Winner (playoff MVP).
Other predictions included Canadiens goalie Carey Price winning the Vezina (best goaltender) for the second year in a row and Alexander Ovechkin winning his fifth Rocket Richard scoring title in eight years. And, as no surprise to anyone, Edmonton Oilers rookie Connor McDavid won the Calder Memorial Trophy (rookie of the year).
NHL 16 is available now for Xbox One and PS4 and be sure to check out my full review to see how this year’s game stacks up.
Semi-pro
As a New York Knicks fan, I am extremely familiar with the concept of rebuilding a franchise. After a three-year absence from the gaming scene, NBA Live has been furiously trying to make up lost ground and get back to a point where it could stand toe-to-toe with its most direct competition. It’s first two years back, however, barely moved the needle with all those virtual ballers out there. The hope was that, like with many annual sports franchises, the third year on new-gen consoles could be the one that would announce NBA Live’s triumphant return to glory. Looking more like my Knicks, though, NBA Live 16 continues moving the franchise in the right direction, but only in baby-steps—and not to a point where it can actually compete just yet.
The most impressive addition to this year’s game comes in the form of the new Live Pro-Am mode. Here you can get ten human players together for some classic five-on-five action in venues that channel your local gymnasium or playground blacktop. Further illustrating that pick-up game feel, the first team to 21 points wins—which, for me, triggered flashbacks to games I played after school or during recess with my friends as a kid. If you can’t find human opponents, there’s also the option to take your five-man squad up against a series of computer teams of varying difficulty.
Playing with other people is really where NBA Live 16 shines. While my time online was seamless, it does need to be mentioned this was before the game’s wide release. Communicating via headset, setting up screens, calling out plays, and learning how to work with one another made me want to lace up my favorite pair of sneakers before playing again.
One note, though. If you plan on playing with friends, you might want to talk before you group up because in Pro-Am you play as the created player you make when you first start the game and it wouldn’t be wise to take the court with five point guards. This means that Pro-Am mode doubles as a nice way to earn experience points before you take that created player into the single player Rising Star mode—NBA Live’s version of Be a Pro.
Besides Pro-Am, the usual suite of online versus modes return, including EA Sports’ card-based Ultimate Team. Live Ultimate Team adds a new feature where you can earn some of the NBA’s elite from early on in the mode, but can only keep them on your team for a small number of games before you lose them—adding a new strategic element to when and where you play certain players. There are also 160 offline challenges in LUT this year, allowing you to earn tons of coins and players for your squad before heading online.
My only gripe with this is that each challenge I saw is a full-length game. I think LUT needs to take a page out of Madden NFL 16’s MUT playbook and focus on shorter challenges like hitting buzzer beaters or making last minute defensive stops. It’s kind of exhausting to put in an entire game’s worth of time just to get a single card, especially if you fail.
There have also been some tweaks to the offline components of NBA Live 16. The aforementioned Rising Star mode is accompanied again by Dynasty mode, which allows players to be the GM of their favorite NBA franchise and try to take them to glory. Dynasty still allows you to micro-manage every decision about your team, from making trades and re-signing free agents, to setting your starting lineup each night. If you decide to start with Rising Star, you’ll try to take your personal created player and turn them into NBA royalty.
Rising Star sees a major change for that custom player this year, and it comes in the form of the new progression system. Instead of upgrading a single point at a time, NBA Live 16 now sets threshold marks, so a skill may jump as much as five attribute points if you have enough XP to spend. Also, when you pick a position for your player, you now also have to pick a specialty. Point guards, for example, can be Shooters, Passers, or Slashers, each having their own boosts in particular categories when you start out, requiring less upgrading early on in your career.
Besides the skill aspects of your character, you can also customize their look down to the slightest detail. Tattoos, shoes, warm-up gear, and more are available to be earned. There’s also the Gameface HD companion app that even lets you put your own face on your player. I personally had a fair amount of issues linking the app with my PSN ID, and my odd-shaped head seemed to make the app go haywire on my first several attempts—but it’s an interesting idea if you can get it to work. Until then, I’ll stick with one of the pre-rendered faces.
There are also some welcome changes to gameplay when you actually take the court. New additions like clearer feedback on shots fix what used to be a confusing element from previous years. Now, a very clear shot meter comes up when shooting a jumper, and depending on skill level and how open the individual is, you receive a definitive percentage letting you know your chances of that shot going in when it leaves your hand. The hope is, over time, you’ll start to learn which are high-percentage shots and which aren’t. There’s also new feedback on called plays that tell you where to go and who you should be passing to in the hopes of getting an open look at the basket.
Unfortunately, things start to fall apart beyond the feedback. When controlling your player at a normal tempo, or if you try to slow things down to eat up some clock, it feels like you’re constantly fighting the controller. There’s almost no finesse when moving your player, unless you’re on the fast break sprinting towards the basket for an easy layup or dunk. And the more complex moves to break away from players guarding you are a series of semi- and half-circles on the right stick that remind you more of a fighting game than a sports title.
The worst gameplay offender, though, is your friendly AI. Whether in Dynasty or Rising Star, your teammates are nearly worthless. When I knock a ball loose on defense, I want my teammates to react to it like in a real game and scramble after it. When I’m boxing out on one side with my power forward, I want my center doing the same thing instead of letting small forwards run by him for easy putbacks. And while it’s great that I can call plays now, when I’m seeing the actual diagram on the court of where I need to be and where my teammates are supposed to go, I want them to actually go to those spots so I can pass or shoot like the play intended. I lead my team every night in points as a passing oriented point guard in Rising Star—not because I want to, but because if I pass the ball to one of my dunderhead teammates, they’re going to turn the ball over. It happens with too much regularity.
Of course, the friendly AI isn’t the only disappointment, as the opponent AI isn’t very good either. Playing as my New York Knicks in Dynasty last night, I gave up one three-pointer. A stellar defensive feat? No. The AI, even with several open looks, never took a three-pointer unless it absolutely positively had to, which in the case of the one three I gave up, it did because it was at the buzzer to force overtime. If it were a three-point shooter, they’d look instead to try to drive to the basket. If it were a big man, they’d look to pass the ball. I can only control one guy at a time, and as alluded to earlier, the AI defense isn’t that good.
And really, that’s the disappointing thing about NBA Live 16. New modes along with additional bells and whistles for existing ones are perfectly fine, but there is still a roughness to the core gameplay that keeps it from being great. The reason why Pro-Am mode was so good when I played it was because it was humans versus humans, reacting and playing basketball the way you’d expect people should and would. Until that level of gameplay quality translates better into the offline modes, NBA Live 16 is a D-league title at best.
| Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.29.15 | |
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6.5
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NBA Live 16 takes a small baby step forward with the franchise, but there are still core gameplay elements that need to be smoothed out before it can be a championship caliber game.
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| The Good | Pro-Am mode is a welcome addition to the online suite; better feedback on shot taking. |
| The Bad | AI on both sides of the ball is still abysmal and gameplay remains stiff. |
| The Ugly | My odd-shaped head drives Gameface HD insane. |
| NBA Live 16 is available on PS4 and Xbox One. Primary version reviewed was for PS4. Review code was provided by EA Sports for the benefit of this review. | |
Everything old is new again
A lot of focus went into the style and physics of last year’s NHL title, and in some ways it paid off. A hockey video game had never looked or played better than NHL 15, but in order to stay on its yearly schedule, EA Canada had to make sacrifices and cut featues—a lot of features. To the chagrin of its long-time fans, many aspects only came back in patches well after the game’s launch, and some modes never returned at all. With another year to work, however, NHL 16 brings the series back up to the standards set in previous years—and with an extra coat of polish for good measure.
The biggest returning feature is the beloved EA Sports Hockey League online mode and the 6-on-6 gameplay EASHL is known for touts two key additions. The first of these improvements is online couch co-op. Now, you and a friend can play on the same console and drop into a match whenever you both want making communication and practicing together easier than ever.
The other is player classes. The NHL series has long featured a dozen classes for forwards, defensemen, and goalies in their single-player modes, but as a part of online player customization, you can now choose the class you want to play with in NHL 16‘s EASHL. Having a balanced team will be critical to victory, but nothing may be more important than who plays as your net minder.
For too long, goalies have been ineffective in EASHL and it was often due to the clunky controls more so than the players themselves. Therefore, NHL 16 has introduced brand-new goalie mechanics. With a click of a trigger, you can drop into a butterfly and make yourself “look big” in net, or flick the right-stick to dive in front of the open goal mouth for that spectacular blocker save at the last second. I messed around with the goalie controls offline as not to embarrass myself too badly with them in an actual EASHL game, and although I still gave up five goals in a Rangers 6-5 win over the computer-controlled Blackhawks, gameplay in the crease is definitely a step up from what we’ve seen in the past.
I actually got to test out EASHL online with a full complement of 12 players, and besides a little lag at the start of the first period, it was just as exciting as ever. I helped lead my team to a thrilling 7-5 win in a scorefest, during which I picked up both a Gordie Howe hat trick and a regular hat trick from my natural gaming position of left wing, and choosing to play as a power forward.
While the online focus will surely be on the rebirth of EASHL, Hockey Ultimate Team—the NHL series’ other beloved online mode—has undergone some changes, too. The majority of the experience remains relatively similar—including the UI for the mode, which still could use some work when it comes to making your lines and getting your team ready to play. But a totally refreshed single-player mode has been added, providing players a less pressure-filled situation to try those new lines out in, earn pucks (HUT’s online currency that allows you to earn packs featuring additional players), and move up through a whole new set of divisions.
The idea of a HUT single-player mode is a good one, and something fans have wanted for a while, but its implementation could’ve been so much better. Taking on a similar structure to the online version of the mode, single-player HUT has you play through divisions as you try to create a powerhouse fantasy team. By winning, you’ll move up until you reach the top. The problem is that only the Rookie difficulty setting is available at the start of the mode, since you need certain card requirements to unlock higher levels.
Sure, you could just buy new packs with real world currency, trying to get the cards you need, grind away online, or save up the daily puck rewards for playing on consecutive days. But if you want to get right into the mode, Rookie difficulty is just not fun at all for a veteran player of the series—so those unlock requirements were very frustrating to find.
I won my first four games in single-player HUT by a combined score of 97-6. No, that’s not a typo; I averaged well over 20 goals a game on Rookie. After that, I had no desire to play the mode ever again. Either HUT single-player needs to be balanced better so that Rookie offers a challenge, or the difficulty unlocks need to be done away with. After all, it’s a single-player mode in a sports game. There’s no reason you shouldn’t be able to decide how much of a challenge you want from the start.
Speaking of single-player modes, NHL 16 hasn’t forgotten about its offline suite of gameplay options when it comes to getting the game back up to speed. First off, all the solo modes you expect are there. NHL Moments Live remains exactly the same as last year, allowing you to again replay the previous season’s most impressive moments and either replicate or change history depending on the stipulation, and will feature new content as epic games happen over the course of the new season.
There’s also Be a Pro, where you can create your own prolific hockey superstar and follow him or her over the course of a 20-year career. This mode remains mostly the same, as well, but has improved coach feedback and training between games, and brings back “classic versus simulation” options that were missing from NHL 15. Basically, the difference between the two is whether or not you can simulate between your Pro’s on-ice shifts, creating two very differently paced experiences. Besides this, Be a Pro (along with the other game modes) has added playoff beards. A truly minor detail, but yes, you can now choose how your facial hair will grow if your team makes it into the playoffs.
If you prefer to have a more top-down view of your hockey franchise, there’s the classic Be a GM mode, where you can run the day-to-day operations of your franchise like a super-executive, trying to bring your team a Stanley Cup and maybe even build a dynasty. The big change that’s come here is a new Morale system. Inspired by the Martin St. Louis/Ryan Callahan trade between the Rangers and Lightning a couple years ago, players will now tell you in Be a GM when they are or are not happy, and can even demand a trade. This affects your overall team morale, which boosts your players’ stats when high and decreases them when low. If you start wheeling and dealing players, it could actually put a sense of dread in the locker room, but getting rid of a nuisance could be a game changer. These are things you’ll need to keep an eye on, and knowing the pulse of your dressing room is a fun new way to interact with your franchise.
Even though the modes are mostly about getting back to the old status quo, the overall gameplay has seen some significant changes. Sure, there’s the tweaking of physics and skating mechanics that we see from polishing the game on a year-to-year basis. Arenas are more realistic, too, with authentic goal songs added and the presentation package adjusted to fit in with NBC Sports’ real-life changes. And there are the aforementioned goalie controls.
In terms of how you play and learn the game, however, the new on-ice visual trainer is the biggest revision to NHL gameplay since the league added delayed offsides and the trapezoid behind the goal crease. Turn on this optional feature, and you’ll see a new overlay during gameplay that tells you very clearly where your passes would go, where your shots would hit on the net (if at all), and even tells you what kind of check to use on defense. More experienced players, such as myself, might scoff at this idea, thinking it’s just for newcomers to the franchise. But if you choose the adaptive training option—so NHL 16 picks up on your skillset dynamically—after just a couple games it’ll focus on more advanced aspects, and I found that even I still had a thing or two to learn. Thanks to the visual trainer’s advice, I have a better than 50-percent winning percentage in the faceoff circle for quite possibly the first time ever. My passing percentage is up, and while I’m not scoring so many more goals to make the game no longer entertaining (unless it’s single-player HUT), I’m definitely putting the biscuit in the basket at a better clip.
Without a doubt, NHL 16 is better than its direct predecessor. But when I look at the product as a whole, while there are some welcome new features—and some that need more work—NHL 16’s most significant points come from adding old stuff back in, making the experience come across more like it’s just catching up to what it was before the console generation shift. That said, NHL 16 feels like a welcome return to form for the series, as solid top to bottom as the ice we skate on.
| Developer: EA Canada • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.15.15 | |
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8.0
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New aspects in NHL 16 like the on-ice trainer and the Morale system in Be a GM give the game some welcome layers of depth, and the actual gameplay is as good as ever. However, you can’t help but get the sense that the biggest additions to this year’s game just came from putting back features that were cut from last year’s title.
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| The Good | The new morale system in Be a GM. The on-ice visual trainer will teach even longtime players something new. The return of so many features initially lost in the console shift. |
| The Bad | Single player HUT seasons needs balancing. Even with all the new and returning features, it felt like too much of this year was spent playing catch-up. |
| The Ugly | The fact someone might actually want to grow a playoff “beard” like Sidney Crosby’s. |
| NHL 16 is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Online portions were tested at an event at EA Canada. Review code was provided by EA Sports for the benefit of this review. | |
Leaving the competition in its dust
Forza has become the Call of Duty of racing games. Every autumn for the past five years, a new entry in the franchise—counting the Horizon spin-offs—has been released. So, I was worried this year’s entry would simply be another mediocre improvement over the past couple of games, and that it might grow boring without the open-world gimmick or festival backdrop of Horizon. I was wrong. Just like how Call of Duty, Assassin’s Creed, or any other annual franchise is sometimes able to overcome the limitations that inherently pop up from a 12-month release cycle and knock one out of the park, Forza Motorsport 6 similarly takes the series to new heights.
As soon as you start the game, you’ll be introduced to the first major change in Forza 6: its Career mode, which is broken up into two separate parts. The first is “Stories of Motorsport.” Here, Forza 6 takes it upon itself to explain how much racing touches our lives, while guiding us on a tour through the world’s greatest tracks and hottest automobiles. Beginning with street legal sports cars, Career moves through five separate volumes. In each, you’ll race through three different series comprised of four to six tracks before being allowed to advance to the next volume, which feature progressively more impressive and powerful cars.
A nice touch in helping to get the message across is the history you’re given of the cars you’re driving, why they appeal to people, and what to expect over the course of your circuit—all narrated by guest commentators ranging from Top Gear’s Richard Hammond and James May to winners of IndyCar or the 24 Hours of Le Mans. I came to look forward to the little tidbits of info each intro gave me before a race, like Watkins Glen holding the first pro race post-WWII in the US, or that the tower at Circuit of the Americas is 251-feet tall.
Stories is a great twist on Forza’s Career, and the loose narrative really helps pull you through the mode—especially when the same tracks start to repeat. For me, though, the real fun began with the second part of Career: the new Showcase events. Showcase events originally debuted in Horizon as special one-off races in ridiculous but fun scenarios where you’d race planes, trains, as well as automobiles.
In Forza 6, the Showcase events are actually 10 different series of themed challenges. Some, like those inspired by Top Gear, are more light-hearted, such as bowling with a Jaguar F-Type or racing against the “Digital Cousin” of the Stig. Others are more purely race driven, such as passing challenges or turning trials inspired by those you’d see at the Bondurant High Performance Driving school. There are even endurance challenges where you’re asked to go literally dozens of laps in one race. Similarly to Horizon’s showcases, each of these special challenges will put your skills to the test in ways that are anything but dull.
Forza 6 didn’t just focus on the single player when it came to changes, however. Multiplayer remains a big aspect of the game, and it starts by making the online experience a lot less intimidating for folks. While there will always be those in the online community who care more about crashing into other players than actual racing, Forza 6 is trying to help serious racers find better-quality races through a new online mode called Leagues.
Leagues run races over a period of time and will be broken down into a variety of car types. The more you race in a given league over the time period it’s open for, and the better you place, the more likely you are to win the league and get a nice payout of credits. The main difference between Leagues and traditional multiplayer is that everyone in these league races are ghosts. You are still racing live players, but the fear of an untimely collision costing you a pedestal position is gone. Leagues offer players a chance to still play other like-minded racing fans, but the competition falls squarely on how well you can or cannot drive, without affecting anyone else around you.
This is a brilliant move for Forza, and should only help the competition aspects of its online features. Leagues also shouldn’t affect the traditional multiplayer audience too much, as they’re locked into certain car types when created. Traditional multiplayer, meanwhile, will let you customize each individual race on the fly, still giving players a sense of freedom—even if all they want to do is see a BMW M3 T-bone a Corvette.
These changes to single- and multiplayer should add a lot of replayability to the game. But, they’re only one part of what makes this a great racing package. Forza 6 continues the series’ legacy of great driving physics and gorgeous graphics. Plus, the game is launching with 460 cars and 26 tracks on disc, far more than were available at release for Forza 5. Each race can now support 24 cars both in online and offline modes, making for some epic 24-player multiplayer League sessions—which I tested and saw working without any issue whatsoever. Of course, this was a week prior to the launch of Forza 6, so it’ll be interesting to see if everything holds up on day one.
The most impressive part about the gameplay now, though, has to be the night and rain aspects. Although both were introduced in Horizon 2, they’ve been revamped for Forza 6 in ways to make each track that supports them feel completely different in those variants. Puddles now accumulate on asphalt, forcing you to brave plowing through them or altering your course to steer clear, as hydroplaning is a legitimate concern. The gleam of headlights in your rearview mirror at night can become a distraction, with light sources acting dynamically in ways we’ve never seen from a racing game before. And different surfaces will react in distinctive ways to each one, as dirt becomes muddy in the rain, and track barriers may throw off unexpected glare depending on what angle your headlights catch them at. For those tracks where these new options are available, driving in the rain or at night keeps the experience feeling fresh, and makes each track variation feel like an entirely brand new course.
Not every track supports rain or night, however—and since many tracks are being carried over from Forza 5, you’re likely to get an unwelcome case of déjà vu with courses like Laguna Seca that remain entirely the same. Sure, some such as Rio have reverse versions, and it’s more realistic since not every track will run at night or in the rain, but it would’ve been nice to pull back on the sim a little and give every track at least one of those variations.
Speaking of toning down the sim, also returning is the bevy of assist options to help customize your racing experience, boosted with two major additions. First, you can now adjust Drivatar AI when racing offline. This means that if you don’t feel like facing particularly aggressive drivers, you can now dumb down the Drivatars so you have a more civil racing event.
The other major addition comes in the forms of Mods, which can be purchased as packs in the same way as you would new cars. Some Mods make the race more difficult, like lowering a car’s stats but rewarding you with more credits and XP at the end of a race. Others give cars boosts to stats or improve payouts. How you utilize them is up to you, and depends on what experience you’re looking for.
And while on the subject of credits, the final major change we see in Forza 6 this go around is with the game’s economy. There are no microtransactions at launch; whether or not this means they’ll be added later is another story, but at the very least, everything you get on day one is earnable in Forza 6. And with the Horizon 2 prize spinner coming over—now with a Press Your Luck game show flair instead of a slot machine motif—it’s easier than ever to earn credits, with huge bonuses coming your way when you level up both your driver and your car affinity. Admittedly, it still takes some time to grind for those really expensive, seven-digit price tag cars like a Bugatti Veyron or a Chevy IndyCar, but it’s not nearly as bad as it was in previous games.
By taking and improving on elements from the Horizon games, re-vitalizing the Career mode, introducing new modes like Leagues, and adding night and rain to the gameplay, Forza Motorsport 6 is without a doubt the best game the series has seen yet. If the franchise continues to grow and change at this rate, then it’ll be a welcome sight on the annual list of autumn game releases for years to come. For this season, though, Forza 6 is a must-play for all racing game fans.
| Developer: Turn 10 Studios • Publisher: Microsoft • ESRB: E – Everyone • Release Date: 09.15.15 | |
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9.5
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Forza Motorsport 6 is a welcome shot in the arm for the series. Easily the best entry the franchise has produced, Forza 6 introduces tons of new online and offline gameplay that should make players want to stay in the driver’s seat for as long as possible this fall.
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| The Good | Rain and night provide enough variation and new challenge to forget about the repetition in tracks. Superb graphics and physics. |
| The Bad | Can still feel like a bit of a grind when saving up for the most expensive cars. |
| The Ugly | Having someone other than a member of the Top Gear team introduce The Stig. |
| Forza Motorsport 6 is a Xbox One exclusive. Review code was provided by Microsoft for the benefit of this review. | |
I had a chance to go hands-on once again with Gearbox Software’s Battleborn while up at PAX and this time I used the hulking brute Montana to take the fight to the Varelsi.
Montana definitely felt more my speed compared to my play through with hit-n-run specialist Caldarius since Montana is a prototypical tank character whose Gatling gun deals a near constant stream of damage to his enemies.
Battleborn will be available from 2K Games for Xbox One, PS4, and PC on February 9th, 2016.
Mollie L Patterson and I had a chance to play some more Terrohunt at PAX this past weekend and not only did we record our match, but also the team’s headset audio so you can hear our chatter.
The video is from my perspective as Sledge, the aptly named soldier who wields a giant hammer that can break down walls and doors. The team’s most vocal member is MatchGrade Nation’s Miss Magitek, who expertly helped coach us to victory.
Rainbow Six Siege will be available on December 1st for Xbox One, PS4, and PC, but if you want to try it out before then, you can sign up for the closed beta that kicks off on September 24th.




















