Tag Archive: ray carsillo


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Rumors surfaced this morning detailing the next main entry in the Assassin’s Creed franchise and hinting that Ubisoft would be moving away from annual releases in the series.

The rumors first appeared on 4chan by a poster claiming to be a developer working at Ubisoft. The post explained that there would be no Assassin’s Creed release this year, in part due to the ambition of the game, which is supposedly going for more of a “Witcher feel” in terms of world size and scope. They also said that the new project looks to be set in ancient Egypt, will bring horses and boats back, and is being spearheaded by the team that brought us Black Flag. The posts were compiled conveniently on NeoGAF.

As the day went on, gaming news site Kotaku chimed in, claiming their sources confirmed some of those details to be true. According to Kotaku’s sources, this new Assassin’s Creed, codenamed Empire, will be set at least to some degree in Egypt, and would indeed not be coming out until 2017, giving the series more time to cook after the disaster that was Unity. No word yet on time period, but if we were to wager a guess, we would say the time of Cleopatra and Alexander the Great if the 4chan poster’s comment on this starting a new trilogy that would move to Greece and Rome holds any weight.

Considering the recent history of leaks with Assassin’s Creed, the odds of all this being true are strong. It also makes a ton of sense.

Many have complained about feeling franchise fatigue when it comes to Assassin’s Creed, mostly due to the low-water mark that was Unity. Although last year’s release, Syndicate, was a marked upswing—courtesy of new developer Ubisoft Quebec—it still featured a fair amount of bugs and glitches that have become commonplace in the franchise. If Empire has indeed been worked on since 2014, though—and is getting an extra year of development—it could be Ubisoft’s attempt to both alleviate the aforementioned fatigue and address the glitches that have started to become synonymous with the series.

Ubisoft also doesn’t have to worry about the franchise leaving the public consciousness. The Assassin’s Creed movie comes out in December 2016, and the final two chapters in the Chronicles spin-off will come out over the next six weeks. Plus, there’s a potential Assassin’s Creed Collection on the horizon, which was revealed after Ubisoft recently registered the website domain “assassinscreedcollection.com”.

In terms of Ubisoft’s fall lineup, several titles could be plugged into the hole that no Assassin’s Creed would leave, including potentially For Honor, Ghost Recon Wildlands, South Park: The Fractured But Whole, and even possibly Watch Dogs 2—which Kotaku also reports is rumored to be set in San Francisco.

As EGM’s resident Assassin’s Creed fanatic, this seems like a smart play from Ubisoft. Considering we’ve had six straight years of Assassin’s Creed experiences that have only grown larger and more complex, the idea of taking a year off to polish what—if the 4chan poster is to be believed—will be the most ambitious entry yet has me excited for the series in a way I haven’t been in a long time. Plus, if the team behind Black Flag is indeed working on it, this only bolsters my hopes that everything from these rumors and reports is indeed true—as Black Flag was, in my opinion, the best entry in the series since Assassin’s Creed II. This move gives the franchise’s biggest fans time to be excited again, and not have the series thrown in our faces around the clock.

Now, we just have to hope Ubisoft comes out and confirms everything we’ve heard today.

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Introduction

By the numbers, 2015 was a down year for games overall. However, it finished ridiculously strong, with one of the more jam-packed holiday seasons I’ve seen in a long time—keeping all of us here on the EGM crew insanely busy. As my list hopefully proves, quantity did not necessarily affect quality, though, and there were still some great games that came this year that I felt would come to define 2015.

Ray’s Top Five Games for 2015

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#05: Assassin’s Creed Syndicate

Publisher: Ubisoft
Developer: Ubisoft Quebec
Platforms: PS4, Xbox One, PC

Ray’s Take

Assassin’s Creed Syndicate didn’t exactly have a high bar to surpass considering the lackluster entry in the franchise that was Unity. Still, not only did Syndicate provide a more coherent story, but it injected much needed life and wonder back into the series. Whether it was scaling the beautifully-rendered Victorian Era London, laughing at the banter back and forth between main characters Jacob and Evie Frye, or surprises like the fully fleshed-out World War I scenario that followed Jacob’s granddaughter, Syndicate was the return to form Assassin’s Creed so desperately needed. If they had included a few more old-school puzzles or a modern day scenario that allowed us to step outside the simulation, this might have been even higher on my list.

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#04: Tales from the Borderlands

Publisher: Telltale Games
Developer: Telltale Games
Platforms: PS4, Xbox One, PC, OS X, PS3, Xbox 360, iOS, Android

Ray’s Take

When you first think of Borderlands, story doesn’t exactly fall on its list of strengths. While subsequent games in the series have added a little more to the lore of Pandora, there were plenty of unexplored opportunities that were perfect for Telltale to come in and exploit. Plus, this doubled as a chance for Telltale to really stretch their comedic muscles for the first time since the days of Sam & Max (or maybe their foray into Homestar Runner). The result was what I believe to be Telltale’s best effort yet. Serving up a rollercoaster of emotions, Tales from the Borderlands gives the most life to any characters that universe offers, while also making your decisions have some real weight come the game’s finale. Now, we just need to figure out where that cliffhanger ending will lead.

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#03: Fallout 4

Publisher: Bethesda Softworks
Developer: Bethesda Game Studios
Platforms: PS4, Xbox One, PC

Ray’s Take

At this point, it’d be more surprising if Bethesda made a bad game. Fallout 4 once again creates a beautiful, dynamic world out of the smoking crater of an apocalyptic disaster. No interaction in the world happens the same way twice, and the new gun crafting and S.P.E.C.I.A.L. skills system extends an already deep pedigree of customization. Despite this, I can’t get past the sense that Fallout 4 is more like Fallout 3.5. The largest new attraction the game brings—the ability to create and link settlements—honestly bored me. Managing people and resources became a chore, and was quickly relegated to “afterthought” status even just 20 hours into my near-100 hour playthrough. Still, there are few experiences more complete, or as satisfying, as Bethesda’s latest adventure in the wasteland.

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#02: The Witcher 3: Wild Hunt

Publisher: Warner Bros. Interactive Entertainment
Developer: CD Projekt RED
Platforms: PS4, Xbox One, PC

Ray’s Take

I never played the first two Witcher games, and in the end, that kept it from being my personal game of the year. You see, my number one pick last year was Dragon Age Inquisition—and I felt you could jump into that adventure not having played the previous two games and gotten the same amount of enjoyment out of it. My caring about Witcher 3’s characters and world took a hit because of my unfamiliarity. That said, CD Projekt Red crafted an absolutely spectacular adventure, and an even more epic world for it to take place in. Geralt of Rivia is one of the most perfect examples of an anti-hero I’ve ever met in games, and the people he interacts with portray an incredible amount of depth. The most telling thing about Witcher 3’s world, though, may be how much time I spent in it: 212 hours on my first playthrough.

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#01: Ori and the Blind Forest

Publisher: Microsoft Studios
Developer: Moon Studios
Platforms: Xbox One

Ray’s Take

There are no games this year that grabbed my attention from beginning to end quite like Ori and the Blind Forest. The first thing that catches your eye is the hand-painted art style, but once you begin rolling around Ori’s dying world, you soon realize how tight handling the game is. In fact, it’s easily the best playing metroidvania we’ve seen in years. The heart of the game—its story—builds on this, with a heart-wrenching tale that pulls you through the beautifully diverse world Ori must explore in order to restore the natural balance of things. Combine all this with a steadily increasing degree of difficulty all the way until the climactic finish, and I can only wish more games were as polished as Ori and the Blind Forest.

Ray’s Off-Topic Awards for 2015

The 5th Annual “The Colors, Duke! The Colors” Award for Most Colorful Game, brought to you by Popsicle (not really)
Kirby and the Rainbow Curse
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This has become a tradition for me during the EGM end of the year awards, and we’ve gone too long to stop now. There were some strong candidates this year, and while the aforementioned Ori and the Blind Forest could’ve easily taken it, I wanted to show some other great looking games some love—and lo and behold, Nintendo had quite a few of them. I’ve got to tip my hat to the good folks at HAL Laboratory, whose beautiful looking Claymation in Kirby and the Rainbow Curse impressed me just a slightly bit more than Good-Feel’s work with yarn in Yoshi’s Woolly World. Congrats Kirby on looking as bright and as wonderful as ever.
The “Fashionably Late” Award
Kalimba

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I really shouldn’t be giving a game an award for 2015 when it came out in 2014, but let me explain. Although we here at EGM wait as long as possible before doing our Game of the Year voting to insure we give as many games as possible the chance the qualify, there are still occasionally titles that miss deadline. Rarely, however, are they as fun as Kalimba, which released on December 17, 2014. Available on Xbox One and later for PC, Kalimba is an addictive, fun little puzzle platformer that only gets better when playing co-op with a friend. Although we did end up reviewing it for EGM post-holiday break, it was ineligible for last year’s voting. So here is your well-deserved spot in the limelight, Kalimba.

The “Somehow Made Me Fall In Love with a Genre” Award
Super Mario Maker
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I hate world creation games. When I drop $60 on a game, I’m doing so for the express purpose of playing someone else’s creation—not so I can spend time making my own. Minecraft, LittleBigPlanet, Project Spark? Throw them all in the trash as far as I’m concerned. Then came Super Mario Maker. Leave it to Nintendo to turn my pre-conceived notions on their head and throw them in the trash instead. Maybe it’s the nostalgia or familiarity that Mario Maker brings to the table, but there is something about it that has me testing out other people’s levels and building my own on a far too regular basis. And, with a steady stream of updates that only expands our potential toolset, there may be no single greater reason to own a Wii U than this.

EGMNOW’s Best of 2015 Awards Schedule

http://www.egmnow.com/wp-content/themes/egmnowv3/christmas_links2015.php

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Break the walls down

Over the 10-year period of 1998-2008, the Rainbow Six franchise released 16 different titles or expansions, by far the most of any single brand under the Tom Clancy umbrella. Then, there was nothing. The series disappeared from Ubisoft’s lineup of huge blockbusters post-Rainbow Six Vegas 2, and fans were left wondering when they could get the squad back together. There was a glimmer of hope when the Patriots project started being shown off, but as quickly as hype started to build, the game was shelved. From its ashes, however, has risen the first Rainbow Six game in seven years, Tom Clancy’s Rainbow Six Siege—and it looks to bring tactical multiplayer gameplay back to the masses like never before.

The key word there, though, is multiplayer. Something that we need to get out of the way is, yes, Siege is a multiplayer-focused game. There is a single-player mode called Situations, but it’s really nothing but a glorified tutorial. While it does a nice job of helping players become familiar with the game’s modes, maps, and operators, Situations offers little value to the product as a whole in the long run. Especially if you’re a fan of Rainbow Six as a franchise, it’s hard not to miss a more dedicated single-player mode, given how important they were to previous entries in the series.

In fact, on the surface, there’s not really a lot of multiplayer content either. The online component of Siege is comprised entirely of two modes: Terrorhunt and Versus. Terrorhunt pits a team of five people against AI opponents in varying scenarios, including saving hostages, defusing bombs, or eliminating all the enemy terrorists. Meanwhile, Versus is your classic five-vs-five match, where each person on a team has only one life to live—with the twist that objectives similar to those in Terrohunt can also be achieved as an alternate path to victory.

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There are Casual and Ranked versions of both modes, but in order to unlock the Ranked options, you have to grind until you’re level 20. That’s a pretty lofty barrier for entry, even if you are trying to appeal more to the hardcore audience—although the journey does go rather quickly if you and your team keep winning in either Versus or Terrorhunt. Ranked changes the game somewhat by turning off all major HUD options and giving players a more true-to-life experience, giving you a carrot to at least to pursue the unlock. However, you can purchase XP boosts through microtransactions if you don’t have the patience.

Although it may sound like there’s not a lot to Siege, it makes up for it where it counts: in its gameplay. When you look past its lack of options and single player, this might actually be the best multiplayer game to come out this year. Siege has forgone all the bells and whistles that other similar-styled releases try to beat you over the head with, instead giving you the sleekest tactical shooter we’ve seen since Rainbow Six first hit PCs nearly two decades ago. Enemy AI is smart and ruthless, and when playing against other people, the emphasis on only having one life makes every decision a potential game-changing one, amping up the stakes alongside your adrenaline.

Siege features 11 of the best-designed close-quarters combat maps you’re likely to find in modern games. Maps may look small from the outside, but each location is filled with plenty of nooks and crannies that will have you checking every corner twice, just to make sure your rear is constantly covered.

The best part of each map, though, is how much you can destroy them. As long as it’s not a load-bearing wall, chances are you can punch a hole through it with a variety of devices depending on your operator and playstyle. This means sightlines are constantly changing, and that no match will ever play the same way twice. As well, the game looks absolutely gorgeous—how it’s able to chug along at a steady framerate considering the metamorphosis each level is constantly undergoing is phenomenal.

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There are also the operators, the unlockable special forces agents players can use. There are 20 different characters to play with that not only feel unique due to their specialty gadget, but who also are perfectly balanced so that no matter how your team is comprised, or how you customize them, no matchups are better or worse than any other. The game has a character option for almost everyone on both offense and defense to suit your needs, and each brings with them their own strengths and weaknesses.

Like on offense, I love using Sledge, the SAS point man who, as his name would imply, carries a giant sledgehammer to punch holes in as many walls and floors as I want, but it also leaves me vulnerable and directly in the line of fire if I don’t have a buddy ready to clear the hole after the smoke clears. Meanwhile, on defense, Kapkan is my man, as I can set up booby traps in entryways that serve as a deterrent or a funnel to push enemies where I want them to go—but I’m limited in how many homemade devices I have. I know others, though, that put everything on guys like Tachanka, the stationary machine gunner on defense whose rear is vulnerable after he hunkers down, or Ash, the quick on her feet FBI agent with a special bullet that can breach barricades from a distance on offense but who really can’t take a hit. And those are just four of the 20 that you can play with.

Siege is also an enjoyable multiplayer experience because it does away with the “Lone Wolf” concept frequently seen in most other FPS multiplayer games. You have to work as a team to succeed in this game. Learning how the different operators work and developing a rapport with teammates so that you can most efficiently conquer the objectives actually becomes a large part of the fun, and pleasantly much of the burgeoning Siege community has headsets of some sort. I don’t think I’ve ever had so many enjoyable conversations in an online experience—ever—and it’s because Siege encourages objective-oriented people to come together for a common cause.

Tom Clancy’s Rainbow Six Siege lacks content—there’s no doubt about that—but what is there is absolutely stellar. With the promise of Spectator mode, more maps, and more operators down the line, this could develop into a really special game and community. As is, its exemplary gameplay is carrying the day, so I wouldn’t be surprised if the lack of content turns a lot of people off. But if you’re dying for a new Rainbow Six game like I was, or the idea of a hardcore tactical teamwork-based shooter sounds like your thing, Siege is worth a look.

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Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.01.15
7.0
What Tom Clancy’s Rainbow Six Siege lacks in content it makes up for in intense, fast-paced, heart-pounding action and tight gameplay. If tactical multiplayer is your thing, there may be none better. If not, though, you’ll likely find the experience to be a bit bare bones.
The Good Great balance between the 20 operators; amazing destruction, map variety.
The Bad Matchmaking issues persist, lack of a single player campaign.
The Ugly We miss you Ding Chavez.
Tom Clancy’s Rainbow Six Siege is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

No matter if you are a casual NHL 16 player or a full out member of EA Sports EASHL, we’ve all come across the stereotypical players from around the world. Whether it be the guy who pauses the game every five seconds or the rage quit troll – all of these types of gamers are unforgettable.

I had a chance to play Far Cry Primal at a recent Ubisoft event and finally got to try my hand at being the beastmaster, Takkar. Using my owl and wolf buddies, I liberate an outpost, but then things take a turn and I go from being the hunter to the hunted. Far Cry Primal will be available for Xbox One and PS4 on February 23, 2016, and PC on March 1, 2016.

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Out of the Shadow

Shadow Complex was sort of a game out of time when it released back on the Xbox 360 via Xbox Live Arcade in 2009. A side-scrolling action-adventure reminiscent of metroidvanias from years past, Shadow Complex put players in control of Jason Flemming, an ordinary man put in extraordinary circumstances.

When Jason’s girlfriend goes missing while they’re camping in the wilderness, he has to track her down. What he finds instead is a secret military installation run by an anarchist group called the Progressive Restoration that wants to overthrow the government en route to world domination. As he explores the facility, Jason will use a variety of super-powered armaments he finds inside to save his girl and possibly the world.

Now, with a remastered edition of the game on its way for Xbox One, PS4, and PC almost seven years after the release of the original, we sat down with ChAIR Entertainment co-founder and creative director Donald Mustard to discuss why now was the time to bring Shadow Complex back to gamers.

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EGM: Why bring Shadow Complex to current gen, and why do it now specifically?

Donald Mustard: It’s always been one of our goals at ChAIR to bring Shadow Complex to as wide of an audience as possible. When we first finished Shadow Complex, we started working on and moving on to a sequel, but then the opportunity to make a game with Apple for their budding game platform presented itself to us. And we thought that would be a really great use of Unreal Engine technology and so we paused development on Shadow Complex 2 and started work on this iOS thing that ended up becoming Infinity Blade, which then became this huge thing and that we didn’t anticipate happening.

Then led to some sequels and once we finished work on Infinity Blade III, we started work on this new original IP with J.J. Abrams that we announced a few weeks ago called Spyjinx. But while doing that, enough stuff kind of finally aligned where we had the time and resources and could take the original Shadow Complex and it get it converted over to our most recent code base and get it prepped in a way that we could bring it to PC, Xbox One, and PS4 and man, I’m so excited. I’ve been wanting this to happen forever. I know it’s taken a while, but this was literally the first opportunity that we could do it, and so we did it.

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EGM: Originally Shadow Complex was an Xbox 360 exclusive. Was it difficult to bring Remastered to current gen consoles and PC?

DM: Well, we have a couple of awesome things going for us. One is being part of Epic Games and we use Unreal Engine technology, which is super-versatile and is already very good at cross-platform performance. So, it’s been a relatively painless process to take the original Shadow Complex code and bring it up to date with our current version of Unreal Engine. And we’ve had a great partner in Hardsuit Labs that has helped us in doing that.

So we got everything moved over code-wise, and then luckily when we first developed Shadow Complex, we authored all of the art and textures at a higher resolution, and then turned and scaled down the textures and art to fit what the Xbox 360 could do. But modern consoles are a lot faster now, PCs are a lot faster now, and that allowed us to go back into the original source art and use it at its highest resolution settings, which is awesome because now all the art is in its original authored state. And everything looks amazing while still playing super-tight. So it hasn’t been that crazy of a process. Lots of work to make sure everything still looks and plays well, but it’s ready and we’re excited.

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EGM: The original game ran on Unreal Engine 3. Is Remastered still running on Unreal 3 or did you switch over to Unreal 4?

DM: No, Remastered is running on Unreal 3 still, but it’s interesting because the engine has evolved a lot over the years. Unreal Engine 3 from 2009 is very different from Unreal Engine 3 in 2015. In fact, a lot of current gen games still use Unreal 3, like Batman: Arkham Knight. And there’s a lot of really awesome stuff we’ve done engine-wise. What we did do was move the entire code base to our most current version of Unreal 3.

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EGM: You mentioned earlier that you had to “pause” production on Shadow Complex 2. If Remastered does well enough, do you think you’ll start production back up on the sequel?

DM: That’s certainly a distinct possibility. One of the reasons why I’ve been so excited to bring Shadow Complex to a wider audience is for the express purpose to open the door and pave the way for more opportunities to do more in the Shadow Complex universe. We loved working with Peter David so much and writing the game with us. He’s always been one of my favorite comic book writers and we loved working with him and he wrote the first game. So one of the first things we did for pre-production on the sequel was for him to write a script for that sequel. So we’ve got this really awesome Peter David script for the sequel along with some other things. I mean, we’ve got some really awesome stuff that we’d love to do if there’s interest. So yeah, our hope is that if people are interested and they love the game and they want more of it across multiple platforms that this will open the path for us to do more. Nothing would make me happier.

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EGM: So, what new things can we expect from Shadow Complex Remastered besides the improved upon graphics?

DM: One of the things when we sat down and said we were going to do this was that it was very important to us that we keep the core gameplay experience as close to the original as possible because it is such a beloved game. People really loved Shadow Complex and we love Shadow Complex. So while we were willing to allow ourselves to turn up the resolution and put in some of the original high-res art, we very deliberately didn’t change any of the core gameplay. The game is the original game in terms of how it feels and how it plays and the layout of the world and where all the power-ups are and what they do. That said, we did allow a few little things, a few tweaks here or there and a few little things we’ve hidden for people to find.

And we allowed one other cool thing. Early on in the development of Shadow Complex, we had created this melee system where if you got up near enemies, you could take them down and do this quick, cool, little cinematic takedown like snapping someone’s neck, or punching them, or kicking a bomb guy or whatever. And that was the like the 1.0 implementation of that system. So, one of the first things we were changing for Shadow Complex 2 was a more contextual melee takedown system. Like if you had ran up to a guy and jumped in the air and then hit the melee button, you’d do this flying jump kick. Or if you were hanging on a ladder above a guy and hit melee, you’d reach out with your legs and snap his neck or pull people off ledges. And that system was so cool and was pretty much finished, so we had all that and put all that into this as well. So that’s a cool new thing we added to the game and there’s a couple things like that, but for the most part we didn’t want to alter the game beyond what it is because we think it is so great as is and didn’t want people to not experience the same thing people experienced six years ago.

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EGM: Back in 2009, old-school side-scrolling metroidvanias like Shadow Complex weren’t really being made at that time. Since then, particularly through the Indie scene, the genre has seen resurgence. Do you think that might help Shadow Complex Remastered hit a larger audience this go around?

DM: I agree and that is something we had hoped would happen because yeah, in 2009 not only were people not making non-linear exploration-based side-scrollers, people really weren’t making side-scrollers period. When we were talking to people about making this 3D-looking, but strictly 2D playing game, people thought we were crazy. And we said it wasn’t crazy and thought people were going to love it and decided to build it on our own. Then we said we’d make a Metroid-esque non-linear side-scroller.

To me, Super Metroid in 1994 was the pinnacle of 2D game design. Then all these 3D systems like the PlayStation and the N64 came out and we moved away from some of those design lessons. To me it was crazy. It would be like Grand Theft Auto came out and then no one made an open-world GTA style game for 15 years. So I felt we had to do this and we made the game and people loved it and we loved it.

Since then, I agree there has been this resurgence of non-linear side-scrollers, which was half the reason I even wanted to make Shadow Complex. Because I love playing those types of games and I love all those games that have come out over the last couple of years in the style I used to play. I’ve had the fortunate opportunity to be able to talk to the creators and teams behind some of those games and share our experiences making those games and it’s been really cool.

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EGM: There appears to be some heavy subject matter throughout the story of Shadow Complex, with topics like terrorism and the NSA, among others coming up. What was the inspiration behind that when making Shadow Complex?

DM: When we sat down to make the game, we wanted to do two things. We wanted to explore our love of Metroid-style games and we also wanted to explore our love of G.I. Joe. We all grew up in the 80s and we loved G.I. Joe. I always loved the dichotomy between G.I. Joe and Cobra and the idea that there was this hi-tech enigmatic bad guy that had all these resources versus more low-tech military people. And we thought it’d be really cool if we could make our version of that and that was really our idea behind the Progressive Restoration. To make these hi-tech bad guys versus this lone hiker who had no technology, and then stealing their tech and using it against them. That was really our aim and goal.

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ChAIR Entertainment announced at the 2015 Game Awards they’re bringing their critically acclaimed side-scrolling action game, Shadow Complex, to current gen.

Originally released in 2009, Shadow Complex was an Xbox Live Arcade exclusive for the Xbox 360 that put players in the shoes of Jason Flemming. While camping with his new girlfriend, Jason accidentally discovers a secret military installation in the mountains and must uncover the reason for the base’s existence while saving his would be bae.

Shadow Complex was written by acclaimed comic book writer Peter David, and runs parallel to the events in Orson Scott Card’s novel, Empire, before the two stories dovetail into the events of the book, Hidden Empire. Whether the sudden return of Shadow Complex to the gaming realm signifies a possible new entry into this series coming down the line, either in gaming or novel form, is yet to be seen.

Shadow Complex Remastered will tout improved graphics, new melee takedowns for Jason, and a whole new batch of achievements and trophies, all wrapped in a classic metroidvania that will have Jason explore, backtrack, and upgrade himself via the mysterious military installation’s various armaments.

ChAIR has also revealed that Shadow Complex Remastered is not a Microsoft exclusive and will be available for PS4 and PC along with the Xbox One.

“Bringing Shadow Complex to a larger audience of gamers across multiple platforms has always been one of our goals at ChAIR,” said Donald Mustard, co-founder and Creative Director at ChAIR. “We’re super excited to introduce a remastered version to fans, old and new, and for the opportunity it creates for us to do more in the Shadow Complex universe.”

In addition to this, the PC version of the game will be available for free from now until December 31, 2015, via www.ShadowComplex.com, and coming to the other consoles sometime in 2016.

I shake off my play-by-play rust by calling a game of NHL 16 between the New York Rangers and Vancouver Canucks in my Be a GM mode of NHL 16. For some reason, audio doesn’t kick in until 1:40.

I play WWE Universe mode in WWE 2K16 on Xbox One. Sounds like we still were having a couple of audio issues, but it was far better than my Transformers: Devastation video. Thanks everyone for watching and don’t forget to subscribe!

I played the first 30 minutes of Transformers Devastation, which is available now on Xbox One, PS4, Xbox 360, PS3, and PC. I apologize in advance for the audio issues.