Tag Archive: 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
8.0
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.
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
9.5
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.
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.

A temple better left untapped

Last year, Hitman GO’s board game aesthetic and challenging puzzles provided a breath of fresh air for everyone’s favorite bald murder machine while still channeling the stealth and tactics the main series is known for. Not satisfied with just giving Agent 47 the tabletop treatment or continuing to build new boards for the burgeoning spin-off franchise, Square Enix Montreal decided Lara Croft could use her own GO-style makeover. Unfortunately, they should have stuck with the assassin.

Lara Croft GO sees the titular tomb-raiding heroine in search of an item called the “Atlas of Beyond”. While exploring a temple that supposedly houses the artifact, Croft accidentally awakens the Queen of Venom, a gargantuan snake so large that it could slurp Lara up whole with one snap of its massive jaws. She must now find the Atlas while dodging both the Queen and the temple’s many traps if she has any hope of telling the tale of her latest adventure.

Lara Croft GO is almost nothing like its predecessor, making it all the more curious that it carries the GO name brand. The change you’ll most likely notice immediately is the scrapping of the board game motif. Even though it is broken up into stages, the tomb that Lara is exploring is one world that tries—and often fails due to a lack of general explanation—to convey a continuous narrative. The characters are no longer simplistic tokens, but fully realized models that move like you’d expect from more traditional games. The stages themselves have lost all notion of being part of a tabletop setup besides the path lines drawn for Lara to follow as she and the enemies she’ll encounter move one spot one finger swipe at a time. This gives the game an art-style more reminiscent of a cheap Tomb Raider knockoff than something that has an entirely original look to it like Hitman GO did.

The only other gameplay aspect besides movement that carries over between the two GO games is that Lara can only kill enemies from the side or from behind. Giant spiders, snakes, and humanoid lizard people are some of the creatures Lara will encounter while searching for the Atlas. Confusingly, though, Lara carries her iconic dual pistols throughout the game. It makes little sense for her to be wielding them if she can only attack from the side or from behind. And if she finds a spear or a torch, then she can approach enemies from the front or from a distance. Since when are torches and spears more powerful than guns? I found it to be an odd choice to say the least that this was the one rule brought over.

Lara Croft GO also at no point feels like it tries to do justice to the Tomb Raider games. Hitman GO’s strategic requirement lined up perfectly with what Hitman is known for. My hope was that LC GO would find a way to incorporate some sense of exploration, or branching paths at least, to pay homage somehow to Tomb Raider. If Square Enix Montreal had kept pushing the board game feel of everything, maybe they could have gone with a Betrayal at House on the Hill style, with random tiles being added to the world mid-stage the more Lara explored instead of everything being laid out on a single path for you from the beginning. This also could have helped with replayability, but as is, Lara Croft GO is too linear an experience to be that enjoyable, and completely ignores what it means to be Lara Croft.

While on the subject of replayability, this is something that Lara Croft GO sorely lacks. Hitman GO offered up multiple objectives per stage, allowing players to continue forward if they wished after accomplishing the hit, but rewarded players who could master every stage, which often required multiple playthroughs. LC GO has rewards, too, with alternate costumes for Lara if you find the various hidden items on each stage. The problem is that all 120 of them are in plain sight as you advance, and only need a fourth-wall breaking tap—as in Lara doesn’t need to be anywhere near the collectible—to retrieve them, making them nigh-impossible to miss.

The one saving grace Lara Croft GO has is its puzzles. About 40 different stages will test your mental acuity as you navigate through winding temple paths, looking for the proper solution to the problem placed before you. Switches that control moving platforms, trap doors and crumbling pillars, even large boulders that roll after Lara and timed doors that threaten to cut you off from advancing will all need to be overcome if you hope to escape. The stages are broken up into five different sections of the temple and ramp up in difficulty at a steady pace that will push you, but should never break your will to keep going. All told, I was able to one hundred percent Lara Croft GO in just over four hours, so even the most complex puzzles weren’t the greatest of challenges.

Lara Croft GO is a decent puzzle game to kill a few hours with, but lacks all the finer things that made its predecessor in the GO series so much fun. It abandons the GO aesthetics, and at the same time, fails to channel anything about the Tomb Raider series beyond the setting—making me question why Square Enix thought Lara would adapt at all to this format to begin with. Even for the mobile price of $4.99, I’d be hard-pressed to recommend this to anyone but the most fervent of Lara loyalists.

Developer: Square Enix Montreal • Publisher: Square Enix • ESRB: N/A • Release Date: 08.27.15
5.0
Lara Croft remains a poor choice that never fit for the GO-style that was established with Hitman GO last year, even if you can find a bit of fun in the short, simple puzzles.
The Good Inventive puzzles that ramp up nicely in difficulty.
The Bad A lack of overall challenge. Fails to capture the essence of the Tomb Raider series or continue what was started with Hitman GO.
The Ugly It’s been so long since we’ve seen Lara made of so few polygons.
Lara Croft GO is available on iOS, Android, and Windows Phone. Primary version reviewed was on iOS using an iPad 2. Review code was provided by Square Enix for the benefit of this review.

A new gridiron great

Madden has been unpredictable the past few years. Between a slow mastering of the new technology brought about by a console generation shift, and the decision to focus on singular parts of the on-field product due to their annual cycle, the product just hasn’t come together in a way the folks down at EA Tiburon probably hoped it would. But playing the proverbial long game seems to have finally paid off, with Madden NFL 16 providing an experience that football fans of all passion levels should be able to get excited for.

The biggest gameplay change is evident from the moment you start your first game or training drill. After zeroing in on the trenches the past two years, it is finally time for Madden to air the ball out. Quarterbacks can now add touch to thrown balls by double tapping a receiver’s icon for a pass that falls in between the bullet and lame duck passes of years past. This is great for when you’re trying to hit a small window between multiple defenders and one of them happens to be in front of your intended target. You can also use the left bumper and trigger to modify your passes even further, throwing them high or low and into a spot that only your receiver can make the play on them at.

Receivers also have new options when it comes to how they actually catch the ball. By holding different face buttons with the ball in mid-air, players can prepare for a RAC (run after catch), Aggressive catch, or Possession catch. The Possession catch will make your receiver focus on just securing the catch and getting their feet in bounds if near a sideline. The Aggressive catch, by contrast, allows spectacular plays to happen. New dynamic animations occur when your receiver leaps into the air to try to snag the ball at its highest point, but the gamble leaves themselves open to having the ball knocked loose, since they’re unable to defend themselves. Finally, the RAC is great for when you want to get a lot of yards after a play since your receiver starts turning up field before they even have the ball, but this can result in some unforced errors with the receivers dropping the ball outright.

It wouldn’t be fair for the offense to get all the upgrades, though. Defenders can now choose to play the ball or the receiver. Being proactive and going for the ball can lead to more interceptions, deflections, and some impressive animations as both receiver and defender fall to the ground. Playing the receiver is great when you’re just trying to prevent yards after the catch, like on a pass in the flat and you want to keep the receiver from getting a first down.

The best part of the defensive upgrades has to be the fact that defensive backs can actually catch the ball in Madden NFL 16. No longer will players drop easy interceptions on lame duck passes or tipped balls like their hands are covered in grease. They’ll still drop an easy one every now and again, but not nearly at the rate seen in previous games.

These new features re-invigorate what had become one of the more stale parts of playing Madden, because each new pass can lead to plays you’ll never have seen before from the series. The upgraded catches offer up an interesting rock-paper-scissors dynamic that tests your reflexes in the best ways possible, since you only have split-seconds to decide both what receiver to throw the ball to but also how you want to catch it. And ball hawking as a defensive back is finally satisfying, because you know when you read the receivers properly and jump the route that you’ll be coming down with the ball most of the time instead of watching it hit your hands and fall harmlessly to the ground.

The new passing mechanics have also provided welcome indirect improvements by giving Madden some much-needed balance. Working on the ground game and offensive/defensive line play so much in previous iterations threw the gameplay completely out of whack and left us with an unrealistic experience. It was common for me to have defensive linemen with 50-plus sacks each year and running backs with nearly 3,000 yards rushing. In order to make sure your QB actually has the time to throw the ball, defensive players won’t always beat an offensive lineman anymore—even when perfectly timing the snap. I still have great seasons with my defensive linemen, with guys like Damontre Moore of the Giants getting 15 sacks in my first franchise year, but those ridiculous numbers from previous games are a thing of the past.

The same goes with running the ball. Instead of averaging 175 yards a game, I found Shane Vereen averaged a much more realistic 90 yards a game this year, and the extra benefit of this is it improved my success with the play-action pass. Finally, my stat sheet looked more like an actual football game and allowed me to truly test myself against either the AI or human opponents.

Speaking of playing against other people, Madden’s suite of online modes has a new crown jewel. Draft Champions gives you a team of mediocre players (around 70 overall), and then tasks you with putting together a team of superstars through a fantasy draft. The problem is that you only have 15 rounds in the draft and 22 spots to fill, meaning every team will have some holes. Finding your opponent’s weaknesses—and minimizing your own—puts your football acumen to the test like never before, especially because no two drafts are ever the same. It’s also a fun way to just jump into the action if you’re not into the hardcore simulation of micro-managing a franchise.

Draft Champions touts a huge risk/reward factor because there are some incredibly tough decisions that you’ll have to make over the course of your draft. Since there’s no guarantee certain positions will come up, every time you pass on two other players when you make your singular choice each round, there’s a chance you’ll never see that position come up again. I truly believe that one of the games I lost while playing was because I scoffed at Matthew Stafford (81 overall) of the Lions in the sixth round in the hopes another QB would come up. One never did, and I was stuck with Austin Davis (70 overall), the pitiful backup for the St. Louis Rams.

Besides Draft Champions, the ever-popular Madden Ultimate Team returns. While not much has changed in regards to collecting cards, trying to improve your line-up, and then facing-off against people online in order to move up the virtual divisions, the special single player challenges that allow you to hone your team and relive the most exciting moments from last year’s NFL season have been tweaked. Now, these challenges are focused more on specific moments, typically towards the end of games, to offer quicker, more easily digestible gameplay snippets. You’ll progress faster with your MUT while also being thrown right into the action, providing an experience that’s easier to get into and requires far less of a time commitment.

Of course, playing online might not be your thing. Maybe this is your first time experiencing a Madden game and online is a bit intimidating. In that case, Skills Trainer returns with all new challenges and tutorials specifically focused around the new gameplay features added this year. A new 25-challenge Gauntlet has also been created to truly put your skills to the test.

You could also be a Madden veteran, but the idea of grinding against the computer might be more your speed. Connected Franchise is back and gives you the opportunity to control your favorite NFL team and turn them into a dynasty. Whether an owner, coach, or player, you’ll be directly involved with how your team hopefully becomes world-beaters. And if you choose to be an owner or coach, a brand new, more user-friendly interface makes it easier than ever to scout potential superstars in the draft, make lineup changes, or sign and trade current players on your roster. There is also a new XP system featuring season-long, game-to-game, and even drive-to-drive dynamic goals for players and coaches to help them develop into living legends (although the mid-game graphics tracking these goals are a bit of a mess). If you like being in control, Connected Franchise offers up more than ever before and makes it easier to maintain your perfect football legacy.

Even with EA Tiburon’s plans seemingly coming together in Madden NFL 16, there are still a few tiny flaws with this year’s product. Despite visuals that look better than ever, glitches remain on both the animation and AI side of things. The occasional clipping of two players trying to occupy the same space in transitional scenes between plays. Inhuman ragdoll movements after a tackle. Unnatural ball trajectories when released from the QB’s hand. Players standing perfectly still in the middle of the field before, during, and after a play—or, when they do move, it’s like they’re on an electric football field and not moving smoothly like their ten teammates. These are, admittedly, minor annoyances, but are still enough to break the immersion, especially when those players who refuse to move cost you big plays on offense or defense.

While on the subject of animation, those assigned to Aggressive catches quickly become tired. Seeing everyone on the field trying to replicate the Odell Beckham catch from last year against Dallas is nice the first time, but it’s not special if you do it every play. And you know what else is tired? Phil Simms and Jim Nantz’s commentary. I’m so sick of hearing Simms comparing football to Nantz’s golf game.

The only truly significant issue I experienced, though, came with my limited time when playing online. Usually I was able to connect with minimal issues, but every now and again, I wouldn’t be able to match with other players. Once we connected everything was fine, but it was those initial moments with the matchmaking that had me nervous. These could be just pre-launch bugs that’ll be fixed with the day one patch—and it only happened maybe one out of every five times I tried to connect—but it might be something to keep an eye out for on launch day.

Even with these quibbles, Madden NFL 16 is the best game the franchise has seen in quite some time. It provides fun pick-up and play options along with changes in gameplay mechanics that the hardcore players have been waiting literal years for. And what a concept, an EA Sports game that adds new modes instead of cutting old ones out. Draft Champions is going to change the face of Madden online and should rival MUT for where players devote most of their time. All this should make football fans everywhere rejoice that it is once again Madden Season.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 08.25.15
9.0
New gameplay mechanics and the new Draft Champions mode mean Madden NFL 16 finally delivers a complete football experience that both casual and hardcore fans should be able to enjoy right from the start.
The Good New passing mechanics have revolutionized the offensive side of the ball. Draft Champions mode is my new online addiction.
The Bad The occasional AI bug is still frustrating. Commentary needs an overhaul.
The Ugly I kept looking to see if they only put three fingers on one of Jason Pierre-Paul’s hands after he blew a couple off in an off-season fireworks accident. (They didn’t.)
Madden NFL 16 is available on Xbox One, PS4, Xbox 360, and PS3. Primary version reviewed was for Xbox One. EA Sports provided travel to a review event to test out some of the online capabilities for Madden and provided a retail copy for the benefit of this review. 

A dose of déjà vu

Like many gamers my age, I grew up with a bevy of great and quirky titles developed by Rare. What I didn’t realize until I sat down with Rare Replay—a celebratory compilation of 30 games developed by the company since its inception in the mid-80s—though, was how much they grew up right alongside me. From thumb-numbing affairs like R.C. Pro-Am for the NES to more refined efforts for the Xbox 360 like Banjo-Kazooie: Nuts & Bolts, Rare Replay is a magnificent showcase of one of gaming’s more beloved developers and how they’ve evolved over the years.

At its core, something like Rare Replay is admittedly nostalgia driven. While reviewing the collection, hours flew by in the blink of an eye as I rediscovered titles like Cobra Triangle (my personal first Rare game from 1989) and Battletoads. And in many cases, the games played just as well now as they did back in the day, with muscle memory taking over after only a few moments—which wasn’t really all that hard considering I only had to remember two buttons usually.

Rare Replay even touts an awesome “behind-the-scenes” series of never-before-seen interviews and features that are unlocked the more you play. These fun “Rare Revealed” unlockables give you insight into your favorite titles and how they came to be, and why certain creative decisions were made—like how Conker became the foul-mouthed squirrel we now know and love, or what the genesis of Battletoads really was.

Of course, even while being swept up in the memories of my childhood and teens, it quickly became evident that not every game in the compilation stood the test of time. My rose-colored glasses cracked a bit in particular when playing Killer Instinct Gold or Snake Rattle ‘n’ Roll, but that’s also to be expected to a degree when covering such a large swath of gaming history.

Where Rare Replay shines brightest, however, isn’t just in how it lets you take a stroll down memory lane. Since it’s unlikely most people have played every title in this compilation, the best moments are really when you discover a game you might’ve missed the first time around. Suddenly, you have another favorite in your gaming library, even if it’s coming from a game older than you are. In my case, that game was 1983’s Jetpac—technically developed by Rare’s eventual founders Tim and Chris Stamper and not the studio itself—that kicks off the collection with some classic early-80s arcade action.

Now, it would’ve been easy enough for Rare to just pull these games together and call it a day, but Rare Replay tries to offer up a slice of originality, too, in the form of the game’s “Snapshots.” All of Rare’s older titles come with five Snapshots—mini-challenges from a specific slice of each game—that will put a player’s skills to the test. Whether it’s defeating a boss without losing a life, earning a high score in less than a minute, or cumulatively playing a game for a certain amount of time over your career, the Snapshots try to offer up something new to pull you back into the NES era if you need some prompting.

While an interesting idea, I would’ve loved for Snapshots to be more varied. You’ll always have a cumulative one, a high score one, a combat challenge, and then maybe a couple that are more specific towards the given game. The most curious decision with Snapshots comes from the fact that not every game has them, though, and they stop altogether once you reach the N64 generation of Rare’s library. If Rare was going to try to implement something new, they should’ve done so uniformly throughout Rare Replay.

And the same goes for a special “Replay” feature in those older games. Similar to the “Rewind” option you see in games like Forza, by pressing the LT button you can actually replay the last few seconds of your game to avoid losing a life and keep going for that high score. A novel idea—even if it somewhat defeats the purpose of those older arcade games—but it’s only available in the older Rare titles.

As fun and as nostalgia-driven as this collection may be, Rare Replay is actually about a lot more than just Rare’s history. A more subtle benefit of the collection may be how it helps pave the way for the highly anticipated backwards compatibility for Xbox One. While you’re downloading and installing the bulk of the collection, separate downloads then start for games that were on the Xbox 360 like Banjo-Kazooie, Perfect Dark Zero, Kameo: Elements of Power, and more. It ends up being nine separate Xbox 360 downloads, plus the Rare Replay collection of the remaining 21 games for 10 downloads total.

The one downside to this is, for the time being, you can only access the Xbox 360 games via Rare Replay, which acts as a sort of emulator launcher—even though each game takes up space separately on your hard drive (close to 50GB for all 10 downloads). That’s supposed to change when backwards compatibility fully comes to Xbox One sometime this fall, and in the meantime, if there are Xbox 360 games you don’t want, you can delete them apart from the main collection. At the very least, the transition between Xbox One and Xbox 360 is quick and relatively smooth after the first time you try it, and by simply holding the menu button, you can switch back to Rare Replay and the Xbox One whenever you want.

Rare Replay is a tremendous collection of great games that show how integral Rare has been to game development for the past 30 years. It may not offer up a lot that’s new gaming-wise, and it may lack some of the company’s biggest hits due to licensing issues (most notably Goldeneye 007 and the Donkey Kong Country series), but there’s plenty here that should still be celebrated. If you’re a Rare fan, there’s no better way to do so than with this compilation.

Developer: Rare Ltd. • Publisher: Microsoft • ESRB: E – Everyone to M – Mature (varies by game) • Release Date: 08.04.15
8.0
A great collection of classic games. Whether you’ve been a fan of Rare for three years or for thirty, there’s something here for everyone, with plenty of gems waiting to be discovered for the first time.
The Good Whether a Rare game junkie or a relative newcomer to their brand, everyone should find something to enjoy.
The Bad Snapshots don’t provide a lot of variety and aren’t available for all titles. Not every game stands the test of time.
The Ugly Even after nearly 25 years, I still can’t beat the Clinger-Winger stage in Battletoads. Damn you, Hypno-Ball!
Rare Replay is a Xbox One exclusive. Review code was provided by Microsoft for the benefit of this review.

A beautiful game

For more than a decade, one of my favorite TV shows has been the BBC series Top Gear. I’m the furthest thing from a car nut, but I’ve always enjoyed the insane stunts they pull. On more than one occasion, the program has played soccer with a variety of cars. So, even though I had never played Supersonic Acrobatic Rocket-Powered Battle-Cars, the predecessor to Rocket League, I expected to be able to immediately jump into the concept.

Funny enough, my hunch proved correct. Rocket League’s entire premise is just playing soccer with cars. You try to deflect a massive ball into your opponent’s net more times than they knock the ball into yours before the 5-minute clock hits all zeroes. What I couldn’t predict, however, was just how damn addicting it would be. Sure, it might not sound like a lot to hold your attention, but its simplicity is why this is one of the best off-the-wall, arcade-inspired experiences you’re likely to find on new-gen consoles. Not to mention, it’s easy to pick up and play but difficult to master—an often-defining quality for games that have a habit of sucking you in as Rocket League did.

This leads me to Rocket League’s greatest strength, its controls. The cars handle like most vehicles in other driving games, with the triggers serving as the accelerator and brakes.

With the face buttons, you can perform a variety of moves normally equated with a traditional soccer game, such as boost, slide, or even jump. You can flip your car to perform bicycle kicks; tackle your opponents at high speeds, causing them to explode and be taken out of the play for a couple of seconds; and even hurtle yourself across the goal line before the ball crosses it to make last-second saves.

I found it difficult at first to do anything beyond just blindly ramming into the ball. But after a dozen or so matches, I could control my car as if it were an extension of myself, stopping on a dime and performing acrobatic feats that shouldn’t be possible in a 2-ton car. I even used the walls, which you can drive along at high speeds, to bounce and re-direct the ball in mid-air.

The problem with performing these stunts, however, is that the game’s camera can’t keep up. It can be set to follow either the player or the ball, but neither option is as effective as I’d like. When it follows the player, the camera hugs the rear bumper pretty tightly, so it’s easy to lose track of the action when I’m taken out of the play or I shoot past the ball.

If the camera follows the ball, the controls change, making it far more difficult to control the car. You can switch between the two on the fly, but the herky-jerky transition isn’t pleasant. Instead, you’ll probably have a better time taking your chances with the default camera. A wider camera option, or even one locked at midfield, would have been a nice solution.

On the other hand, Rocket League excels at offering customization options. Although the choices are only cosmetic in nature, the game offers more than a hundred unlockable items ranging from new car chassis to the color of your boost stream. And something particularly pleasant is that you receive one randomly after each match you play, online or offline, win or lose. After only a few matches, you can make your car look as unique or as generic as you desire.

Unfortunately, the game modes themselves have far fewer options than the vehicles do. The single-player mode matches you against nine computer opponents that you can choose to face one to four times each. The mode doesn’t give you a reason to care, so it only serves as another way to warm up before taking on human opponents online. Both online and offline modes only feature your standard versus match, with the single variation coming from how many players—from one-versus-one to four-versus-four—you want to play with.

Even without many game-mode variations, though, the sole option Rocket League touts is a good one. Most folks probably won’t need more than your standard versus mode, especially if you start playing online with your friends, which is where this game really shines. At the time of this review, the early server issues that were reported seem to have been resolved; I experienced no connectivity or matchmaking problems during the past week. So, if you can look past a wonky camera and put the time into mastering the controls, Rocket League looks to be a nice hidden gem of a game that would make for a great way for you and your friends to get through the dog days of summer.

Developer: Psyonix • Publisher: Psyonix • ESRB: E10+ – Everyone 10 and older • Release Date: 07.07.15
8.0
Despite a few camera issues and lack of modes, Rocket League is a fun, addicting experience that will keep players engaged for a long time.
The Good Plenty of options for customization, surprisingly tight control, and tons of fun when playing with people.
The Bad No depth to the single-player; camera can be a nuisance at times.
The Ugly How badly it shames soccer games with humans.
Rocket League is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Psyonix for the benefit of this review.

Needs to repair some divots

Surprisingly, I have found an appreciation for golf as I’ve gotten older. Sure, I’m more likely to channel Jack Nicholson and swing a golf club at someone than to take it to the links. Now and again, though, I’ll tune into a major championship and see who is making a run. So, I was curious when Rory McIlroy PGA Tour arrived, the return of EA Sports’ long-running golf franchise, which skipped releasing an edition in 2014.

PGA Tour takes no time at all throwing you into a high-stakes, high-pressure situation with its new Prologue. Following cover boy Rory McIlroy down the stretch of his run for the 2014 Open championship, the game introduces you to its three control schemes as McIlroy himself explains how he handles golf’s biggest stages. Whether you choose the simulation-heavy method with no assists, the arcade style in which you can adjust your ball in mid-air, or the old-school three-click system to minimize the human element, each mode seemed as though it could cater to golf gamers of all experience levels.

The most impressive part of the control schemes probably comes from the customizable aspects, though. Since I preferred a hybrid arcade/three-click system, I crafted and saved a custom control set so I regularly landed on the greens. I loved that PGA Tour allowed me to contort its deep selection of controls to make even my ham-handed efforts more enjoyable.

Except for when it came to the short game.

Putting remains, even after all these years, my great nemesis, and additional assists would’ve been nice. While the current system remains similar to those from years past—showing the slope of the green, and the path one should hit the ball on—there’s no clear formula to figure out how to navigate each unique green and how much power to put behind a shot.

Nothing is more frustrating than sending the ball on a proper trajectory, only to have it to skip over the cup because you put too much oomph behind it, or for it to rim out because you shot it a hair to the left or right. If we can have sight lines when driving towards the green, I don’t see why we can’t have them on the greens themselves so we’re not making educated guesses all the time as to where our ball will go.

Putting woes aside, playing the optional Prologue was a great warm-up to re-introduce myself to the franchise. It also illustrated the power of Frostbite 3, since PGA Tour looks better than any golf game has a right to, with even the tiniest of details popping off the screen. The game’s improved ball physics offer more realistic bounces and ricochets, as well. Lastly, load times between holes are a thing of the past, coming now only between rounds of a tournament.

Sadly, players will find few modes after the Prologue. Most online modes have been trimmed to the bare minimum, reminding me of the difficult time the NHL series had coming to new-gen systems last year. The Country Club mode of years past, in which you could start your own online community, has been nixed and even rule modes such as Skins or Battle Golf have been scrapped. Even many of the courses and golfers of years past, including legendary golfers and those that appear on the LPGA, have been entirely removed from the game for unknown reasons. Only stroke and match play remain, online or locally. At the very least, the servers seemed quick and steady when I played.

The newly added Golf Club mode lessens the blow of these losses, but not enough to save the game as a whole. With zany golf balls that can stick to a surface or be remotely controlled through obstacles, Golf Club provides a nice change of pace from your prototypical golf experience. Its 170 or so challenges make you think outside the tee box. Each challenge offers some replayability with three high scores to aim for, and takes place on crazy courses such as the Battlefield 4-inspired Paracel Storm course, which is chock full of par-3s. But this collection of mini-games can’t hide the fact that so many other features have been sacrificed in this year’s game.

In this version, designers have even cut too much from the Career Mode. I don’t mind that the amateur tournaments were removed in favor of putting you right on the tour, but players are at a distinct disadvantage when your created golfer starts at 60 overall but must compete against 80 and 90 overall golfers such as Rory McIlroy. The tournaments’ absence means you don’t have time to build up your golfer’s XP. If you’re cutting the pre-tournaments, at least start me at a 75 or so.

Beyond this, the mode has no substance. You have to play every tournament, unlike the pros who sometimes skip an event to rest before a major championship. The game doesn’t give you a calendar, so you can’t look ahead to figure out where you can make up points, if need be, in the FedEx Cup standings. All you get is some lifeless text-filled screens congratulating you before you’re off to the next tournament. Even the Create-a-Pro feature when you start your career has been scaled back, using template golfer bodies and faces in lieu of the body and face sculpting features of years past.

Rory McIlroy PGA Tour is a step forward for the franchise in some ways, but in many others it’s also a step back. EA Sports has had a difficult time transitioning so many annual franchises to new-gen hardware, but cutting out modes and features is never the way to go. No matter how good your game looks, appearances will never make up for a lack of content.

However, this year’s PGA Tour probably plays better in most areas than it did when Tiger Woods graced the cover. If you want a golf sim that plays solidly and shuffles you from hole-to-hole, PGA Tour will suffice. But if you’re looking for a golf game with substance, you’re better off grabbing a set of clubs and heading to your own local links.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 07.14.15
6.5
Rory McIlroy PGA Tour plays better in many ways than when Tiger Woods graced the cover, but the removal of so many modes and continuous shortcomings with the short game make this a disappointing debut on new-gen hardware.
The Good Looks better than any golf game needs to. Multiple control schemes and great physics.
The Bad Short game comes up, well, short. Less content than when Tiger Woods was on the cover.
The Ugly The controller I broke after just missing so many par putts.
Rory McIlroy PGA Tour 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.

Knightfall

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Let sleeping dragons lie

Puzzle & Dragons is nothing short of a phenomenon in Japan. Even legendary Nintendo creative mastermind Shigeru Miyamoto admitted he was playing it when I spoke with him back at E3 2013. And if I were a smarter man, I might’ve been able to predict that Nintendo would ultimately bring Puzzle & Dragons to the 3DS.

My poor cognitive function aside, when Nintendo finally did make the announcement, I think most were still surprised that not only would Puzzle & Dragons Z be coming to the 3DS, but it’d be bundled with a Super Mario Bros.–inspired version to boot. I admit I was particularly intrigued—especially because I’m a sucker for anything that features Mario (I even own Dance Dance Revolution Mario Mix for the GameCube). I absolutely had to see what’s captivated so much of Japan—and also whether Mario could transition into the world of match-three games.

Puzzle & Dragons Z plays out just like its mobile counterpart. You take on the role of a coming-of-age teen (and have the choice to be male or female) who’s decided to join a national peacekeeping force. When a terrorist organization called Paradox upsets the delicate balance of the world’s key elements (fire, water, wood, dark, and light), you’re tasked with piecing back together your crumbling world by traveling to temples dedicated to each respective element and restoring order. Along the way, you receive eggs that can instantly hatch back at the home base; you then train these beasts to become part of a six-monster party that fights on your behalf. Members of the party then attack when you match special orbs of power into rows of three or more that correspond to the creature’s color-oriented type.

The Super Mario Bros. Edition of Puzzle & Dragons utilizes similar gameplay but stays true to the Super Mario Bros. formula: Bowser kidnaps Princess Peach, and Mario must traverse eight worlds in order to get her back—with the first seven guarded by Bowser’s trusted Koopalings. The difference here is that Mario and the gang can add members of the Koopa Troop (including Goombas, Bloopers, and Giant Hammer Bros., among others) much in the same way you acquire eggs in Puzzle & Dragons Z. Both games also have a basic RPG-inspired leveling system where the creatures in your party grow stronger the more they fight.

Unfortunately, while this 2-in-1 bundle removes the original’s free-to-play microtransactions, it doesn’t really add anything to the experience, either—and Super Mario Bros. Edition feels like a cheap reskin. After only a few worlds of each game, I found myself utterly bored by the entire thing.

Sure, gathering monsters and leveling them up is an addictive proposition that’s been a cornerstone of collect-em-all RPGs like Pokémon, and there’s a hint of that in both of these titles. Puzzle & Dragons Z even adds a town where players can speak with NPCs and receive items and side challenges—but these folks are about as interesting as the Toads who populate the Mario Bros. games.

After playing a match-three game for any substantial amount of time, you start to realize that, far too often, the game revolves around luck. The best entries in the genre, however, find ways to hide this with an interesting story, stronger RPG elements, or even the aforementioned microtransactions, which surprisingly enough can act as a boon in this case since they either force you to walk away after a short period of time or inspire a gambling-style rush if you put extra money on the line, helping keeping boredom at bay (even if in the worst way possible). Neither of the games in this bundle have any of those properties, though, and so monotony quickly sets in.

Worst of all? The tedium comes before you even get fully invested in either adventure. The difficulty between a board with four different-colored orbs and one with six is monumental, since there are ever only 30 orbs on the screen at once, which is far less than most other match-three games. After only a few tutorial battles, you’re thrown right into the six-color-orb conflicts, rarely to ever return to four or five. Since harder monsters have more HP, you’ll find yourself praying each time you clear a row that the right orbs will fall into place, like a gambler futilely hoping for 7s to lock in on his slot machine.

As much as I love puzzle games and Mario crossovers, Puzzle & Dragons Z + Puzzle & Dragons: Super Mario Bros. Edition is a disappointment on every front. It’s not inherently broken in any way; it’s just painstakingly dull. Puzzle & Dragons borrows so liberally from so many other franchises that when you peel back the layers, it leaves nothing but a half-baked match-three game at its core—and Super Mario Bros. Edition is simply one more layer trying to bolster the illusion that this is an interesting game. It’s not.

Developer: GungHo • Publisher: Nintendo • ESRB: E – Everyone • Release Date: 05.22.15
4.5
A bundle that embodies the worst grinding elements of popular RPGs with a lackluster match-three gameplay mechanic. This version of Puzzle & Dragons tries to use the gold standard that Super Mario Bros. represents in order to bolster the façade that this is an interesting, worthwhile gaming experience. It’s not.
The Good The addictive Pokémon-like nature of collecting and leveling up creatures to fight for you.
The Bad Progress is slow and grinding and nothing about the gameplay hides this fact.
The Ugly I think the reason why Japan loves this franchise so much is they have a gambling problem. It’s time for an intervention.
Puzzle & Dragons Z + Puzzle & Dragons: Super Mario Bros. Edition  is a 3DS exclusive. Review code was provided by Nintendo for the benefit of this review.

In with the Old

I’m a pretty big Wolfenstein fan, so when MachineGames took a shot at rebooting the series last year with The New Order, I admit I was wary. But they genuinely shocked me with how they kept the game intense and action-packed but also infused it with the grit and emotion you normally don’t find in first-person shooters. So, even though I’m often wary of anything labeled as a “prequel,” I was more than ready to jump into Wolfenstein: The Old Blood, hoping to be surprised once again.

The Old Blood takes place shortly before the start of its predecessor in the traditional 1940s World War II setting more commonly associated with Wolfenstein, and the game sees series protagonist B.J. Blazkowicz deep behind enemy lines on a covert mission to find the coordinates to General Deathshead’s lair. When the mission quickly turns sideways, B.J. has to escape from Castle Wolfenstein and put an end to the occult experiments being conducted in the fictional city of Wolfburg if he hopes to get his hands on the ever-moving intel.

If the story sounds somewhat familiar to longtime Wolfenstein fans, that’s because it should. In fact, The Old Blood expansion could easily be thought of as a tribute to 2001’s Return to Castle Wolfenstein. Whereas The New Order was able to smartly borrow elements from previous games, The Old Blood feels more akin to a 1-to-1 re-creation in terms of its settings and major plot points. Yes, there’s even the return of Nazi zombies, who are prevalent throughout the last quarter of this expansion.

That’s not to say The Old Blood doesn’t carve its own path during particular moments, however. New characters, expanded sequences, and two gorgeous settings give The Old Blood a bit of an original flair—though not nearly as much as The New Order brought with its own excursion into the Wolfenstein lore. The most obvious sacrifice comes in character development; many of the new actors on the Wolfenstein stage serve as little more than cheap devices to push the plot forward. Even opportunities to expand on B.J.’s psyche are left untapped, relegated only to the beginning and end cutscenes.

I’m not saying the game needed the slowness of New Order’s resistance-base levels, but The Old Blood feels like it’s in a rush to get to the end. Maybe the quickened pace partly comes because it’s easy to write a path to a conclusion when you already know what it has to be—a sometimes-unavoidable downfall of prequel content.

At least The Old Blood smartly incorporates a lot of my favorite parts of New Order’s gameplay, which helped me forget the plot’s shortcomings for a brief time. Once again, players are given the choice on how to tackle each in-game obstacle, either moving through every level stealthily or like a dual-assault-rifle-wielding madman, mowing down Nazis left and right. This aspect was a defining characteristic in The New Order, and it feels great to have an excuse to go back to it after a year.

The perk system also returns with new upgrades—getting 200 kills with the mounted machine gun allows you to add it to your weapon wheel, for example. While some aren’t nearly as inventive as those seen in New Order (clip expansion seems to be a favorite here), the system still encouraged me to step outside my comfort zone.

The Old Blood even finds a way to avoid the classic prequel trap of creating too many new weapons that wouldn’t make sense in the time period or in the game’s continuity. While there are some new weapons available, such as the Schockhammer shotgun, they’re clearly predecessors to the weapons we saw in The New Order and are appropriately de-powered to fit the 1946 setting (with the same going for enemy types).

Much like The New Order, there’s also a surprising amount of replayability to The Old Blood, considering the game doesn’t offer a multiplayer mode. Challenge maps unlock as you progress through the campaign, and you can replay them in an attempt to get higher scores on the global leaderboard.

There’s also a dozen collectibles in each chapter and bonus content in the form of special “Nightmare” scenarios. In these moments, B.J. lies down for a quick nap—amazing that he can do so with a war going on around him—and gets whisked away to a dream world where he must fight through a number of Wolfenstein 3Dinspired areas. Completing these extra levels won’t help you progress toward the end of the game in any way, but they’re nice nods to Wolfenstein’s long history and provide an enjoyable respite from all the grit of the main experience.

While I appreciate a tribute to games of the past as much as the next guy, leaning on that idea so heavily makes it difficult for The Old Blood to stand out as much as The New Order. Still, the thrill-a-minute gameplay from the previous Wolfenstein outing carries the day here—and when you mix that with some surprising replayability, The Old Blood emerges as a solid expansion to one of last year’s better games.

Developer: MachineGames • Publisher: Bethesda • ESRB: M – Mature • Release Date: 05.05.15
7.5
The New Order’s returning gameplay carries the day here. The Old Blood’s story spends too much time trying to be a tribute to an old game instead of its own adventure—and prevents this standalone expansion from being as deep or enjoyable as the main game.
The Good A solid tribute to Return to Castle Wolfenstein that still finds a way to fit into MachineGames’ new Wolfenstein universe.
The Bad Lacks the depth of The New Order; follows Return to Castle Wolfenstein a little too step by step.
The Ugly The missed opportunity that was bad guy Rudi Jager never calling in an airstrike and yelling “Jagerbombs!”
Wolfenstein: The Old Blood is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Bethesda for the benefit of this review.