Tag Archive: review


Let freedom ring

Editor’s Note: Due to Freedom Cry taking place after the events of the main game, this review contains spoilers for Assassin’s Creed IV: Black Flag. Consider yourself warned.

It’s unusual for Assassin’s Creed story DLC to feature someone who wasn’t the lead character of the main game. Since Assassin’s Creed IV’s story led Edward back to England, though, in order to maintain the Caribbean setting (and not drive the developers mad in trying to create entirely new assets), Freedom Cry tells a tale of Edward’s charismatic quartermaster, Adéwalé, instead.

It’s been over a decade since Edward, Adéwalé, and the rest of the Caribbean Order of Assassins sealed up the Observatory. Adéwalé is captain of his own ship now, and he’s a high-ranking member of the Brotherhood as he continues to fight the war against the Templars. Freedom Cry begins with Adéwalé out sailing with his crew, tasked with the relatively simple mission of stealing some Templar documents before they reach Port-au-Prince in Saint-Domingue (present-day Haiti). Things quickly go awry when Adéwalé’s ship is ambushed, and the only way for him to escape is to head straight into the heart of a storm. Although our hero escapes the enemy ships, the storm destroys his vessel, sending him overboard and into the angry sea below.

When he comes to, Adéwalé finds himself washed up on Port-au-Prince’s shores. He’s now stranded and must find a way to make some allies and procure a new ship. Easier said than done, though, for a black man now wandering in the Caribbean’s largest slave colony.

Freedom Cry is, quite honestly, the most powerful tale the franchise has told. The Assassin-Templar war is nothing but set dressing that’s promptly shoved into the background to make way for a story about human perseverance, all while cleverly tying the Assassin’s Creed universe into the start of a movement that led to the largest slave revolt in history.

The evils of racism and slavery are prevalent throughout and handled far better here than they were in Liberation or their all-too-brief mention in Assassin’s Creed III (mind you, that’s not what that game was about, but it was still a bit shocking that the subject was limited to just a couple of lines of dialogue between Achilles and Connor). Nearly everyone who isn’t a slave sees Adéwalé as an enemy, making even a casual walk through Port-au-Prince a nightmareand quickly forcing him into combat should he attempt anything suspicious.

This makes Freedom Cry surprisingly difficult at times, since almost the entire city is against you. It makes sense, however, because while Adéwalé has all the training he should ever need from the Assassins, he’s constantly at a disadvantage. This is what would really happen if a black man of Adéwalé’s size and stature were to walk around that breeding ground of suffering. The game subtly makes you aware that you’re having a harder time of things simply because of the color of your skin, and it feels wrong on so many levels. It’s a risky venture for the developers, but I think the message is clear without being ham-handed—and, for that, Freedom Cry should be commended.

Besides the stellar storytelling, the game features the same great action for which the series is known, as well as twists on some Black Flag side missions that now revolve around the slavery theme. Instead of recruiting pirates for your crew, you free runaways, liberate slaves from the auction block, or break others out of prison cages. And instead of pillaging warehouses or capturing other ships at sea, you now unshackle slaves from plantations and board slave ships in the hopes of saving your brothers before they even have to suffer a single lash on Port-au-Prince’s shores.

Freedom Cry does have some limitations that put a crimp on its value, though. The exploration and sheer scope of the world seen in the main game are completely gone, leaving you to race through the nine story missions with little incentive to wander from the predetermined path. Because of this, the DLC is also very short. It would surprise me if this took anyone more than five hours to complete.

And, sure, you can still go out to sea, but there’s really no point beyond a couple of mission parameters, since 90 percent of the action takes place within Port-au-Prince. While this is a location completely unique from any of the other islands you saw in Black Flag, it’s also small and repetitive, lacking the intricacy of Havana, Kingston, or Nassau. Plus, with many of Adéwalé’s upgrades being tied to how many slaves he frees and not other resources, there’s no reason to take part in any of the side activities like hunting or wreck diving should you decide to sail out of Port-au-Prince’s harbor.

Freedom Cry clearly takes a technical step backward from the accomplishment that was the world of Black Flag. Adéwalé steps brilliantly into the lead role, though. His story, short as it is, helps make up for the smaller world, and it’s enough for Assassin’s Creed fans to check out Freedom Cry if they’re even remotely interested.

Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.17.2013
8.0

In terms of size and scope, Freedom Cry is paltry compared to the main adventure of Black Flag. But its story is easily the most powerful, poignant tale we’ve seen from the Assassin’s Creed universe, and that alone makes this story DLC worth checking out.

The Good Adéwalé steps into the lead-character role well while the great Assassin’s Creed gameplay remains intact.
The Bad The scale of this adventure is far smaller than the main game.
The Ugly The uneasiness that comes with feeling constantly persecuted.
Assassin’s Creed IV: Black Flag – Freedom Cry is available for Xbox One, PS4, Xbox 360, PS3, and PC. Primary version reviewed was for Xbox 360.

Oh my darling, Clementine

EDITOR’S NOTE: THIS REVIEW MAY MAKE REFERENCE TO EVENTS THAT TOOK PLACE DURING SEASON ONE OF TELLTALE’S THE WALKING DEAD. IF YOU DON’T WANT IT SPOILED, I IMPLORE YOU TO GO PLAY IT AND THEN COME BACK. ALSO, WHAT TOOK YOU SO LONG? IT’S BEEN OUT FOR A YEAR ALREADY. WELL, WHAT ARE YOU WAITING FOR?! GO! THEN COME BACK.

Last year, Telltale captivated gamers everywhere by capturing the essence of what makes The Walking Dead comics great: human drama that just happens to take place during the zombie apocalypse. In the process, we got to know—and fall in love with—protagonists Lee and Clementine. Their unique dynamic is what kept many players going to the very end, when Lee finally succumbed to his infection. Clementine’s story was far from over, though, and now in Season Two, instead of serving as her protector, we get to play as Clem herself and see just how the world around her begins to take its toll during some of her formative years.

It’s been a little over 12 months since we played the end of Season One (the first time, anyway) and six since 400 Days, so in order to get players back into the groove of surviving the end of modern civilization, the episode starts off by punching you in the gut several times with some sequences you will not see coming. If you thought you might coast for a while and get your bearings playing as Clem, you’d best think again.

This sink-or-swim approach is a brilliant move by the gang at Telltale, as it serves two purposes. Not only does it prepare you for what’s to come over the rest of the episode—both in terms of point-and-click gameplay and dramatic tone—but it also forces you into Clem’s shoes faster, preventing you from “meta-gaming” scenarios as though you were still protecting Clem (a possible side effect of your role in Season One). This habit would be harder to break later on if you became used to that idea, and the game would be less immersive as a result.

I admit that, going into this first episode, I was afraid I’d fall into that mindset myself—and that there’d be a disconnect between me and playing as Clem because of it. Due to the nature of the first few scenarios in the episode, however, I quickly found myself playing out conversations as though I were actually Clem. I was still “protecting” her, but mostly because I was protecting a part of myself. I didn’t have the time to think on a meta-scale. Thus, when things finally did slow down, I was already in the mindset of thinking as Clem and continued on that route.

I also thoroughly enjoyed many of Clem’s conversation choices. If I wanted to maintain her innocence—since she still isn’t even a teenager—the game offered options for that path. If I wanted to wear some of Clem’s emotional scars on her sleeve a bit more, I could do that, too. Other times, Clem displayed more adultlike logic, showing off her accelerated maturity due to her past experiences. I personally chose this path, and was pleasantly rewarded when it led to a particularly entertaining conversation between Clem and a sassy older woman. My Clem doesn’t take s*** from anybody!

For all the good Telltale does in this opening episode’s story, they did make a couple of questionable design choices. The most notable—and disappointing—is the lack of ramifications from the decisions you made in Season One and 400 Days. While the “next episode” teaser at the end of All That Remains does seem to hint at this situation being rectified, I would’ve loved something more than a couple of dialogue choices reflecting back on what happened down in Savannah.

Part of this could be the idea that new players may be coming on board, much like how some people start watching the second season of a TV series after hearing how popular it is. The problem is that by trying to cater to a new audience, Telltale might be ostracizing their returning fanbase with this more generic entry point for the series.

If anything, making a lot of references to prior events could compel people to go back and buy and play Season One. Even if players don’t have a Season One save, this episode has a scenario generator at the beginning that plays out the major choices so that players can experience Season Two without fear of punishment or missing out on content. So, why not reward your loyalists a bit more and throw them a bigger bone?

I also felt like the episode ended at an odd point. In Season One, every episode had a very natural conclusion. All That Remains’ end comes out of nowhere, and it’s incredibly jarring. While it works as a cliffhanger—and I understand that the next episode will begin with some major conflict—there was an earlier sequence that would’ve made much more sense as a “natural” ending. But ending there would’ve made this experience a bit too short, and as it stands now, the episode’s only 90 minutes long, so it seems that Telltale wants to make sure players are still getting their money’s worth.

Despite these couple of questionable choices by Telltale, their Walking Dead series continues to be a narrative powerhouse. Even though there’s only an hour and a half of content here, there were several instances that I had to pause the game, walk away, get a drink, and then come back. I simply couldn’t power through and ignore the events of this episode, and I found myself frantically worrying about Clem now—just as much as when I was protecting her as Lee.  Fans of Season One have no excuse not to go out on and get this first episode of Season Two, and while I think newcomers should still play Season One first, they’ll be OK using this as a jumping-off point as well.

Developer: Telltale Games • Publisher: Telltale Games • ESRB: M – Mature • Release Date: 12.17.13
8.0
All That Remains is a fine way to kick off the second season of The Walking Dead. Telltale made some interesting design decisions putting players in the role of Clementine, and most of their choices—but not all—work out nicely.
The Good The story immerses players from the get-go.
The Bad Lack of ramifications from previous episodes.
The Ugly How easy I found it to play as a little girl.
The Walking Dead: Season 2: Episode 1 – All That Remains is available on Steam (PC/Mac), XBLA (Xbox 360), PSN (PS3), and iOS. Primary version reviewed was for Steam (PC).

Road Ready

As the series celebrates its 15th anniversary, Gran Turismo has had plenty of experience with both sequels and success. With just over 70 million combined copies sold (primary and secondary releases), it’s the single most lucrative exclusive brand under the PlayStation banner. But now, with all its success, it feels like Polyphony Digital is scared to change too much about a series that’s become such a massive institution—and it shows. Gran Turismo 6 feels more like a polished copy of Gran Turismo 5 than a true sequel.

This isn’t to say that GT6 is a bad game. It still wields the pedigree of one of the most applauded racing sims ever made, and in regards to the actual racing, it handles itself very well. Consistently smooth controls remain a highlight, now carried across the most cars ever in the series (1,200, over 100 more than in GT5), and 37 tracks that can be configured into 100 different layouts, including new ones like Silverstone and Willow Springs Raceway. The physics are also more realistic than before, since the game’s engine has been overhauled with an even greater focus on your car’s tires and suspension in mind. Of course, you can always take any one of your cars to the garage and tweak them yourself if you’re afraid of little extra tire burn when drifting or you want to loosen your shocks to really feel that “oomph” when you bump another car.

The career mode is also still a delight to work through as you move up through six different classes, each with their own set of special challenges unlocked in the middle and end of their respective gauntlets to keep things fresh. At the completion of each class, you’re also awarded a special car not normally attainable—such as a GT-themed go-kart—that you can then place in Photo mode (along with any other cars in your garage) and take pictures in digital re-creations of scenic locales.

But while these aspects that serve as cornerstones for a good racing sim remain, the flaws of the past linger in the experience as well—most markedly the awful visuals. Some minor improvements have been made, such as the convoluted user interface of past games being overhauled. Once you get into a race, however, the photorealistic backgrounds in the distance may look nice, but everything on or around the immediate track area looks like something from the start of the PS3 generation—not the end of it. You’d think that, by now, with the access and knowledge they have, Polyphony would produce better results than this. Maybe we can take a little solace in the fact they’ve already started work on GT7, so hopefully they’ll figure out the PS4 before this new generation is over.

And the screen tearing! Dear god the screen tearing! My head started to hurt after about an hour, due to the out-of-sync refresh and framerate drops, especially when hitting higher speeds or in stormy weather. Flaws like this feel amplified in a racing game because of the split-second decisions players have to make. I had to call in a couple of the other EGM editors to confirm that this was what I was seeing, since these problems–prevalent in GT5—still clearly plague the series three years later. What’s more, the real-time damage effects remain barely noticeable. I can’t believe a series that takes such pride in its attention to detail would allow these blemishes to remain in two straight games.

Gran Turismo 6 does offer a few new elements, though not many. Load times are much faster than what we saw in GT5, and the difference between Standard and Premium cars is a thing of the past, both welcome changes. The limitations on performance tuning or race mods have also been removed, with all 1,200 cars brought up to PS3 specs, unlike GT5’s PS2 imports comprising half of the car lineup.

Unfortunately, Polyphony also felt it necessary to include an obnoxious tutorial mode that forces players to take part in a race that teaches the controls. It can’t be skipped, and at the end, you’re forced to buy a crappy Honda Fit to play the first few races of your career. I’m an ill-tempered Italian from New Jersey. The only thing a Honda Fit is good for is burning it like the piece of garbage that it is.

I understand the need to cater to possible new players, but it’s highly unlikely GT6 will be the first racing game someone’s ever played—and, even if it is, I think gamers will be smart enough to figure out that X means “GO” and Square means “STOP.” By their very nature, racing games are supposed to be relatively easy to figure out but difficult to master, and a tutorial mode feels like the devs are blatantly talking down to us.

The bottom line is that Gran Turismo 6 feels like nothing more than a stopgap release to keep fans appeased until Polyphony’s new-gen offering is ready. Problems that persisted in GT5 remain, and the most noticeable difference—the mandatory tutorial mode—is an insult to anyone who’s ever played a racing title. Still, there is a solid racing game at GT6’s core, as the game does offer an unprecedented amount of cars compared to other racing sims, and the team keeps finding ways to make the physics better and better.

Developer: Polyphony Digital • Publisher: Sony Computer Entertainment • ESRB: E – Everyone • Release Date: 12.06.13
7.5

GT6 feels like a rushed effort, and many problems from GT5 remain unresolved. But the classic GT base remains intact, since the actual act of simulation driving remains very tight—and it’s coupled with a tremendous amount of choice when you consider the 1,200 cars that come on the disc.

The Good Solid career mode; plenty of cars and tracks to choose from; great controls.
The Bad Lackluster presentation; screen tearing; framerate drops.
The Ugly Most buildings in the foreground.
Gran Turismo 6 is a PS3 exclusive. 

Sweep the leg? I can’t, Sensei. I’m using Kinect.

When I look at the Xbox One and PlayStation 4 hardware, there’s not the largely noticeable jump that defined previous generational transitions. One piece of tech that was supposed to help embody the little bit of change we did receive, however, was the new Kinect sensor. Whereas the original Kinect needed all your playing conditions to be just right in order to work (and even then, it failed at times), the next-gen model was supposed to alleviate many of these problems.

Space and lighting issues would be a thing of the past, and the sensor would pick up the slightest movements—right down to your tiniest finger twitch. While the voice-command recognition can be tested via the Xbox One’s menus, we wouldn’t be able to see the most needed improvements until we actually got a game specifically designed for the peripheral. Unfortunately, if Fighter Within was supposed to show off how far Microsoft’s Kinect technology has come, then new-gen motion controls might be in trouble.

Issues to which first-generation Kinect users have become accustomed—such as inaccurate motion tracking and input lag—are prevalent in Fighter Within. You can’t even navigate the game’s menus effectively, because the recognition is so piss poor. I’d often have to use my controller to move through the wretchedly clunky user interface, since my body movements and voice commands were completely ignored outside of fights.

Once you manage to get past the menus, you’ll find the game has two modes. The first of these is your standard arcade-type option. You pick one of the game’s 12 fighters and move up a ladder comprised of eight of the other fighters (there are no mirror matches).

The other is a story mode called Initiation that follows a street urchin named Matt through 21 fights that are supposed to tie his tale together. I wish I could tell you something more about Matt and his journey, but there aren’t any cutscenes until the very end, and the between-bout dialogue is so devoid of personality that I quickly stopped caring. Oh, Matt’s father was a drunk boxer! And his opponent’s mother a disgraced Olympian! I wasn’t sure if I should use the Kinect to help determine a winner in brutal one-on-one combat or ask my Xbox One to find them a good therapist.

Then, finally, you get into actual combat, and it’s here that any fleeting hopes for Fighter Within at least being a fun tech demo are thrown out the window. The game does offer an interesting variety of moves for a motion-control game: standard punches and kicks, picking up sticks to whack your opponent in the face, jumping off scenery in the level, and even special powers—and you’ll need to go through Initiation mode just to be slowly introduced to everything your fighter can do. Of course, even with the added tutorials, it can be a bit much to take it all in, and you’ll find yourself falling in love with just a handful of moves that are more than enough to work your way through the ranks.

Still, this is all contingent on the Kinect sensor actually picking up your movements. Straight punches and kicks aren’t a problem, but the more complex the maneuver, the less likely the game will accurately translate it onscreen. Often, my grab and throw attempts turned into straight punches, kicks turned into wasted special moves, and raising my arms above my head for one special turned into nothing but a high block. And if you move too quickly, the delay between your actions and what happens onscreen becomes more prevalent. There’s nothing more frustrating in Fighter Within than watching your character throw extra punches into a blocking opponent after you’ve stopped—and then being helpless as the computer takes advantage.

It might not be entirely fair to condemn the new Kinect, because after playing this game for several hours, I think Fighter Within just may be one of the most poorly designed motion-control games we’ve seen yet. Simply put, it’s a complete mess. It almost feels like this was a game meant for the motion-tracking technology of the original Kinect, but because nothing was in the pipeline for the Xbox One’s launch window to show off what its new sensor can do beyond dancing and workout games, the project was shuffled from one platform to the other. That’s still no excuse, however, for this being one of the worst launch games I’ve ever had to play, and it should be avoided at all costs.

Developer: Daoka • Publisher: Ubisoft • ESRB: T – Teen • Release Date: 11.22.13
2.5
Fighter Within was buried under the rest of the Xbox One launch lineup for a reason. This one-on-one fighter is a throwback to the problems of the first Kinect—and does nothing but sow seeds of doubt that the next-gen Kinect sensor is any different from its predecessor.
The Good Interesting array of moves, including arena interaction. 
The Bad Input lag can be pretty terrible; lack of overall movement recognition, navigating the menus.
The Ugly How winded I was after some of the fights.
Fighter Within is a Xbox One exclusive. 

Getting off-track

Before last week, if I had to make a bet on which game would be the strongest overall release during the next-gen console launch, Forza Motorsport 5 would’ve been my pick. You’ve got a first-party developer in Turn 10 Studios with a well-established pedigree and a ton of past success, plenty of time between entries (Playground Games was the primary studio behind last year’s spin-off, Forza Horizon), and excellent access to the Xbox One hardware. But, as is often the case when I gamble, I’d have been walking away from that table a poorer man.

Forza Motorsport 5 feels like the extended demo of an incomplete game. It looks great, it sounds great, the cars all handle wonderfully, and the physics are absolutely phenomenal. But after a couple of hours, I realized there weren’t nearly as many cars as previous years and barely a dozen tracks–with classics like Nürburgring and Suzuka­ notably absent–which got very old very quickly. The new features like Drivatars and an expansion of the relationship with the BBC’s Top Gear are both welcome additions, but the game just feels unfinished.

Now, I know that the tracks that are here have been completely remodeled for greater detail, along with the 200 cars in the game (compared to 500 at launch for Forza 4, mind you) so that they can all be seen in Forzavista, and 60 more cars are coming down the line via DLC, but Forza’s always been a series that provided a lot of content for gamers right out of the box. It looks great on next-gen, but quite honestly, I couldn’t care less about the damn upholstery of a Honda S2000 if it means I’m losing out on actually racing several other cars because of it. By providing such a small selection of racing locales and cars in Forza 5, it feels like Turn 10 is banking on players falling in love with a vehicle, drooling over the interiors, and tuning it up and down the class ranks while taking on the game’s various championship series.

Speaking of the championships series, Forza’s Career mode has been changed considerably, and not for the better. Instead of working your way through different racing tiers over the course of several calendar years, all the championship series in Career are unlocked from the start as long as you can afford the cars necessary to race in them. You’re given enough credits for your first car in the first series, and where you go from there is up to you.

I appreciate Turn 10 allowing us to have more choices in the way we compete, but they’ve taken away much of the value of Career mode in the process. Forza no longer offers bonus rewards for finishing a series. You don’t even get a new car anymore—since so few cars are featured in the game, they can’t afford to give them away, after all. So, by making you have to pay for all the cars—either via the game’s real-world money-exchange system or digital cash earned by racing—you’re more likely to keep playing (or paying) to flesh out your collection with different car types to take on different series, since the game itself won’t reward you for your skill. Nearly all sense of accomplishment has vanished. You don’t even need to get first place in most races, just finish in the Top 3 to get the most XP and credits.

The counterpoint to all this, I admit, is that Forza 5 offers more championship series in Career than any previous entry. Forty are available in all, including many classic car and exotic options. But with only a dozen tracks, you’re driving the same courses hundreds of times if you want to beat Career mode. This option—once one of the biggest draws of the franchise—now sees you literally driving around in an unending loop, and it’s a shell of its former self.

Despite this major issue, Forza 5 isn’t a burned-out clutch of a driving game—and a few new welcome features show why this is still a racing franchise to be reckoned with. The new Drivatar aspect is a nice way to earn credits offline, since your digital imprint can travel to your friends’ single-player modes, and it only takes three races before the game can make a general outline of how you drive. Obviously, the more you drive, the more detailed the profile can get, and the better decisions it can hopefully make. The idea of racing 15 of your friends at any given time instead of just ghosts or randomly generated computer cars does instill a little greater sense of competition.

Also, Forza 5’s expanded relationship with the BBC’s Top Gear definitely adds to the enjoyment. Not only do hosts Jeremy Clarkson, Richard Hammond, and James May provide humorous dialogue introducing every championship series, but the game also includes Top Gear challenge races. Not every championship series has them—and they’re unfortunately few and far between—but they’re the most entertaining objectives, hands down. Whether it’s racing against the digital cousin of the Stig or using your car to knock over giant bowling pins on the show’s famous test course, the tiny bit of diversity in Career mode comes right here.

In fact, I almost wish there were an entire mode—if not an entire racing game—devoted to Top Gear after seeing how Turn 10 seamlessly implemented the show elements into Forza 5. While the game offers a few other challenge types that don’t feature the Top Gear brand (like passing challenges or racing on a track with pedestrian traffic), much like the regular circuit races, they grow old quickly.

I look back at the Forzas that have come before, and I can’t help but wonder if the ever-growing push for interconnectivity is part of the reason why the Career mode is so sparse here. Just like in all Xbox One games, you can take screenshots and videos of your exploits and upload them to the Forza community, along with custom paint and tuning jobs. The multiplayer is a direct extension of the single-player, where you can race whatever cars you’ve earned against your friends in head-to-head competition—but if you all can’t agree on the car tier, you may have to pony up some cash to buy a new one, since maintaining a diverse garage is far harder now.

But when you finally do get on a track, Forza Motorsport 5 maintains the tradition of providing great control along with some stunningly realistic graphics. For all my complaints, this is still Forza, and the actual act of zooming down a virtual raceway is still top notch. The issue is simply this: When you slap down $60 for this game (and possibly another $50 for the DLC Season Pass), you’re not getting nearly as much out of it as you did with previous entries. Career mode has been unnecessarily dumbed down, and the lack of tracks gets boring fast, overshadowing the game’s positive additions like Drivatars and the still-stellar racing mechanics. If you’re in it for the social features, the multiplayer, and just plain driving, then this is still a solid pickup, but if the new grind of Career mode isn’t what you’re expecting, then you should steer clear.

Developer: Turn 10 Studios • Publisher: Microsoft Studios • ESRB: E – Everyone • Release Date: 11.22.13
6.5
Forza Motorsport 5’s Career mode is a shell of its former self, giving little reason for players to keep coming back. Couple this with a dismal launch lineup of cars and tracks, and this is a surprising step backward for the Forza franchise as it helps kick off Microsoft’s next-gen console.
The Good One of the best looking and handling next-gen games; the Top Gear cross-promotion fits seamlessly into the experience.
The Bad No sense of accomplishment in Career mode; an obvious lack of tracks and cars at launch.
The Ugly Laguna Seca’s corkscrew turn.
Forza Motorsport 5 is a Xbox One exclusive.

Injustice gets the all-star treatment

When Injustice: Gods Among Us came around for the first time seven months ago, it was hard for me—being the huge DC fanatic that I am—to not immediately fall in love. Not only was it a fantastic fighter that built on developer NetherRealm’s success with the 2011 Mortal Kombat reboot, but it also delivered a story that made perfect sense for the DC Universe, providing plenty of the comic-style moments I’ve always wanted to see in a game like this.

But, looking back, I now realize that first version of Injustice was incomplete. Six new fighters, 60 STAR Labs missions, and a cornucopia of alternate costumes would come later via DLC, but you needed to shell out a few extra dollars for it. Until now.

Injustice: Gods Among Us – Ultimate Edition puts all that extra content on the same disc as the original game. Now, if you’ve already bought the DLC separately, you’re probably kicking yourself—as is often the case when Game of the Year, Ultimate, Ultra, or whatever fancy word you want to slap on a game to signify “the entire package”, finally comes out. Especially since there’s really nothing else on this disc besides the DLC. No new modes or characters, and only a single new costume (Black Adam’s “New 52”, exclusive to the PS4 version). So, I admit that the appeal for original buyers is lacking.

But if you haven’t played Injustice yet, this is also the perfect time to experience what you missed the first time around. Since the game includes several elements from Mortal Kombat, fighting-game fans should quickly pick up on the power meter, the Clash system, and the STAR Labs tribute to MK’s Challenge Tower. The game handles as tightly as it did before, and its unique two-lifebar system is still a fresh addition to a somewhat stale genre. I specifically went out of my way, however, to see if the next-gen version of the game was any different than its current-gen counterpart.

As with most next-gen titles, all the visuals look slightly better than on the current-gen incarnation. In story mode, though, it seems that High Voltage’s scaling/remastering for the PS4 version was a little sloppy. Longer cutscenes—specifically the ones in between chapters—have clearly noticeable lag and screen tearing.

Story mode also takes advantage of the PS4’s touchpad. While it’s optional—you can use button presses just like in the current-gen versions—the touchpad can be utilized in the various minigames that crop up during the narrative. Though I personally still prefer button presses, I found the touchpad to be surprisingly responsive and accurate while adding a degree of freshness and challenge to something familiar.

Not surprising—but very welcome—is the huge cutdown on load times. You could go make a sandwich while bouts loaded on current-gen, but on the PS4, the process is far faster, which is great if you can’t wait to get back into the action.

Something that did shock me a little was how unbalanced some of the DLC characters still felt. It’s not atypical for a DLC character in a fighting game to be a bit off-kilter when they’re first released into the wild, but patches usually fix what couldn’t have been anticipated during testing. Several of the six newcomers felt just a bit off, and I’d either have extra trouble fighting against these foes or an easier time fighting with them—at this point, I’d figured this would’ve been corrected already.

Despite these minor issues, at its core, Injustice: Gods Among Us is still one of the best fighting games you’re likely to get your hands on. Ultimate Edition simply makes whole what we should’ve gotten in the first place. There’s not much here for original Season Pass holders, but newcomers and folks dying to play something on their PS4s won’t be disappointed.

Developer: NetherRealm Studis/High Voltage Software • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 11.15.13
9.5
All the DLC of the original—including costumes and more STAR Labs missions—plus a little nex-gen shine makes a great fighting game even better.
The Good All the DLC of the original game on one disc.
The Bad Could use a bit more balancing.
The Ugly It’s still Solomon Grundy.
Injustice: Gods Among Us – Ultimate Edition is available on Xbox 360, PS3, PS4, PS Vita, and PC. Primary version reviewed was for PS4.

A load of Killer Croc

Batman’s seen so many great representations in different mediums over the past couple of decades, whether it’s animation, movies, or videogames—so it absolutely boggles my mind when someone utterly fails to capture the essence of the Dark Knight. Batman: Arkham Origins Blackgate is such an awful depiction of the Caped Crusader, however, that I had to wonder whether Armature had even heard of Batman before being tasked with making this game.

Set several months after the events of the console Arkham Origins, Blackgate sees Batman infiltrating Blackgate Prison—again—in order to quell a riot. Three of Batman’s most notorious foes are at the head of all the chaos, and they’ve divided the prison up into sections that their respective gangs control. Batman must defeat them all if he hopes to save the hostages kept in the prison’s Arkham wing.

Aiding Batman is Catwoman, whom he apprehended a couple of weeks prior to the riot. In exchange for her assistance, Batman will put in a good word for her to be moved to more “accommodating” quarters, since supposedly a fragile thief like her could be torn apart in a place like Blackgate. Batman must unlock new abilities and gadgets to help him traverse the different security systems and hazards of the now-dilapidated prison, often backtracking frequently to do so.

And sure—this sounds like the makings of a decent Batman game. The prologue level that revolves around catching Catwoman at an abandoned construction site gave me high hopes that this would be the Batman game we never knew we wanted on handhelds. But as soon as you set foot on the prison grounds, the game takes a serious nosedive. When I sat down to write this review, two words kept coming into my mind to best describe Blackgate: broken and boring.

The first major flaw? Armature tried to develop the game as a Metroidvania within the confines of the story. As we all know, Batman is never without his gadgets and his utility belt, and he goes to Blackgate of his own volition after being called by Commissioner Gordon. Yet, right from the get-go, all he has are Batarangs. No rhyme or reason—just to stay within the parameters of what defines Metroidvanias as a genre.

Someone who actually knows the character would’ve set up the story so to have Batman kidnapped and dragged to Blackgate against his will. Since we’re talking about a young Batman here, he wouldn’t have all the safeguards in his utility belt to prevent it from being forcibly removed. Batman shouldn’t randomly find a Batclaw in a container—like he does in Blackgate—just because he forgot his other one at home. Breaking the character’s basic traits to fit the genre you want your game to be is not forgivable.

Speaking of breaking character, Catwoman’s always played both sides of the fence in Batman lore, but she fills the role of Oracle/Alfred in this game—again, for no apparent reason. Catwoman doesn’t need Batman to break her out of prison, and she doesn’t really need to help Batman. After what happened in Origins, Batman should know Blackgate like the back of his hand. If he does need help, though, did Batman give Alfred the night off? Were his shows on again? Yes, I could definitely imagine Alfred curling up with a cup of Earl Grey and catching up on Downton Abbey instead of manning the Batcomputer!

The story isn’t the only element that’s broken, though. The game itself, from a technical standpoint, is as glitchy as it gets: items flickering in and out of existence, Batman getting caught on invisible walls, or falling through the floor to oblivion (or a checkpoint reload). At one point, I actually glitched through a wall and into a hidden compartment that had an armor upgrade I shouldn’t have been able to get to at that point. I was lucky I could backtrack with the gadgets I had—otherwise, I might’ve had to start over completely.

And if I had to start over, I might’ve just chalked this game up as a lost cause (more so than I already do). If I had to stare at another gray, bland, repeated prison wall, I’d have broken my Vita. The only good-looking aspect of the game is the comic-style cutscenes.

You can forgive the look of a game to an extent if it’s at least fun to play. But with Blackgate, the combat system that has made the Arkham games great is almost completely nonexistent. You can’t quickfire any gadgets, and you don’t even need to counter most of the time, since you’ll rarely encounter more than three of four guys in a room at once. Sometimes—almost like an early-’90s side-scrolling arcade game—a couple more will crawl out of the background when the first group’s been dispatched, but never will there be more than a few fightable enemies onscreen at any given moment.

Detective mode was also a pain in my cowl. I don’t mind having to tap the touchscreen to turn it on—it actually helped deter me from wanting to stay in Detective mode and served as a unique fix to a persistent problem with the series. But I did mind having to keep my finger on the screen to actually scan or look for things because it prevented me from freely interacting with the environment while I was in the mode. I had to move, enter Detective mode, scan, find I was out of range, turn the mode off, move to a better position, re-scan, turn the mode off, then interact. Just let me scan things automatically—no one wants their thumbs off the sticks for that long!

At least the boss fights provide much-needed variety. New characters to the Arkhamverse like Bronze Tiger actually make you work for your wins, since they’re more or less the only time you need to utilize multiple gadgets or techniques. And even though we’ve seen most of Batman’s gadgets before, the one new addition—an explosive-gel launcher—was something I’d like to see on consoles at some point. It reminded me a lot of a grenade launcher, and it could be used in a lot of ingenious ways in both combat and puzzle-solving.

Some decent boss fights aren’t enough to save this game, though. Never before have I been so disappointed in a Batman-inspired property. Plus, this is also one of the worst examples I’ve ever seen of a Metroidvania, since the backtracking and gadget-finding is kept to a bare minimum. Broken, boring, and just plain bad, everyone should steer clear of this as though you had chiroptophobia (fear of bats).

Developer: Armature Studio • Publisher: Warner Bros. Interactive Entertainment • ESRB: T – Teen • Release Date: 10.25.13
3.0
A waste of potential, Batman: Arkham Origins Blackgate is a broken, boring game and a stain on the Metroidvania genre. Its positives are few and far between, buried under a mountain of glitches, tedious gameplay, and poor level design.
The Good Comic-style cutscenes look great.
The Bad One of the worst Metroidvanias you’ll ever play.
The Ugly All of Blackgate Prison—and its single shade of gray.
Batman: Arkham Origins Blackgate is available on Nintendo 3DS and PS Vita. Primary version reviewed was for PS Vita.

Ghostbusting

Even a billion-dollar franchise like Call of Duty feels pressure sometimes, and this year’s entry, Call of Duty: Ghosts, probably had even more than usual. Fans were concerned about Infinity Ward stepping away from the Modern Warfare series and introducing something new—not to mention rival Battlefield 4 raising the stakes on next-gen with 32-on-32 multiplayer.

Infinity Ward also felt competition from fellow Call of Duty developer Treyarch’s huge success with Black Ops II last year. Even with all this pressure, though, Infinity Ward looked to maintain a steady course and reach their customary peak at the top of the FPS food chain. But sometimes, more change is needed to reach familiar goals—and I couldn’t help but feel that Ghosts doesn’t do enough to keep the formula fresh.

Ghosts’ campaign starts when a South American alliance called the Federation hijacks an American space station armed with ODIN, a kinetic bombardment system. Turning their own weapon against them, the Federation thrusts America into a decade-long conflict that instantly flips the global balance of power.

Logan Walker—the son of a former member of a U.S. Special Ops unit designated as “Ghosts”—quickly rises up the ranks along with his brother, Hesh, in a resistance group led by their dad as they help protect the ever-shrinking American border. But the Federation isn’t the only threat Logan and his family needs to deal with; an ex-Ghost named Rorke has allied himself with the Federation for the express purpose of making the lives of his former squadmates a living nightmare.

While Ghosts may tread familiar ground, it’s certainly not a bad experience overall. In fact, its single-player campaign is on par, in many regards, with Black Ops II, and it has the added bonus of not including those broken RTS side missions. Most of the levels impart that big-budget, adrenaline-fueled, action-movie ride players are looking for. It’s just that there are enough blemishes here—and a lack of overall innovation—to make it a good game, not a great one.

The major issue comes with the disconnect between the action and the narrative. Ghosts takes players all over the world and throws them into some insane scenarios that further the parallel between this game and action movies. But, like many action flicks, when the protagonists are placed in cool places like the Antarctic, dense jungles, underwater, or deep space, the narrative starts to come undone. In at least four of the game’s 18 missions, you’ll probably find yourself having flashbacks to college philosophy classes when you ask, “Why am I here?” I don’t know, Plato—but you might as well blow it all to kingdom come while you’re at it!

While the narrative reasoning leaves something to be desired, there’s certainly plenty of gameplay variety this time around. Whether it’s high-speed chases or subterranean subterfuge, Ghosts makes sure there’s never a dull moment. I did take issue with one activity, however—and that was playing as Riley, the German Shepard.

Don’t get me wrong—it’s awesome having Riley as a part of your unit, and it’s a blast issuing him commands. If you’re not good enough in multiplayer to ever earn that new perk, at least you get the satisfaction in single-player of having your pooch bite off a bad guy’s face. It’s nothing short of stupid, though, to have sections where you’re actually playing as the dog himself. Sneaking through the grass and silently taking down enemies isn’t something you need the dog for. Looking through a camera on its back is completely unnecessary, too, and considering that Riley’s only in three of the 18 missions, he’s not all that important, giving his segments a tacked-on feeling. I will say, however, that Riley’s voice actor is probably the second-best in the game after Rorke’s.

Despite these issues, the five-hour campaign still managed to pull me in with some excellent action sequences and enough of a cohesive narrative to make me want to keep going. But even with all its cool moments—unless you miss some Achievements or want to go through on harder difficulty levels—you probably won’t be going back to the campaign again and again. No, it’s the multiplayer that makes Call of Duty stay in our systems for months on end until the next chapter hits store shelves. But while this portion is technically sound—much like the campaign—it does little to make the experience feel fresh again.

Unfortunately, all the “new” multiplayer options in Ghosts are simply mashups of previous game modes, direct ports, or minor rule changes. Most of them are still fun, but I expected more than just a bunch of rehashes. The worst part of the multiplayer, however, is the new UI. The new character customization is a huge bonus this year, but the screen’s a mess, and most players will have to look long and hard at their TVs just to find the simplest of options, such as making the character male or female.

The UI problems continue when setting up your perks. While the few limits of Black Ops II’s Pick Ten system have been thrown out the window, so has the ability to quickly and conveniently make changes to your loadouts between matches. Due to tiny icons and a cluttered menu screen, if you really want to change your guns and perks, you should leave your respective lobby, since it’s going to take some time to really figure everything out.

All that said, the maps are more intricate than ever. Many of the larger areas have a multitude of lanes you can use in order to reach your objectives, providing some interesting variety when you spawn on these new killing fields.

The biggest surprise with Ghosts comes in the co-op mode: Extinction. The idea here is that up to four players have been inserted into the remains of a town that was hit by one of ODIN’s orbital strikes. It seems this strike unearthed something that had been long been buried…something alien. Now, you and your teammates have to get to ground zero, plant a nuke, and get the heck out of Dodge, all while trying to fend off this alien horde.

More focused than Zombies and far more creative than anything Infinity Ward has done with a co-op mode before, Extinction may be my new favorite co-op mode for the franchise. My only concern comes from the lack of replayability. Once you beat this section with your buddies, there’s little to make you come back, but hopefully some more maps and other add-ons come down the line.

When compared to the Call of Duty games that have come before it, Ghosts has a few problems, primarily in regards to innovation and moving the franchise forward. There’s no denying this. There’s also no denying, however, that the game’s still really damn fun to play—and even with the issues I’ve outlined, Infinity Ward has proven they can still hold the line, no matter the pressure.

Developer: Infinity Ward/Raven Software/Neversoft • Publisher: Activision • ESRB: M – Mature • Release Date: 11.5.13
7.5
Narrative issues and a lack of ingenuity in multiplayer plague what could’ve been an all-time great Call of Duty game. As is, Ghosts is still an enjoyable experience and shows that Infinity Ward can still hold the line—but the concept falls short of its true potential.
The Good Gorgeous set pieces with tons of action; the new bad guy is excellent; Extinction mode adds something new to multiplayer.
The Bad Some levels feel tacked on for the sole purpose of lengthening the campaign; multiplayer UI is awful.
The Ugly Riley’s whimpering actually had an effect on me.
Call of Duty: Ghosts is available on Xbox 360, PS3, Wii U, and PC and is a launch title for Xbox One and PS4. Primary version reviewed was for Xbox 360.

A not-so-Royal Rumble

It’s been a difficult transition from current-gen hardware to next-gen for a lot of the yearly sports franchises, but these titles seem to fall into one of two categories. Some series are taking the challenge head-on, while others are trying desperately not to rock the boat, with hopes of riding out whatever wave of momentum they’ve built up over the last seven years to survive their final current-gen entry.

WWE 2K14 falls in the latter category. Even taking events like a huge publisher change into consideration, it feels like the franchise is just ready for current-gen to be over and done with and is biding its time.

It’s not that WWE 2K14 is a bad experience. I still had a lot of fun with this year’s version of WWE’s annual gaming series, but a lot of its features and ideas seem stale, with little innovation in any of its modes. The same glitches and AI shortcomings that seem to pester the game year in and year out persist—Extreme Rules matches remaining counterfests where wrestlers just keep ripping whatever weapon they have out of each other’s hands and doing no real damage, players seeming to meld through the ropes instead of climbing over them, or character models looking like they’re floating off the mat when you go for the pin.

A perfect example of the lackadaisical approach taken to this year’s game is the WWE Universe mode. This option is so outdated that it still lists the Wednesday-night show as WWE Superstars, even though it’s now WWE Main Event and Superstars has been relegated to an Internet-only show on Friday nights. The only real addition to the mode this year is the Rivalry feature, where you can change storylines to force wrestlers to face each other—with varying stipulations—week in and week out. It’s really just a small customization feature that doesn’t do much for the experience as a whole–and serves to add more clutter to a user interface that’s already in desperate need of an overhaul.

Sure, it’s still interesting to create a character—or take control of one of your favorites—and put them through the paces of a year in the WWE and see if you can become top dog. But how about we expand this into NXT, the WWE’s developmental promotion? You could start as a rookie and really work your way up or learn new moves through a mentor, just like on the show. This could give us a chance to tell a much longer, more detailed story than we could before. And can we at least get the schedule of shows right? Yes, we can create our own, but let’s at least start from an accurate default.

While on the subject of creating things, I do have to say that while nothing’s really changed with the character, entrance, moveset, or arena-creator modes, nothing really had to, either. I can’t imagine these being any better than they already are, besides perhaps offering more options with greater detail. Hopefully, that will come with some of the added horsepower next year. The WWE series is known for having one of the best creator suites in the industry—and that, at the very least, remains in pristine condition.

Something that has seen some changes, however, is the story mode. Last year told the tale of the Attitude Era, while this year brings us 30 Years of WrestleMania. The major focus of this mode revolves around reliving 46 epic matches from three decades of the most dominant brand in wrestling, trying to pull off the same iconic moments that made these matches classics to begin with: Hogan bodyslamming Andre at Wrestlemania III, Stone Cold Steve Austin refusing to tap to Bret Hart in WrestleMania 13 (one of my personal favorites), all the way up to John Cena versus The Rock from just last year.

Hardcore wrestling fans will be able to recognize this is just an extension of last year’s mode, but instead of focusing on one specific time period (which also happens to be the shortest chapter here to prevent too much crossover), it draws from the WWE’s long history. It also conjures up a lot of memories of 2009’s WWE’s Legends of WrestleMania game—mostly early on—in regards to the matches chosen and the objectives given. It was like déjà vu; I had this constant feeling I’d already played half the mode before I even started it. However, it’s still tremendously fun to relive so many vintage moments, and it serves as a great learning tool for younger wrestling fans—or a trip down memory lane for older ones.

But there’s a lot more to 30 Years of Wrestlemania than just reliving the best matches of yesteryear. Another option in the mode is challenging “The Streak.” Here, you’re presented with two choices: Defeat the legendary Undertaker at WrestleMania, where his AI’s been amped up to near-impossible levels to offer you the truest test of your wrestling skills, or play as the Undertaker in the ultimate Gauntlet match against the entire WWE roster.

The Gauntlet match choice sounds much tougher than it is, though. Most combatants don’t really start to put up a fight until you’ve eliminated at least 25 guys, and the Undertaker recovers his health after every five. A score is assigned in either option, giving the entire mode a very arcade-like feel; it’s a nice change of pace from the rest of the simulation-heavy game. But unless you become obsessed with bettering your score, this mode sorely lacks any replay value. Even a difficult Undertaker can be countered after you learn his timing, and the Gauntlet match can take close to an hour for each runthrough of the roster, which is far too long for anything to be deemed truly “arcadey.”

WWE 2K14 is a decent entry into the series, but it lacks any changes that could help the franchise stay completely fresh and fun; this feels like a mailed-in effort before the advent of next-gen. The customization options we’ve come to know and love are still here to complement the most robust roster of old-school and current wrestlers yet. It just feels like the overall presentation and WWE Universe mode need to see the same spit-and-polish effort that goes into story mode every year.

Developer: Yuke’s/Visual Concepts • Publisher: 2K Sports • ESRB: T – Teen • Release Date: 10.29.13
7.0
30 Years of WrestleMania will be a fun stroll down memory lane for older, more diehard WWE fans. Otherwise, WWE 2K14 feels like a mailed-in effort before next-gen hits, especially as the WWE Universe mode starts to show its age.
The Good 30 Years of WrestleMania is a great follow up to last year’s Attitude Era mode.
The Bad WWE Universe mode is starting to show its age; same glitches we see every year.
The Ugly Mae Young. Just because.
WWE 2K14 is available on Xbox 360 and PS3. Primary version reviewed was for Xbox 360.

Team Edward

Change is never easy. But often, it’s for the best. Assassin’s Creed IV: Black Flag is a prime example, since it brings plenty of changes for Ubisoft’s flagship franchise.

From a hardware perspective, Assassin’s Creed IV comes during a console shift, launching with next-gen while still catering to the old. Black Flag also marks the first game where Desmond Miles is no longer the present-day protagonist. Instead, players take on the first-person perspective of an Abstergo Entertainment employee who must “research” 18th-century buccaneer Edward Kenway for the sake of a Pirates of the Caribbean rip-off movie the company wants to make. At least, that’s what they say—but if you look carefully, you’ll see there’s a lot more lurking beneath the surface.

The biggest change, though, comes in the story of Black Flag and how it’s told. In Edward’s tale, the Assassin-Templar war gets pushed into the background and serves as little more than white noise compared to the battle Edward has within himself. It almost feels like the series is trying to ease you back into this overarching conflict that consumed the last couple of Assassin’s Creed titles, making Black Flag the best time in a while for newcomers to jump into the action. The lack of overall narrative progression might worry longtime fans, but the story also seems to be laying the foundation for future games by introducing a lot of new pieces.

The story pacing also sees a dramatic shift compared to previous titles—and it’s a far cry from the dragged-out exposition of Assassin’s Creed III. From the second you start the game, you’re thrown right into the thick of it, piloting a ragtag ship in the middle of a raging storm. From there, Edward quickly acquires his hidden blades, his ship (the Jackdaw), and a first mate. Soon, he’s pirating and plundering with the best of ’em. Quite literally, in fact. Blackbeard, Calico Jack, Ben Hornigold, and every other infamous Caribbean captain of the early 18th century knows Edward somehow—and when you see them, rum will be drunk and laughs will be had. In fact, I wish the game offered the opportunity to work with each one a bit more, but since the cast is so large, you only scratch the surface of all your pirate brethren, and it becomes more noticeable as you peel back all of Edward’s layers.

But through all these interactions, we see a blending of personalities we haven’t really seen before from a single hero in the series. Edward exudes charm and charisma that’s only dashed by his own brash stubbornness, similar to Altaïr from the original Assassin’s Creed. But Edward’s also an established man right from the get-go, with deep-rooted relationships and a reputation that’s well-known—similar to a much older Ezio from the Assassin’s Creed II trilogy. He may not get his proper Assassin training until later in the game (which made me wonder how he became so quickly accustomed to the hidden blades), but he’s been sailing for several years when we meet him, and his backstory’s only fleshed out through short flashbacks.

Despite the advanced life experience Edward’s acquired by the time we first meet him, he also has enough room to still undergo a dramatic character shift over the course of the game. While Black Flag may take place within the short time period of only a few years, Edward grows as a character through each subsequent Animus sequence until he evolves into someone worthy of upholding the Creed, and he takes on a persona that will be quickly recognized by fans who read the Assassin’s Creed book, Forsaken. It’s simply the most dramatic character shift of a single character in one game in the series since Altaïr.

Speaking of things we haven’t seen since Altaïr, that brings me to the gameplay. Making a huge return in Black Flag is an emphasis on stealth. Infiltration missions are a frequent task for Edward to further his cause, and though getting spotted won’t always lead to a mission restart, it will lead to dozens of guards swarming you—and unless your swashbuckling skills are top-notch, it might as well be an instant fail.

Aside from the infiltration missions, Ubisoft’s made some tweaks to the infamous tailing sequences—mostly in the form of an overhauled Eagle Vision system. Now, besides seeing the group affiliation of everyone in a crowd, you can also tag your targets. This allows you to see them through walls and buildings so you can follow them from a much farther distance than in previous entries. I’m afraid this new vision is way too overpowered, though. X-ray vision and Eagle Vision should not be one and the same, and this is just overkill, making these missions easy to the point they feel like a waste of time. And if you want to go old-school and not use it at all, the layouts of the island paths aren’t really set up for that design, so you’ll fail a lot more than the developers intended—and it can become frustrating.

One change that most fans will be thankful for, however? The new gun mechanics. They’re akin to what you might find in a more traditional third-person shooter, which makes taking aim and pulling off headshots a breeze. Of course, sometimes you need to take into consideration the bobbing of your boat when boarding an enemy ship out in the ocean, since that can easily throw off your shot.

Now that I mention your ship, the biggest gameplay element in Assassin’s Creed IV is being out on the Caribbean Sea. This is easily one of the most addictive and well-put-together game mechanics I’ve had the pleasure of playing in quite some time; it was a blast using my spyglass to look for enemy ships, boarding them, and then having that ship’s crew at my mercy. When the game’s story made me go back on land, I was honestly disappointed, because I never wanted to leave the water.

There’s so much to do out on the open seas that it’s easy to become lost in the search for buried treasure, hunting sharks, laying waste to smuggler coves, and violently seizing military forts—and you forget there’s actually a story tying all this together. If you make a speed run and just do the story, you’re probably only going to get a 15-to-20 hour game. But if you’re a completionist, you should double those numbers.

Another part of what makes sailing in the open world so enjoyable is the attention to detail. Seeing whales jump out of the water for a breath of fresh air, Spanish and English ships suddenly engaging each other several nautical miles in the distance, or a storm randomly coming together overhead and you have to start swerving and taking cover to avoid waterspouts and rogue waves was phenomenal. And everything looked crisper and clearer than you’d think was possible on next gen.

What really makes the pirate life so fitting for an Assassin’s Creed game is the freedom—with sailing virtually wherever you want, plundering whatever you wish, and stabbing whoever you want in the face serving as the perfect metaphor. The game’s story holds your hand just enough so that by the time you’re done with the first quarter of the tale, you’re ready to roam about and do whatever you wish. In regards to upgrading your ship and Edward’s belongings, there’s a bit of a grind when it comes to the Jackdaw, since you need to board other ships to get the necessary materials and loot. By contrast, you can buy all the pelts necessary to craft Edward’s upgrades directly from shops if hunting animals isn’t your thing.

Besides the story, there’s also the meta-game revolving around Kenway’s Fleet, which allows you to take captured ships, slap a black flag on them, and send them on special missions around the Caribbean—think recruiting Assassins in Brotherhood, Revelations, and Assassin’s Creed III. If your ships successfully complete the missions, you get cash. Unfortunately, this segment would’ve been more enjoyable if the ships got stronger the better they did—much like how you can upgrade the Jackdaw here or how assassins would level up in previous games. One unique difference is the ships can get into a battle minigame to help make trade routes safer—and increase the likelihood of a successful voyage.

Kenway’s Fleet also takes full advantage of the Black Flag iOS companion app so that you can actually send ships out and make money in-game and work with friends to clear trade routes without being tethered to a console. It’s a cool idea, but all it really made me want to do was get back to my controller faster so I could go back out on the ocean and get more ships for my fleet.

So, the single-player’s pretty damn expansive, but that doesn’t mean there aren’t any multiplayer additions. The one that will draw everyone’s eye, of course, is the Game Lab. This allows players to fully customize multiplayer matches like never before, drawing from every other mode in the game. Also, Wolfpack has seen an upgrade, with new objectives besides group killing added—including protecting treasure chests or killing multitudes of “infected” soldiers.

In all, this is one of the most complete Assassin’s Creed releases to date. I think longtime fans will appreciate Edward’s story and how tight everything feels, but it might be shocking how little the Assassin-Templar conflict actually moves forward. Think of this as laying the groundwork for the next story arc—almost like a monthly comic book. The pieces are being put in place, and during the process, you’re getting to play the greatest pirate game ever conceived.

Black Flag might not topple Assassin’s Creed II from its perch as the pinnacle of the franchise, but if you love swashbuckling and high-tension adventure on the high seas, this is as good as it gets.

Developer: Ubisoft Montreal  • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.29.13
9.5
Assassin’s Creed IV: Black Flag doesn’t move the franchise forward as a whole—but it doesn’t need to. Instead, this is probably the best pirate simulation in gaming history that successfully lays the groundwork for what’s to come in the series.
The Good The high-seas adventures add a whole new dynamic to the Assassin’s Creed franchise.
The Bad Overpowered Eagle Vision.
The Ugly 18th-century dental plans.
Assassin’s Creed IV: Black Flag is available on Xbox 360, PS3, Wii U, and PC. The game will be available on PC on November 19th, and is a launch title for PS4 and Xbox One. Primary version reviewed was for PS4.