Tag Archive: review


Need for Speed once led the pack in terms of the arcade racing scene. In recent years, though, it has lost what made it special while simultaneously being eclipsed by other racers in the genre. A reboot two years ago was supposed to pave the way for the series to once again find traction within the racing world, but whatever hopes EA had have likely been dashed with Need for Speed Payback, which serves as evidence that the series may just be too far off course to comeback at this point.  

Need for Speed Payback follows a small racing crew in Fortune Valley, a fictionalized version of Las Vegas built on sin and street racing. Tyler specializes in drag and traditional races, Mac in off-road and drifting, and Jess is their runner, great for getting away from the 5-0 when they crack down on the trio’s driving antics. The game starts with Tyler’s crew getting an offer from an old friend named Lina that they can’t refuse: help steal a supercar and get a payday that could set them up for life. The only ones being set-up, though, are Tyler and gang. Now, they’re out for revenge against Lina and her boss (the mysterious Collector), but will have to work their way up through Fortune Valley’s 10 car gangs to even have a shot at Lina—and maybe getting that big payday after all.

Looking to their contemporaries and racing movies for inspiration, Need for Speed Payback tries to tell a revenge story we’ve seen almost a half-dozen times already—it’s just missing Vin Diesel giving some stupid speech about family. That said, its major story beats, which mark the conclusion of each of the narrative’s five acts, are actually a lot of fun and keep things moving in an entertaining direction. Ridiculous car chases, sudden perspective switches, and Michael Bay-worthy explosions will have you slowly inch forward in your chair. And, of course, everything looks gorgeous as usual in the Frostbite engine. The cinematic approach to a lot of the scenes worked, and the only times they didn’t—when you forced other cars to wreck—is now an option that can be thankfully turned off if you’re like me and hate taking your eyes off the action. Unfortunately, it’s everything around those major beats that really let this game down.

From a story standpoint, the hardest part to get behind is the cast of characters. The bad guys were infinitely more interesting than the good guys, and I’m not sure if the voice over sessions for this were done during the recent voice actor strike, but I think you could’ve walked down Hollywood Blvd and randomly asked people to audition for this game and gotten better performances. What’s worse is it sounds like several of the actors had to perform numerous roles (which is more common than you might think), but none of them even tried to do a different voice, resulting in long conversations where it almost seems like characters are talking to themselves.

And speaking of talking to oneself, the writing in-between the major story beats is the worst kind of filler, trying desperately to distract you from the grind of the gameplay. Some of the banter between Tyler’s crew is entertaining, but most of the time you just get a desperate attempt at filling time in the quiet moments driving from mission to mission, with each character at random times seemingly breaking the fourth wall and talking to the player for no good reason. It only further illustrated from a narrative standpoint that all Ghost Games really had here was an interesting skeletal structure and not much more.

A weak narrative could’ve been overcome had the gameplay been good, but yet again, Need for Speed Payback falters almost right from the get go. Fortune Valley feels comparable in size to other Need for Speed games, but when compared to its competition in the genre like the Forza Horizon series or The Crew, things feel small. Although the world does have a nice bit of diversity with the urban downtown area, and some evergreen mountainous paths, it all feels artificially segmented at times, with so much desert serving as an unusual border for it all.

There is a lot to do in this world, though. Blatantly borrowing from Forza Horizon, Payback adds Derelicts (barn finds without the barn basically) that can be found throughout the world, built up, and customized in your garage. There are now also speed traps, drift challenges, and jumps all around the world for a way to earn “Rep,” Need for Speed’s take on an in-game leveling system that rewards you each time your status increases. You can also earn Rep points—similarly to Forza Horizon—simply by performing tricks in the world or smashing things up.

Still, the core for Payback tries to remain the racing, and moving up in Fortune Valley and knocking off the 10 gangs isn’t easy when each gang specializes in something different. Drag, drift, traditional racing, and off-road serve as the core of the story experience, with additional runner challenges available with Jess that try desperately to set up a backstory for the world—what with EA already (sadly) talking about bringing many of these characters back for a sequel.

In order to be able to compete with these racers, you need to have the right car—but complicating your attempts is the fact that those cars handle a little too loosely, especially compared to other games currently within the arcade racing genre. So, it can require a lot of time to get used to each car because of this. However, the stock cars themselves won’t do you much good for long. Your first three cars are given to you, but after that, you need to either get parts to increase your cars’ ranking (100 is the minimum, 399 is the maximum) or buy new cars outright, with many of the best ones in each category only unlockable by winning races to begin with. So, finding new parts is the way to go, but actually getting those parts is where Payback’s most frustrating feature becomes prominent.

There are tune-up stores scattered around Fortune Valley, and in these stores you can buy and equip different parts for your cars in the form of Speed Cards. As you win races, you’ll earn a random Speed Card, which you hope will offer a better part than something you already have, thus raise the ranking. If that doesn’t work—and it usually doesn’t—you can also take in-game money you earn from winning races and buy new parts at the tune-up stores. Unfortunately, these also rarely offer you anything much better than what you currently have, and if they do, they’re exorbitantly expensive compared to your usual race winnings. This leads you to one of two routes.

The first is that any race you beat, you can re-race for more money and more random Speed Cards, and this becomes an obvious grind. It’s such a grind that what should’ve been a 10-12 hour experience ballooned to almost 20 hours for me by the time I reached the game’s end. It’s a horribly cheap way to force you to keep playing a game, especially with all the side content crammed into Payback that you might rather spend your attention on. It’s such a grind that there’s even an achievement/trophy for “grinding” through another race.

Of course, there’s also a way around that grind. That’s right, it wouldn’t be an EA-published game if it wasn’t polluted with microtransactions, and these might be some of the worst yet. When you get a Speed Card you don’t want, you can either sell it for in-game currency, or exchange it for what is called a Part Token. Three Part Tokens will allow you to spin a slot machine (yes, the mechanic is literally a slot machine) with you locking in one of the three spinners—car part (engine block, gearbox, etc.), manufacturer, or boost (nitrous, braking, acceleration, etc.)—and then crossing your fingers. With luck, you’ll get just the part you need and it’ll be a higher level than what is currently available to you in either the store or through races.

Payback does offer myriad ways to earn Speed Cards and Part Tokens. Leveling up your Rep or finishing Daily Challenges that are available will earn you Shipments, which usually carry a vanity piece for your car (colored smoke for when you burn out, novelty horns, etc), some in-game currency, and a few Part Tokens. Three Tokens per spin, though, can see you burn through Tokens quickly. So, there are also Premium Shipments that you can acquire by spending real world cash. If you don’t do this, you’ll end up like me, grinding for extra hours in a system that is purposely balanced to tempt you into those microtransactions. Oh, and to add insult to injury, when you reach the halfway point of the game, you need to buy brand new cars and do the entire building process all over again if you aren’t using a Derelict.

It’s a broken system and it’s offensive that they didn’t even try to hide the fact that it’s all one big slot machine. The Speed Card/Part Token system is by far the worst part of this game—it makes the game almost unplayable—and the alternative grind is so frustrating that I literally started to grind my teeth so badly while playing this I needed to put in a mouth guard.

What’s really sad is once you do raise your car’s level, the races themselves aren’t that difficult. They’re only challenging if you’re not at a level equal to what is recommended; I tried avoiding the grind and absolutely could not win. You also develop a familiarity with the tracks due to the aforementioned smaller world, where by the end of the game almost all the locations repeat. So, you’ll learn the best ways through a particular track, but likely end up a little bored racing through it over and over again.

Also, I found the AI to be sorely lacking. I played the game on Medium, but as long as I had a car worthy of the race, I saw the AI go haywire more often than actually try to give me a competitive challenge, almost giving me the win. Sometimes my opponents would even take themselves out of the race by making weird turns and drive themselves off cliffs; other times I saw them so focused on trying to just ram me off the road that I could easily pass them and cruise to the finish. Of course, in the runner missions against the cops, this was their primary directive, and sometimes it would be frustrating to get rammed through a barricade that was supposed to be impenetrable, leaving me unable to get back on the right side of things to finish my getaway.

All of that leads me to the glitches. Even with a day-one patch that seems to have smoothed a few things out and added some nice UI enhancements, there were still plenty of glitches to be seen. Whether the aforementioned pushing me through a barricade I wasn’t supposed to go through, or cop cars randomly spawning right in front of me, there were some moments where I wrecked and there was simply nothing I could do. I once even saw two cop cars literally spawn right on top of each other, riding each other like some horrific nature documentary.

The worst glitches came when respawning after a wreck, however. One thing Need for Speed didn’t borrow from Forza Horizon was the rewind feature; instead, when you wreck, the game puts you back on the road, usually at a speed close to what you were going before your crashed. Unfortunately, when this occurs on tight turns, sometimes you’ll spawn going at top speed right next to the wall or oddly-placed rock you initially crashed into, and then keep crashing into it. Repeatedly. So much so that you have to restart the race because there’s simply nothing else you can do to escape this infinite loop.

If you do make it through all of this, one of the few decent things about Need for Speed Payback is the multiplayer. If you’ve done enough grinding to earn yourself a top-tier car (ranked matches require cars 300 or above, casual matches can be any level), you can join the online Speedlists, a popular returning feature from 2015’s Need for Speed’s final update. This was actually a lot of fun, because it was just four to eight players going through a series of five races from the main campaign, with points being dished out a la Mario Kart at the end.

At the end of a five-race circuit comprised of either off-road or regular races (each race is voted on beforehand), the winner gets a currency and Rep prize that can be carried back to the single-player campaign. (So, this could be another way to grind, too.) The online was entirely stable in my time playing it today during the game’s launch, and the races against people were fun because actual humans performed way better than the AI did. As great as the online competition was, however, considering the narrative revolves around three best friends, it sure does feel like campaign co-op not being included was a missed opportunity.

Need for Speed Payback feels like a haphazard mess. The core of this tire fire is the progression system that tries to funnel you into microtransactions—at best, it’s a cheap way to inflate the playtime required to beat the game, and at its worst, it’s a desperate cash grab from a floundering franchise. The world is littered with glitches, the characters created are uninteresting, and the racing itself still needs work when compared to the contemporaries in the genre. The only saving grace is the major story beats at least provide a cheap adrenaline rush to wake you up from the lull the rest of the game will settle you into, and the multiplayer—if you can get a good enough car—works well, and racing human players is way more fun than grinding against this AI for 20 hours. As I crossed the finish line for the final time, though, Payback was nothing but another disappointing chapter from a once great franchise.

Publisher: Electronic Arts • Developer: Ghost Games • ESRB: T – Teen • Release Date: 11.10.17
4.0
Need for Speed Payback might be a new low point for the franchise. A horrendous progression system compounded by uninteresting characters and terrible AI only illustrates how far behind this series has fallen compared to the other arcade racers out there. The multiplayer is solid, but that’s like saying at least the car wreck didn’t cause a fire, too.
The Good Speedlists work great for multiplayer.
The Bad Small world, weak characters, and the progression system is an awful grind.
The Ugly When you accidentally drift into oncoming traffic.
Need for Speed Payback is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Electronic Arts for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Whether it’s a game that has platforming elements like Cuphead, or the standard bearer for the genre making a triumphant return like Super Mario Odyssey, we’ve had a great run recently with platformers. Of course, having these stellar examples also allows for easy contrast when we come across one that does not live up to expectations, and unfortunately, Super Lucky’s Tale is a pretty pathetic example of a platformer.

Like most platformers, Super Lucky’s Tale’s story is a simple one. You play as the titular Lucky, a brave little fox whose dream is to one day become guardian of the Book of Ages. The Book is said to contain tremendous power, and so it’s no surprise that a nefarious group of felines known as the Kitty Litter want it for themselves. Lucky’s sister is typically protector of the book, but while she is away, Lucky is the de facto protector-in-training—a perfect time for the Litter to strike. While working in his sister’s stead, Lucky accidentally knocks the book open when the Litter surprise attacks, and soon they are all sucked within its pages. Now, Lucky must navigate the worlds described in the book if he hopes to stop the Litter’s leader, Jinx, and prove himself worthy of being a true protector of the book.

At the very least, Super Lucky’s Tale does put together a series of fun little worlds to explore. Each represents a chapter in the Book of Ages, and is broken down into a series of stages that can be accessed from that respective world’s hub. Both the stages and hub are full of colorful characters that want to help Lucky, ranging from the worms of Veggie Village to the golems of the Sky Castle. Even the enemies Lucky faces off against seem like they popped out of a children’s story book, including rotund little bumble bees that fire their stingers at you or carnivorous flowers with cartoonish jaws that try to chomp on our foxy friend’s fluffy tail. There are also plenty of nooks to explore in each world that can lead to coins (for one-ups) or four-leaf clovers, which are used to unlock each subsequent world in much the same way stars or moons are used in Mario’s 3D adventures.

There isn’t much beyond this going in the fox’s favor, however. While the worlds are fun, there are just too few of them to really constitute much of an adventure. The game only has four to explore, with about 25 four-leaf clovers to be found in each (there are 99 clovers total in the game). This makes Super Lucky’s Tale feel surprisingly short—even for a $30 budget title—as it clocks in at about four hours to finish.

What’s really puzzling, though, is how the game tries to shoehorn in replayability by instituting some ridiculous barriers between worlds. While the first world only requires 10 clovers to advance, the subsequent worlds need 30, 60, and finally 80 total before the final boss—meaning that you need to snag nearly ever clover in the game before you can complete it. The problem is, collecting them can often be boring, running you through the same tasks over and over such as simply finishing the stage, finding tokens that spell L-U-C-K-Y, collecting 300 coins, or finding a particular secret in each stage. It’s natural that many players will pass up getting all of the clovers on their first time through stages, but that means that, once they hit a certain point, there will be no choice but to go back and grind a little. Fortunately, I was able to find 84 of the 99 clovers in the game on my initial playthrough, but if this is indeed a game intended for younger audiences, I don’t expect those players to have nearly as much patience.

Speaking of the final boss, there’s also a sharp spike in difficulty at this particular point in the game. I personally found Super Lucky’s Tale to be a breeze to get through, so actually being slightly challenged by the end boss was a pleasant surprise for me. The problem is, it’s so inconsistent with the rest of the game that if a younger gamer were to be playing this, I wouldn’t be surprised if they found this frustrating because of how unnatural a bump it was.

Where Super Lucky’s Tale really falls apart is with its gameplay. Movement in a platformer is vital to the experience, and Lucky is one of the worst-handling protagonists I’ve ever played as. His jumps feels extremely floaty, while on the ground he’s plodding and tank-like. This leads to an inability to tell when he’s getting enough momentum for a jump or if he’ll fall short, even with his mediocre double jump. One unique element to Lucky is that he can also burrow under the ground, which is great for solving puzzles or collecting coins. However, as he burrows, you feel like you’re fighting the controller, trying to make Lucky go the direction you want him to while the game seems to have other ideas, leading to an inaccurate zig-zag across the landscape. All these things combined makes Super Lucky’s Tale feel more difficult to play that it actually is given its simplistic puzzles and basic moving platforms. When the controller itself feels like your greatest enemy, you know a game has failed as a platformer.

The other aspect where the gameplay doesn’t stand up is in its camera. Most of the game takes place in a 3D world, but you rarely can adjust to camera for better angles to make critical jumps. These kinds of issues feel like something that was remedied 20 years ago, when game developers were still learning how to operate in a 3D space; it’s absolutely inexcusable at this point to not give the player full control of the camera to line up jumps.

At times, at least, Super Lucky’s Tale seems like it did try to make an effort to be entertaining. The game occasionally mixes up its primary 3D stages with 2.5D side-scrolling sections, and there are even some mini games that were a lot of fun—including an endless runner, and some Marble Madness-inspired sections where you have to roll Lucky around in a ball. These sections were probably so enjoyable, however, because Lucky’s movement was boiled down to the bare minimum in each, with little to no jumping involved.

Finally, Super Lucky’s Tale has a surprising amount of glitches. The most prominent one would be audio cutting out after a load screen, requiring me to restart the game. It only happened a couple of times, but even the uninspired soundtrack of this game is better than listening to nothing at all. Lucky is also poorly animated, leading to moments such as when he seems as if he he’s standing still for a couple of seconds while simultaneously sliding across the landscape as I was moving him with the joystick (until he finally broke into his running animation). There’s also your typical problems such as occasionally getting stuck on the environment, or phasing through what should otherwise be solid objects. Issues like these just seemed like the final bit of evidence of a lack of polish that this game desperately needed.

Super Lucky’s Tale is nothing short of a disappointment. It pales in comparison to contemporaries in the genre and feels like it might’ve been a decent effort decades ago from developers who were just starting to experiment in the 3D space. The world and characters are cute and provide a fitting “fun for the whole family” sort of motif that was clearly a goal with this game, but all the style in the world can’t save something with such little substance. Floaty controls, poor camera angles, and repetitive gameplay all spell doom for Lucky, who becomes just the latest in a long line of failed platforming heroes.

Publisher: Microsoft Studios • Developer: Playful • ESRB: E – Everyone • Release Date: 11.07.17
4.0
Lucky is unrealized potential. There is always space for a new kid-friendly platformer, and Lucky’s cute and colorful world could’ve served as a great entry point for a new franchise. Sadly, poor controls, a terrible camera, and just overall lackluster gameplay leave Super Lucky’s Tale being a subpar effort not worthy of your time.
The Good A cute, colorful world fit for gamers of all ages.
The Bad Lucky controls terribly, glitches galore, and the game is awfully short.
The Ugly The hope I legitimately had for this game before playing it.
Super Lucky’s Tale is available on Xbox One and PC. Primary version reviewed was for Xbox One. Review code was provided by Microsoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

After seven years of annual releases, the Assassin’s Creed series seemed to hit a wall creatively and technically. What had once been one of the more groundbreaking IPs of the last generation of consoles instead become formulaic, and even the most hardcore members of its fanbase were beginning to feel a bit fatigued. So, Ubisoft did something we don’t expect companies to do once their series goes annual: they took a year off. Now, I can’t definitively say how much that extra year of development helped the team that worked on Assassin’s Creed Origins. I can happily say, however, that it worked, and that Assassin’s Creed is back—not just in the literal sense, but in the sense that it’s again pushing the envelope of open-world action-adventure games like it did when it first debuted a decade ago.

Assassin’s Creed Origins takes fans of the series back farther than any other game has with its primary setting, as you’ll play as an Egyptian man named Bayek towards the end of the Ptolemaic Era (47 BCE to be exact). Bayek is the last of a breed of Egyptian protectors known as Medjay, but when he fails to protect his own son from a sinister threat lurking in the shadows of the country’s highest ranks of government and society, Bayek’s mission goes from one of protection to one of vengeance. With the help of his wife, Aya (who you also play as in certain missions), and other key allies, Bayek will slowly uncover the puppet masters—known only as The Order of Ancients—that have been manipulating Egypt from behind the scenes, while also potentially finding peace over what he has lost.

The story of Assassin’s Creed Origins is one of the most personal tales of the series, and Bayek’s journey (and subsequent transformation as a character over the course of the game) is easily the most complete since Edward Kenway in Black Flag. What drives Bayek is a visceral and easily-justified emotion, but his evolution as he explores the world, meets new characters, and ultimately comes to grips with his internal struggle while dealing with the obviously outward conflict against the Order is a beautiful thing to play and see unfold.

Bayek’s tale also succeeds in another pleasantly surprising way: it’s unpredictable. We know going in that Origins is a prequel to the rest of the series, that the game’s events will lead to the creation of the Brotherhood of Assassins, and of course you’re going to kill some people at some point. It could have easily drawn a straight line from the catalyst of Bayek’s rage—the death of his innocent son—to the formation of the Creed. Instead, how we get to that formation, and then what happens after we actually get there, was both shocking and tremendous fun to play. Seriously, it kept me on the edge of my seat for the entirety of my 30-hour playthrough.

The narrative also does a great job of referencing past games in subtle ways. These nods won’t detract from the experience if you’re new or have only played a couple of Assassin’s Creed games in the past, but definitely up the enjoyment factor if you’re someone like me who has played every main game up to this point. And, if you pay close attention, you’ll be rewarded by seeing how Origins fits perfectly into the chronology the series had established up so far, whether referencing the first assassin, Xerxes, or laying the groundwork for Altair, Ezio, and all the other assassins that would come after.

Origins isn’t just a return to the roots of the Brotherhood, however—it also brings back a key element from previous games that had slowly been phased out in recent iterations. Basically, you’ll get to play around in the modern era. Early in your adventure, you’ll step out of the latest version of the Animus and take control of Layla Hassan, an Abstergo employee with an axe to grind. In a real throwback, you control these segments from the same third-person viewpoint always used when inside the Animus. Layla’s story is unique in its own right, but just like Bayek’s, finds a way to fit perfectly into the Assassin’s Creed overarching narrative—it even makes that Michael Fassbender movie somehow make sense! In a way, Layla’s adventure might even be more important than Bayek’s, because it lays the groundwork for where the series can go from here.

While it’s great that this new Assassin’s Creed tale really seems to have righted the ship in terms of the narrative element of the game, what will really suck you in is all the brand new gameplay. Sure, you’re still going to skulk around in the shadows and use your hidden blade to assassinate people, and even some of the naval gameplay that really hooked people in Black Flag returns in designated sections (it’s really awesome sailing a trireme). But, I admit that I was very worried when we were first shown all the RPG elements being added to the game, with recommended levels for enemies and areas of the world, random loot drops, and potential grinds for resources to upgrade gear. After having played the story from beginning to end, though—and being allowed to craft my own Bayek through his three skill trees and adapt him to my personal playstyle—I think Origins strikes a brilliant balance between the action from the series we love and this new layer of RPG gameplay that has been introduced.

The biggest worry I think I had was the potential of being surrounded by enemies who were way higher levels than me and not being able to really advance through the game. Although the game does give you the freedom (after it takes you through your first assassination) to basically go wherever you want in the world, if you follow the main story, and then do all the side quests in each subsequent region, you should never have to worry about where your level will be. By the time you’re ready to move on, you should be right within that perfect range recommended on the world map.

Of course, this brings up the quality of the side quests. I will say that a fair amount of them do a good job of grabbing your attention while fleshing out the world and the characters. In fact, there are some side missions that are even more heart-wrenching than Bayek’s personal tragedy. It’s really easy to see an exclamation point on your HUD, learn the plight of the NPC, and then find yourself following a thread that’s several missions long, guiding you around the entire region before coming to a conclusion with a fat XP bonus, maybe a rare item, and a feeling of satisfaction.

However, in an attempt to fill the world with content and make sure you have enough opportunities to level Bayek up so as not to hit a wall in combat, there are a fair amount that felt like copy/paste fetch quests, too. This is an issue with a lot of RPGs, and not just Assassin’s Creed, and so I understand why they have to be there. Still, I could see some players getting frustrated by this fact and trying to stick to the main story, only to find they might have to do those quests for XP—and that’s when it might feel like a grind.

There’s a lot of content here in Assassin’s Creed Origins, though. Whether racing chariots, fighting in the arena, or completing side quests and main quests, Ancient Egypt is a busy place. Another way to avoid that potential XP grind is that everything in Origins gives you XP. Kill an enemy, find a new area, synchronize the world from a high point, clear an enemy barracks, finish one of the aforementioned missions, and so on, and Bayek is going to get stronger. In theory, if you really wanted, you could just run around and kill bandits to level up. Clearing a fort only nets an XP bonus once, but those soldiers will respawn at some point—or you can manually light a brazier in the fort to purposely call for reinforcements and more enemies to fight—and you can kill them again if you’d like. I also mentioned earlier that I beat the game in 30 hours, but there were still dozens of side quests for me to finish. And, after I finished the story, I was able to go back into the world and keep playing. In those 30 hours, I completed 93 total side and main quests and reached level 37, which was plenty for me to beat the main story.

So, even if some of those fetch quests leave a bad taste in your mouth, there’s plenty of other things to do in Origins—which leads me to the world itself. Ubisoft has crafted what is probably its most beautiful world here in Ancient Egypt, but it’s also easily the most massive. Every couple of regions feel like they could be the size of entire older Assassin’s Creed game, and the major hub cities Alexandria and Memphis, and even lesser cities like Philadelphia or Cyrene, are absolutely breathtaking. Whether it was the swamps around Krokodilopolis, the swirling sands around the pyramids of Giza (grave robbing the Pyramids might’ve been my favorite side activity), or even Bayek’s rural home region of Siwa, it never got old to just take a moment and look around at the world created here. And, if you want to get fancy, you can even take a picture in photo mode, then upload it for everyone to see.

Another worry some might have is spending a ton of time in your inventory now that a lot of enemies will drop gear for you to potentially equip. Luckily, I found the menu UI to be crystal clear, and comparing two items was as easy as just hovering over something in your inventory. Scrapping unwanted gear was also a great way to get crafting items like bronze and iron, and that made sure I was rarely lacking in the resources I needed to improve the strength of my hidden blade or increase my health by reinforcing my armor. I never felt like I was wasting time navigating the menus, and wish more RPGs had a system as straightforward as Origins.

Moving around in the world has also seen some changes this go around—although the improvements here are subtler than everything else I’ve talked about at this point. Bayek will still occasionally get caught on a rough patch of geometry in the world, but for the most part, it feels smoother than ever when climbing or parkouring around. In particular, more of the hand and footholds in the world are cleverly hidden this time, but in a way that makes it look like Bayek is accurately climbing a rock face instead of looking for conveniently-placed rocks jutting out of the side. It’s a tiny detail, but one that helps with immersion.

For combat, a lot of the buttons have been changed around. The default is now to assign your light and heavy attacks to the right shoulder buttons, and your new bow and arrows to the left shoulder. I ended up switching to the alternate control with those right shoulder button attacks being reassigned to the face buttons, because the right trigger for me will forever be how to climb in AC. Still, it’s nice to see the team trying different things, and the options are there to go back to something more comfortable if you feel the need to.

There’s also a new parry system, but I struggled to find the proper timing because it was never really clear when I was supposed to parry. I’m not saying we need symbols above an enemy’s head like in the Batman: Arkham games, but clearer tells could’ve helped here. I found it easy enough to get through the game on normal without having to parry almost the entire game, though, so that might be a system that needs to go back to the drawing board entirely.

As great as Assassin’s Creed Origins is, there are a few issues with the game, and although I’ve nitpicked here or there over the course of this review, there’s no getting around the fact that the game has some rough bugs. Sometimes the animation breaks, and you’ll end up with something that looks like a breakdancing flamingo in the middle of a pond. Or, Bayek will get caught on something he shouldn’t get caught on. Nothing crazy, mostly comical, but they’re there. Also, Alexandria is the biggest city in the game, with the most NPCs out and about at a given time, and occasionally there were some framerate drops while running through that particular city’s streets. Ubisoft had a review event for some folks to play the game on an Xbox One X (that I did not attend), and I wonder if that issue is remedied thanks to the system’s higher power, or even the PS4 Pro’s, as compared to my regular PS4.

Something that I don’t think can be fixed with more powerful hardware is some of the glitches on quests. There were easily half a dozen moments throughout the game where an NPC glitched so badly that I needed to restart the checkpoint. A lot of times they just wouldn’t go anywhere when I was told to follow them, or they wouldn’t follow me when I was asked to escort them. There was also a couple of times when the game wouldn’t recognize when I had achieved the condition to trigger the next part of the mission. The worst was when I died mid-mission on a late-game side quest where I was asked to undermine war efforts by stealing the formula for Roman fire from a nearby fort. Even still, no matter how many times I select it and try to restart the checkpoint, or even restart the game, Origins refuses to let me advance the quest—even when I achieve the objective I died on, which was to destroy some barrels full of the Roman fire. This was the only instance of this, but it’s frustrating nonetheless.

Now, considering again that I did 93 different missions, that means something went wrong often enough to be a notable nuisance for sure. Most of them were just inconvenient, and none of them experience-breaking to the point I couldn’t actually beat the game—still, I felt they needed to be pointed out, and hopefully there is a patch in the future that will smooth things out.

Despite these rough edges, Assassin’s Creed Origins has already cemented itself as one of my favorite games in the series. The world is gorgeous, there are a ton of things to do—so much so that had I not been reviewing this game, I could’ve easily sank another 10-15 hours in before touching the final missions—and the story is amongst the best told over the series’ history. Yeah, there’s some bugs, but it was impressive how the series was able to bust out of its slump and find a new way to evolve, making all those RPG elements their own in a way that feels fun and exciting. This was an epic adventure that was more than fitting for what serves as the starting point of the Assassin’s Creed storyline.

Publisher: Ubisoft • Developer: Ubisoft Montreal • ESRB: M – Mature • Release Date: 10.27.17
9.0
Assassin’s Creed: Origins delivers a robust experience that mixes up the traditional Assassin’s Creed formula in a way that’s fresh and fun to play—but which also harkens back to the series’ roots in some welcome ways, too. It marks an evolution fans might not have even known they were waiting for, delivering one of the best overall experiences we’ve seen yet from the series.
The Good A return to form in a game that explains so much about the series’ past while laying the groundwork for its future.
The Bad There are a lot of bugs, and I’m not talking about all the beetles and scarabs in the tombs Bayek can explore.
The Ugly That beard Bayek was sporting at the beginning of the game.
Assassin’s Creed Origins is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

When you start up Gran Turismo Sport (after a massive day one patch), you’re treated to an opening cinematic that takes you through the history of car racing. There’s no narration here—just a simple, yet elegant classical music piece over the moving montage. This opening movie serves as a perfect metaphor for the game, really. Gran Turismo used to be the pinnacle of racing games franchises, and is a key contributor in the genre’s long history. I, like many others, still fondly remember playing Gran Turismo 3: A-Spec with my friends on the PS2. Much like the footage in that opening movie, however, it’s all in the past. After waiting so long to finally get a proper GT game on the PS4—GT6 launched only on the PS3 at the very end of that system’s life—GT Sport feels like it’s leaning far too heavily on its brand than actually delivering anything new. And, like the classic music bed underneath the movie, it has a very limited appeal when considering modern audiences.

Part of the reason that appeal is so limited is that most of the game’s focus is on preparing you to race online. GT Sport is recognized by the FIA (Fédération Internationale de l’Automobile) and thus has legitimate prizes and trophies surrounding the game and the online competitions it will hold. In order to rank up online and have a chance of competing for the fantastic prizes, you need to do two things: win a lot, and win in a sportsmanlike way. The game even goes so far as to make you watch a pair of “tutorial” videos before it lets you online the first time and how to be a courteous driver. It warns against crashing or taking turns too quickly; better to race smarter and safer. Of course, in the handful of races that I took part in—with official races being held every 20 minutes in order to be counted towards potential advancement—that didn’t stop most people from launching themselves like missiles when it best suited their needs. There were no issues connecting online at the very least, and that’s a good thing, because GT Sport needs to always be online.

Yes, one of the most annoying things a game can do is at the core of GT Sport. If you don’t play the game online, you can’t save your game, and most of the game’s features—only single arcade races are available offline—are locked away. It’s another way that GT Sport tries its damnedest to force you to participate in their ongoing online tournaments.

Even if you are online, but don’t want to participate in the online races, there is extremely little content to enjoy anyway. I can’t remember the last time I saw such a bare-boned racing experience. There is no offline career to speak of in GT Sport; instead, the “campaign” is three modes meant to help you learn how best to drive in GT Sport and how to quickly learn the game’s limited track selection. So, in the hopes you do go online, you’ll be able to perform at your very best without maybe embarrassing yourself.

The first offline mode is Driving School, which is exactly as it sounds in that it starts off with how to accelerate and moves up to taking difficult turns and maneuvers. Then there are Challenges, which give you some oddball scenario on occasion—like knocking over so many cones—but usually just drops you into a race midway through and asks you to win. Finally, there is Track Mastery, which focuses on specific tracks and sections of tracks to help you learn the less than 30 track configurations in the game. GT Sport isn’t a racing game folks—it’s a super-advanced Driver’s Ed program.

From a technical standpoint, I wouldn’t say GT Sport is the best the series has seen either. It feels like Polyphony Digital spent most of their development focus on how this game looked, because—credit where it is due—the game looks gorgeous. If you don’t have a 4K TV it’s going to be hard to fully appreciate the visuals, but even still, it looks really good. Of course, when you only have one-eighth the cars from your last game, it’s easy to focus on the little things. That’s right, there are only 160 or so cars (if you count all the variants) in GT Sport, a far departure from the nearly 1200 in GT6. Throw in only three camera angles to use during races, and ridiculously long times, and you wonder what the heck took so long for this game to come out.

Not everything in GT Sport appears to be a bust, however—the cars do handle well. It’s easily the strongest aspect of the game, and at least that wasn’t sacrificed in this latest entry. The menus of GT Sport are a bit of a mess to navigate, but there are also all the expected driving assists you can turn on or off depending on your driving preferences. Gran Turismo prides itself on being more simulation than arcade, so everything seems to work best when the assists are off—another reason why the game focuses on teaching you everything.

The game also handles surprisingly well in VR, where you can play one-on-one races against the computer or inspect your cars up close and personal. Racing against the computer was exhilarating here, because you could look in your mirrors like you would in a real car, and see where your competition is on the track. However, after a few races, I admit all the twists, turns, and high speeds started to wreak havoc on my stomach a little. Still, playing in VR was supreme fun while it lasted, even if it’s all a bit gimmicky.

The only other aspect where GT Sport competes with its contemporaries is the customization. Not only can you customize your cars, but also your driving suit and your helmet. You can’t choose to be a female racer, though—so close GT Sport, so close. You can save your various liveries and share them with the community online as you place decals and paint everything whatever color your heart desires. You can also earn more cars and gear via the game’s two in-game currencies earned from winning races or completing challenges. Thankfully, there are no microtransactions here, so if you want to pimp your ride, you need to get driving.

For as long as fans of the series have been waiting for Gran Turismo to finally debut on the PlayStation 4, Gran Turismo Sport under-delivers. The game looks nice, and has a few neat bells and whistles like its VR capabilities, but there’s absolutely a dearth of content here that makes it hard to recommend. With everything trying to funnel you into competing online, there’s little room it seems now in the GT universe for anything but the most hardcore racing game fan—and, ironically, that puts GT Sport squarely behind all its competition.

Publisher: Sony Interactive Entertainment • Developer: Polyphony Digital • ESRB: E – Everyone • Release Date: 10.17.17
6.0
Gran Turismo Sport purposely limits itself as it revolves solely around getting players racing online in various competitions. The VR gimmick and customization options are nice, but otherwise there simply is not enough here for anyone but the gamer that wants to turn video game racing into a potential career. GT Sport is a shell of what we expect from this series, and will disappoint anyone looking for any significant content in its offline modes.
The Good The cars look and handle spectacularly.
The Bad An overall lack of content and always needing to be online.
The Ugly How much I loved the VR aspect of the game—and how quickly it started to make me nauseous.
Gran Turismo Sport is a PS4 exclusive. Review code was provided by Sony for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

When South Park: The Fractured But Whole was announced at E3 2015, it was easily one of the biggest surprises of the show. Rumors had long persisted that Matt Stone and Trey Parker had become disenchanted with the video game-making process after South Park: The Stick of Truth (the first game they had directly worked on) spent too long in development hell for guys who were used to cranking out a new TV episode every six days. It left many wondering if Stick of Truth would be the last time the two brilliant minds would ever directly be involved with a video game again. However, the temptation to give it another go—especially after Stick of Truth’s overwhelmingly positive response from fans and critics alike, must’ve been too great. And it is only now, after calming down from laughing my butt off, that I can tell you we are all the better for them deciding to give making games a second chance—because Fractured But Whole may actually surpass its predecessor in many ways.

The story takes place shortly after the events of the first game. Your character, The New Kid—aka Butthole, aka Douchebag—has been named king for his mighty acts of flatulence. But now Cartman wants to play superheroes, and says the fate of the town—and his get rich quick superhero movie franchise—is at stake with a rash of cat-nappings happening. So, in a twisted turn of fate, New Kid is back at the bottom of the pecking order, having to work his way into everyone’s good graces in order to play with them again. Begrudgingly, Cartman allows you to join his team “Coon and Friends,” and as you fight crime alongside them, you begin to uncover a plot far more sinister than missing cats—including finding out the true origins of the New Kid and the reason his family came to South Park.

Fractured But Whole plays out like one super-long episode from the TV series. The game starts off innocent enough, but it isn’t long before events start to escalate, sticking the boys in more improbable and ultimately insane situations. Fractured But Whole also takes its time, clocking in at around a 20-hour experience, easily double that of its predecessor. All the while, it pokes fun at anything and everything it feels like from long-standing social issues like police brutality and pedophilia in the Catholic church, to less serious matters like the game industry and game development—and of course, super-hero movies and franchises. As usual, nothing is off the table for South Park, and if you love the humor of the series, then you’ll have a great idea what you’re getting into (and will likely enjoy this even more than you might some episodes just because there is so much that’s tackled here).

While taking its shots at a variety of subjects, Fractured But Whole also serves as a tribute to the over 20 years of South Park television we’ve had. Whether its cameos by characters like Mr. Hanky or Towelie, to acknowledging more recent additions to the series’ canon (like collecting Member Berries for experience points), your knowledge as a fan might be tested with references to situations from all across the South Park timeline. And as well crafted as the main story may be, the real enjoyment from the game for me came in a lot of the side quests, which really up the comedy even more. For example, one of these missions sends you to rescue Mosquito from Raisin girls, while another has you try to mend the broken hearts of Craig and Tweek after a lover’s spat. With each subsequent mission (main or side), the only constant I found was that I couldn’t stop laughing at the hilarity that ensues from each situation the game throws at you.

From an aesthetic standpoint, Fractured But Whole delivers exactly what you would expect from a South Park game. Similar to Stick of Truth, the game looks like an actual episode of the show, with character and location designs ripped right from the series. Unlike Stick of Truth, though, there’s a lot more nooks and crannies to discover, with more locations within South Park having been fully developed. On top of that, the world from the last game has expanded in parallel with the series, so locations like the ruins of SoDoSoPa from Season 19 can be explored for the first time.

Audio-wise, Matt and Trey provide most of the voices (just like in the TV show), reprising the roles you’d expect them to. Musically, everything is also taken from the show, and whenever you walk into a store or shop, music from the show’s history can be heard like muzak in an elevator. Go to Tweek Bros. coffee and “Gay Fish” might be playing, or stop by the bank and “Jacking It in San Diego” could be piped over the speakers—it’s another way the game pays tribute to everything South Park.

It’s no surprise that a lot of Fractured But Whole really just follows the blueprint that was laid out by Stick of Truth while upping the ante by taking a few more risks with its writing and going bigger and better in a lot of scenarios (as you would expect from any sequel). Where Fractured But Whole really differentiates itself from its predecessor, though, is in the gameplay. While still an RPG, the basic turn-based system of the last game has been eschewed. Instead, it has been replaced with an amalgamation of an active-time battle system with an order of attack, and a grid-based tactical RPG system that reminded me of the early Mega Man Battle Network games or even a really truncated Fire Emblem. The New Kid and his team of three other South Park kids—the pool of which you’ll get to choose from will grow to almost a dozen by game’s end—will be forced to take on everything from Old People to Ninjas to Sixth Graders and more.

I found the grid system really increased the necessity to use strategy to overcome a lot of obstacles, but similar to the first game, I found most battles—at least on normal—to be relatively easy once you get used to the nuances of the system. For example, it was common early on for me to accidentally block the path of some of my fighters, since no two characters can end up occupying the same space. As you learn the abilities of each character and how best to utilize the New Kid’s super powers, these issues will naturally fade away, much like one of the New Kid’s farts in the wind.

As the game moves on and you become more accustomed to combat, not only will you have more characters to mix and match on your team, but the New Kid will learn additional powers as well. Some are based on what class you choose—such as being a Blaster like Cyclops from the X-Men or a Brutalist like the Thing from the Fantastic Four—while others revolve around the New Kid’s amazing arse. Finding the right mix of powers, and when to employ your special farting abilities, adds surprising depth to combat. You can also unlock a cornucopia of cheap knockoff hero and villain costumes to make your New Kid look exactly how you want him or her to, going along with the idea that you can truly make your own superhero to fight alongside the children of South Park with.

Farting isn’t just an offensive tool, however—it’s also critical to exploring South Park. I’m kind of chuckling to myself even as I write this as I realize how much Fractured But Whole really doubled down on your irritable bowels, but only by passing gas can you hope to fully unlock all of South Park’s secrets. One way this works is that New Kid can perform Fart-kour in the world with Human Kite to reach high rooftops, or fart in Scott Malkinson’s (Captain Diabetes) face to send him into a diabetic rage that will have him open up new paths by busting down certain walls and barriers in the world. It adds another layer of depth to the gameplay by promoting exploration probably even more so than combat.

Sadly, there are a few things that stink with Fractured But Whole’s gameplay. There’s a loose leveling system where your character doesn’t gain strength directly from leveling, but that higher levels allow you to equip more gear called Artifacts. Artifacts will boost various aspects of your character, including what sort of attacks do more damage, your general health and movement speed, or even extra health for your allies in battle. Once you reach a certain level, however, you won’t get any more Artifact slots, and the leveling system becomes sort of pointless for the last quarter of the game. The Artifact system is also somewhat arbitrary once you reach a certain level, with each new Artifact offering little to no difference to any other Artifact you might have in your possession.

Fractured But Whole also has a fair amount of glitches—mostly in combat, but also a few in the world. There were several instances where one character would be occupying multiple spots, like there were two Mrs. Cartman in Cartman’s kitchen, and I could talk to each one as if they were different NPCs. It wasn’t game-breaking, but it did hurt my immersion. In combat, there’s a worse glitch where a character’s turn may not end in a timely manner. It was never so bad that I had to restart a battle, but there were many different occasions—particularly in boss battles—where my character would perform their action, and then I’d be waiting for several minutes before I could take control of the next character. This seems like something that could be easily patched down the line, but was worrisome in the moment.

South Park: The Fractured But Whole is an absolutely hysterical game that combines truckloads of fan service with an RPG experience more realized than its predecessor. There may be a few technical hiccups along the way, but you’ll be hard-pressed to find a more complete experience that makes you laugh the way this one does. If you love South Park, this game is a must play.

Publisher: Ubisoft • Developer: Ubisoft San Francisco • ESRB: M – Mature • Release Date: 10.17.17
9.0
The new combat mechanics add tons of depth and strategy to the experience, and new exploration abilities really give Fractured But Whole an overall deeper RPG feel. The game is also absolutely hysterical; if you love the humor of South Park in general, then Fractured But Whole is a must have.
The Good Some legitimate laugh out loud moments, a more developed South Park to explore, and a deeper combat system.
The Bad There are some rough glitches in combat, and the Artifact system could use some work.
The Ugly Craaaaab people. Craaaaab people.
South Park: The Fractured But Whole is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

In recent years, Forza has surged to the head of the pack in the racing genre. Basically going annual with a steady rotation back and forth between its main series and Horizon spinoff, Forza has become synonymous with top-notch racing. Forza titles have come to be known for delivering highly customizable gameplay that caters to a range of audiences, no matter whether they’re looking for an arcade racer or sim-heavy experience—while also innovating with features like Driveatars. However, with the latest main series release in the form of Forza Motorsport 7, the franchise may have been caught looking in its rear-view mirror at the competition hot on its tail, taking its eyes off the road long enough to make a couple of costly errors that might let that competition close the gap.

Forza Motorsport 7 features a suite of offline and online modes meant to engage players like never before. The game touts 32 tracks—the most ever in a Forza game—with more than 200 different configurations. The game’s only completely brand new track, Dubai (highlighted by features like sand blowing across the asphalt), is joined by dozens of returning tracks from Forza 6 as well as fan-favorites Suzaka, Mugello, and Maple Valley (brilliantly re-created for the first time on this generation of console after being last seen in Forza 4). This balance of tracks from throughout Forza’s history goes a long way to keeping the experience feeling fresh, as players know it’ll be a while before they might see the same track twice.

You’ll get to tackle many of those track configurations in the new single-player campaign that tasks you with climbing the ranks in six different championships, culminating in the Forza Driver’s Cup. There are a variety of different circuits in each championship—usually themed around familiar motifs seen in other Forza games like Hot Hatch or Classic Muscle cars—as you try to collect enough points to stand atop the podium and unlock the next championship. Each championship also has a few Showcase events that will test your driving skills in different and exciting ways. Some, like the car bowling featured in Top Gear, return from previous games; others, like besting professional rally car driver Ken Block in a head-to-head race in identical cars, adds a more personal twist to a familiar racing mechanic, as Block gives you some narration before the race as to why you’re racing those particular cars.

I will say the commentary is a bit weak this go-around from the Forza folks. Whether it’s the game’s general narrator droning on, one of any number of professional racers who sound like they’re definitely more comfortable behind a steering wheel than a microphone, or even some Top Gear magazine editors who are taking themselves a bit too seriously, I’d usually try to skip any audio introductions and get right into each race as quickly as possible.

Fortunately, the rest of Forza 7’s presentation is stellar as usual. The game’s 700 cars—including a ton of Porsches after Microsoft’s latest partnership deal, and some other cars admittedly ported directly over from Forza Horizon 3—still look absolutely stellar on the track. And, to no one’s shock, each car handles as you would expect, with it feeling like you’re fighting to keep some cars on the track as they hit 200 MPH, while others corner like a dream even though their top speed is nothing to write home about.

Also making its way over from Horizon 3 is that game’s dynamic weather system. Night and rain are nothing new on Forza tracks. However, having the sky suddenly open up on a track three laps in on a four-lap race, or starting a race at sunset and having the sky turn pitch black over eight laps at Daytona, is a nice addition to the mainline series here.

Forza Motorsport 7 also upped its game when it comes to personalization. Not only is its vaunted car customization suite, which allows you to paint and modify the look and tuning of your car, back and bigger than ever, but you can also now customize your driver to a degree. Over 100 different track suits are available in the game, and you can make your driver (male or female) wear any of them to really send a message about who they (and, thus, you) are. I’d still love to see this taken to the next level at some point, where we can customize our suits to a level of detail that we can the cars we drive, but this is another step in the right direction for the series.

Not everything that has been added or changed about Forza 7 has been a success, though. To try to lower the barrier of entry into the series even further, a brand new Easy Mode has been added that simplifies the controls to the point where you’re barely even controlling the car anymore. While I don’t mind adding this feature for folks who might feel they really need it, I do mind the fact that the old system of rewarding more credits for those of us that like bumping up the game’s difficulty and turning off any number of assists has been abandoned. Considering how difficult it can be sometimes to purchase the really high-end cars with in-game currency, this change feels like it’s only increasing the grind.

This all leads us into the new Mods system. Mods were introduced in Forza 6 as a way to challenge yourself even further when you played the game. Some Mods would give you speed boosts, but it would come at the sacrifice of handling; others might kill your acceleration, but improve your cornering ability. Each card could be used as many times as you wanted, and were a neat little optional addition that experienced players could use to further enhance their playtime. There were also some limited-use, super-rare Mods that would modify your driving ability, but also reward credit or XP boosts.

Now, all Mods fall into this category. Every Mod you use only has one to five uses depending on rarity, and can reward you with credits or XP, and even occasionally both. In order to get these Mods, you have to spend in-game currency to open loot boxes—the more currency you spend, typically the rarer the Mod. So, you start spending in-game currency to earn more in-game currency, to spend in-game currency, to earn more in-game currency, to spend in-game currency, to earn more in-game currency, and the cycle continues. Unfortunately, it typically costs a lot more to buy those Mods than the credits you earn from using them, especially when you don’t know how many credits a given race will net you. Using a Mod that gives you an additional 30% credits at the end of the race is great, but if you don’t know if you’re winning 10,000 credits or 5,000 credits for a first-place finish means there’s also a bit of a gamble when you use the card. All in all, it makes you wonder why you would even bother with the Mod system at all at this point.

But then, there are also loot boxes that give Mods plus cars or track suits (some of which are only available in said loot boxes). So, some of the fanciest cars and prettiest track suits—not there’s that many of them—are behind this randomizer. You won’t need them to beat the game or hop online to play friends, of course, but if there is a car you really want stuck in a loot box, you’re in a pretty tough spot. There is also a new leveling system for your garage, where buying certain low-level cars will help you unlock high-level cars faster. This all seems to really try to pressure you in some not so subtle ways to buy into the game’s microtransactions system.

Also, surprisingly, a lot of online features for Forza 7 aren’t available at launch. Forza Leagues and, curiously, even the Auction House still aren’t up and running even at the writing of this review. Turn 10 says they’ll get them up soon, but we’re kind of in the dark as to when specifically. The microtransactions and store also aren’t up and running, so we can’t accurately judge how they might tempt people into spending real world cash—just that, like those other features, we know they are coming, like one of those dynamic weather storms I mentioned earlier. The rest of Forza 7’s online features seem to be working fine, and you can still easily race up to two dozen other players online at any given time with no lag thus far in our experience. Beyond that, you can upload race screens from Photo Mode or replays of your races, as well as all of your custom car designs to Forza’s servers with no issue.

Forza Motorsport 7 has done everything you’d want from a racing game sequel—more cars, more tracks, and the return of that tight gameplay—showing why Turn 10’s efforts remain the leader of the pack. The new Mod and in-game currency systems, however, really detract from what is otherwise another great racing experience—and might make you want to think twice before jumping into the driver’s seat again if you’re not big on grinding for those credits.

Publisher: Microsoft Studios • Developer: Turn 10 Studios • ESRB: E – Everyone • Release Date: 10.03.17
7.5
Forza Motorsport 7 is a really great racing game—it’s just a shame that changes to the game’s currency system undermine a fair amount of what it does right. It’s made racing feel more like a grind than in years past and no amount of new tracks or cars will change that.
The Good Game looks great and the cars all handle superbly.
The Bad Changes to how you can earn credits and the mod system increase grinding and feel like they’re paving the way for some awful microtransactions.
The Ugly A lot of these new driver suits. Yuck.
Forza Motorsport 7 is available on Xbox One and PC. Primary version reviewed was for Xbox One. Review code was provided by Microsoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

188 times. 188 times I died while playing Cuphead across the game’s 19 bosses, six run ‘n’ gun stages, and three mausoleum trials before finally beating it on Normal. Never across any of those deaths, though, did I ever become frustrated or angry. I only wanted to dig my heels in deeper, and my addiction for the game only grew as each subsequent boss or level offered up an enticing new challenge. Cuphead’s mix of brilliant presentation, easy to learn but hard to master gameplay, and ever-increasing difficulty has cemented it for me as a personal game of the year contender.

Cuphead tells the tale of two plucky protagonists named Cuphead and Mugman. While exploring their home of Inkwell Isle, they stumble into the Devil’s Casino and are having the time of their young lives. In fact, they’re doing so well at Craps that the Devil himself comes down to watch the boys play—and then makes them an offer they can’t refuse. If Cuphead wins on the next roll, he and Mugman will get all the casino’s riches; if he loses, however, their souls become the property of the Devil. Cuphead can’t resist the temptation, and of course the roll comes up snake eyes. While pleading for their very souls, the Devil sees potential in Cuphead and Mugman, and—more importantly to him—an opportunity. He offers the boys one last chance: serve as his debt collectors and collect the souls of everyone else that owes him on Inkwell Isle, and he’ll let them off the hook. Easy right?

Stylistically, Cuphead is an absolutely gorgeous game. Its visuals harken back to the 1930s cartoons of Fleischer Studios (originally known as Inkwell Studios in the 1920s and paid homage with the name of the world, Inkwell Isle), who were best known for Betty Boop, Popeye, and Superman cartoons. There’s even little scratch marks on each “frame”, much like you would see back in the old days on original animation cels. This classic look came from the fact that everything in Cuphead was similarly hand drawn and then scanned into computers. It’s no wonder then the game was delayed so long, especially when it shifted from primarily being a boss rush title to include some run ‘n’ gun segments, but the wait has been worth it.

Cuphead’s music similarly draws its inspiration from almost 100 years ago. Big band orchestras play fitting themes for each boss and section of Inkwell Isle. More haunting themes fill your ears against ghost trains, while more carnival-driven fare pumps through your speakers against crazed clowns. (My personal favorite theme is King Dice’s, who serves as the gatekeeper between each section of the Isle.) There is even a barbershop quartet that is happy to shortly serenade Cuphead and Mugman if you can put the band back together in the game’s overworld.

Where Cuphead excels even more than its art motif, though, is in its gameplay. As someone who cut his teeth on games like Mega Man and Contra growing up, I immediately felt right at home in the run ‘n’ gun style Cuphead offers up—even if it still leans more heavily on the boss rush aspects of its original premise (whether on the ground or even in the air). Each boss has multiple forms, and there’s definitely a trial-and-error aspect to everything as you learn how the bosses move and attack. But there’s still a real test of skill here that makes it all the more enticing. While each boss has a certain number of attacks—and there are some patterns apparent with each—there is also always some randomness, too, forcing you to still think on your feet.

A perfect example of this comes very early on with the Ribbit Brothers, one of the game’s first bosses. Although their first two forms are rather straightforward, their final form is literally that of a slot machine that will attack you three different ways—but there’s no way of telling what that way will be until the wheels on their face stop spinning. This is the first, but far from the last, example of Cuphead forcing you to adapt to what it throws at you in the moment, going beyond simple pattern recognition.

And if you think the game’s co-op feature (where a second player controls Mugman) will make things easier, you’d be mistaken. It makes sense that a boss’s health scales upward with two characters on screen, so both players need to be on their game to try to get past each boss. One neat feature if one character dies, though, is there’s a last chance to save them where you can parry (pressing the jump button again at the perfect time) off the ghost of your fallen comrade to give them one health point back. However, I’m saying this from experience: be careful when choosing your co-op partner. If all you’re doing is jumping on them to save their life, it gets old quick.

Cuphead also succeeds in giving the player agency enough to find their own way of beating bosses. Although you start the game with the straightforward Peashooter, you can purchase weapons and powers from coins found usually in hard to reach places in the game’s six run ‘n’ gun stages from Porkrind the Pig’s store to expand Cuphead and Mugman’s arsenals. I personally found the Spread Shot—which fires short-range projectiles in three directions, sort of like a shotgun—to be my personal favorite, but there are also homing shots, bouncing shots, and even shots that fire in one direction and then turn around like a boomerang to sail back the way they came. You can also get special boosts at Porkrind’s, like coffee that will continuously fill your special meter, or extra health that comes at the sacrifice of attack power. Mixing, matching, and finding your favorite combinations to fit your play style is critical to beating Cuphead, but it’s also part of the fun.

One of my most pleasant surprises with the game, though, came in the form of the Mausoleum challenges. There are three haunted mausoleums on Inkwell Isle, and the only way to bust all the ghosts inside is to use the parry move on each of the pink poltergeists. It’s a great way to really perfect this important move that you’ll need later against the game’s hardest bosses, and clearing each mausoleum rewards you with one of three special moves (like temporary invincibility) which are only available when your special meter is completely full. I just wish there were a few more of these around the island, because even more than the six run ‘n’ gun stages, they were a really fun change of pace given no shooting was involved whatsoever.

The only issue I ever had with Cuphead was that there were a couple of small glitches. Over my 188 lives, there were exactly two instances (about 1.1% of the time) where a boss would freeze up in the form that it was in. That allowed me to just wail away as it didn’t attack me for some reason until it shifted to its next phase, unless it was already in its final phase—at which point it just died. It was a weird hiccup when this happened for sure, and I don’t know what ever caused it. I’m sure I’d probably have a handful more deaths, too, had this not occurred twice, but it never really took away from the fun of the game, nor did it affect my score against each boss negatively. But since you unlock Expert mode after beating the game on normal, I had more than enough reason to come back to try to beat each boss properly anyway.

Cuphead is an absolute gem of a game. My playthrough on normal only took about eight hours to finish, but there’s replayability with trying to get high scores on each boss and coming back to try out the three difficulty levels. The gameplay is incredibly tight, and each boss offers up a new challenge whose addictiveness is only trumped by that feeling of accomplishment once you beat it. The art style is absolutely magnificent, and the world is full of little secrets that will have you searching every nook and cranny. There may be a glitch here or there, but they’re never something so frustrating that will make you want to turn the game off. In fact, I may never turn Cuphead off, period. It’s been a long time since I’ve had this much fun with a game, and in my book, Cuphead is an instant classic.

Publisher: Studio MDHR • Developer: Studio MDHR • ESRB: E – Everyone • Release Date: 09.29.17
9.5
Cuphead is an addictive mix of fun and frustration that will constantly keep you coming back for more. It’s amazing combination of terrific gameplay, tremendous style, and an original concept immediately catapults it into every game of the year discussion.
The Good The art style, the music, and the addictively difficult gameplay.
The Bad The occasional glitch that suddenly makes those difficult bosses incredibly easy.
The Ugly How much power I waste now keeping my Xbox One on and the game playing so I can listen to its music all night long.
Cuphead is available on Xbox One and PC. Primary version reviewed was for Xbox One. Review code was provided by Studio MDHR for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

This is easily one of the most difficult reviews I’ve had to tackle over my career. While my instincts say to approach Star Fox 2 as a retro review, the problem arises that the game was never released. Therefore, I can’t look at how the game might’ve been seen in that era, but instead must look at it as it stands now. And, like some weird video game time capsule, Star Fox 2 is truly a game out of time—and I believe suffers for it.  While it serves as an interesting window to a bygone era—and even an origin, if you will, for a lot of later Star Fox game mechanics—it really cannot hold its own now, or even with the rest of the games on the SNES Classic.

Star Fox 2 takes place a few years after the original game. Andross has rebuilt his army in a dark sector of space beyond the planet Venom, and is looking to strike right at Corneria, the heart of the Lylat System. Instead of his forces just inhabiting various planets throughout the system, Andross also has acquired the services of a mercenary band of pilots known as Star Wolf, and has amassed his own fleet of battlecruisers that are pointing all their weapons in Corneria’s direction. With no other course of action before him, General Pepper once again must call on the Star Fox team—whose own ranks have been bolstered by two extra pilots—to take down Andross once and for all.

When you look at the timeline of the Star Fox franchise, you realize Nintendo was put in a tough position. The original Star Fox revolutionized gaming with its Super FX chip in 1993, and that tech was going to be reused again in Star Fox 2, which was planned for release in 1996; unfortunately, that would have put the game close to the release of the Nintendo 64. So, the plug was pulled on the sequel, as to not have Nintendo’s previous console directly competing with its newest. Instead, Star Fox 2’s soul was (basically) transplanted into what would become Star Fox 64. With the power of the N64, and an extra year of development, the game flourished, and many of the mechanics that Star Fox 2 was set to introduce worked far better in their higher-powered forms.

The most obvious of these mechanics is the “all-range mode” levels that we first saw in Star Fox 64. In all honesty, it’s best that these were first seen in Star Fox 64, because here in Star Fox 2, you can tell this mode was still in an experimental phase. Trying to control your Arwing in “all-range mode” feels stiffer here, and I can’t help but believe the N64 controller’s analog stick versus the SNES’ d-pad is part of the reason why. The N64 controller provided a more natural flying experience as compared to what we get here in Star Fox 2, and this lack of control also makes aiming far more difficult, even with cockpit view.

The look and sound of the game, even with a pumped-up version of the FX chip, also seem to take a step backwards compared to the original. Star Fox 2 tried to deliver more complex worlds and enemies this go around, but was clearly taxed. (It was easy to compare the two, since you need to beat the first level of Star Fox to unlock Star Fox 2 on the SNES Classic.) Making the jump at the time—from a visual and audio standpoint alone—from the FX chip to the power of the N64 was another slam-dunk move on Nintendo’s part 21 years ago.

Other familiar mechanics were introduced here, such as dog fights against Star Wolf, the charged shot, and even different vehicles. The Landmaster and Blue Marine were not the alternate vehicles, however—instead, the walker form of the Star Fox team’s Arwings, not officially seen until the Wii U’s Star Fox Zero, first saw its genesis here. Although the walkers worked well enough, I found them to be a bit overpowered on stages where you could land and walk around, both making it easier to shoot and taking away the difficulty of piloting through narrow corridors.

One addition that I wish had made it into later Star Fox games, though, was the rounded-out roster of characters. Fay the dog and Miyu the lynx expand the Star Fox team to six, and—unlike other games where the entire Star Fox team would tackle a planet (and Fox would inevitably have to save one of them from trouble)—you only choose two pilots at a time to go out on missions. Heck, you don’t even have to fly with Fox if you don’t want to. Each pilot flies a different kind of Arwing, all with their own strengths and weaknesses, and you can switch between your wingman and primary pilots in-between levels should your main ship be extremely damaged.

This ties into the most interesting aspect of Star Fox 2: its metagame. Your two selected pilots only have so much time to eliminate Andross’ offensive threat from the Lylat system. Every planet you land on, or battlecruiser you engage in space, takes time to defeat. As the timer counts upward, Andross’ forces—ranging from long-range missiles to fighter squadrons—get closer and closer to Corneria. If you take too much time, or Corneria takes 100% damage, the game automatically ends. Where you place the Star Fox main cruiser (it’s not technically the Great Fox, but it clearly serves as inspiration for that) to refuel your team could be a critical choice. As well, only by clearing the galaxy in time can you finally take on Andross.

This timed aspect also leans more heavily into an element of Star Fox that the series seems to have been pulling away from over time: its arcade nature. Here, there’s a huge emphasis on fast playthroughs and trying to get high score bonuses by clearing Lylat of all threats as quickly as possible. High kill scores have been with the series from the beginning, but your campaign run gets a grade at the end that can easily be bolstered by playing on harder difficulty levels (which offer more obstacles and enemies to get through). It was a fun and interesting twist on a familiar mechanic for the series, one that it might benefit from revisiting in the future. Star Fox 2 afforded a lot more replayability than I was expecting, even with it taking less than an hour to complete my first playthrough on Normal.

Nintendo made a wise move two decades ago to bury Star Fox 2 and instead let Star Fox 64 polish up its best ideas while simultaneously zeroing back in on what made the first Star Fox so great. Star Fox 2 has an interesting tale to tell, and if you were already going to be looking for an SNES Classic, this slice of history is a quaint addition to the 20 fantastic games already found in that bundle. If this is your make or break point on picking up an SNES Classic, however, it’s likely not worth it.

Publisher: Nintendo • Developer: Nintendo • ESRB: E – Everyone • Release Date: 09.29.17
6.0
Although Star Fox 2 is an important part of the series’ history, there’s little value now in this game considering how far things have come—and how many of its ideas have surfaced in other key Star Fox titles. It’s a novelty addition—nothing more—and should not be the sole reason you buy a SNES Classic
The Good It’s an interesting missing link on the timeline of Star Fox development with some nice replayability.
The Bad Not surprising, but it needs to be said that the look, controls, and tone of the game just feel entirely out of place now.
The Ugly One wonders if we’d think more fondly of Star Fox 2 had it had nostalgia to tap into like the rest of the SNES Classic lineup.
Star Fox 2 is available only as a part of the SNES Classic. Review hardware was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Like many folks my age, the NES was the gateway to a lifelong love affair with video games. And yet, it was its successor, the Super Nintendo, that molded me into the gamer I am today. The Super Nintendo’s 16-bit hardware opened up whole new worlds that I couldn’t have dreamed of in the 8-bit era, fleshing out places like Hyrule and the Mushroom Kingdom to the point I couldn’t look at the old games the same way ever again. When push comes to shove, if someone ever asks me what my favorites games of all time are, many of them come from this era and specifically the SNES console.

It’s no wonder then that Nintendo understands they have a nostalgia-laden gold mine in their back catalog. All they need to do is crack open the archives every now and again—kind of like Disney does with its “vault”—to rekindle the magic in their diehard fanbase and maybe hook a few new gamers along the way. Of course, memory is a funny thing; sometimes, rose-colored glasses make experiences better in our mind than they really were. So, it was with both excitement and trepidation that the SNES Classic Edition review fell into my lap, as I worried that my memories might better be left alone.

Let’s begin with the hardware itself. Much like the NES Classic, the SNES Classic is tiny. You can see a comparison pic of its size next to my Skyward Sword Wii MotionPlus controller in the pic below—it’s super lightweight, and feels like a model you’d get out of a high-end 3D printer. But as soon as you plug in the necessarily cables and flick the purple power switch—which even in miniature form has that all-too-familiar and satisfying click—it’s good to go. Unfortunately, that’s not to say mistakes weren’t made.

The SNES Classic has the same problem as the NES Classic in that its power cord and accompanying HDMI cable are really pretty short. The cords for the controllers, at least, are twice as long as what they were with the NES Classic controller (reaching nearly five feet in length), but this still falls short of the original release length back from the early 90s. You won’t have to be huddled near your TV nearly as much as with the NES Classic, but Nintendo is still counting on you having to snuggle up relatively close to your console to enjoy it.

A new issue that I didn’t particularly like was also the covering for where the controllers plug into the system. If you remove the controllers and wish to place them elsewhere for the evening when done with your SNES Classic playing, there’s a cheap feeling plastic flap that can be placed over the controller plugs. This makes the system look more accurate to the original from 1991 when it’s on, but it feels very flimsy and, more importantly, unnecessary.

Nintendo also corrected one important mistake they made with the NES Classic: the most noticeable and thankful addition is the second controller (especially as a fair amount of games in this 21-game collection have 2-player options). That extra hardware is likely what helped raise the price a little higher for the SNES Classic than its predecessor, but the convenience of having a second controller ready to go is worth it.

The hardware also presents a few extra bells and whistles that weren’t in the NES Classic. Much like before, you can save each game on the system in one of several suspend point slots, which you access via the system’s Reset button (the same mechanic was used for the NES Classic—and yes, it still feels weird). From those suspended points, however, you can now utilize a “Rewind” feature, which allows you to go back in time on average a full minute of gameplay time (it varies by game). So, if you’re having trouble with a particular boss, or miss out on an item you really needed, this can help you remedy that issue without starting the game over entirely like in the old days.

Graphics-wise, courtesy of the HDMI output, the colors in many of these games are crisper than they’ve ever been. You can also utilize the new Frame feature to change the colors of borders you’ll see in each 4:3 output game. (I personally preferred the stage curtains, but also appreciated the wood panelling frame.) Similarly to the NES Classic, you can also change the visual quality to emulate what used to be seen on an old CRT, or bump it up so it’s “pixel perfect”, which sharpens everything just a touch.

And that of course leads us to the most important part of this bundle: the games. There are only 21 titles here on the SNES Classic (as compared to the 30 seen in the NES Classic), but we’ve been given more games with beefier playtimes here, which includes several all-time great RPGs. Also, one of those 21 titles is the never-before-released Star Fox 2—stay tuned for my full special stand-alone review of that coming soon. Like the NES Classic, you can’t add any additional games to the SNES Classic—it’s a self-contained system that can’t be rewritten—but you’re still getting each title for less than four dollars if you think about it. (That would be better than the Virtual Console in every case.) Here are the 21 titles that comes with the system:

  •       Contra III: The Alien Wars
  •       Donkey Kong Country
  •       Earthbound
  •       F-Zero
  •       Final Fantasy III
  •       Kirby’s Dream Course
  •       Kirby’s Super Star
  •       Mega Man X
  •       Secret of Mana
  •       Star Fox
  •       Star Fox 2
  •       Super Castlevania IV
  •       Super Ghouls ‘n’ Ghosts
  •       Super Mario Kart
  •       Super Mario RPG
  •       Super Mario World
  •       Super Mario World 2: Yoshi’s Island
  •       Super Metroid
  •       Super Punch-Out!
  •       Super Street Fighter II Turbo
  •       The Legend of Zelda: A Link to the Past

If I could, the only change I might make to this list would be to remove Kirby’s Dream Course, as we don’t need that much Kirby here. With games like Chrono Trigger, Maximum Carnage, ActRaiser, The Lost Vikings, Super Bomberman, Earthworm Jim, The Lion King, Aladdin, X-Men: Mutant Apocalypse, Tiny Toon Adventures: Buster Busts Loose, and many more great releases being absent here, we didn’t need that much pink puffball. (I also understand there’s likely rights issues with many of these games, but considering they’re all at least 20 years old, exceptions could’ve been made.)

That single complaint aside, I played many of the games here growing up, and I’m happy to say they were emulated here perfectly to the smallest detail. For example, the framerate drops that I remember in Mega Man X—like when he sees the first Mole Borer in Armored Armadillo’s stage because it comes crashing through a wall from off-screen—are all still there. And, if you’re also like me and missed out on a couple of these the first time around (such as Secret of Mana), this is a perfect chance to experience those all-time classics.

Memory is a funny thing, but it is so wonderful when you get to relive those memories and realize they are just as amazing now as they were then—at least for the most part. The Super Nintendo Entertainment System Classic Edition is a wonderful little bundle of nostalgia that should make Nintendo fans of all ages come to a new appreciation for the consistently high quality of games the publisher has churned out over the decades. It makes me look forward to what the company has in store for the future while reliving the past right now.

Manufacturer: Nintendo • Price: $79.99 • Release Date: 09.29.2017
8.5
When compared to the NES Classic, the SNES Classic fixes some mistakes, inherits some others, and brings a new one all its own. They’re all really minor flaws in the end, however, when compared to an absolutely stellar library of titles that play just as well as they did 25 years ago. If you grew up during the 16-bit era of gaming, there’s literally something here for everyone to enjoy—and at an affordable price point to boot.
Review hardware was provided by Nintendo for the benefit of this review. EGM reviews on a scale of 1 to 10, with a 5.0 being average.

Anyone who knows me knows I love hockey. My team is the New York Rangers, and it’s never a question that whenever a new NHL game releases, I will do my best to take them to multiple Stanley Cup Championships (especially as the real life team’s window to do so seems to be closing fast). But just like there’s a lot changing in the NHL this year—what with an entirely new franchise in Vegas—there’s a lot changing in NHL 18 as well. NHL 18 goes far beyond its real-life counterpart in regard to changes for the better, though, in what is likely the NHL series’ most complete entry in years. And, maybe, this was a great opportunity for me to change some, too.

One of the staples of the NHL series is Franchise mode, where you can control every facet of a team for virtual decades. Since there is a new team (the Las Vegas Golden Knights) being added to the league this year, NHL 18 offers players a chance to re-create the expansion draft—a fantasy style draft where the new franchise picks one unprotected player from every other franchise in the league—and assemble the team from scratch. Of course, the Golden Knights now make the NHL unbalanced with 31 teams, so there’s also an option where you create your own new team from the ground-up and place them almost anywhere in North America. This was the road I would go down.

I decided to go with Seattle, which in hindsight was immediately a mistake. I forgot that the Vegas Knights would go in the Pacific division on the west coast. My Seattle franchise, as deserving as that city is for a hockey team, would be forced into the Central, leading to a lot of long road trips (maybe next year I’ll go to Kansas City instead). But my bed was made and I chose a team moniker: the Sea Dogs, keeping up with the alliteration most of the city’s sports franchises have had with the Seahawks, Sounders, and Sonics, plus the nautical theme that the Mariners also fall into. I named our mascot Snoop C. Dawg, choosing from far too few options in regards to what our mascot actually could look like, and then proceeded to choose the sickliest shade of green and yellow for their uniforms—another Seattle sports tradition.

I could then mold my home arena and my player uniforms from a variety of preset options available to me. I could tweak everything from the goal posts on the ice to what logos would appear on each of our jerseys, making sure to coat everything from top to bottom in the radioactive green and yellow of my Sea Dogs. Much like the handful of head and body types I could choose from for Snoop C. Dawg, the options for team logos felt limited as well, but I settled on a crazed-looking Viking, a sailor’s wheel, and a dog with floppy ears. It was a weird and new sensation after playing under the familiar banners that adorn Madison Square Garden for so many years, but I was loving the fact that I had created my very own team, and felt a piece of ownership with them that I had never experienced as one of the throngs of Rangerstown citizens.

From there, I went into my own expansion draft and had to choose players from each and every team. I had to hit salary cap and position requirements, and took a few chances; it was an exhilarating experience and added a new level of enjoyment to Franchise mode I hadn’t experienced really in years. One caveat, though, was several players had expiring contracts, and even if I chose them, they could decide to leave my team, and this happened in the case of two players—most notably Kevin Shattenkirk.

Shattenkirk was supposed to be one of my top defensemen, and when it came time to negotiate a new contract, I offered him exactly what he was asking for, no questions asked. I was shocked then when Shattenkirk turned it down, asking for more money. It was an interesting turn of logic, as NHL has been trying (and succeeding in many ways this year) to improve its feedback when making deals as a team’s General Manager. When I would go to make trades later on, I’d get specific feedback from teams saying which pieces of the deal they did or did not like (we like Cam Ward, but need more value around him to take on that contract), which really helped the trade process. Here, however, Shattenkirk—and later other free agents who turned down fair offers—failed to offer specifics.

It was great that there was this dialogue here, and I got the sense that if this were real life, Shattenkirk wouldn’t want to go to an expansion franchise either (in reality, he’s a New York Ranger now and we are happy to have him). But if it all came down to a matter of money, how much more did he want? I offered him $200k more than his initial asking price—not enough. I offered $500k more than his initial price—still not enough. I get he wants more money, but there’s no clear barometer of what makes a player happy. It’s a problem common in a lot of EA Sports games, actually, when it comes to the off-the-field part of running your franchise.

Whereas in other sports games, like MLB The Show, when you negotiate in the off-season with players, you can see a happiness meter corresponding to the player’s thoughts on a deal as you put it together in real time. In NHL, you’re stuck going back and forth, never really knowing what to do when a player decides he’s going to hold out like this. That meter might be less realistic, but it helps keep the negotiation process from being a chore. In the end, Shattenkirk signed with the Carolina Hurricanes for two years less than he was asking for from me, and for one million more a year than what he wanted from me. He never even mentioned the years were an issue. Fine—the Sea Dogs don’t need you anyway.

After the entry draft, signing other free agents, and getting through the pre-season, it was time to finally begin playing with my Franchise. For the most part, much of the rest of this stays the same from here on out. You try to win games, and hopefully a Cup, in an attempt to keep your owner happy; you adjust concession and ticket prices to maximize profitability; you make trades and sign free agents and make line adjustments as you see fit; you send scouts around the world in preparation for next year’s draft. And it’s all just as fun as last year.

When your team takes the ice, the presentation continues to be impressive. I made sure to choose a city and mascot Doc Emrick recorded lines for, and so it sounds incredibly natural to hear him talk about the Seattle Sea Dogs with Eddie Olczyk and Ray Ferraro. The arena fills with fans in the disgusting looking green and yellow, but they’re thrilled to be there. Sometimes there’s a few audio misfires, like when Eddie or Doc start talking about team history. Um, the Sea Dogs are officially a month old. What history? Or Doc would talk about a record-setting string of sellouts. Sure, Doc, we’ve had three home games at this point, but I guess it’s a record.

The game’s visual presentation is still the NBC graphics you see on TV, but it’s also funny when the NBC “Wednesday Night Rivalry” package starts. We’re a month old; we don’t have any rivalries yet in the NHL. The UI at least has seen an upgrade, and not just the in-game menus. The main game menu now allows you to pin your favorite modes to the title screen when the game starts up for easy access, or you can turn the page to the dozens of other modes now available in NHL 18 this year.

Another staple of the NHL series is Be a Pro. Here you create a player from scratch and then either have them work their way up as a teen through Canada and, hopefully earning their way to being drafted by an NHL team, or get picked to your favorite team immediately. I personally want nothing more than to play for the New York Rangers, so I made sure that’s where I ended up.

There have been two minor additions to Be a Pro mode that should make fans very happy, the first being that your player can now request a trade. Should you work your way up to being drafted by an NHL team, there’s a really low percentage chance that your favorite team will take you. Requesting a trade means that if all you care about is playing for your hometown boys, this will ensure you get the full experience of working your way up and getting the reward you desperately desire.

The other is that Be a Pro mode does a better job of judging your talent now. The past couple of years, I would have a blistering stat line for the Rangers in the preseason, with multiple points a game and doing everything my coaches asked of me, only to start the season back in the AHL because my overall rating wasn’t high enough. It was so frustrating that often times I’d give up on the mode shortly after, but that wasn’t the case this year. Even though I’d argue my stats were slightly worse than previous years, with only 10 points (three goals, seven assists) in seven preseason games, I was promptly placed on the Rangers’ third-line. In real life, this might not happen—but it’s a video game and I think EA Canada at least recognized here that a little more leniency was warranted (and welcome).

The one thing I think Be a Pro mode lacks is simply more customization options. Actually, I think this carries over to NHL 18 in general, going back to the mascot and team logo choices in Franchise, and the same for EASHL as well. Personalized goalie helmets, increased details and options for existing equipment, and more are necessary across all these modes where you want to put personal touches on everything. As is, it feels like a lot of the options from last year carried over with no real additions on this front.

As great as Franchise and Be a Pro mode are shaping up, before you take the ice in any mode in NHL 18, I recommend even dedicated players take a look at the new tutorial mode that is narrated by Ray Ferraro and Coach Tom Renney of Team Canada. There are a few new tricks EA Canada put into NHL 18 that Tutorial Mode will give in-depth explanations on, and it offers a great place to practice all these new on-ice gameplay additions crammed into NHL 18—including all the new dekes at your disposal.

Stick physics was a huge focus for gameplay this year, and it shows. In the advanced tutorials, you can practice some insane dekes that the most skilled players—like Sidney Crosby, cover athlete Connor McDavid, or Auston Matthews—can make whenever the opportunity arises. Some of the controls are a bit convoluted, making practicing with the tutorial mode telling you what do a welcome addition, and it’s extremely satisfying when you finally score by lifting and bouncing the puck off your stick, dragging the puck wide and sliding it past an out of position goalie, or my personal favorite—the “Marek Malik” as I like to call it—shooting the puck between your own legs. There’s still the on-ice trainer as well, but in the heat of the moment, you’re typically not going to look to that to pull off a toe drag or other fancy move. So, this was a nice touch.

More intuitive stick improvements have also been made on the defensive side of the puck. Tapping the right bumper once again allows players to poke check the puck with their stick; it’s a move that remains a tad overpowered, especially online, as players love just poking their opponents until the puck pops off the stick (only occasionally paying the price with a tripper penalty). To help give a more realistic sense of hockey, though, you can now hold the right bumper after a poke check to control your hockey stick with the right joystick, much like you would while on offense to pull off those crazy dekes I just talked about. Controlling the stick on defense allows your defenders to expand their wingspan, take away more passing lanes, and overall be a gnarlier nuisance on the ice. Be careful, though, as it’s also easier to get the whistle for tripping if you start swinging the stick around like a madman. As someone who appreciates good defense, though, this is a huge addition to the on-ice gameplay.

Once you learn all these crazy new moves in Tutorial, going into Franchise, Be a Pro, or one of the more sim-heavy modes NHL is known for isn’t exactly a place where you can readily test them out against competition. That’s part of what makes the biggest new mode NHL 18 introduces all the more fun. NHL Threes blends the simulation gameplay we typically associate with the NHL franchise with more arcade-driven fare from the past like Wayne Gretzky 3D Hockey or NHL Hitz.

NHL Threes takes the excitement of NHL overtime 3-on-3 hockey and completely turns it on its head. The rinks are smaller, the announcer sounds like a brother of the guy from NBA Jam, and nothing is illegal except tripping and slashing. The action does not stop in NHL Threes until the period ends or the game ends. Penalties lead to automatic penalty shots; goals give the puck to the team that was scored on; and major hits are encouraged as you watch pummeled players slide all the way down the ice after massive hits. The extra ice space also lets you get creative with how you try to score on the poor unsuspecting goalie.

Every NHL team is represented in Threes, and you can even play as a cavalcade of NHL mascots if you so choose. It’s extra embarrassing when Stinger, the Columbus Blue Jackets mascot, is the one who dekes you out of your skates and goes top shelf for the score. To add to the arcade nature of the game, there are also different rules. You can set the game for standard three NHL periods. Or, you can set the winning conditions to a certain number of goals, winning by two, or you can turn on the Moneypuck, which are special pucks that inflate/deflate the score depending on their color. Golden Moneypucks are worth two or even three goals; ice blue Moneypucks will reward you team a goal, but also steal one, two, or three goals from your opponent. The game can change in an instant when a Moneypuck is involved.

As fun and as zany as this mode is—especially being such a departure from the typical NHL experience—there’s also a deep circuit mode. You’re tasked with taking the lowly Fridge Raiders, a minor league team with an overall 60 rating, and beating every pro team and their minor league affiliates across four circuits that will take you across every major locale in the North American hockey world. You can set the difficulty to very easy if you so choose, but higher difficulties also give better chances to earn better players to add to the Fridge Raiders, and new arenas and jerseys for online play. NHL Threes could’ve been an entire standalone game in its own right, and here it is as the best new mode to come to the NHL series in a long time.

Speaking of online play, NHL 18’s seems steady in its pre-launch state. I played several online versus, HUT, and EASHL games, and experienced no issues. Of course, there never seemed to be more than a few hundred folks online at a given time—whether it was those who preordered the game or were using EA Access—but our experience combined with the franchise’s online stability historically, I have no reason to believe it won’t be able to handle the load at launch.

And, of course, this leads us into NHL 18’s online suite of modes. The NHL series offers more options to play with your friends than any other sports game out there, allowing a free mixing of local and online players across all their modes. NHL Threes’ online play is great if you and a couple of friends are looking for an arcade experience. Meanwhile, HUT has gone the Madden route and merged with Draft Champions. Unlike Madden, however, Draft Champions is not behind any sort of level wall, and can be accessed right from the start. You can still try to draft the ultimate team of hockey players over 12 rounds and from an assortment of classes to take on the AI, or try to run the gauntlet of one-on-one games against online human players. HUT has also seen a UI shift, partially brought upon by the Draft Champions merge, that I personally feel is now the best of the EA Sports games. It’s clean and gets you right into whatever action you’re looking for as quickly as possible, whether again playing solo or against other players. Even HUT Sets are easier to access and navigate this year it felt like.

Finally, the biggest and most accessible change came on the EASHL front. You and your buddies can still all join a team together and go online to try to bring your team to glory in online seasons similar to those seen in HUT. However, the difficulty of trying to get six people together is now gone. 6-on-6 hockey is still there, of course, but taking some inspiration from NHL Threes, EASHL now has a 3-on-3 mode, too, but with regular hockey rules. This means less people need to make a commitment to keep your respective EASHL team moving forward, but also changes the gameplay drastically with more open ice to make plays, and more pressure on each player not to screw up.

NHL 18 continues to be EA Sports’ most consistently great series. Some minor annoyances from previous years continue to crop up, but new modes, new gameplay, and new features within series staples like Franchise and Be a Pro will have you sharpening your skates long into the winter. Now, all we need to do is talk to Gary Bettman about how we’re going to make the Seattle Sea Dogs a reality.

Publisher: EA Sports • Developer: EA Canada • ESRB: E10+ – Everyone 10 and up • Release Date: 09.15.17
9.0
NHL 18 is a nice step forward for the NHL series. New modes and options like NHL Threes, 3-on-3 hockey in EASHL, or creating the 32nd franchise in the NHL are fun additions that give the series a serious shot in the arm. Some minor issues from previous games continue to crop up, and I wish the customization options were deeper, but overall NHL 18 is a must have for any hockey fan.
The Good NHL Threes is the arcade mode the franchise has been dying for; expanding the league in Franchise is a ton of fun.
The Bad I’d like more customization options for the creation features, and there still needs to be some work done with the game’s logic.
The Ugly Just look at the screenshot of my Seattle Sea Dogs mascot again.
NHL 18 is available on Xbox One and PS4. Primary version reviewed was for Xbox One. Review code was provided by EA Sports for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.