Few games are more of a prime example of the late arcade/height of the NES-era than Double Dragon. In a time where beat ‘em ups were establishing themselves as one of the kings of the coin-op machines, the original Double Dragon debuted in arcades in 1987 (a full year before being ported to the NES) and it immediately became a co-op sensation. Later chapters only cemented the adoration for brothers Billy and Jimmy Lee, and it was a staple for many young fans of the genre—myself included. So, with the 30th anniversary of the original Double Dragon being celebrated this year, Arc System Works decided to finally continue the original story, picking up after Double Dragon II: The Revenge—Double Dragon III: The Rosetta Stone took place between the original two games—and deliver unto us a true 8-bit successor in Double Dragon IV.
The world has gone to hell after the events of the last game as nuclear war has decimated everything. Might makes right amongst the survivors of this post-apocalyptic wasteland, and so the benevolent Lee brothers have been traveling across the country trying to open up new dojos (it’s all about those franchising rights!) in an attempt to teach people to better defend themselves. Unfortunately, on a trip to the ruins of San Francisco, some familiar ne’er-do-wells ambush Billy and Jimmy. Oh, and Marion does her best Princess Peach impersonation and has been kidnapped—again.
So, much like many games of the late 1980s, the story serves as little more than window dressing as a concept and an excuse to get you and a friend to team up and take on hordes of thugs both familiar and new to long-time fans of the series. It’s definitely not the selling point here, and that’s fine considering how much this game is clearly trying to channel the originals.
The audio/visual aspects are also ripped right from the 80s. There are sprites that sometimes just use palette swaps to signify an increase in difficulty between enemies. The Lee brothers look like they’re whipping three-linked sausages around instead of throwing righteous fists. Simple, spring-like noises sound off with each jump across perilous pits, and the classic main theme song returns. In other words, Double Dragon IV’s artistic style at least is a direct throwback to the NES versions of the first two Double Dragon games for those of us around back then, and probably serves as a shock to the system for those who weren’t. I believe it to be entirely inoffensive, and even a tad refreshing in a way, even if all you’ve ever known is polygons, dynamic lighting effects, and orchestral scores.
This return to a bygone era can also be felt in the game design. Platforms aren’t placed in impossible positions, but are difficult enough where if you don’t time your jumps just perfectly, you’ll fall to your doom and lose a precious life—of which are in short supply. Disappearing platforms, rotating blocks, spike traps, and conveyor belts (oh, those damn conveyor belts!) litter the late stages of the game. There are also the enemies who love to crowd around your fallen body. Although this can lead to a particularly efficient uppercut or rising knee if you time it right on your pop-up, it can also lead to numbers that simply overwhelm you and see the enemy thugs beating you right back to the ground, or repeatedly whittling down your health bar with devastating combos. Familiar special moves from the original games like spin kicks, throws, and MMA knees to the face are also here to help if you can pull them off.
For some, this all may prove even more frustrating than for others. Playing the fittingly local only co-op with a younger friend of mine named Jeromy—the 2-player “A” version of the co-op campaign mode specifically that removes the friendly fire of the 2-player “B” campaign mode because Jeromy cannot be trusted—highlighted how big a difference a single gaming generation between two people can be. I’ve been with Double Dragon since the beginning; he came on board with Super Double Dragon, a game made specifically for the SNES and not arcades, which is not considered canon. His frustrations with Double Dragon IV were obvious from the second we started.
It was then that I realized that in many ways Double Dragon IV was like a time capsule in game design seeing the light of day for the first time in almost 30 years. For me, it was mostly fun to see old-school mechanics revisited, and I laughed at what Jeromy saw as design shortcomings—which I recognized as sometimes just conscious decisions made with high difficulty and the technological limitations of the time in mind. It was as if the original Double Dragon had again emerged to steal lives on my NES, or my quarters in the arcade. Only those who could master the limited controls of the 80s were worthy to progress pass the game’s first few levels, and this was on clear display here. I found it charming; he found it maddening.
Not everything about old-school game design should be found to be charming, though. A classic shortcoming of side-scrolling beat ‘em up combat remains perfectly intact here in the form of poor hit detection. Trying to line up on the same plane as an enemy and failing (and then them hitting you somehow from the same position), or your foes being a mere pixel or two out of range of one of your punches leading to you getting clobbered with a nunchuck, led to some teeth grinding on my part, too, for sure, and I would’ve loved even the slightest improvement here.
And where Double Dragon IV excels at showing us a glimpse at gaming’s past, it also clearly limits its audience. Like Jeromy, anyone under a certain age won’t have the quaint, nostalgic memories to take the edge off the game’s classic quarter-munching gameplay and inherent flaws. This isn’t necessarily a knock against the game, but it does make it very niche, confining its potential reach to an ever-shrinking demographic.
Arc System Works did at least try to rectify this it seems with a poorly advertised fact that by pressing the “Options” button on the main menu you can pull up a mission select option and instantly start with full credits and lives at the most recent chapter you finished. In this sense, some of the difficulty and tension is removed as the fear of having to start the entire game over is absent, but then you run into the unfortunate by-product of what turns out to be an extremely short game—one whose 12 missions total should take less than an hour to finish.
A dash of some much-needed replayability is introduced once you beat the game by allowing you to play as other characters besides the Lee brothers (such as Roper, Williams, and Linda), but this isn’t much if the original experience didn’t appeal to you. There’s also a two-player versus mode with over a dozen optional characters to play as, and a Tower mode where you must keep clearing floors of enemies to climb the tower, which you can challenge once beating the campaign. Both are even more tiresome than the campaign itself, however, unless you consider yourself a Double Dragon maniac.
Double Dragon IV is a throwback in both the best and worst ways. It limits its audience by appealing to an extreme niche section of hardcore fans, eschewing modern game design for aesthetics and mechanics that are relics from a seemingly ancient era and could alienate many gamers. If you can look past the retro sprites, and are old enough to remember when games like this dominated the arcade and NES landscape despite their intense difficulty, the nostalgia factor might be enough to carry you through this fitting follow-up to the original games in the series. If you can’t, then fighting for right with the might of the dragon likely isn’t for you and you should pass on Double Dragon IV.
Publisher: Arc System Works • Developer: Arc System Works • ESRB: T – Teen • Release Date: 01.30.17
6.0
Double Dragon IV is a sequel that came about three decades too late. While it’s a great follow-up to the games from the 8-bit era, it also unintentionally shines a light on the shortcomings of the time—which only the most diehard of fans will be able to overlook.
The Good
A true 8-bit era follow-up to the original Double Dragon series in every sense.
The Bad
The game is almost too accurate to its NES and arcade inspiration, with punishing platforming and overwhelming enemy numbers that will irritate all but the most diehard of Double Dragon fans.
The Ugly
All these years later and Marion is still getting gut-punched before being carted away.
Double Dragon IV is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Arc System Works for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
Even though it is looked at as the father of the “survival horror” genre, the only thing scary about Resident Evil in recent years is how much it had unabashedly transformed into just another action series—as if it had been infected with the video game equivalent of one of Umbrella’s viruses. Resident Evil 5 and 6 in particular are guilty of this. They may have had many of our favorite characters, but the sense of suspense and tension was completely gone. Recognizing this, the minds now in charge of the series made a conscious effort to get back to what made Resident Evil the gaming icon it is, and I can attest that Resident Evil 7: Biohazard is easily the best game the series has seen in years—if not ever.
Resident Evil 7 begins with a new hero to the series—a man by the name of Ethan Winters—getting a mysterious message from his wife, Mia, who has been missing for three years. Instructed to come find her in the fictional city of Dulvey, Louisiana, Ethan makes a beeline for the address he’s given, where he comes upon a derelict plantation home belonging to the Baker family. As Ethan begins to explore the property, though, he’ll find a lot more is going on down in Dulvey than anyone realizes.
Isolation. Darkness. Disbelief. Insurmountable odds. I was bombarded with all of these elements almost right from the get-go in Resident Evil 7 as it set a tone that would carry the entire way throughout this adventure. A large part of this has to do with the fact that the game features a first-person camera view for the first time. Much in the way that Resident Evil 4 was lauded for giving us a more traditional over-the-shoulder third-person camera as compared to early games in the series, this decision again changes the entire dynamic of how you experience a Resident Evil game. It left me feeling incredibly tense with each step I took through the Baker residence, as the creepiness of the setting—with mutilated dolls, rotting meat, and bugs everywhere—was always right in my face.
Some of these feelings come directly from the aesthetics of the game. The muted earth tones of the massive Baker plantation just scream of rot and decay, while each building on the property—of which there are several and they are large—still have a clear theme around them. Barns, greenhouses, and guest homes all have secrets, and will require careful exploration if you are to find them all. That is, if you’re brave enough to go looking, considering you never know what lurks behind each and every locked door.
The only thing crisper than the visuals is the audio design. While the dialogue definitely isn’t the best, occasionally reeking of B-movie level inspiration, the voice actors do a great job with it—especially with the southern drawls of the Baker family. The sounds of a storm battering the buildings, unseen enemies crawling within the walls, the heavy breathing of Ethan after a fight, and even the crunch of his shoes as he slowly tries to move around undetected only add a level of detail that cranks the immersion up even further.
Another element that helps drive home the horror atmosphere was the fact that the story isn’t afraid to work at a slow boil in the beginning. I didn’t meet my first NPC until around 30 minutes into the game, didn’t get my first weapon/meet my first enemy until almost an hour in, and didn’t finally face off against my first true BOW until almost two hours in. This established a mood that had me jumping at my own shadow, and shouting at the TV when the jump scares the original games were known for finally came into full effect with the horrifying Baker family. This is where Resident Evil 7 may shine brightest: it walks a fine line between Eastern horror elements (mood, atmosphere, tension) with more Western ones (gore, grossness, jump-scares) to give an experience reminiscent of those early games in the series, and that sent chills down my spine.
This sort of pacing also made it so I couldn’t stop playing. Once the questions started piling up around the Baker family—even if some of the answers were a tad predictable as they relate to previous games in the series—I couldn’t put my controller down, and this is another mark of a great horror game. As much as I wanted to crap my pants not knowing what was lurking just down the hall, I needed to solve the mystery, no matter the cost. Sometimes answers would come from an intense boss fight in cramped quarters, while other times it would be a brilliantly concocted puzzle offering a reprieve to the tension I often felt while exploring. The only downside to all this is that the game’s replayability takes a serious knock once you know how it will all end, even with the hard “Madhouse” difficulty unlocking after your first completion of the game.
The slow build of the narrative also had the added bonus of giving tremendous weight to the biggest moments when they did happen. Seeing this game’s first BOW was a truly terrifying revelation, and instead of Capcom sending a shooting gallery worth of enemies at me after that, or giving me a machine gun right from the onset, they made it a punishing encounter that would also set the tone for the game’s combat.
Ethan is not the trained hero that Leon, Chris, or other early Resident Evil protagonists have become for the series, and many times when encountering an enemy of any sort, keeping your wits about you and managing your ammunition becomes paramount. Scrounging for scattered bullets, taking careful aim, relying on melee weapons, or even running away are all viable strategies when the ammo runs out and your foes keeps coming. Ethan can’t just spin kick a foe to the ground and curb stomp them into submission; in fact, without upgrades, he won’t survive more than a couple hits against most enemies, turning every confrontation into a truly stressful moment as you fight to survive.
Speaking of upgrades, now is a good time to mention my one real complaint about Resident Evil 7, and that comes with the game’s inventory system. Managing inventory has been a chore in Resident Evil for as long as I can remember, but this game might take the cake. Ethan can’t carry a lot, which makes sense as we’ve established. You can find bigger backpacks hidden over the course of the game that adds four new slots to your inventory page, but my real issue is that collectible coins, photographs showing treasure locations, and critical items like keys and keycards all take up the exact same amount of space as ammunition and your guns. There are a lot of different keys to the Baker residence, and while you can go and store things in linked ammo crates, never knowing just which key you’ll need means you might end up struggling to juggle everything like I did. This was originally an issue that was fixed in Resident Evil 4 where the series finally had items taking up a logical amount of room in your inventory based on size/shape. I don’t know why Resident Evil 7 is going backwards in progress with something already fixed three games ago, but I spent way too much time in my inventory as it became quite the chore to manage it all.
One last interesting wrinkle for Resident Evil 7 is that if you’re playing on PlayStation 4, you’ll have a chance to play the game in VR if you own a PlayStation VR headset. Simply turn the VR support on in the menu screen’s options, and suddenly you’ll be dropped right into Ethan’s shoes. While I didn’t give the entire game a virtual reality playthrough, I do admit in the couple hours I did play with the headset on, it’s probably one of the best representations of VR we’ve gotten thus far.
Exploring the Baker plantation in VR is even more frightening than doing it normally. And, with the story playing out entirely the same in and out of VR, even knowing what was coming I still got chills just being immersed in that atmosphere. My only hope is that, in the future, we get the option to aim our guns with the right stick instead of having to move our heads, and that we get a full body representation of Ethan instead of floating hands. Otherwise, this is a nice added bonus for PS VR owners, but definitely not necessary in order to enjoy this game.
Resident Evil 7 might be the first must-own game of 2017. If you’re a fan of survival horror, then you’ll recognize the tremendous return to form this was for Capcom’s legendary series, and be equally thrilled and terrified by the atmosphere and level of immersion this experience provides. The narrative is driven by a pair of underdogs in Ethan and Mia Winters that you can’t help but root for, and the mystery of the Baker plantation will keep you pushing on well after your voice has gone hoarse from screaming so much at your TV. Resident Evil is back—and I don’t think it gets better than this.
This is easily the best Resident Evil game in years. It masterfully blends Eastern and Western horror sensibilities into a truly terrifying package that also harkens back to the series’ roots.
The Good
A brilliantly crafted rabbit hole that constantly pulls you deeper no matter how scared you get.
The Bad
Oh that pesky inventory management.
The Ugly
The constant stream of swears that came out of my mouth after every jump-scare.
Resident Evil 7: Biohazard is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. A review copy was provided by Capcom for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
Rise & Shine is one of those games that almost slipped under my radar, but I’m glad it didn’t. Releasing in early-mid January is a risk sometimes, as gamers are usually still working on their holiday hauls, and reviewers like myself take the typically slow time of the year to catch up on our mountainous backlogs. Luckily for me, though, I actually eliminated my backlog early this year, and had to go searching for something else to play—leading me to this enjoyable little action-platformer.
Rise & Shine takes place on the world of Gamearth. Here, many of the great video game characters we’ve come to know and love over the years live in peace, and maintain the safety of the planet’s less-famous denizens. When the hyper-violent armies of planet Nexgen decide it’s time to invade, the forces of Gamearth are no match. Thus, a new hero must rise, and the magical gun Shine—which bestows infinite respawns—must be taken up by a new champion. In this case, it’s a young boy named Rise. Now, Rise and Shine must travel across Gamearth looking for the means to stop Nexgen’s invasion and save their world.
While the story of Rise & Shine is pretty straightforward no matter how you look at it—kill all the bad guys, save the world—where it excels is in its unique setting, which allows the writing to both poke fun at and celebrate gaming. Rise complaining about how much it hurts each time he dies and respawns, the king’s throne being made of SNES consoles, and even the stereotypical leader of the Nexgen army offer some fun tongue-in-cheek humor that makes you want to keep pushing forward.
And there will be times you need that something to keep pushing forward, because Rise & Shine’s gameplay can be punishing. Although there are a fair amount of puzzles that bar your progress forward, none are as testing of your patience as the moments when your screen will fill with enemies and you’re forced to duck behind cover and pray. Being a child, Rise has very limited health, and will often fall after only a direct hit or two—whereas the force he is facing can fill the screen with projectiles almost like a bullet hell. It requires some trial and error before patterns become evident, and even then, Shine’s limited ammo before having to reload (you have infinite bullets, but you start with only being able to have 10 in the chamber at a time) can come back to bite you at the worst times. I personally didn’t mind that it harkens back in many ways to the early days of gaming, but the degree of difficulty will surely be an acquired taste for some.
At the very least, you’ll always look good while dying. One of Rise & Shine’s most impressive aspects is definitely its colorful, cartoony art style that pops off the screen, featuring comic book panel-style cutscenes tying everything together. The cute, rounded features of all the characters give it the aesthetic of a Saturday morning cartoon aimed at younger audiences. The stark contrast against the blood and gore from killing enemies or being killed, and the dark undertone of a planetary invasion, then made this design choice all the more striking.
I only wish the game’s mechanics had grabbed me as forcefully as the art style did. Whether you find the gameplay difficult or not, it quickly tends to become rather one dimensional either way. Using the right stick to aim and right trigger to fire worked well enough within the parameters of an action-platformer—even one as punishing as this—but Shine only gets a couple of forced upgrades over the course of the game to go along with optional clip upgrades. These upgrades—an electric bullet to power terminals in puzzles, guided bullets to hit buttons down narrow passageways, and a grenade launcher to arc shots over barricades—are extremely situational in most cases. Sure, the electric bullets can also be effective against robots, but I found myself defaulting back to my original bullets most of the time. And, with no real powers in regards to Rise, dodging and shooting the same handful of enemies became tiresome after awhile, especially when failing in those trial-and-error shooting scenarios.
Rise & Shine also has the unfortunate distinction of being another Indie game that just feels like it ends abruptly. Three hours into the game, it felt like the bottom fell out, and that I was only scratching the surface of what Gamearth had to offer. It also made certain sections of the adventure, like the barrage of mini-games on “NPC Island,” feel all the more random and out of place. Sure, it could be going back to that overarching commentary on games of this ilk in general, but it didn’t change the fact that because of the compact nature of the game, elements like this felt like they came out of left field.
Even with these rough edges, though, I found I enjoyed most of my time with Rise & Shine. I would’ve loved a longer, more thorough visit to Gamearth, but its strong writing, attractive art style, and solid—if not shallow—gameplay were more than enough to keep me going until I had turned Rise into a hero worthy of carrying Shine. Now, excuse me as I try to go figure out how to build my own throne out of SNES consoles.
Publisher: Adult Swim Games • Developer: Super Awesome Hyper Dimensional Mega Team • ESRB: M – Mature • Release Date: 01.13.17
7.0
Rise & Shine isn’t the deepest action-platformer you’ll ever play, but the tongue-in-cheek nods to the gaming industry at large, along with its stunning art style, will push you to the finish line even when the gameplay starts to let you down.
The Good
Visually arresting and smartly written.
The Bad
Mechanics wear thin after some time; ending feels abrupt.
The Ugly
I think I died less in Dark Souls.
Rise & Shine is available on Xbox One and PC. Primary version reviewed was for Xbox One. Review code was provided by Adult Swim Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
It’s extremely difficult to appease Batman fans, and I’m admitting right from the get go that I count myself amongst the most hardcore of them. It’s almost tradition now for every new version of The Dark Knight to suffer some backlash—especially from those of us who are as obsessed with Batman as he is with fighting crime. Fans of Bill Finger and Bob Kane’s original gun-wielding, rooftop leaping lunatic from the late ‘30s and early ‘40s hated Adam West’s camp-filled romps in the ‘60s. Those fans in turn disliked when the comics crafted a noir vibe and turned back towards some of Finger/Kane’s roots in the ‘70s with Denny O’Neil and Neal Adams’ take on the character. Frank Miller’s The Dark Knight Returns, Alan Moore’s The Killing Joke, and Tim Burton’s film version of the Caped Crusader in the 80s all had their haters, too. So, when it finally came time for me to play Batman: The Telltale Series, I was both excited and worried about what the latest take on Batman might bring to us, knowing it would be extremely difficult for me—even though I’d like to think of myself as a more open-minded fan—to come away satisfied.
Batman: The Telltale Series is best described as a transitional adventure between “Year One” and “Year Two”. What this equates to in Batman’s history for those unfamiliar with comic book parlance is that he’s taken his lumps in that first year of crime fighting, and just now is starting to come into his own as “The Batman.” It’s also when the supervillains start to show up; classic foes like Catwoman, Penguin, Two-Face, and the Joker all make their presences felt by the end of the game, along with the traditional mobsters that Batman had to deal with in his early days. The bulk of the game’s narrative, however, centers on Bruce Wayne needing to clear his family name after a new bad guy reveals that Thomas Wayne (Bruce’s father) wasn’t the philanthropist that Gotham necessarily saw him as.
Being a Telltale game, the narrative does a lot of the heavy lifting in terms of one’s enjoyment of the product—or lack thereof. And right from the start, this was a decision that started to turn my opinion sour. With writers running out of ideas now that Batman is wrapping up his eighth decade of print, the idea of questioning his origins and casting doubt on the sanctity of his purpose has been done countless times in recent years of the comics. The easiest way to do this is to attack Bruce’s parents, and I have always taken issue with this.
One of Batman’s greatest appeals is his mission; his obsession is one that we as fans mirror back onto him. He makes a vow on his parents’ graves to wage an unending war on all criminals as a child, and the fact he follows through on it and lets it dictate his life is twisted and unhealthy, but in an odd way also very pure. It’s a child lashing out against a cruel and unjust world for the love and security that was ripped away from him in a random act of violence. When you remove this, you simply have a maniac in a mask. Yes, that’s what Batman really is at his core, but you greatly lessen his appeal when you strip away one of his founding dimensions, and undo a lot of the great work that those came before had laid out. Simply put, if something isn’t broke, stop trying to fix it.
And I understand the appeal of wanting to do it. Attacking Bruce’s family also attacks his money source—Batman’s true greatest superpower. His inherited wealth has always been Bruce’s deus ex machina, allowing him to get out of more situations than I could count no matter the era. It’s like putting Superman under a red sun; it’s a classic comic book gimmick to take our hero out of his comfort zone. Sometimes it works, and sometimes it doesn’t. But when your powers are so closely tied to your origin like Batman’s are, it’s more apt to blow up in your face.
One thing Telltale did do a fantastic job of, though, was trying to pay homage to a lot of great Batman media over the years. The font in the title graphic evokes memories of Batman: The Animated Series, and the superb voice acting from this cast is on par with the legendary voices from that groundbreaking series. Although still well within the parameters of Telltale’s signature cel-shaded art-style, Two-Face’s design is largely based on that seen in Christopher Nolan’s The Dark Knight, and Penguin’s feels more akin to what we’ve been given on FOX’s Gotham. And, several gameplay elements like Detective Mode—more on that in a bit—borrow from Rocksteady’s Batman: Arkham games. One other element that Telltale touched on from the Batman: Arkham series is taking a previously-established comic book canon character and trying to pass them off as a new villain. The worst of it, though, is this character was never a Batman villain to begin with.
This leads us to the main villain of the story, a new character dubbed Lady Arkham, which I will try to refer to as vaguely as possible to avoid giving away her true identity. Even with my distaste for the Thomas Wayne bashing, the first two episodes of Batman: The Telltale Series were actually quite compelling. When Lady Arkham reveals her true self in episode three, the series takes a marked turn for the worse. I don’t know if it comes from Batman’s license holders at Warner Brothers, or if there’s just a general fear of introducing new villains into the Batman universe outside of the comics, but the disappointment at the revelation of Lady Arkham was even worse than when we all realized within the first 15-minutes of playing Arkham Knight that our foe was Jason Todd. At least, at that point, he was a villain in the comics.
Lady Arkham’s true identity was always a close ally of Batman/Bruce Wayne, and twisting her like this felt like it was just cheap shock value for us hardcore fans who never suspected her because of our familiarity with the character. If Telltale had created an entirely new character with Lady Arkham, keeping her network seemingly as powerful as Batman’s and as long-standing as Bruce Wayne’s—but minus the preconceived notions from her true identity’s long history in Bat-media—I think she and her Children of Arkham could’ve been a welcome addition to the Rogues Gallery (in the same way Talon and the Court of Owls was a few years ago, and Ra’s Al Ghul and the League of Assassins was in the ‘70s). As is, she feels like a throwaway character used simply to establish Telltale’s new universe while not wasting any of the classic villains, thus weakening the entire story arc as a whole.
The series also takes a turn for the worse on the technical side of things starting around her reveal. Telltale’s game engine continues to show its age, and does so markedly as this series progresses. The first couple of episodes are mostly glitch-free, but by the time we reach episode five, the choppy cutscenes, dropped audio lines, and general lag after decisions are made make finishing the game almost a chore. I understand that Telltale prides itself on its products coming out on every playable device imaginable. At some point, however, the studio needs to take some of this licensing money and invest back into tech that is optimized for modern consoles, and stop giving us this lowest common denominator garbage.
From a gameplay perspective, the bulk of the game remains around Telltale’s iconic choose-your-own-adventure multiple-choice scenes that change character interactions and dialogue depending on the decisions you make. Some additions we haven’t seen before in a Telltale game, and some that are even exclusive to Batman: The Telltale Series, were included here, though.
Detective mode, the special lenses that paint the world in a blue hue and allows Batman to recreate crime scenes, makes an appearance here. Similar to the Batman: Arkham games, examining clues will help Batman figure out what exactly happened in and around a crime scene, and piecing things together properly will help him decide what to do next on a case. Telltale also smartly allows you to link clues together this way to make it feel more like you’re actually solving the puzzle yourself. You also use Detective mode before certain ambushes, allowing Batman to plan out how he wants to clear a room before starting the quicktime button-mashing fest that helps him to defeat thugs unscathed. It’s just different enough from the Arkham games, but it still feels very much like you’re Batman while using it, and was a pleasant surprise.
Unlike a lot of other Batman projects, this game also does a great job of balancing life as Bruce Wayne and Batman. Whereas the Bruce Wayne parts of most movies, TV shows, and even comics can lean towards the mundane, the sequences here were just as intense and action packed as those where you’re dressed as Batman. Sometimes, they were even more difficult, since you don’t want to give away your secret identity. I loved the idea of there being branching paths, and you can even choose to confront certain individuals as either Batman or Bruce Wayne, which results in the dialogue obviously changing drastically. I only wish there were more of these choices as well as more Detective mode sequences, with it feeling like there was only maybe one per episode of either of them.
Batman: The Telltale Series had a lot of potential. There were some clever ideas, and some nice tribute Easter eggs to Bat-media of the past. Unfortunately, they aren’t enough to overcome aging, glitch-ridden technology and some weak narrative decisions in a narrative-centric experience. Therefore, it’s now time for me to try to find some Bat-Telltale repellant and see if I can’t get this game off of my bat-addled brain.
Publisher: Telltale Games • Developer: Telltale Games • ESRB: M – Mature • Release Date: 12.13.16
6.0
The bigger a Batman fan you are, the less you’re likely to enjoy Telltale’s take on The Dark Knight. Combined with the obvious age Telltale’s engine is showing, this simply isn’t their best effort.
The Good
Weaves elements from so many different Batman iterations over the years into one cohesive product.
The Bad
Cheap plotline twists will leave some fans unhappy. Telltale’s engine is really starting to show its age.
The Ugly
Selina Kyle’s apartment. I can’t stand a messy woman.
Batman: The Telltale Series is available on PS4, Xbox One, PC, Mac OS, iOS, Android, Xbox 360, and PS3. Primary version reviewed was for PS4. Review code was provided by Telltale Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
I’m sure like many gamers of my generation, stomping on Goombas and Koopa Troopas with Mario was the first video game experience we had. Over 30 years later, Mario’s moves and looks may have been consistently upgraded, but the simple joy of jumping on an enemy’s head and running for the flagpole goal remains ever satisfying no matter the system. So, with Mario appearing over on a mobile platform for the first time ever in Super Mario Run, I’m sure a lot of us were more than willing to make the leap with him. While the game may have the look and feel of a proper Mario, however, there are enough questionable decisions here to have made this one of my least-favorite trips to the Mushroom Kingdom.
Like the start to almost every Mario adventure, Princess Peach invites Mario over to her castle, and Mario arrives just in time to see Bowser kidnap his beloved. Again. This time, Bowser also proceeds to lay waste to the entire Mushroom Kingdom, reducing it to rubble and scattering the Toad population to the winds before he escapes to his fortress.
The bulk of Super Mario Run is comprised of 24 stages across six worlds in the game’s Tour mode. The first three stages are free to everyone who downloads the game, which I appreciate because it gives you a pretty solid taste of the game before you decide if it’s something you want to drop $9.99 for—a steep price to pay when talking about mobile games usually.
As the name would suggest, the game is an endless runner—Mario never stops moving normally, and all you have to do as the player is tap the screen to make him jump. There are special blocks carefully placed in the game that will pause everything, but if Mario misses them, he just keeps running and jumping at your command. The only other time he’s not sprinting to the right is in certain Ghost Houses and Boom Boom battles, where a wall jump will start Mario heading in the other direction.
Despite Mario’s legs always churning like a locomotive, a lot of the classic platforming challenge we’ve come to love from the series remains, and never being able to stop actually adds a new layer of difficulty to the gameplay. Of course—as Super Mario Run has more of a casual flair—there are no lives to lose or no real consequences for failure (unlike Mario’s console outings). Still, there is challenge here, since you need to beat a stage in order to advance. Timing your jumps on or over enemies becomes critical as moving platforms and other obstacles are added to each subsequent stage. And, in order to collect the three sets of five special coins (pink, purple, and black) that are scattered in each stage, you’ll need to use every trick the game gives you to grab them successfully. Since only one set of coins appears at a time, if you’re obsessed with collectibles, you know you’ll have to play through each stage at least three times to nab them all.
If collectibles aren’t your thing, then one downside to the full game of Super Mario Run is that even with the challenge steadily ramping up, it shouldn’t take you more than two or three hours to knock out all 24 stages. Drabbing all those aforementioned collectible coins does change the stages slightly (platforms and enemies move to make the new coins challenging to reach), but if you’re not a collectible fiend, you’re likely to end up disappointed at those coins being the driving force behind the main game’s replayability.
There are two other modes that do try to keep you coming back outside of the Tour mode, with the first being Toad Rally. In order to try to lure the scattered Toads back to the Mushroom Kingdom, Mario can spend a Toad Ticket—easily earned via a daily bonus and completing stages—to take on the ghost of another player in a particular stage. If Mario can outperform the ghost by collecting more coins, defeating more enemies, and just generally progressing farther than the ghost in the time given, then Mario will lure Toads back with his impressive feats and bolster the population of the player’s particular Mushroom Kingdom. If Mario loses, some Toads may leave your Kingdom, so there is a risk involved—but luring back more than you’ve lost helps level up your game, potentially leading to expansion.
Why would you want to expand it, you ask? Well, Mario can also spend collected coins to help rebuild the Mushroom Kingdom in Build mode, where you’ll use Toad Houses, statues, hills, flower fields, and other items to help bring the Kingdom back to its former glory. Build enough structures, and have enough Toads, and you can expand the Mushroom Kingdom via Rainbow Bridges. You can also unlock new characters this way, such as Luigi or Yoshi, and each handles a bit differently than Mario in the main game. If world building is something that appeals to you, Toad Rally and Build mode work together to offer an interesting alternative to just replaying all the levels again and again.
Personally, though, I didn’t find this to be enough to make me want to keep coming back to Super Mario Run. World building really isn’t what draws me into a Mario game. I admit I could see myself grinding for all the collectible coins to get more playtime out of each stage, but Super Mario Run has some technical shortcomings that really came to be fatal flaws which would keep me from doing this.
The first is something that I’ve been noticing with more and more mobile games lately, and that’s the fact that they have trouble performing on older mobile devices. I originally started playing the game on my iPad 2, and the game would lag terribly and crash after every few stages. I talked with some friends who had also tried it on older gear, and they had the same issues. When I switched to my iPhone 6, however, everything changed for the better. The lag and crashing issues dissipated, but let this serve as a warning to anyone without a more recent phone or tablet to play on.
The other technical issue is absolutely unforgivable in my book, and really soured my opinion of this game: the fact that it requires you to always be online. I think Nintendo has gotten a lot of their priorities confused lately; Super Mario Maker for the 3DS doesn’t let you go online to share stages you’ve created, and then you’ve got Super Mario Run, a mobile game, requiring you to always be online. I even put my phone in airplane mode to double check, and sure enough, you can’t even get past the title screen if you’re offline—an error message just keeps popping up, even if you paid for the entire game and not just the three demo stages.
I understand that you need the online aspects for the Toad Rally mode and the ghosts present there, but the fact you can’t play the main game offline is puzzling at the very least. With the holidays coming up, I thought Super Mario Run was going to be releasing at the perfect time considering all the long plane flights and car trips I’ve got coming up, and I’m sure I’m not the only one traveling over the next couple of weeks. The fact that I can’t play the game in a car, subway, or bus if I’m using a device without cell service, or on a plane at all—places where people are most apt to want to play mobile games—feels like Nintendo shooting Mario in his foot. This is one of the worst examples I can find of always-online gameplay, and it really hampers Super Mario Run and the potential enjoyment of it tremendously.
Super Mario Run has a solid core as a mobile game. The endless runner style is nothing we haven’t seen before, but adding Mario’s classic platforming challenge created an extra degree of difficulty we don’t always get with the genre. Unfortunately, this was the brightest spot for this game. Even with all 24 stages, the main game is short, and relies heavily on collectibles and side options like rebuilding the Mushroom Kingdom to keep you coming back for more. Couple this with the fact that it needs to always be online to even be playable, and I think Nintendo really misses the point of what mobile games are supposed to be. Super Mario Run isn’t the worst mobile offering I’ve seen, but it could—and should—have been so much better.
Publisher: Nintendo • Developer: Nintendo EPD/DeNA • ESRB: N/A • Release Date: 12.15.16
6.0
Super Mario Run does a nice job of capturing the feel of a classic Mario game. The fact that it needs to always be online in order to play deters me from grinding through its collectible driven-gameplay, however, since it limits when and where I can actually play the game—defeating one of the primary purposes of playing a mobile game in the first place.
The Good
Challenging platforming that will instantly remind you of other Mario games from over the years.
The Bad
The always-online aspect is infuriating how much it can hinder when and where you play.
The Ugly
All the times I wanted to say, “that’s what she said” whenever someone mentioned you can play with it with just one hand.
Super Mario Run is available on iOS platforms and coming later to Android. Primary version reviewed was for iPhone 6. Review code 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.
It’s been a long time since an extreme winter sports video game has really resonated with gamers. After the genre saw quick success with games like SSX, many companies have tried and failed to get a foothold in the category and capture a bit of the magic some of those early games had. But even with bigger mountains, deeper customization, and more realistic physics, many have fallen like a boarder unable to stick the landing after a 1080. However, I went into Steep, Ubisoft’s new attempt to fill that winter sports game void, with hope—only instead to find myself feeling like someone having fallen into a snowdrift, believing there to be something more solid underfoot when there was not.
Steep starts off well enough, with a quick tutorial that introduces you to the four different disciplines available right from the start: skiing, snowboarding, parasailing, and wingsuit flying. From there, your extreme athlete of choice will be able to explore the Alps via any of these methods or by scouting out locations with their binoculars, unlocking drop zones or challenges that they can then fast travel to by helicopter. By performing various death-defying feats at these spots, you will level up and unlock more of the mountain range’s peaks for exploration until you’ve conquered them all.
As soon as you set foot on your first mountain top, you’ll have to give Ubisoft Annecy some credit. This game looks gorgeous, and each mountainside has character to it. Frozen lakes nestled in valleys serve as ice bridges between crags, pine forests play the role of natural course boundaries, and cozy villages jutting out of rocky cliff sides are ready to welcome you as you explore. And, when your character sinks knee-deep into the snow as you wade to an edge to jump off, or you notice the light reflecting off of cabin windows at different angles as the dynamic day/night cycle proceeds, it’s hard to deny that Steep does a stellar job of making you feel like you could actually be in the Alps.
The attention to graphical detail doesn’t just permeate the mountain, though. Your athlete is fully customizable, and the more tasks and events you complete, the more gear you can potentially unlock. Helmets, jackets, skis, boards, parachutes, wing suits, goggles, boots, beanies, and more can all be switched on your person. Of course, some items are also heavily labeled with brands like RedBull and GoPro, but they’re some of the most prolific advertisers for winter sports—so while some may find it obnoxious, it’s entirely realistic.
For as polished as Steep is visually, I’m afraid it’s hard to get excited about too much else here. That’s not to say there’s not a lot to do; on the contrary, there are over 100 courses, plus 30 “mountain stories” that give some more life to the area—ranging from ringing a bell in one of the village churches to just following another boarder through a winding path as she recounts some local mythos. The problem is the game doesn’t do a very good job of leading you through all these different challenges, or in giving you a reason to seek them out.
It flies in the face of conventional wisdom, but Steep actually opens up its world to you too quickly. After beating the first few challenges and leveling up your athlete, almost the entire world can unlock at once. The fast travel map does an awful job of clearly labeling what events are old and what you just opened up. Most times you have to hover over a point to see if you’ve already set a best time or score to know if you’ve played it or not, because from that bird’s eye view, everything looks exactly the same. There are also no clear goals that you’re aiming for besides win every challenge. There’s some bigger-name competitions going on, but you can stumble on them just as randomly as some no-name experience-boosting challenges. So, you never feel like you’re working towards something—there’s no real end goal.
Should the thrill of the race be enough for you, though, Steep does try to inject a little replayability into each course to lengthen the life of this experience. First, another way for GoPro to work its way into the game was to be the foundation for a new replay system that allows you to cut together a highlight package, similar to how you would if you were really shredding down the Alps like one of these pro athletes. GoPro cameras are all over extreme sports now, usually attached to the heads and boards of athletes, and offering up new and interesting angles on non-contact sports we wouldn’t otherwise get. So, if putting together a highlight reel of your gaming prowess is something you like to do, Steep has an impressive suite of tools at your disposal here.
Another way Ubisoft Annecy tried to make Steep replayable—and something I found particularly interesting—is the fact that the game is always online and always in multiplayer. Like a real mountain, you’ll see other players taking on the courses as well, and depending on your settings, you can even bump into them. With a press of a button, you can group up with others to add a little more competition to things, giving you purpose beyond just racing once and getting gold. You can also carve out your own path in free roam and then set it up as a challenge to others online, giving you a rough create-your-own course feature that is extremely easy to upload to others.
Of course, there is an issue with this needing to be online all the time: If you can’t connect, you can’t play the game. During my time with Steep, it happened once where I couldn’t play at all for almost an hour, and kept getting bumped back to the title screen. This can be a huge hindrance to the game and its community, especially considering Ubisoft’s history of issues with server maintenance and stability to begin with. The fact I can’t play the game offline at all is unforgivable, showing an overabundance in relying on the social aspects to keep what is clearly a barebones experience interesting.
Steep’s greatest sin, however, might be its most damning: The game simply doesn’t control very well in most of its categories. I found the wing suit sports to be the most responsive, and therefore ended up trying to curtail the final hours of review time towards those to make what was an otherwise frustrating experience somewhat palatable. Parasailing felt like I had no control whatsoever, praying for updrafts to keep my parachute properly open and moving in the direction of the finish line.
Skiing and snowboarding were the most prevalent sports, and were as fun as wingsuiting—when everything worked. Unfortunately, there were times where I’d be trying to pull off stunts and it’d feel like the controls were locking up. Even hurtling down the mountain with a bat outta hell’s worth of momentum, I’d hit the jump perfectly and instead of performing the twists, turns, and rolls I’d expect, my athlete would almost listlessly drift in the direction I was jamming the thumb stick. The worst of it all would then be when I’d land, thinking I had at least gotten my rider adequately back to center, but instead he breaks every bone in his body as he tumbles head-over-end down the mountain. The rag doll physics were at least humorous, but it felt like the game should’ve just focused on two sports instead of four and tried to perfect those as much as possible.
Steep had a lot of good ideas at its core. Some, like its replay and social features, are a dream when everything is running smoothly. Unfortunately, the game is more frustrating than fun due to its lack of focus and execution in both controls and overall scope. What many were hoping would be a smooth ride down the mountainside instead feels like smacking into pine trees repeatedly. I wouldn’t be surprised if fans of the extreme winter sports genre again feel like they’re left standing out in the cold from this one.
Publisher: Ubisoft • Developer: Ubisoft Annecy • ESRB: T – Teen • Release Date: 12.02.16
6.0
The multiplayer and replay ideas that Ubisoft implemented in Steep were great, and the game looks terrific. It’s held back as a whole, though, by listless controls, a directionless world, and an always-online requirement that brings everything crashing down like an avalanche when the servers decide to act up.
The Good
Great visuals; the create-a-challenge and multiplayer help keep things fresh.
The Bad
Controls feel inconsistent and unforgiving. Always online except when you aren’t and can’t play.
The Ugly
Breaking every bone in my boarder’s body when failing to stick a landing.
Steep 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.
I’ve been playing Pokémon games for nearly 20 years now, and have loved almost every second of them. As exciting as all the changes I’ve seen have been over that time, some things have remained steadfastly the same. But, with the release of Pokémon Sun/Moon, many of those seemingly untouchable pillars of the Pokémon universe have been changed—resulting in the freshest game the series has seen since its early days, and possibly the best yet.
Sun/Moon begins like many other games in the series. You wake up at home, and your mom tells you to go meet the local professor to begin what will surely turn out to be another fantastical Pokémon adventure. Unlike in others game, you’re the new kid on the block here, having just moved to the new region of Alola from Kanto (the region from the original Red/Blue Pokémon games). Breaking from what you may be used to from the franchise’s previous locations, Alola doesn’t have eight gyms for you to defeat. Instead, you’ll travel to four islands—each overseen by a Kahuna and their Captains who serve as gatekeepers to the powerful Guardian Pokémon on each island—and conquering them all is your primary challenge.
Because of your character’s roots in Kanto, Sun/Moon has a lot of callbacks to that original region—as well as other previous Pokémon games—with cameos galore from both characters and Pokémon alike. No other Pokémon game up to this point has been as self-aware of the universe in which the games take place, and it makes the region feel bigger than it is because of the influences from each previous game manifesting themselves in different ways. It also drips of nostalgia, giving long-time fans something to get excited about when they recognize obscure references, while potentially filling in the blanks for newcomers that want to learn more about those earlier generations. A perfect example might be the new nefarious group of Pokémon snatchers named Team Skull, who are more incompetent and comical than the original Team Rocket, but whose modus operandi falls alarmingly in line with the Kanto crooks and less with the world changing extremists of later titles.
Alola may take some cues from previous games, but in many ways it has a dynamic all its own that might actually make it my new favorite region in the series. Part of that comes from the fact that Sun/Moon is again pushing the 3DS’ graphical boundaries. While X/Y offered the first polygonal graphics in a Pokémon game, there was still a lot of grid-based movement. Sun/Moon finally does away with this altogether (while also smoothing out some of those rough polygonal edges), giving your character the full 360-degrees of freedom to move around as you would in most modern games. Making most of the game incompatible with the 3DS’ stereoscopic 3D effect likely helped to boost the graphical power, and I, for one, did not miss it. The camera still remains out of the player’s control to help keep items and secrets hidden via perspective shifts, but this was a huge step forward to making the world of Pokémon feel even more alive and vibrant.
There is also the aforementioned Kahunas and Captains, who give a shot in the arm to the old gym system. Instead of just battling your way to the top of each gym and then taking on the Elite Four, Sun/Moon offers up a wide variety of gameplay beyond battling. Each Captain will place you on a trial that involves battling at some point, but which also require you to solve some sort of puzzle, such as collecting the ingredients for a recipe or needing to pass a memory exam. Only then will you be able to take on their Guardian Pokémon in a fierce battle that will reward you with a Z-crystal—proof of you conquering the trial and your proficiency as a trainer, which also unlock more areas of Alola. Once an island’s Guardians and Captains are behind you, you’ll then face the island Kahuna as you try to conquer the four corners of Alola.
Speaking of Z-crystals, they’re just the first of several major changes to the battle system. Besides taking the place of traditional gym badges in how they prove your mettle as a trainer, they also unlock special moves for your Pokémon. While there are Z-crystals representing each of the 18 Pokémon types, there are also lesser ones meant for specific Pokémon like Pikachu, Snorlax, or the three new starter Pokémon. A Z-crystal move can only be used once per battle for your entire team, so choosing when and what Pokémon to use it for adds an extra level of strategy that goes far deeper than X/Y’s Mega Evolutions. My only wish now is that Pokémon could carry two items, because it sure is hard to take a Z-crystal away from a Pokémon unless you definitely know what you’re going up against in the next battle.
Another major change in combat is how the UI now provides a chart showing stat changes (like if you’ve been hit with Growl and your Attack has fallen) and what moves are strong against what Pokémon. The stat changes are depicted via a series of arrows, which could be better if we were given actual number changes—but it definitely helps if it’s a back and forth bout. At first, I admit I was leery about the idea of the game just telling me what moves were effective and what ones weren’t, but I suppose it falls in more in line with what a Pokédex is supposed to do. With so many Pokémon and types changing from game to game, most people were probably heading to Google every few minutes to look up a Pokémon they were unfamiliar with anyway.
My only issue with it is that it doesn’t go far enough. You need to capture or beat a Pokémon first before getting that information on your second encounter with it, whether in battle or in the wild. Why not just give people those stats from the start? Ash’s Pokédex in the cartoon gives him the information immediately upon seeing a new Pokémon. It could’ve, and should’ve, been the same here when Game Freak decided it was going make this change.
One other major change in combat comes in the form of the removal of Hidden Machines. HMs used to have major traversal or world changing moves like Surf, Strength, and Cut in them. They would take up a normally useful move spot for a member of your team that you couldn’t change, or take up a spot on your team altogether with a Pokémon meant to just know everything useful. Sun/Moon does away with this, although some HMs are still present as normal move-teaching Technical Machines if you want to impart some of the more effective combat moves (like Fly). Instead, you get a pager and can call seven special Pokémon to help you make your way around Alola. For example, you can call a Taurus to break away rocks, or a Charizard to fly you to different Pokécenters. It’s a no-cost service, frees up space on your roster, and might be the most important change yet that Sun/Moon adds to the series. The ease of use was great, and the effectiveness of my party increased tremendously because of it.
Besides the new island challenge and battling mechanics, there are plenty of side distractions to take part in as well. One new aspect is the Poké Refresh, which allows you to pet, feed, and play with your Pokémon outside of battle via the touch screen. A benefit to building up a good relationship with your Pokémon this way is it will offer unique bonuses in battle, but also is a free way of removing status effects on Pokémon. That means items like Awakening (cures sleep) and Antidote (cures poison) are only now necessary during battle—and that means less trips to the Pokécenter or Pokémart for medicines, and more time spent exploring the world and enjoying it.
There are also new places to visit, like your own personal set of islands you discover called the Poké Pelago. Each island in the Pelago can house the extra Pokémon you’d normally keep in Boxes at Pokécenters, which you still use to change your lineup. Now, though, they can train to level up or gather items for you on the side, instead of collecting dust as just another statistic in your Pokédex.
If you’re more about upgrading your trainer, another new feature called the Festival Plaza allows you to talk to people and earn special Festival Currency. This currency can then be used inside the festival to upgrade your trainer’s apparel and offers some much needed trainer customization to the game. Of course, I think it’d be easier if the game just let you customize your character fully from the get-go like every other RPG out there, but at least Pokémon is trying to get with the times when it comes to giving players a bit more expression on that front.
The Festival Plaza is also where you can trade with or battle players online, or use the new QR scanner via the 3DS’ camera to scan friends’ Pokémon to add their info to your Pokédex (minus the trading aspect). If you’re all about battling like I am, however, then I can attest that—at least in a pre-launch state—I was able to connect to a few folks online, and found there to be minimal issues in one-on-one situations. You can even record your battles and save them to your SD Card to watch and analyze battles later. Besides one-on-one battles, there’s also two-versus-two and the new Battle Royal matches, where four players put one Pokémon in and the last one standing wins.
Unfortunately, it’s in these multi-Pokémon battles that some issues start to arise. Whether playing online, or even offline in the main game, whenever more than two Pokémon appear on screen (yours versus one other), the game starts to slow down a little, load times become more evident, and animation beings to crawl. These issues aren’t enough to ruin the experience, but they are enough to snap you out of your Pokémon reverie for sure—and it’s particularly shocking when this even happens against the computer in the main game.
There’s also a new feature where wild Pokémon can call for help. Sometimes, a wild Pokémon that’s about to faint will call on another of its species, turning a one-on-one fight into a two-on-one (which also triggers the above mentioned slowdown). It offers you, the player, more experience for beating more Pokémon, but—especially if you’re trying to capture one of the two—it can prolong the fight considerably. I once got in a cycle where I had to face seven Zubats because I would take one out and the other would keep calling for help. Finally, I just gave up and ran away because no Zubat is worth that much time. So, this is one feature that I hope future iterations of the game do away with.
Another addition that was hit-or-miss is the new Alolan variants of Kanto Pokémon. For example, there’s now a dark-type Rattata (originally a normal-type), or an ice-type version of Sandshrew (originally a ground-type). For the most part, I like the idea of collecting different types of the same Pokémon, especially since only one is needed to unlock the Pokédex entry. What I don’t like about it is when those Pokémon are used in battle. When an enemy trainer is about to throw out a Pokémon, it only says “Ace Trainer is about to use Ninetails. Do you wish to switch Pokémon?” Normally, Ninetails is a fire-type, and I would counter with a water-type. The game never tells you what variant is being thrown out until it actually appears on your screen. If it’s the ice-type Ninetails, I basically wasted a turn needing to switch out my water-type for a fire-type. It’s a minor thing, but considering how serious some of us take our battles, wasting a turn isn’t something to be taken lightly.
Pokémon Sun/Moon provides the series a shot in the arm we might not have realized it needed. Battling is more efficient than ever, and that cranks the fun up to levels we haven’t seen since the early days of the series—even with the occasional slowdown issue. New and old Pokémon come together to symbolize the balance this game has struck between Pokémon’s past and its future, providing nostalgia for us franchise veterans and some history for newcomers. Combine all this with more side content than ever before, as well as a beautiful 3D world, and Pokémon Sun/Moon is nothing short of an instant classic.
Publisher: Nintendo/The Pokémon Company • Developer: Game Freak • ESRB: E – Everyone • Release Date: 11.18.16
9.0
A couple technical issues aside, Sun/Moon might be the best Pokémon game yet. It freshens up a formula some of us PokéManics might not have realized was growing stale until now. Trials and Grand Trials provide variations on familiar gameplay, and the removal of HMs and telling players how effective their moves are rejuvenates battling.
The Good
The island trials will make you never want to battle in a gym again. Ride Pokémon doing away with Hidden Machines from previous games.
The Bad
Some slowdown in battles involving three or more Pokémon.
The Ugly
Why is my character always smiling? Even when things take a turn for the worst in the game, my character’s facial animation never changes.
Pokémon Sun/Moon are Nintendo 3DS exclusives. Primary version reviewed was Pokémon Sun. Review copies were 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.
When it comes to my favorite stealth action franchises, Hitman always jumps right to the top. But, when I first heard that the newest Hitman game would be broken up into episodes across the year, I admit my heart sank. I was worried about taking a tried-and-true formula and trying to fix something that in my opinion wasn’t broken. Thankfully, after sitting down and beating the entire first season of Hitman, the series’ new episodic direction may be one of the best things to ever happen to it.
In the prologue to the first episode, we see a rare glimpse of Agent 47’s past, specifically when he first meets Diana Burnwood and joins the ICA. After that, it’s back in the present day, and it’s the usual trek around the world for 47 as Diana continues to assign him high-profile targets that the ICA has been contracted to remove. As 47 is doing this, it soon becomes clear to Diana that these more recent assignments were all connected as part of a larger puzzle—and the deeper she digs, the more she realizes a more sinister force may be at play. With 47 being the only person she can trust, the two must uncover a conspiracy that could shake the ICA to its core.
Anyone who has played any of the previous Hitman games should be able to jump into this one relatively easily. By using disguises and unique opportunities in the environment, players will be tasked with knocking off multiple targets in every location, with each new locale in this case also representing a new episode. What’s so impressive about Hitman is there has never been more ways to accomplish your goals on each map. You can go with 47’s iconic suit, tie, and silenced silverballer pistols and try to get the perfect shot off before making a quick escape. Or, you could drop a lighting grid on someone. Or push them into a wood chipper. Or pose as a yoga teacher and snap their necks (I guess that part of the body wasn’t meant to be so flexible). The choices are many and varied.
There is one new feature, though, when it comes to how 47 tackles his objectives now: with Diana in his ear constantly monitoring the situation, he’s able to track kill opportunities. From overheard conversations to intelligence documents found on site, you can piece together exactly what you need to perform the best accident kills the series has seen yet, and actually follow objective markers in the world to pull off some of these spectacular hits. And, if you prefer the challenge of figuring it all out for yourself, you can always turn this option off. Even with all my Hitman experience, I still found this extremely useful considering how large each location is. Although, I do admit, there’s also a sick sense of satisfaction when you piece it all together on your own.
Even being episodic, Hitman still plays out in many ways like a complete game would. Each new location is massive, and throws new challenges 47’s way each time. Paris is likely the easiest of the maps, with plenty of cover, disguises, and opportunities as you crash a fashion show with hundreds of guests. Sapienza, Italy—a fictitious city off the Amalfi coast—gets a little harder, with heightened security and no crowds as you infiltrate a mansion. Marrakesh then puts your two targets in two different buildings with a busy town square between them, while Bangkok boosts the security yet again at a luxury resort hotel. An off-the-grid farm compound in Colorado makes things even harder by limiting cover and disguise opportunities and making you take out four targets. Finally, Hokkaido, Japan, removes all weapons and items before you start the mission inside a hospital for the wealthy. This escalation between episodes—from both a gameplay and narrative sense—coincides both with what you would expect from a game, as well as the heightened stakes of any action-drama TV series.
Of course, I believe this feeling was a lot more evident because I binge-played the season over a weekend. That’s one of the difficult things about episodic content: with weeks between game episodes, it can be harder to carry feelings over from chapter to chapter unless you replay a previous episode before starting a new one. I don’t believe that playing each new Hitman episode as it came out would’ve been able to keep that adrenaline flow I got from doing mission after mission going, whereas I enjoyed the gameplay much more by playing the entire experience in a short period of time.
Although, I do have to say that there are some negatives to playing it all at once. While Hitman does a good job moving things forward, tying up enough loose ends by the conclusion of the season, and leaving a couple of questions unanswered for future seasons to explore, I felt there wasn’t as much of a connection strung between the episodes. Character development and narrative felt very bare bones, and I wonder if this came across more strongly because of my binge-playing, where I was able to see all the new characters’ short story arcs and minimal story progress very quickly.
One definite positive that comes from playing each episode as they come out, though, is the replayability. There’s more content here than ever before—both from the community and from Io Interactive—which keeps people playing each episode, and which no doubt helps keep them fresher in people’s minds. Once again, being able to create your own contract returns, allowing you to share with the community your own challenging hit orders. There’s also escalation missions from Io that add new targets and bump up the difficulty at a player’s discretion.
Even more than that, however, is the new Elusive Targets. These are timed contracts, usually over a weekend, where players are given a single opportunity to take out the most difficult targets given by Io Interactive. Most of these are unique NPCs with their own parameters to be eliminated within, but there has even been guest stars (akin to a TV show) like Gary Busey and Gary Cole inserted into these one-off missions. Whether you succeed or fail, these missions are done after that one attempt and then lost forever, with the game keeping track of your success rate on its stats screen. If you’re playing the game piecemeal as it comes out, these are great ways to keep you engaged. If you’re like me, though, and waited to play it all at once, or are waiting for the disc with everything on it coming in January, you’ll have missed out already on nearly a dozen Elusive Targets. The game still has a lot to keep you coming back for more, with loads of challenges per map and worldwide leaderboards for you to try to climb, but seeing how far behind I am on escalation missions, and the fact I’ll never get a shot at any of the previous Elusive Targets, makes me feel like I missed a huge part of what made this game special by waiting, even with more Elusive Targets coming in the future.
Either way you play Hitman – Season 1, whether all at once or in pieces as it came out, something small is lost from each. Some of the replayability and story enjoyment suffers by binge-playing, but that natural escalation of difficulty and feeling like a complete experience comes through more strongly when playing it all at once. These are minor things all told, however, and when you boil Hitman down, it is one of the most complete and enjoyable experiences we’ve had yet from the series. And now, I can’t wait for Season 2.
If you played it as each episode came out, or binge-played it all at once, something is lost each way from Hitman – Season 1, but not enough to detract from what is as a whole one of the most enjoyable and entertaining Hitman experiences we’ve ever had.
The Good
Everything you love about the Hitman series has been boiled down to potentially its purest form.
The Bad
Depending on how you experience the game—either through binge playing or as each episode comes out—something is lost
The Ugly
What’s left of that guy in Italy who “accidentally” fell in the wood chipper
Hitman – Season 1 is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. Review code was provided by Square Enix for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
There was a lot of pressure on developer Infinity Ward leading up to this latest Call of Duty. Not only was the studio coming off of what was probably their worst-received game in Ghosts, but this was their first time on the new Call of Duty three-year development cycle—meaning many were expecting the team to pull out all the stops, even more so than usual. This wasn’t necessarily an easy task that could just be solved with more time, however, especially with the fact that Sledgehammer and Treyarch have continued to raise the bar for the series over the past couple of years. Even with taking all that into consideration, it can’t be denied that it seems like Infinity Ward has lost its touch, as Infinite Warfare marks another down year for Call of Duty.
Set off in a distant, yet unspecified time in the future, humanity has become split into two factions. The United Nations Space Alliance, made up of the nations on Earth, looks to peacefully explore and colonize the cosmos. The Settlement Defense Front, a group of radicals who make their home on Mars and look to consolidate the galaxy under an iron fist, was a militant faction within the UNSA that broke away in the early days of space exploration. Our solar system is now split between the two, with a flimsy peace treaty keeping everything in balance. At least, until the SDF declares war and attacks the UNSA in Geneva during Fleet Week. Now, a rag tag group of remaining soldiers must rally around Captain Nick Reyes, bring the fight to the SDF, and turn the tide of this new war back in Earth’s favor.
I understand that a large section of the Call of Duty community will likely jump right into the multiplayer and never leave it when Infinite Warfare drops. But for those who will look to play the campaign, at least once, it will be hard not to come away disappointed. Almost everything about the story itself, and some of the new gameplay revolving around space combat, left a sour taste in my mouth.
Admittedly, some of the space sequences are quite good. There are times where you’ll be floating through the void and have to use an asteroid field to sneak up to a capital ship and infiltrate it, or need to use your grappling hook to work your way to space debris as you’re pinned down with few options due to limited cover—all while enemy soldiers swarm your position in zero-g. There are other times, though, where you’ll be absolutely lost as to where you have to go or what your goal is. In those moments you feel completely helpless, dying for a piece of dialogue, cutscene, or new objective marker to guide you since you could theoretically just float off in any direction aimlessly otherwise.
Then there are the sequences where you pilot a Jackal, Call of Duty’s version of a space snubfighter. You’ll have flares, missiles, machine guns, and other armaments that you can customize your own personal Jackal with. You’ll soar into dogfights and fly around space arenas completely off rails, which can also be great fun at times.
Unfortunately, I grew up on games like Wing Commander, X-Wing vs. TIE Fighter, and the Rogue Squadron series, and while Infinite Warfare gets close to giving me the sort of space flight sim experience I’m always looking for, it never quite lives up to where I needed it to be. Part of that has to do with the fact that the Jackal can turn on a dime, or hover and strafe—almost like a VTOL aircraft—and then switch instantly back into dogfight mode. I understand this was to minimize the learning curve for people and make it feel like it does when you’re running around on foot, but that’s not the experience I want when getting into any sort of airborne vehicle in a game; I want it to feel like I’m flying a damn plane.
In regards to the length of the campaign, a frequent point of contention for Call of Duty titles, if you don’t do any of the optional side missions—which you select by looking at a Mass Effect-esque map and plotting your space course from the bridge of your ship—it’s probably the shortest offering from any Call of Duty yet. You could likely buzz through the experience in about three hours if you pushed it. But you’ll probably want to rush because Infinite Warfare has one of the worst-written narratives I’ve had to suffer through in quite some time.
Sure, it has its moments, but most of the dialogue is throwaway at best—and due to the short length of actual story-driven events, every character’s arc is rushed to an uncomfortable degree. For example, Staff Sergeant Omar is introduced as a hard-edged Marine who is a bit of a Luddite; he hates robots, and is particularly uncomfortable when Ethan, a fully autonomous robot soldier, joins the group. At least, for the first mission you all take together. By the time you’re ready for the next mission, suddenly Omar loves robots! Ethan is his best friend! The player never sees why this change of heart happens, but we’re just expected to swallow this pill that Omar and Ethan worked things out over lunch or something, as if someone whose beliefs are clearly deeply ingrained in them has had a change of heart over a sandwich and a soda.
The weakest aspect for Infinite Warfare’s story, however, is the villain: Rear Admiral Salen Kotch. I don’t know why Call of Duty can’t produce even passable villains anymore, nevermind good ones. Maybe part of it was Kit Harington’s lifeless acting. Or, maybe, the fact that he—like Omar and every other major character in the story that isn’t the player character, Nick Reyes—really doesn’t have any sort of progression or arc. What a coincidence that the co-lead writer for the game, Brian Bloom, was also the actor for the only character that had any depth in the game. The fact of the matter is, I didn’t like or dislike Kotch as a villain—he was just there. Like a painting hung up in a dentist’s office, he felt completely inconsequential to everything going on around me, and that’s the worst thing you could want from your primary antagonist.
If, somehow, you can look past all this, there are small positives to take away from the campaign. Even with the space setting and combat continuing the general trend of pushing Call of Duty more towards the science fiction realm and making it less relatable to its audience, the game still plays well when its just boots on the ground and you’re running around the beautiful surfaces of far-off worlds. The new futuristic weaponry walk a fine line between the guns of today and how technology might evolve them into the combat tools of tomorrow. You can also fully customize your loadout before each mission, and unlock new items by finding hidden armories around each world you explore. Several other additions—like the aforementioned side missions, and stealth sections—offer up some nice variety when you’re playing, and compliment the ever-present bombastic action sequences we expect from Call of Duty and still receive here in abundance. The side missions, as repetitive as some of them can become, do extend the experience to nearly eight hours if you do all of them. It’s never a good sign, though, when the meat of your single-player mode is found in optional objectives.
There is also replayability in that beating the game unlocks YOLO mode (where, like the acronym suggests, you only live once) and Specialist mode (where your equipment and body can take damage on missions, affecting things like your movement speed or aim stability if you’re not careful). There is also a theme to Infinite Warfare that I, for one, appreciated: a soldier’s duty and the difficulties that arise from it. Of course, like everything else, it loses some of the punch of its potentially powerfully impact because the short narrative ends up seeing you beaten over the head with it in the last hour or so of game time. Maybe that’s Infinite Warfare’s true theme: a lack of tact and storytelling finesse makes potentially good stories suffer.
While this campaign holds the franchise back in some ways, the multiplayer likewise lifts it up. Call of Duty has always been one of my favorite multiplayer experiences out there, and Infinite Warfare at least lives up to the series’ legacy here. Smaller maps lead to faster confrontations and less camping as a whole, really pushing you to take full advantage of the wall running and double jumping mobility afforded to you. Infinity Ward utilized Treyarch’s Pick-10 system this go around, and it lends itself to a much more balanced experience overall. They also built on Treyarch’s Specialists and created Rigs, Call of Duty’s first true class system. Unlike classes in other games, Infinite Warfare still allows players to completely customize the loadout via the aforementioned Pick-10 system. What Rigs do instead is offer three options for Payloads and Traits, abilities that can change the battlefield when they charge up, or passive ones that make you a more effective killing machine.
For example, the Merc Rig has a Payload called Bull Charge, which lets you pull out a Riot Shield and charge at your enemies, delivering instant kills to anyone caught in your path. Or, you could take Steel Dragon into battle, which gives you a powerful beam weapon that can incinerate enemies from afar. With Traits like Man-At-Arms that make this heavy class move faster, or Infusion that boosts your health regeneration speed, you can mix and match to best suit your play style and the mode you’re playing. That’s just one of the six Rigs available, and not even all of the Merc’s options—experimenting in different scenarios adds a whole new level of fun and customization to this year’s multiplayer.
Multiplayer also adds two new modes this year, but I only really enjoyed one of them. Defender is a spin-off of Uplink, but instead of trying to throw a data node through a hoop somewhere on the map, the player holding the node has to run around defenseless for a minute until the node resets, or they are gunned down and the ball can be picked up by someone else. The first team to collectively hold a node for five minutes wins the game. It’s a neat little take on a Guardian-style multiplayer mode, and especially on some of Infinite Warfare’s smaller maps, can be a hectic back-and-forth that pushes your traversal abilities to the max while requiring some epic teamwork to truly succeed.
The other mode, Frontline, is a take on Team Deathmatch, but with each team having a single locked spawn point. Players will have extra armor when they respawn on the map to help counter campers, but unfortunately it still promotes this hated multiplayer tactic far more than any other map or mode has in Call of Duty in a long time. I appreciate trying something new, but this mode left me more frustrated than anything, and feeling like I’d rather just play regular Team Deathmatch.
There are also a couple metagame additions to the multiplayer suite this go around, the first of which is Mission Teams. Players will be able to unlock and choose from one of four different factions that offer extra rewards in a multiplayer match for completing bonus objectives. For instance, the Wolverines are a no-nonsense sort of group that is all about picking enemies off, so lots of kills usually means lots of points with these guys. The Orion group, on the other hand, is more objective based, and rewards you for holding or capturing points. You can switch between the factions at your leisure as you unlock them, since obviously different groups are more effective in different modes—but Mission Teams help keep things interesting by giving you a game within the game.
The other addition is trying to collect salvage. Salvage is a new currency that allows players to unlock amped-up versions of some of their favorite weapons, with each having a different level of rarity. Players can earn salvage via unlock boxes from keys earned in multiplayer, leveling up, or trading in duplicate guns found via these other two methods. As per usual, players can also spend real world cash to buy boxes that might either have the next level of the gun they want or more salvage—and that’s where I take issue with this new system.
It’s one thing to spend real-world money on cosmetic items: calling cards, weapon camos, things like that. It’s another when buying boxes can lead directly to a currency or to a new gun altogether that is definitively better than the one you may be currently using. A perfect example is the first level unlock for the default assault rifle, which offers 20% more ammo; later unlocks include more damage and stability on top of more ammo. Yes, you can grind for salvage. Yes, you don’t have to sink a single penny into Infinite Warfare and still get all the weapons. But buying boxes does offer the chance to potentially speed up the process of acquiring weapons that are statistically better (the salvage shop even assigns a numerical value to the increases you’d get) than those available from the start or via straight leveling up, offering players with those guns clear advantages in gameplay. This is where microtransactions are a negative part of the experience, and for me this is unforgivable.
In terms of online stability, I played multiplayer in a limited review environment on a live server with the day one patch already in effect (but just before the official worldwide launch). The several hours I put in saw minimal issues in terms of matchmaking, although there were a couple of pockets of lag when we switched out of the regular playlists and into the 18-player Ground War playlist. While everything worked for the most part, the true test of online stability won’t come until the game hits the masses and is stressed far beyond what myself and a few dozen other reviewers could do.
Besides playing multiplayer online, I also played a fair amount of Zombies. I teamed up with three strangers, and was impressed with the fact that even with the wacky new setting of being trapped in an 80s B-movie, this take on Zombies felt just as strong and full of surprises as anything Treyarch had concocted over the years. New Fate and Fortune cards replace the Gobblegum from Black Ops III, and offer arguably better powers and abilities to help you survive the zombie horde. There’s also a new feature where the first time you die in the mode, you’re sent to an arcade where you can try to win your life back by playing classic Activision arcade games. Set the high score, and you’ll rejoin your team—assuming they all survive long enough but don’t beat the round to bring you back to begin with. Either way, it definitely makes dying a little less tiresome than in previous years. The four stereotypical movie characters—nerd, jock, rapper, valley girl—all add some humorous color to the mode. This was definitely a fun cast to play as, although I still think Black Ops III’s noir cast was second to none.
Normally, this is all there is to a Call of Duty game. However, an extra special bonus is included to those of you who jumped on the Legacy edition of the game. We’re not doing a full review of Modern Warfare Remastered, as currently you can only get this bonus through purchasing Infinite Warfare. As it is part of the package, however, I do want to give a few words on it.
It was a shock to my system to play the original Modern Warfare again after not having touched the game in nearly a decade. The new graphics has the game looking beautiful on new systems, and it plays much like how I remember it. It’s like digging up a time capsule—comparing and contrasting it to what we have today—and we can see both how far Call of Duty has come in some regards, and how far it has fallen in others. The campaign is one example of the latter. At the time, Modern Warfare was pushing the envelope for storytelling in FPS games, while in Infinite Warfare, we’re spoon-fed drivel. I do believe the multiplayer of today is better, though. Playing MWR’s competitive suite—which now also includes newer modes like Kill Confirmed, which I love—felt great. Then, unfortunately, campers, the old scorestreaks, and the map design reminded me that as beloved as it was back then, Call of Duty’s multiplayer has truly been pushed to tremendous heights over the past 10 years—and I wouldn’t change that for anything. Still, it was still nice to go back and replay Modern Warfare after so long, and it was definitely a worthwhile bonus.
That pretty much sums up how I feel about Call of Duty: Infinite Warfare in a nutshell. Call of Duty’s multiplayer continues to innovate and improve in ways that fans will absolutely love and adore with this game—minus the microtransaction pay-to-win garbage that’s trying to be snuck in. Meanwhile, this version of Zombies could stand against any other one we’ve seen over the years. The campaign, however, is a low point for the series. From almost the very beginning, it just never grabbed me the way a lot of other stories in the series did, with flat and poorly-written characters that I was left unsympathetic toward. I never felt like I had a stake in this galactic battle of supposedly humongous proportions. All we can hope is that by looking a little harder at its past with Modern Warfare Remastered, maybe Infinity Ward can still save its future as storytellers.
Infinite Warfare is one step forward; two steps back for Call of Duty. The multiplayer is still fun, but suspect microtransactions have left me wary. The campaign also gets more wrong than right with shoddy storytelling overshadowing the usually tight FPS gameplay. At the very least, we got a Zombies experience comparable to what we’ve seen in the past—and Modern Warfare Remastered was a fun stroll down memory lane.
The Good
Multiplayer and Zombies are as fun as ever.
The Bad
Main narrative feels rushed, and side missions try too hard to expand what may be the shortest CoD campaign yet. Also, there looks like a pay-to-win scam is going on in multiplayer.
The Ugly
SAG-AFTRA would be wise not to use this game as an example of how Hollywood talent makes video games better.
Call of Duty: Infinite Warfare is available on PS4, Xbox One, and PC. Primary version reviewed was for PS4. A review copy was provided by Activision for the benefit of this review. EGM also took part in a review event that Activision provided room and board for to maximize our time with the game prior to release. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.
When we did our launch line-up roundup for the PlayStation VR, it was hard not to be a little disappointed. Most of the games were glorified tech demos, with little to no replay value and almost never lasting more than 90 minutes. A couple of them even made some of us nauseous due to control schemes that just didn’t work well in VR. But, there was one game we had put to the side because of its heavy online multiplayer aspects, knowing we’d have to wait until PS VR was in the hands of consumers to properly test it: RIGS: Mechanized Combat League. Not only should it be separated from the rest of the PS VR launch line-up because of its online play, but also because I think it’s the only one of those launch titles that’s truly worth your time.
RIGS: Mechanized Combat League is equal parts Mechwarrior and Blitz: The League. In a far off future, the main sport of choice for people to watch revolves around two three-person teams that face off in a variety of competitions while piloting giant mechs. Similar to international soccer, the winning team nets three points in the standings, and the team at the top at the end of the season is the league champs.
As the game begins and you first approach the Mechanized Combat League about turning pro, the crew chief in charge of keeping your rig in top fighting shape gives you the lowdown on how everything works. Unlike a lot of other PS VR games, RIGS offers you two methods to control your mechanical behemoth, giving extensive tutorial time to both. It may feel rough to have so much of a tutorial standing between you and the game—around 30 minutes in total—but if you’re new to RIGS, or VR in particular, those lessons are a welcome experience.
The first control scheme is a common one in VR, but it also tends to make people a bit nauseous (including yours truly): the left stick moves your unit, and you use your head to turn and aim your mech. The second option is more akin to a first-person shooter, making it easier for more experienced gamers to pick up and learn. Playing that way, your head only controls the aiming reticle, while the right stick controls what direction you face and the left moves your body independently. This third degree of control cut out my motion sickness almost immediately, and still gave me the precision to be extremely effective at the game. Including more options in these early days of VR is definitely a smart move, especially considering we’re still learning what will make someone uncomfortable while playing.
After learning how to shoot, boost, and figure out which aiming system you respond best to, you then get to choose from four different mech classes: the flying Tempest; the strong all-around Hunter; the double-jump equipped Mirage; and the ground-pound enabled Sentinel. Each choice’s options differentiates enough between them in a way that is comparable to other class-based shooters, and the manufacturer of the mech type you choose decides which extra abilities and weapons it features. All told, there’s over two-dozen mechs to pick from, and you can unlock more by playing the game and earning digital credits by winning matches.
A match in RIGS always falls into one of three game modes: Team Takedown, Endzone, and Power Slam. Team Takedown is basically Team Deathmatch, while Power Slam and Endzone have elements of real-world sports in them. Power Slam is like basketball, but requires you to actually throw your entire rig through a giant hoop once it reaches Overdrive mode (a more powerful state your rig can obtain by doing well in match). If you make it through the hoop while powered up, your team scores. Endzone, meanwhile, is much like football, where a ball carrier tries to cross an opponent’s goal line to score, but can drop the ball if the rig is destroyed, leaving it open to be picked up by anyone on the field.
Also similar to other online shooters, RIGS offers up a challenge system. Presented in the form of fictional sponsorships, meeting certain conditions in each match can earn you cosmetic pieces for both your pilot’s suit and your mech. It’s a great way to not only incentivize certain playstyles, but also adds a nice layer of customization, so that you can really make your mech stand out from the crowd when you hop online. Before all of that, however, RIGS introduces you to its offline season mode. Playing solo against the computer is a great way to learn the game modes, test out strategies in some of the fictional arenas, and earn credits or complete conditions for new rigs and customization options.
Whether playing online or offline, though, there’s really not a lot beyond all of this to RIGS. Yes, it handles surprisingly well, and it’s a ton of fun to team up with a couple of buddies (or even some strangers) to blow up giant robots. In regards to the online play, there was never an issue finding a match or connecting for us, by the way. But, unless you hope that RIGS becomes the first VR esport—which, admittedly, it has the potential to do, depending on how much Guerrilla and Sony support it post-launch—it remains somewhat shallow. It checks off a lot of boxes when it comes to shooters in regards to customization and classes, but with only three match types at launch and a storyless season mode offline, the game might lose its luster quickly for some.
RIGS: Mechanized Combat League is the first great VR experience. Despite not having a lot of depth, giving players multiple control options means there’s a greater chance to find one that will fit your playstyle and help with an immersive experience. Although what’s there isn’t very deep, it’s extremely fun to jump into combat with friends online—especially if you’re as competitive as I am. If you’ve invested in PlayStation VR, there’s not a lot out there that is worth your time; RIGS: Mechanized Combat League, though, is on a short list of must haves.
Publisher: Sony Interactive Entertainment • Developer: Guerrilla Cambridge • ESRB: T – Teen • Release Date: 10.13.16
8.0
RIGS is the first great PlayStation VR game. It can be a bit shallow with a lack of match types and game modes, but I cannot deny how great it feels to pilot my own mech into competition—and to do so with a natural-feeling control scheme that immerses players in the experience.
The Good
The first really great game if you’ve invested in PS VR.
The Bad
There isn’t a lot of depth to the online or offline content.
The Ugly
It must be really expensive to keep replacing all those giant mechs between matches.
RIGS: Mechanized Combat League is a PS4 exclusive. PlayStation VR is required. 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.