Tag Archive: review


SpiderMonster

Day of the dead

The hardest part of reviewing Severed wasn’t adjusting to its unique touch screen combat, or the old-school room-by-room adventure game movements you have to make. It was finding my damn PS Vita in the first place, and then locating its charger because the battery had run out long ago. You see, Severed is the first game I’ve played for the Vita in 15 months. It’s a system that suffers from a lack of original, non-JRPG software. But the folks over at DrinkBox Studios—who also produced the last original game I played on the Vita, Guacamelee!—continue to impress, showing the potential the handheld always had if others had simply kept with it.

Severed is a dungeon crawler that sees players take on the role of Sasha, a girl whose life has been ruined by unexplained circumstances. Along with losing her family, she has lost her right arm, and is now drifting through a sort of Limbo-like world. A mysterious force, however, grants her a sword, a chance at escape, and possibly redemption—if she can unite her family in this mystical realm and conquer her demons made manifest.

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Much like Guacamelee!, Severed touts a colorful, abstract art style that permeates the game world from its environments to its characters, but instead of seeing it from a side-scrolling perspective, this game is set in the first-person. The bright colors interestingly enough act in direct contrast to the game’s dark tones and macabre enemy design, giving off a vibe that should leave you just uncomfortable enough to always be on your toes—but not so much that you’ll ever want to stop playing as you hunt for Sasha’s family.

That said, the game really only scratches the surface of its deeper themes of life and death, leaving a lot open for interpretation about the beginning and end of Sasha’s story—and the various characters she meets—than some might like. Part of this is undoubtedly due to the game’s short length; it only took me five hours to complete the story’s three temples and find about 70% of the game’s hidden items/power-ups. Short as it may be, though, Sasha’s adventure through a pseudo-underworld should leave you wanting more, and that’s not really a terrible thing.

Even though Severed is played in the first-person, your control over Sasha’s movement is limited. You can spin Sasha in full 360 degrees when she enters a room to look for items and switches against the walls, but she always remains in the center of the room and can only truly move in the four cardinal directions (north, south, east, west) if there is an open door. While this limited control might not sound appealing, it actually makes it easier to remember where to backtrack to (along with the game’s map, of course), participate in combat, and allows you to better focus on the puzzles presented to you.

Portal

The puzzles have a Legend of Zelda feel to them, particularly in the game’s three temples, which make up the bulk of the game. In them, you’ll be required to find hidden switches, the missing pieces of broken keys, or alternate paths to get items past magical barriers that won’t allow you through with said item in your possession. This extra wrinkle to the exploration that comprises most of Severed’s gameplay helped keep me interested when outside of combat.

Combat is really where Severed tries something new, and it acts as both its shining star and its greatest hindrance at times. Players must swipe their finger vigorously across the Vita’s touchscreen to symbolize Sasha slashing her sword. Regular attacks are used in conjunction with special powers that freeze enemies, rage moves that increase Sasha’s offensive power, or charge attacks. You’ll also fill up a focus meter while in combat, which allows Sasha to perform brutal finishers that have her lop off enemy body parts before finishing them for good. Collecting these body parts is critical to the game’s upgrade system, which our heroine can use to strengthen the different powers she will come across during the game.

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Besides trying to get more body parts for upgrades, fighting enemies is never a dull moment because you’ll face an ever-changing hodgepodge of characters with different strengths and weaknesses. This means your tactics will have to change as fluidly as the foes you face, keeping you moving and your strategy changing from battle to battle. As you progress through Severed, though, battles will become more frantic. As many as four enemies can attack at once, while Sasha can only attack one enemy at a time. Complicating things further, she can only parry—not block—incoming attacks, meaning timing and bouncing between enemies becomes critical to your strategy. While this provides an extremely involving and fun balancing metagame to combat, it can feel like things start to fall apart when the touchscreen itself fails you. There were many times where, in trying to keep up with the speed of what the game required from me to make it through each battle (especially late in the game), the touchscreen would often misinterpret my swipes, or my haste would lead to the inevitable human error more frequently.

This aspect only becomes more heightened in the game’s three major boss battles, each one larger and more epic than the last. You’ll be swiping so frantically you might burn a hole through your Vita if you’re not careful as you’ll be parrying attacks from every angle and using every new trick you come across in order to overcome the monstrous guardians found in Severed. Each one serves as a fitting culmination, however, to each of the story’s major acts.

Severed is a perfectly capable dungeon crawler. It’s gorgeous visuals will draw you to it like a moth to flame, but its combat—an idea perfect for touchscreens—is what will keep you going, even if it becomes occasionally frustrating. There may be few great reasons to dust off your PS Vita nowadays, but Severed definitely appears to be one of them.

OneArmedMonster

Developer: DrinkBox Studios • Publisher: DrinkBox Studios • ESRB: T – Teen • Release Date: 04.26.16
8.5
DrinkBox Studios pushes the boundaries on the Vita’s unique hardware once again. Although from a technical perspective it occasionally lets them down, Severed’s unique combat system and beautiful art style carry the day on what is a fun, if not short-lived, dungeon crawler.
The Good Beautifully designed world filled with creative puzzles and fantastical creatures.
The Bad Swiping the touch screen can be inaccurate at times, especially in more frantic battles.
The Ugly Beatable on one decent length plane ride, and the people sitting next to you on said plane don’t take “I’m fighting a dragon” as a valid excuse as to why you keep accidentally elbowing them.
Severed is a PS Vita exclusive. Review code was provided by DrinkBox Studios for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Let the good times barrel roll

When the decision was made for Star Fox to finally grace the Wii U, Nintendo and co-developer Platinum Games made the easy choice to stick to the series’ roots—much to the joy of fans everywhere (let’s just say that every time Fox McCloud steps out of his Arwing, you can hear the collective groan of the audience underneath the hiss of the cockpit canopy opening up). Few could have predicted just how far they’d go in wanting to remind fans of the best times the series has previously provided, however. Instead of crafting an entirely new adventure, Star Fox Zero is an interesting blend of old and new elements under the umbrella of a “re-imagining” of what is widely considered the best game in the series, Star Fox 64—a particularly uninventive move considering they already re-released that game for the 3DS (aptly titled Star Fox 64 3D) just five years ago.

For those who might be unfamiliar with the franchise, the Lylat System has been thrust into war by a former Cornerian scientist gone mad named Andross. With his incredible technical prowess, Andross has built a mostly mechanical army the likes of which has never been seen. The only ones who can stop his crazy bid for power are the ragtag heroes-for-hire pilots that comprise the Star Fox team. Equipped with state-of-the-art Arwing fighter jets and their mobile base of operations, the Great Fox, Fox McCloud and company is ready to do what’s right for the sake of the galaxy (and their bank accounts). Three console generations, and nothing has changed.

Beyond just the story, Star Fox Zero stays true to a lot of the gameplay aspects from what we played 19 years ago on the N64—all we’re missing is the struggle to find AAA-batteries for our Rumble Paks. Like Star Fox 64, Star Fox Zero is a mostly on-rails space shooter experience, with “all-range mode” sections of gameplay opening up into an arena for frantic dogfights against massive bosses and Star Fox’s evil counterpart, Star Wolf. The action is fast and heavy, harkening back to when many games still had arcade sensibilities, relying on twitch reflexes and with a single playthrough not lasting more than a few hours. Also, in true throwback fashion, it’s not about beating the game once; it’s about beating it again and again in new and fantastic ways.

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Star Fox Zero parallels its inspiration by featuring branching paths that open up different worlds of varying difficulty depending on certain feats. Beating a level within a time limit, getting a high number of kills, shooting open an alternate path while on rails, or destroying bosses via not-always-obvious means are just some of the catalysts to cause the game’s path to splinter. In addition, achieving high scores on each route not only looks impressive when everything is totaled up at the end of the game, but also awards medals that can be used to unlock special features outside of the primary experience. Even after almost two decades, this remains a great way to offer up a lot of replayability for what would otherwise be considered a short game by today’s standards.

A fair amount of locations from Star Fox 64 have also been reused here—including planets like Corneria, Fortuna, and Titania—but they all see a drastic facelift. Star Fox Zero has fully fleshed out each world you explore. Lush jungles full of dangerous “bioweapons” overrun one world, while another sees shifting sands half hiding space battle wreckage. This level of detail—giving them characteristics and enemies unique to every location—shows off a personality that the planets in previous games never really had. And not every planet is a rehash. There are also some brand new ones specifically designed to offer opportunities to show off the select changes that were made to the gameplay.

And it’s in these changes where things get dicey with Star Fox Zero. New scenarios have been added where you can turn your Arwing into a chicken-walker (sort of like the AT-STs from Star Wars) and you can now move around on the ground in levels you used to only be able to fly through. Your controls change between Arwing and walker modes—and, in a testament to repurposing mechanics, the walker features a Z-targeting system similar to what’s been seen in Legend of Zelda games for years. Z-targeting makes circling, strafing, and dodging enemy fire a lot easier for the slower moving form. Because of this, there are actually times when the walker mode is not only the preferred way to combat Andross’s forces (like in narrow corridors), but also for finding those alternate paths I mentioned earlier.

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Of course, there are moments where you’re forced to use the walker, and its lack of speed and maneuverability compared to the Arwing form becomes a hindrance. Those sections of the game artificially up the difficulty to frustrating levels, making you wish you could just stay in the Arwing the entire time. In fact, when the walker options don’t work, you’ll end up questioning why the transformation was added at all. Ground levels should just be left to the Landmaster.

Speaking of the Landmaster, it’s now gained a flying transformation. If you wanted me to fly in a particular stage, why not just let me stay in the Arwing? Mixing flying/ground sections in a single level—instead of just adding more dedicated levels for each, or allowing you to replay levels with different vehicles—was a curious decision. The transformations for both vehicles work, and work well for the most part; they just didn’t feel necessary. The same can be said for the one new vehicle, the Gyrowing, which adds stealth gameplay on its respective levels. While I can understand a handful of Gyrowing levels could be inserted as an attempt at a change of pace, they aren’t really something a Star Fox game needs.

The Gyrowing also features a sidekick called Direct-I, which requires players to pilot a secondary hacking drone into narrow crevices, slowing down the gameplay even more. All told, flying both the Gyrowing and Direct-I feels decidedly un-Star Fox-like and harkens back to the less than stellar adventure games of the series—even though we’re still technically in a ship—and not the fun flying action we want. Not to mention controlling Direct-I via first-person on the Wii U GamePad while the Gyrowing is left defenseless on your main TV just screams gimmicky controls.

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That leads me to Star Fox Zero’s largest problem: the controls. I’m reminded of The Wonderful 101, another Nintendo and Platinum collaboration that used the Wii U GamePad entirely too much. There is nothing worse than having to take your eyes off of the TV screen to see a different perspective on the GamePad, and more than anything, I wish the ease of control was what had been brought over from Star Fox 64.

When the game is played on your TV, it’s in the traditional third-person view, with the camera positioned directly behind your ship. The Wii U GamePad offers up a first-person perspective from Fox’s cockpit. This by itself would’ve actually been pretty cool, but the problem is that the aiming reticule is then married to the motion of the GamePad, forcing you to dance around your living room like a buffoon as you try to lock on enemy ships. Worse yet, the game mandates use of the first-person view in some sections—especially in the all-range mode arenas—to get the best shots on certain enemies. There is one alternate control scheme that allows you to lessen the impact of these controls, and I ended up spending most of my time using that option. Even so, doing that doesn’t do away with the motion controls completely, and you’re still required to move around far too much to aim/shoot at bad guys while playing.

Star Fox Zero manages to capture the essence of the original Star Fox 64, and rides that nostalgia train hard. At the same time, it leaves a lot to be desired. I can’t help but feel that choosing to re-imagine an older game instead of creating a truly brand new one painted the developers into an unfriendly creative corner. Star Fox Zero is a solid game, but due to its lack of ingenuity and difficult controls, it continues the trend of one of Nintendo’s most beloved IPs just kind of middling about.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
7.0
Star Fox Zero’s status as a love-letter to the past is solidified. While it does a good job channeling a lot of what was great about Star Fox 64, it fails to really build on it in new and exciting ways, and stumbles because of the Wii U Gamepad.
The Good Searching for alternate paths through the Lylat System remains addicting.
The Bad I felt like I was fighting the Wii U GamePad half the time.
The Ugly Every time Falco shouts, “Thanks for the friendly fire, Fox!” I think I should go upgrade my Internet browser.
Star Fox Zero is a Wii U exclusive. 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.

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Don’t let your guard down

Over the course of Star Fox’s history, whenever the decision is made to deviate from the space combat the series is known for, it’s often led to disaster. Even with Fox McCloud and gang being revered and lauded amongst Nintendo’s great original characters, when the Star Fox team steps out from their Arwings, it usually spells trouble for the series and a lack of fun to be had by gamers. Well, never one to be deterred, Nintendo has again tried to branch out and expand upon the Star Fox universe in the form of Star Fox Guard, and again it seems they’ve failed to create a compelling game.

Star Fox Guard sees players take on the role of a security guard at Corneria Precious Metals, Ltd. The company has been expanding exponentially to all corners of the galaxy due to war raging in the Lylat System, and so company owner Grippy Toad, uncle to famed Star Fox pilot and mechanic Slippy Toad, felt he needed more help. Players must use each security camera—conveniently equipped with a laser blaster—in every CPM facility to find and destroy the evil robots that want to disrupt the mining operations (by decimating each plant’s power core, thus bringing their metal output for the war effort to a halt). It’s not the deepest story, but you don’t really need a lot of setup when it comes to a tower defense game.

I typically enjoy the tower defense genre, having many in my collection ranging from South Park Let’s Go Tower Defense Play! to Ninjatown. However, I can say, without a doubt in my mind, that Star Fox Guard is one of the most shallow and downright boring tower defense games I’ve ever had to play.

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Every level gives you a dozen cameras to place around each CPM facility in order to destroy all of the invading robots. Your TV acts as a sort of security monitor bank, with the screen broken into 13 segments—one for each camera along the edges, and a larger one in the middle signifying which one of the 12 you’re controlling at that given moment. Using the gamepad touch screen, you can switch from camera to camera, changing which one you control to better fend off incoming threats. And right here is where the problems start.

When first looking at Star Fox Guard, the controls appear downright simple. The analog sticks move the camera you’re controlling, and every other button on the controller fires the camera’s laser. The issues arise from the fact that you can only control one camera at a time, forcing you to look down at the Wii U GamePad in order to switch between them. Instead of giving us an easier option to rotate through the cameras, forcing us to use the GamePad leads to something I always despise when Wii U games make me do it: taking my eyes off the TV screen. During more frantic moments, when a half-dozen robots are rushing the facility core, looking down at the GamePad’s display and then back up—taking a second to re-focus your attention—is valuable time wasted in a tower defense game.

This also touches on the second issue with Star Fox Guard’s gameplay, and why it fails short as a tower defense game: the cameras aren’t automated whatsoever. The best tower defense games are meant to test your ability to strategically plan both before a match starts and on the fly. Star Fox Guard only tests your twitch reflexes as you bounce from GamePad to TV and vice versa, and from camera to camera. There is a minimal amount of strategy involved, since often the default placement of the cameras is the most strategically sound, and you’re given them all before each encounter. Some of the game’s challenge missions—extra levels with unique win conditions that make up half of the included 100 levels—get away from this, allowing you to slowly build your defenses up. Unfortunately, those mission types are few and far between.

Since there are only 12 cameras, there are also very limited upgrades. As you continue to successfully defend Grippy’s metal processing plants, you’ll level up your security clearance. At certain levels, you unlock a multi-shot cam, a freeze cam, and a slow-time cam. You only unlock one of each, however—so, at most, you’ll have nine regular cameras, and then three specialized ones. It adds a little bit of strategy, but not enough to really give the game the depth it so desperately needs.

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Not everything about Star Fox Guard is a complete bust, though. The game offers up some challenge with the variety of enemies it throws at you. Fifteen types of enemy will mess with your cameras, including some that steal them away or knock them offline for an extended period. If the cameras are offline or gone, obvious holes can start to appear in your defense, which the remaining 11 enemy types will take advantage of. That’s 26 types of enemies total, each with their own strengths and weaknesses, making you wish even more you could do more with the cameras.

The other nice aspect of all those enemies is Star Fox Guard’s Squad Mode. Once you beat the first 20 or so stages, you unlock the game’s online component, which allows you to put together your own robot horde and send it after a buddies’ processing plant core, or reverse the situation to defend your own personal core from their army. Successful attacks and defenses increase your online rank, while losses will knock you down the leaderboards. As you face new enemies in single player, you’ll unlock them as options for your multiplayer horde, giving you at least one reason to grind through the game’s 100 lackluster and repetitive stages.

There’s a reason why Star Fox Guard is a free pack-in game bundled with the first run of physical copies of Star Fox Zero. It’s not a broken game, but there’s really not enough to grab your attention and hold it for more than a few levels. It’s a shallow cobbling together of tower defense parts that relies too much on the Wii U GamePad, one that doesn’t do anything interesting beyond Squad Mode. If you should tire of Star Fox Zero at some point, I could see you devoting a couple hours to it just because it was there if you get the physical version. On the other hand, if you’re going the digital route with Zero, there’s little reason for you to chip in and pick up Guard along with it.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
5.5

Every time Star Fox tries to do something out of its space-combat comfort zone it fails. Star Fox Guard sadly continues this tradition of games that make you go “meh” when Fox and the gang step away from their Arwing cockpits.

The Good There’s a lot to do and the online component adds some surprising replayability.
The Bad Shallow, repetitive tower defense play that relies too much on the Wii U GamePad screen.
The Ugly Slippy’s uncle is nothing but a war profiteer.
Star Fox Guard is a Wii U exclusive. 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.

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Choose your fate

Immersion has always been a big factor for me enjoying not just games, but a lot of the media I’ve consumed over the years. So, it shouldn’t come as a shock to find out I was a fan of those “Choose Your Own Adventure” books while growing up. I found it particularly easy to insert myself directly into their stories, and it could take hours to repeatedly work my way through them, finding all the different endings. It’s no wonder then that I immediately fell in love with Stories: The Path of Destinies.

Stories follows a clever fox rogue named Reynardo who, through a series of unfortunate events, has found himself smack dab in the middle of a civil war between an evil king and his kingdom’s upstart rebellion. The events that led to Reynardo’s involvement in the war also saw a magical book find its way into his possession. This book allows him to see his potential fate based on decisions he has yet to make, and only by overcoming countless trials and errors will Reynardo discover the truth behind the war and discern what will be the one path he can take to victory.

While the story sounds simple enough, much of the charm of Stories comes due to its lone voice actor. The storyteller/narrator acts similarly to the one in Bastion, dynamically and amusingly calling out many of Reynardo’s actions, from the epic (fighting off a dozen enemies and not taking a hit) to the mundane (yes, smashing all those pots is necessary). Some of the writing misses the mark, but most of its mistakes can be forgiven considering the tone of the entire adventure. Plus, it should be commended as a whole, considering how everything interconnects.

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You see, just like those Choose Your Own Adventure books of my youth, Stories features 25 different endings for our hero, and only one of them can be considered “good”: the good guys live, the bad guys don’t, and the world is saved. The fun, though, is in collecting the clues to learn how to get to that good ending.

Each playthrough of Stories only takes about an hour total as you work your way through five chapters. Each chapter has a decision at the end of it, which branches the story off in different directions before culminating in one of the endings. With each “bad” ending you receive (Reynaldo dies, world is destroyed, etc.) one of four universal truths is potentially revealed. These are facts that never change, no matter what path Reynaldo takes, and which contain knowledge he can then use when he flips back to the front of his magical, fate-revealing book. The truths also unlock additional choice paths when you replay certain scenarios due to the new information our protagonist has gained.

Once you learn all four truths, you should have the pieces necessary to figure out how Reynaldo must navigate the book—like a magnificent meta-puzzle—in order to emerge a true hero. Of course, with 24 bad endings, there’s no guarantee that each ending will reveal a truth, but the fun is in course-correcting each time around, changing one decision—or many—in an attempt to uncover the information you need. So, at minimum, you’ll need five playthroughs (I admittedly stumbled and needed a sixth) to unlock the hero’s best path.

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My only gripe with how this was done comes from the fact that unlike a true Choose Your Own Adventure, you have to replay full storylines just to get to the one decision you want to change. For completionists out there who want to see all 25 endings, this will be particularly frustrating, because instead of being able to bounce back to a decision in chapter four, you have to go all the way back to chapter one each time and start all over, forcibly lengthening the game.

This becomes particularly bothersome when you realize there are only around eight different levels rotating in and out of the five chapters, so playing the game over and over again causes you to see a lot of the same areas repeatedly. Each level has a couple of alternate paths that you can unlock on subsequent playthroughs, but when you’re traipsing through the desert for the tenth time, the levels lose their luster.

One aspect that helps keep this repetition from bogging the game down too much is the gameplay. Stories plays like a relatively straight-forward action-RPG, but there is some surprising depth to the combat when you mix in the four swords Reynardo can acquire and level up, the hookshot that allows him to quickly close the distance to enemies, and counter attacks reminiscent of the “exclamation mark above the enemy’s head” system from super hero games.

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There’s also a deep leveling system, with perks that carry over from playthrough to playthrough. This way, by the time you’re trying to make a speed run for the good ending, Reynardo will be almost tank-like in his ability to mow down enemies and keep pushing the story forward.

There is a shortcoming with the gameplay, in that there are a fair amount of glitches in the game. I found myself stuck to certain walls, or half-submerged in the ground like it was quicksand, on several occasions, requiring me to restart the chapter. While no chapter is more than 15 minutes long depending on how much you explore, it quickly got bothersome after it happened more than a couple of times.

Stories: The Path of Destinies is a love letter to the Choose Your Own Adventure books of my childhood. It’s multiple paths and endings will keep you coming back for at least a few playthroughs as you attempt to unlock the best ending possible. It also acts as a solid action-RPG, with a surprising amount of depth to keep you engaged for at least as long as it should take you to uncover all the hidden truths. If you’re looking for a narrative-driven game that you can come back to again and again, then Stories: The Path of Destinies is a game you should probably choose.

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Developer: Spearhead Games • Publisher: Spearhead Games • ESRB: T – Teen • Release Date: 04.12.16
8.5
Solid action-RPG gameplay is elevated by the meta-puzzle that is the game’s branching storylines. The entertaining trial and error of trying to find the one “good” ending channels Choose Your Own Adventure books, and lends itself to a story that you’ll love playing again and again.
The Good Choose your own adventure-style narrative with over two-dozen endings for tons of replayability.
The Bad Level repetition can lead to fatigue, especially when needing to restart due to a collision glitch.
The Ugly Thinking too hard about a fox falling in love with a cat.
Stories: The Path of Destinies is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Spearhead Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Take me out to the ballgame

I’ve loved sports all my life, and while football and hockey have earned copious amounts of my attention over the years, my first love remains baseball. Many of my earliest sports memories revolve around playing, watching, and studying the game (my 1995 MLB Almanac that began my obsession with statistics still holds a special place in my personal library). So, it’s no wonder that I get an extra spring in my step when Opening Day begins to roll around once more. I start studying rosters, rotations, scouting reports, schedules, and more with the tenacity of an FBI manhunt for a most wanted criminal.

In recent years, my annual routine has slightly shifted to include playing MLB The Show. I’ve picked up every copy of the game since 2010, and have found it is a great way to prepare for the season—even if it’s never exactly been perfect. But each year I still return to the only true baseball simulation on the market to help take the edge off when I need a fix of America’s pastime.

This year’s entry into the annual franchise, MLB The Show 16, looked to enhance the game in every aspect and mode while also adding a bevy of new features, especially in their online suite. Some of these changes add a lot to the experience, and I can say Sony San Diego knocked them out of the park. Others, however, are clear swing and misses.

Visually, the game is stunning. More realistic lighting, and a whole slew of new hitting, running, and fielding animations makes this easily the prettiest entry in the series thus far. Even after putting nearly two-dozen hours into the offline modes, there wasn’t a glitch to be found.

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The core modes of MLB The Show—Franchise and Road to the Show—have also seen upgrades. Franchise mode, which gives you total control over your favorite MLB team, has more stats than ever before, and finally gives a player’s full career history when you look at their numbers. Baseball is a stats driven game, and it’s about time this was included.

Also, taking a page out of EA Sports’ NHL franchise, players now have morale indicators based on a variety of factors. These influence their performance, as well as the likelihood of them signing or re-signing a contract with your team. Whether your team is located close to their home, how much money you’re offering, the coach, your team’s position in the standings, and much more will affect the player’s happiness level, making contract negotiations a more involved process than just throwing more money at players.

Road to the Show, which gives you a chance to create a player and live out your own major league aspirations, has added even more new features than Franchise. One new aspect in particular hugely changes gameplay here, and it’s called “Showtime”. This special meter allows players to slow down time and focus on really big moments. Need to make a diving catch to save a run? Stepping to the plate, down by three with the bases loaded and wanting to walk-off in style? Slow down time, hone in on the moment, and come through in the clutch. It takes a fair amount of time to get used to—especially when you slow down your at-bats at the plate—but when you get the timing down, it’s a fun new wrinkle to help accelerate your player’s growth from AA-prospect to MLB-superstar.

Another way that RTTS accelerates your development is that you can play entire series after one load screen. Sitting down and fast-forwarding to each of your at-bats and moments in the field in three or four game clips really zips you through the minors if you’re good enough. I polished off my first month of the season in just a couple hours, a process that used to take much longer in previous years.

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Besides this, new training tools allow you to add perks to your players as they improve, like better contact when hitting to cut down on strikeouts in high-pressure situations, or increasing the likelihood of opponents making errors in the field so you always get on base. The mode even kicks off with a chance to play in the Bowman Scout Day, helping define your player the second you start down the path to a major league career.

The biggest changes that came to MLB The Show 16, though, easily fall under Diamond Dynasty, MLB’s online fantasy mode that lets you put together a dream team by collecting different player cards. More cards are available than ever before, and that’s because of a new category called “Flashbacks.” These cards feature superstar players who might be in the twilight of their career, but with statistics from different chapters of their MLB playing time. Texas Rangers MVP Alex Rodriguez, and Oakland Athletics rookie Kurt Suzuki are just a couple of the new cards featured, and Legend cards also return featuring the likes of Nolan Ryan, making it so you can turn your online team into a juggernaut in no time.

To help flesh out your rosters, there are also more ways than ever to get cards, using either the franchise’s traditional in-game currency earned by playing the game known as “stubs,” or the brand new ticket currency added to MLB The Show 16. When you start the game, you’ll be allowed to pick from one of six special captains from around baseball: cover boy and reigning AL MVP Josh Donaldson from the Blue Jays; Mets pitcher Jacob DeGrom; retiring Red Sox slugger David Ortiz; defending world champion Royals first-baseman Eric Hosmer; Astros speedster second baseman Jose Altuve; and Cubs superstar first-baseman Anthony Rizzo. By playing different modes in MLB The Show 16, you’ll earn experience towards each captain. In a way, the six captains work as a form of prestige for the game itself, because by leveling up each captain to their max, you’ll have a chance to buy special cards associated with each one at higher levels. Each captain also offers unique challenges towards earning those award tickets, which can then also be redeemed for special reward cards.

I like the idea behind the captain system, but I think, as it is, it’s a bit too convoluted. Trying to keep track of what challenge you’re going for and introducing a second currency feels like a ham-fisted attempt at trying to jam more overarching content into the game. Plus, limiting the system to only these captains—instead of offering less levels to max each one out, but representing each team around baseball—feels like a missed opportunity. Not to mention, you can always find a lot of the cards being offered in random packs or the game’s online auction house. The inside track this mode offers doesn’t really expedite anything, considering the grind to max each captain out to get to the best cards available.

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There are also two new modes in MLB The Show 16’s online suite of games.

Diamond Dynasty is no longer limited to just playing people in head-to-head matchups, as there’s now also a weird RTS Risk-style game where you take your team online in an attempt to conquer all the other MLB teams across North America. By playing and winning repeated games, you’ll earn more fans and your influence will grow. When you completely absorb the fan base of another team, you’ll conquer their region.

I love the concept, but as is, even with each game being limited to 3-inning exhibitions, this mode is a grind to play. It might take you days to beat Conquest even once, and considering the game forces you to play on higher difficulties when you have fewer fans (or your fans are too spread out between multiple fronts), the reward for playing feels minimal compared to the time investment.

The other new mode is Battle Royale, which takes a page out of EA Sports’ Madden playbook in that it comes off a lot like their Draft Champions. You begin the mode by drafting a 25-man team from current and hall of fame baseball players. After setting your line-up, you have to hop online and play 3-inning games against human players. If you win, you’ll earn more player cards. The more you win, the better cards you get, and the stiffer the competition you’ll face as online rankings start being taken into account. If you lose twice, the mode is over and you have to re-draft and start over, trying to win crappy cards again before moving on up. The mode is also a gamble as it requires 1500 stubs to play. That isn’t a monumental amount, but it’s enough for most folks to take pause before jumping right in—and the rewards don’t feel like they justify the time sink.

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Unfortunately, I ran into one major issue with these new modes during my time with MLB The Show 16, and that’s the fact that they require you to be online in order to play them (unlike RTTS and Franchise). Lo and behold, just like almost every other year, the game’s servers have been completely unstable at launch. In fact, in the first 48 hours of playing post-release, I’ve had more full disconnects from MLB The Show’s online servers than I’ve been able to connect and finish a 3-inning game with people. And even when I do connect, the lag is atrocious.

Talking with friends and even the strangers I’ve played online, I’ve found they are experiencing the same issues. I’ve played other online games without a hitch, again pointing to the fact that just like every year, Sony San Diego could not get their online act together in time for launch. It’s a huge disappointment, especially considering these new modes are all tied directly to online play.

There also seems to be a tendency on Sony San Diego’s part to fix things that aren’t broken instead of fixing things that are. I’m sure the servers will get to a better point sooner rather than later, but minor things like UI changes to the menus and stat cards for players—including player stamina meters now being a circle bar instead of a more clearly readable long bar like in last year’s game—just seem wholly unnecessary when you have these sorts of netcode problems.

A part of me wonders if it all stems from the fact that MLB The Show 16 maybe tried to offer too much new stuff this go around. Had they focused on making a couple of the new features they included as polished and user-friendly as possible, and for once had a smooth online launch, this could’ve been a very special baseball sim. As it is, it is very good, with some solid ideas being added, yet you can’t help but knock them for botching online play again—especially when the majority of new features are connected to it. You can’t win the World Series in the first month of the season, but you can lose it with a slow start, and there’s no doubt that MLB The Show 16 at least stumbled out of the gate on that one. That said, if you need a baseball fix and find you spend most of your time playing RTTS and Franchise modes anyway, MLB The Show 16 delivers in spades on those fronts.

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Developer: SCEA San Diego • Publisher: Sony Computer Entertainment America • ESRB: E – Everyone • Release Date: 03.29.16
8.0
MLB The Show 16 continues to find innovative ways to push the series forward by adding new features and improving on old ones. Some new problems have arisen, however, and old ones—most notably the horrendous stability of online play—continue to persist and hold the series back.
The Good Deeper Road to the Show mode, better visuals, and the concept of new online modes.
The Bad The online play itself is as atrocious as ever.
The Ugly Even with thousands of new lines of commentary recorded, Steve Lyons, Eric Karros, and Tom Vasgersian still started to repeat themselves after only a half-dozen games or so.
MLB The Show 16 is available on PS4 and PS3. Primary version reviewed was for PS4. 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.

RepubliqueHeader

Big Brother’s still watching

When République’s Kickstarter launched back in 2012, I was instantly intrigued. Admittedly, a premise touting a dystopian future and corrupt government that you have to fight back against through stealth and sabotage is an easy way to perk my ears up. Then it was revealed to be episodic in nature, with the first episode coming December of 2013. As interested as I was, I knew I’d want to binge-play all the episodes in quick succession, so I decided I’d wait for them all to be released.

So I waited. And waited. And then I forgot about République. This was because for a while there it looked like the end might never come with huge gaps between episodes. Finally, though, here I am, sitting down to write a review I thought would’ve come much, much sooner. And with the long-awaited arrival of the fifth and final episode on mobile and PC came a PS4 edition collecting the entire adventure together for easier consumption, which is exactly how I wanted to experience it to begin with.

In the PS4 version of République, players take on a unique dual-role. Half the time you’ll assume control of Hope, a beaten-down young girl who has already been “recalibrated” several times, yet still her spark for rebellion keeps emerging. For the other half you’ll be a nameless friend from the outside who must help Hope finally escape by hacking the video cameras and electronics in the totalitarian République, turning the Orwellian dictatorship’s paranoia-inducing surveillance tactics against itself. Along the way, you’ll learn about the République’s faceless Overseer, escape his head of security—a masochistic man named Derringer—and his “Prizrak” soldiers, and peel back the layers of conspiracy to learn the truth.

République’s greatest strength comes in its storytelling. Although the beginning of the series may drag a bit as it establishes the universe you’ll be exploring, the pace soon hits its stride, giving you a perfect mix of drama, suspense, action, and just enough breadcrumbs to make you keep wanting to fall down the rabbit hole. Of course, the more you put into exploring République’s small, interconnected Metroidvania-like world—one that opens up some as your security clearance increases—the more you’ll learn about everything that led to the creation of the République in the near-future of 2020, and about the rigid structure you’re tasked with rebelling against.

A major element that gets République’s backstory across is the beautiful design of the world, which firmly plants one foot in modern reality and another in this possible future. Some areas feature the cold, gray technology you’d expect from a futuristic civilization, with supercomputers, biolabs, and advanced surveillance tech dotting the many hallways. Meanwhile, rainy graveyards, an intricate library with books approved by the state, and a museum that pays homage to revolutionary leaders—including a wing dedicated to the Overseer—show how society reached this point in only a few years.

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There’s also an interesting mesh of technology seen in the collectibles, highlighting the backwards, fascist thinking of the game’s antagonists. Rarely do collectibles add so much to a game’s ability to immerse you in a world (oftentimes it’s the exact opposite). Even though you are surrounded by all this future tech, it’s the discovery of cassette tape messages from fellow rebels, saving books marked for burning like Orwell’s Animal Farm, Nabokov’s Lolita, or Bradbury’s Fahrenheit 451, or indie-darling video games like Bastion, Flow, and This War of Mine on floppy discs that help paint a picture of subjugation and isolation critical to the atmosphere the game tries to convey.

The characters themselves also go a long way to selling the plot. Hope’s plain white jumpsuit and pink control collar immediately scream oppression, whereas the Overseer dons a pristine white military uniform seen favored by modern dictators, trying to convey a sense of pureness and cleanliness despite his tyrannical ways. It also must be mentioned that tremendous voice acting across the board only heightens the tension of every confrontation between all the major characters.

The only negative about the story comes from the fact that if you want to replay any episode on the PS4 version of the game, you have to start an entirely new game. You can’t just jump into an episode at any time to go back and hunt for collectibles or change the couple of branching decisions the story gives you. At that point, why even bother rolling credits after each episode? Just cut that out and make it one long game.

As great as République looks and sounds, and as much as I may love the story, there’s still the matter of gameplay. République, at its core, is a stealth game. Memorizing guard patterns, sneaking around, and using the environment to your advantage to hide in plain sight is the only way Hope will survive the night and escape. The PS4 version of République is the third different control scheme the game has been given, though.

On mobile, where the game started out, tapping the touch screen was used to move Hope around and change cameras. The PC/Mac version was then given point-and-click controls to simulate the touch-screen experience. The PS4 version needed an entirely new system, however, to be playable. It works in some regards, though in others there has clearly been something lost in translation, detracting from the stealth required to make it through the game unscathed.

Whereas before you would simply use the cameras to see where Hope is going and then tap to start her moving, the PS4 version has you bouncing back and forth between Hope and the cameras, controlling only one at a time. The benefit of this is the duality I mentioned earlier, helping you feel like a separate character in the universe and not some omnipotent force controlling an avatar. When Hope is caught by the Prizrak, your options as the camera are also limited, and that feeling of helplessness—if Hope isn’t carrying a one-use item that lets her escape, like pepper-spray, Tasers, or sleeping gas bombs, that is—grounds you even more in the idea of being a friend on the outside.

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Having more direct control over Hope in this version of the game, though, leads to some frustrating moments. Since Hope only moves when controlling her and you can’t set her off a path like a Lemming, if you get too far away from a particular camera, the viewpoint may automatically shift to a closer one at a different angle. But in my playthrough there were moments where one camera would be farther away, but offer a better angle when sneaking up on a guard. When the camera suddenly shifted, so did my controls, and I’d bump into the guard or instantly start walking in the opposite direction I’d intended.

Speaking of guards, the Prizrak may be the dumbest enemies I’ve seen in a long time. Prizrak mooks have about as much peripheral vision as a VR headset, meaning if you aren’t directly in front of a Prizrak’s eyes, they won’t notice you. While their patterns are complex enough that you can’t predict them all the time, there’s a larger margin for error than you see in many other stealth games and often Hope can be standing right next to one without them noticing her.

You can also weirdly freeze time when controlling cameras, painting the world in a film-negative tone. While this allows you to scout areas up ahead, better plan paths around guard patrols, and hack computers without worrying about said patrols, it’s an immersion-shattering element. The last thing we need is another game with some sort of “radar sense” or “detective mode,” and I think keeping everything in real-time would’ve much better served the narrative the rest of the game supports.

Not every aspect of the gameplay is a mess, though. The few puzzles that players will have to help Hope overcome are fun and inventive. And some hacking mini-games, like twisting the state-run newspaper into incriminating high-ranking Prizrak, or deleting criminal records to free people from the Overseer’s grasp, offer enough variety to keep you on your toes and make things a little more interesting.

République’s attempt at creating an Orwellian-nightmare is largely successful, giving us a deep conspiracy-laden plot driven by compelling characters, stellar world design, and good writing. It only really falls flat in some gameplay aspects, but it works well enough on the whole that if the story digs its hooks into you, you’ll be able to look past the shortcomings and hopefully guide Hope through to the end.

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Developer: Camouflaj, Logan Games • Publisher: GungHo Online Entertainment • ESRB: M – Mature • Release Date: 03.22.16
8.0
République’s transition from mobile to console is a mostly smooth one, but does feature some control hiccups along the way. The star of the show is the modern Orwellian tale crafted here, though, allowing you to look past a fair amount of technical issues.
The Good Classic conspiracy-driven Orwellian tale will suck you in and leave you wanting more.
The Bad Camera controls are difficult to get used to and often switch angles at the worst times.
The Ugly You’re being watched now for reading this review.
République is available on PS4, PC, Mac, iOS, and Android. Primary version reviewed was for PS4. Review code was provided by GungHo Online Entertainment for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

SkyFortressReviewHeader

Fly like an eagle, then fall like Icarus

When Just Cause 3 came out at the end of last year, it delivered all the insane, bombastic action the series is known for and then some. New tools for Rico Rodriguez coupled with another island nation to obliterate meant I ended up sinking close to 40 hours into this game over winter break and not regretting a single second of it. So, when the Sky Fortress DLC expansion—the first of three coming to the game—had finally been added, I was thrilled to have an excuse to take control of the maestro of mayhem once again and blow up a little bit more of Medici. Just how little that bit would be came as something of a shock, though.

The Sky Fortress DLC starts off like some of Rico’s other missions over the course of the game, with him getting a call from his shady friend and government handler, Tom Sheldon. Countless Medicians have been slaughtered by robotic drones that belong to the eDEN Corporation—a tech start-up that fell out of favor with many world governments decades ago—and the drones are now mining the explosive mineral Bavarium from various parts of the island. Rico will have to track the drones to their airbase located off the coast, stop eDEN from killing any more civilians, and force them to cease their mining operation.

In order for Rico to defeat an enemy that defies gravity, he’ll have to do the same. So, Tom provides him with a new Bavarium-powered wingsuit. The suit is actually more akin to a jetpack, giving Rico upwards boost that recharges when he levels out for a brief time courtesy of the actual wing part of the suit, and also straps a rocket launcher and machine gun to Rico’s back, making him more fighter jet than wingsuiter really at that point.

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Just Cause has never been known for a great story. Like french fries serving as vessels for various sauces, the loose narrative around Just Cause games is just an excuse to blow up as much stuff as possible. The Sky Fortress DLC is no different, centered on demolishing drones and the titular airship that eDEN Corporation is based out of. As epic as that may sound, unfortunately, it all falls surprisingly flat, especially in the shadow of the main game.

All told, I beat the entirety of Sky Fortress, optional side missions included, in about 90 minutes. That means if you focused solely on the narrative content, you’d probably be looking at an experience that clocks in at an hour long, if you’re lucky. Three main missions, four outposts to liberate, four Bavarium wingsuit oriented challenges, and then roll the credits again. Avalanche Studios couldn’t even be bothered to give us full cutscenes. Instead, we get what amounts to a few pieces of concept art stills of the main characters with voiceover dubbed over it.

One small saving grace for Sky Fortress at least is that you can carry over your new wingsuit and a couple of new guns over to the main game if you haven’t beaten it yet. And if you’re just getting started in Just Cause 3, the DLC missions unlock about one-third of the way through the primary campaign, meaning you’ll be even better equipped to overthrow General Di Ravello and his army. Just like the lack of content devoted to your new toys, however, there’s an unfortunate catch that comes with all of this.

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For as fun as it is to fly almost limitlessly around a hugely destructible open-world with a rocket launcher strapped to your back, the Bavarium wingsuit also makes your old tools almost null and void. Why bother with a parachute when you can air brake and come to a soft landing? Why worry about how many rockets Rico can carry when you have an unlimited supply when flying? And why even bother with a grappling hook when you can literally soar from point A to point B both vertically and horizontally now?

The Bavarium wingsuit takes away any sort of challenge for the game. There’s even a barrel roll maneuver when flying, which breaks all missile locks on you. This means it’ll be near impossible for you to ever take damage as long as you keep moving. It is basically like turning on god mode and removes the little skill it once required to get around and destroy stuff in the game. Just Cause has never been a punishing game, but a little bit of challenge can go a long way to having a good time, and this new wingsuit snuffs that out pretty swiftly.

Just Cause 3’s Sky Fortress DLC sounds amazing when you look at what it entails. But from the second it begins, it comes off more as a hastily thrown together weapon pack than a fully fleshed-out expansion. It is held loosely together by minimal content, and mitigates what already exists in the main game. There’s nothing inherently broken about what Sky Fortress does, but it adds so little to the overall experience of Just Cause 3 that you’d be just as well off if you had never played it at all.

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Developer: Avalanche Studios • Publisher: Square Enix • ESRB: M – Mature • Release Date: 03.15.16
5.0
Any excuse to return to the world of Just Cause 3 is welcome, but by the time you just start getting warmed up and comfortable with the new weapons, gear, and enemies, this new chapter is already over and you’re left asking where the rest of it is.
The Good The Bavarium wingsuit is the natural evolution for causing chaos in Just Cause.
The Bad New gear largely nullifies need for grappling hook, parachute, and conventional weapons. Largely removes all difficulty from the game.
The Ugly You can 100% the entire experience in less than two hours.
Just Cause 3: Sky Fortress is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. 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.

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Gotta fight’em all

Whenever Nintendo develops a smash-hit franchise, it’s only a matter of time before spin-offs happen—and Pokémon is no exception to this rule. Whether it’s the Rouge-like Mystery Dungeon series, the safari-driven Pokémon Snap, or the arcade-inspired Pokémon Pinball, Pokémon has been a great resource for when it comes time to break away from its turn-based RPG roots. I think even those of us who have been playing Pokémon over the past 20 years were a little perplexed, though, when we heard of its latest mash-up: Pokkén Tournament, a mixing of Bandai Namco’s Tekken gameplay and Pokémon.

Set in the newest continent added to the Pokémon universe, Ferrum, players will choose from a roster of 14 Pokémon to fight by their side as they attempt to conquer the region’s different leagues and be crowned the Grand Master. Along the way, they’ll learn the history of the region, and come to understand why an old enemy has re-emerged and is threatening the sanctity of Ferrum’s battle tournaments.

What’s interesting about Pokkén Tournament is that it didn’t try to just throw a bunch of elements from both Tekken and Pokémon together, instead working to find the right aspects of each one to merge in hopeful harmony. And when that harmony was achieved, the basis for one of the more interesting fighters we’ve seen in some time was born.

Before the battles begin, you start by customizing your own personal trainer, choosing their gender and a handful of visual options such as shirts, hats, and more. As you fight, you’ll earn PokéGold, which can then be used to buy more lavish items including background lens flares, feather boas, or even a pirate costume. To personalize things further, you can unlock fight titles like in other games of the genre—my favorite of which is “Living Legend”, perfect for when I take on other players (or even the CPU) locally and online with my mighty Machamp. You can also earn up to five bonus items a day by placing Amiibo on the Wii U gamepad; they had to work the figurines in somehow, I suppose.

Those personal touches are always nice in any game, but the real mixing of elements comes in the core fighting gameplay of Pokkén Tournament. Taking a page out of the Pokémon games, the more you fight with a particular Pokémon, the more they level up. So even though you can switch between Pokémon on the starting roster between fights, sticking with a single character rewards you more, and makes it easier to progress through the game, as they’ll have higher stats that can then be carried over into battle. For example, by the time I finished the single player story, my Machamp was a level 95, with points distributed relatively evenly amongst four categories: attack, defense, synergy (the speed at which your synergy meter fills up; think an ultra meter in other fighting games), and strategy (the strength of your support Pokémon).

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Those just-mentioned support Pokémon are an idea that adds an extra wrinkle of planning to every battle, similar to the Assist characters from Marvel vs. Capcom. There are 15 pairs of Support Pokémon, but while you’ll choose a pair before each battle, you can actually only use one of the duo each round. Each support Pokémon has a different effect: some do offensive damage, while others buff you or debuff your opponent, similar to the powers these Pokemon would have in the mainline games. This flurry of decisions can be difficult (especially with only a 10-second timer) but could mean the difference between victory and defeat. Personally, I prefer Quagsire and Magneton, mostly because Quagsire’s Mud Bomb has a nice area of effect and can do massive damage.

Besides Support Pokémon, players also get a cheerleader—the girl who introduces you to the Ferrum region. Between each round, she’ll give you advice (akin to real-life trainers in boxing or MMA), and while said advice is never really helpful, it can give you boosts to different meters depending on how you want her to coach you pre-fight. To be honest, I ended up finding her kind of annoying after only a few fights—another casualty of atrocious voice acting across the board in Pokkén Tournament—but I won’t argue with a fully-charged ultra meter to start round two, and it’s another surprising layer of choice to how you approach each fight.

The most impressive part of Pokkén Tournament’s gameplay, though, is the actual fights themselves. This doesn’t feel like some cheap re-skin of Tekken, nor is it some poorly-balanced clone. While I don’t agree with every move made, the heart of this fighter is strong. If you play other fighting games like myself, there is a bit of a learning curve, especially with the limited button re-assignment options. Like Mortal Kombat, you have to press a button to block instead of holding backward, but more unnatural was another button-instead-of-dpad-direction decision: jumping with the B button rather than up.

Once I finally got my brain retrained, I found that Pokkén Tournament might actually be a great introductory game for players new to the fighting genre. Its controls are super-simple, with no special move requiring more than a combination of a single direction and button press. Throws, counters, and ultras, meanwhile, all only require two buttons. While the move inputs may be simple, the core of gameplay is the rock-paper-scissors system not only found in many fighting games—throws beat counters, counters beat normal attacks, normal attacks beat throws—but also the Pokémon RPGs themselves. Of course, here everything is themed to the series, with moves such as Rock Throw, Ice Punch, and Seismic Toss.

When you combine all of that with the speed of the action (courtesy of devices that give players psychic links to their Pokémon according to the story), this is the first time in video game form we actually get battles close to what we see in the cartoon. In the back of every Pokémon fan’s mind, mine included, we’ve always appreciated the strategy and RPG aspects of the games, but have longed for a more visceral experience like we see on the TV show. Pokémon Stadium got us closer to that than the handheld entries, but it still never reached that fever-pitch that most competition brings because of a lack of speed and intuitiveness. Pokémon is extremely enjoyable, but you can take your time with it, often requiring dozens of hours per playthrough. Pokkén Tournament requires faster thinking and action and lasts 80 seconds, and that leads to a special kind of frantic fun that fans of Pokémon have been waiting for whether they realized it or not, and I couldn’t get enough of it, particularly when playing with my friends.

With that said, not everything in Pokkén Tournament is in perfect harmony. One major flaw I found was the “Phase” system, which dictates how battles play out and from what perspective. Each match starts in Field Phase, which sees players fight in a 3D space like the Naruto Shippuden: Ultimate Ninja Storm series. When you perform certain attacks on your opponents, however, everything shifts to a more traditional 2D plane called Duel Phase. The primary problem with this system, besides the jarring movement of the camera, is the moves of your Pokémon change along with the shift. It’s almost like you have to learn two different characters and be ready to alternate between them on the fly. While I’m sure the best players will be able to transition seamlessly between Phases in due time and string out massive combos, the rest of us would probably prefer learning a single set of moves and mastering those. It feels like that while trying to keep the controls simple—to perhaps draw in that Pokémon crowd that may not necessarily be fighting game fans—the developers still wanted a large moveset that could appeal to fighting game veterans. This shifting phases was the result of that odd compromise and in the end I don’t think either camp will be completely happy.

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Now, most people will likely jump into single player when they start up Pokkén Tournament for the first time, but to say that mode is a grind would be like saying Charizard likes to burn things. To finish off the loose story woven through each of the game’s five leagues, I battled my way through about 150 fights (with only a handful of losses) before I could be declared Grand Master. And with a glaring lack of personality from everyone you fight (including the league leaders), the story feels horribly shallow and devoid of any character whatsoever. Only by continuously winning can you quickly shoot up the leaderboards in each single player league, filled with an ever-increasing number of dozens of combatants. You don’t have to fight through each person, but considering you only move up 10-20 spots every five battles before taking part in an eight-person tournament and then getting to fight the league leader, you can see where the grind starts to creep in.

Pokkén Tournament also features online and local versus. I played several matches online, and found no issues whatsoever with the servers. Mind you, there were probably never more than a few hundred people online at any given time during my pre-release time with the game, so hopefully the servers will hold up come release.

Local versus is another matter, though. While there were no technical issues, I found one aspect particularly irritating—and it goes back to the camera I mentioned while speaking about Phases. Because the 3D arena camera has been positioned behind each Pokemon, each player ends up needing their own personal view of the action. To accommodate this, Pokkén Tournament forces player one to use the gamepad’s screen as their main display, while player two must use whatever TV the system is connected to. It is a means to try to simulate the fight feel you have with the Pokémon RPGs, hiding what main and support Pokémon each player is selecting. One person playing on a six-inch screen, and another on a 46-inch screen always feels like the player with the better screen has a slight edge, though, and when dealing with competitive fighting games, anything that tips the balance in another player’s favor that isn’t skill-based is just asking for trouble.

My final gripe with Pokkén Tournament might’ve been my most disappointing. There are over 720 Pokémon now, yet only 14 are playable in the game (16 if you count the two special unlocks) with another 30 appearing as Support. There are 20 pure-fighting types alone in Pokémon, and Machamp is the only one on the roster. No Primeape. No Hitmonlee, Hitmonchan, or Hitmontop. No Throh, Sawk, or Hariyama. And that’s not even including Pokémon with secondary fighting characteristics, of which there are only two others on the roster—Lucario and Blaziken—out of another 24. Not to mention all the other Pokémon who could’ve easily been worked into this game, like Greninja.

One saving grace that comes with such a small roster is that at least all the Pokémon are extremely well-balanced. Clearly some time was invested to make sure that no Pokémon, no matter its natural-type advantages in the RPGs, would be so outclassed here that it became frustrating to play with any of them. Whether it’s a power-type like Machamp who specializes in up close and personal melee attacks, a speed-type like Sceptile that can pummel you with a variety of high-counting combos in no time flat, a technical-type like Gengar that relies on its specials, or a standard-type like Lucario that is even across the board, all the Pokémon work nicely in combat and it shouldn’t be long before you find a main Pokémon to specialize in, again harking back to the relatively easy to learn controls.

When I started reviewing Pokkén Tournament, I had no idea how the gameplay of Tekken and the world of Pokémon were going to find a way to reconcile, yet amazingly, they did. In fact, when elements of both fit together, it arguably produced gameplay greater than the sum of its parts. But when those elements didn’t mesh, the train wreck it created was doubly worse, and the small roster is disappointing. There were enough successes amongst the failures in this odd marriage though, and because of that, Pokkén Tournament has created a solid core to build on for potential future continuations of this spin-off series—even if this game is not quite ready to be declared a champion quite yet.

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Developer: Bandai Namco Games • Publisher: Nintendo, Bandai Namco • ESRB: E10+ – Everyone 10 and up • Release Date: 03.18.16
7.0
Pokkén Tournament was a brave experiment, and it succeeds in many areas. However, it fails in some others—whether from lack of depth or outright poor design—that keeps it from reaching that upper-tier of the fighting game genre’s elite entries.
The Good Solid balancing of all the characters leads to fun and frantic fighting game action.
The Bad Small roster. Switching between phases. Single player is a grind. Having player one forced to play off the Wii U gamepad in local battles.
The Ugly “Luchachu” would’ve sounded so much better to me than “Pikachu Libre”.
Pokkén Tournament is a Wii U exclusive. 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.

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You are the ocean’s gray waves

Nintendo has never been afraid to try something new. Sometimes those gambles pay huge dividends, and other times, they end in disaster. But the Big N keeps innovating, and its most recent change of pace comes with its beloved strategy-RPG series, Fire Emblem. Instead of giving us one adventure, this time Nintendo and developer Intelligent Systems has split up it’s most recent chapter into three perspectives dubbed Fire Emblem Fates.

In Fates, players assume the role of Corrin, a young prince (or princess) from the land of Hoshido who was kidnapped and raised by the kingdom of Nohr as one of their own. When Corrin comes of age and the war between the two kingdoms reaches a fever pitch, you learn the truth of Corrin’s upbringing, and are faced with a game-altering decision: Return to Hoshido, stay with Nohr, or forge your own path towards peace and choose neither.

What’s nice about Fire Emblem Fates Special Edition is that it offers all three paths on one game card, even allowing you to jump straight to the fateful decision on repeat playthroughs. This is a boon, because if you otherwise wanted to explore all three perspectives, and learn all the details there are to learn about this latest Fire Emblem world, you’d have to buy the games separately as Birthright (Hoshido story), Conquest (Nohr story), and then Revelations (neutral story) as a DLC coming nearly a month after launch. It’s like Pokémon, but for plot points.

Unfortunately, of the three stories, the only truly satisfying one comes from Revelations. Not to spoil anything, but key plot details are hidden by siding with one family or another, and although playing through both Birthright and Conquest offers you an overall greater insight into the cast of characters, only Revelations feels like a true Fire Emblem game in terms of the stakes that are on the line and the role your avatar plays.

Besides the altered narrative of each title, the three games also offer slightly different gameplay experiences from one another. Birthright could actually serve as a great starting point for newcomers to the series. It provides the most experience points to level characters up, and gold to upgrade and purchase the best weaponry with—all while giving you a taste of what to expect from other Fire Emblem games, even with its singular “destroy all enemies” goal of most missions.

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Conquest is for the more experienced Fire Emblem player, and provides a harsher playthrough. Experience points and gold come at a premium, and you’ll have to truly outsmart the computer if you hope to advance, not to mention make full use of every advantage you might have on the battlefield. There are also more varied goals like capturing points, or defeating only a certain number of enemies amongst the mission objectives.

Lastly, Revelations strikes a balance between the two, offering up more opportunities for gold and experience like in Birthright, but providing the variety of objectives and true strategic gameplay seen in Conquest. Having played every game in the series since Fire Emblem: Path of Radiance, I again found Revelations to be the most satisfying of the three, because it provides the most true to form experience—even if I can appreciate how the other two can appeal to players of different skill levels and familiarity with the franchise.

Once you get past these nuances in plot and gameplay difficulty, the three games play very similarly. The core Fire Emblem mechanics of moving sprites around a grid-based battlefield in a chess match of sorts—with different character classes and weapons having advantages and disadvantages against certain enemies—returns here, and remains relatively the same since the series’ inception over two decades ago in Japan.

There are also a few new features to help punch up the familiar gameplay. Once you choose your path, players will acquire their own fort where they can have Corrin interact with the troops to further relationships (leading eventually to marriage, and then children who can fight by your side) or boost everyone’s stats via items. Building on the StreetPass battles introduced in Fire Emblem: Awakening, Fates now allows it so that you and your friends can invade each other’s forts, with each fort’s customization adding to player resistances. For example, having a fully upgraded weapons hut might add several points into your fighters’ strength (attack) stats. This limited multiplayer aspect adds an interesting wrinkle to the replayability of the game.

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Not every addition is a winner, though. Fates adds a brand new Phoenix mode that should actually be called “Baby Mode”, or “Why Even Bother Playing This Game” mode. One of Fire Emblem’s staple features is its permadeath, where when a character dies in battle, they stay dead. The difference between permadeath in Fire Emblem and other strategy-RPGs, like XCOM for instance, is the fact that keeping all your characters alive affects not only the ease with which you might prepare for upcoming battles, but alters subplot storylines, too.

Awakening’s Casual mode first took a shot at softening this by allowing characters to come back after each battle. Here, at least, you still had the rush of needing to complete a conflict in order to see your units return to action. The strategy part of the game stayed intact, even if the stakes were lessened. Phoenix mode, however, turns you from an armchair general into a blunt weapon of destruction by allowing each character to come back to life after every turn, removing all semblance of consequence for your actions. And while it is only an option, one I only tried for the sake of this review before starting a new game and switching back to Classic permadeath, the absence of ramifications took a great amount of joy away from playing the game, as nearly every decision was meaningless.

Some of the fun I’ve derived over the years of playing this franchise has been quitting back to the main menu and restarting missions to try to discover that perfect strategy that would get my entire team through each conflict. It lengthens the experience artificially, but seeing every character’s special ending made it worth it for me, especially knowing I had earned it. Whether it was splitting my forces and flanking enemy bosses from both sides, using higher-leveled units as scout teams while leaving the bulk of my force behind to protect the rear, or slowly moving all my units forward like a phalanx of death towards my objective, solving the survival puzzle that leads to an ultimate victory was always worth it, no matter the time investment, and is at the heart of what makes this a great strategy-RPG series. Fates seems to be trying its hardest to be an introduction to the series in many ways, but to those newcomers, I still recommend at least trying Classic mode first before switching over to Casual or Phoenix mode.

This seems to be Nintendo’s strategy with Fire Emblem Fates in a nutshell. If you’re willing to dig a little, the strategy core that has made this series so popular remains fully intact. Meanwhile, it offers a variety of options to players of all different skill levels, and even provides multiple storylines molded around potential play styles in an attempt to lure in new and old players alike (with certain aspects obviously not appealing to everyone). In a game about choices, though, the biggest grievance comes from the central one. After playing all three stories, it felt largely unnecessary to split Fates into three parts. Revelations provides the most well rounded experience—one that long-time fans should gravitate more towards— with Conquest and Birthright really just adding nuance and character development to what would’ve been fine as a standalone plot. All three still work as solid additions to Fire Emblem’s long-running strategy-RPG pedigree, though, depending on what exactly you’re looking for.

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Developer: Intelligent Systems • Publisher: Nintendo • ESRB: T – Teen • Release Date: 02.19.16
8.0
Whether new to the franchise or a long-time fan, there’s something for everyone in Fire Emblem Fates’ three games. Unfortunately, when you find what you’re looking for in one, you might be disappointed when it’s then not present in the other titles.
The Good Each game offers unique challenges to appeal to every level of Fire Emblem fan.
The Bad Phoenix mode turns you from a calculating general into a blunt tool of destruction.
The Ugly Me singing Azura’s song in the shower. I just can’t get the damn thing out of my head.
Fire Emblem Fates Special Edition is a Nintendo 3DS exclusive. A review copy 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.

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Ashes to ashes

Games often subject us to the same experiences over and over, usually with a one-size-fits-all ending we can’t change: rescuing a princess, killing a terrorist, saving the world. But there’s a grain of truth in the way that approach appeals to us, and why it works. Partly why games may be so effective emotionally is that, similarly, life is about the journey, not the destination. It is how we overcome the challenges laid out before us, where we find our enjoyment and potential enlightenment. Also, the ability for people to interact with games allows the medium to simulate emotions at an intensity that other methods often struggle to convey. Most often, they are emotions of empowerment or fantasy fulfillment. When games are at their most remarkable, though, is when they illustrate the emotions we’d rather not face.

Firewatch bravely chooses to buck trends and explores the grief and pain that comes with a sense of loss. It does so in a way that provides a rare, realistic jolt when you are brought to understand how deeply one person cared for another, and find yourself caring about them, too. So, when the game starts with you finding out the wife of our protagonist, Henry, has developed early onset dementia, it is a punch to the gut that feels all too real—especially if, like myself, you’ve had any sort of family member suffer from a mental health issue.

Henry’s immediate relatability has to do with how Firewatch begins. The game does not start by introducing players to the situation through a dynamic, visual bombardment of information. Instead, you are given lines of text explaining who Henry is, but like a “choose your own adventure book” you are given simple choices that allow you to insert yourself into the scenario. They are choices many of us will likely make over the course of our lives, or can at least relate to, and which prove to be completely inconsequential to the main story. These choices help paint a picture of Henry for when the game truly starts, though. Is Henry more crass than charismatic? The game gives you a chance to decide who Henry is to an extent, priming you to be more inclined towards certain dialogue decisions later in the game—even if they have no bearing on the narrative’s eventual outcome. It is not as deep as character customization in an RPG per say, but it helps with immersion once you do take full control. And it is enough so that when you are blindsided by the news of Henry’s wife, you find yourself just as shaken as he would be, the sense of loss transcending the game.

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When Firewatch proper starts, you’ve just arrived in Wyoming’s Shoshone National Forest, nominally to work a summer job as a firewatch patrolman, but with the underlying hope that a chance to commune with nature—and the quiet time to focus on writing the Great American Novel—will serve as a distraction or otherwise help soften the grief. Then, we meet Delilah, Henry’s supervisor at another tower and his only link to the outside world. Somewhat isolated, the two of you can only communicate via a handheld two-way radio.

Delilah will walk you through the entire game, evolving from a motherly wilderness guide to a friend and confidant. You will also learn about Delilah and other people in the forest who have dealt with losses of their own as you perform humdrum tasks, before stumbling upon a mystery that has been growing in the forest for years.

Even with that small twist, the bulk of Firewatch boils down to Henry running around while he and Delilah get to know one another, swapping stories, and lending each other strength in times of need. That probably doesn’t sound exciting, especially with the choices you make in conversations with Delilah having no bearing on the end game, much like the opening text. Well, it’s not, really, but that shouldn’t (and doesn’t) mean it’s automatically bad, either. Excitement does not make or break an experience. The illusion of choice—expertly maintained thanks to Campo Santo co-founder Sean Vanaman’s Telltale pedigree, no doubt—builds up the liveliness of the world and lends a quieter sort of allure: that of building a new relationship.

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From a more practical standpoint, the surface of Firewatch bares scars akin to a forest after a careless spark ignited some kindling on a dry, summer afternoon. Although its message is poignant and powerful, some might miss it when the fantasy shatters due to jarring and frequent framerate drops in the second half of the game. Yes, the visuals are gorgeous—courtesy of artist Olly Moss—highlighted by bright colors spread across the landscape in wide ribbons that dominate your first-person sightlines. But they are also simple, making the technical issues both surprising and disappointing.

Also, even if you adjust to the lower stakes of Firewatch, you may still find yourself cursing the glacial rhythm at a few points. When the mystery deepens and tensions begins to rise, Henry’s slow plodding across the Wyoming wilderness hurts pacing, turning what should’ve been a three- or four-hour experience into the five- to six-hour one we ended up with.

There are also likely some who will be left unsatisfied by the game’s resolution and ending. To this I say, that’s sort of the point. There’s a streak running through Firewatch that you might call “realistic” or “naturalistic” that would be ruined by something more conventionally crowd-pleasing. Any story, fictional or otherwise, can wrap everything up with a happily ever after and then pretend time stopped forever. Opting for something less naive serves as a reminder there’s another, more nuanced approach.

I’ll admit, I don’t typically enjoy games like this very much. Brothers and Gone Home are among the many critically acclaimed tearjerkers that left me unaffected and unimpressed. But Firewatch—technical issues be damned—actually moved me. I slipped into Henry’s persona as easily as feet do worn loafers. Part of this I feel was due to its audacious intro, with the game being only the aftermath of a devastating life moment that would rattle any person to their core; the rebuilding of a soul after it was burnt to the ground. That said, Firewatch’s subject matter may be too much for some, and those more superficial players will likely be unable to see past the game’s surface flaws, but those who are willing to make the trek with Henry will be rewarded. With a bit of patience and perseverance, the journey through Firewatch reveals a well-written adventure with an artful dedication to exploring themes and emotions that are rarely tackled in gaming, but so often essential to how we define ourselves as humans.

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Developer: Campo Santo • Publisher: Panic Inc. • ESRB: M – Mature • Release Date: 02.09.16
8.0
Through the grounded reality it portrays and simple jobs players are tasked with, Firewatch sneaks up and surprises you when it zeroes in on a powerful message about the human condition.
The Good A heartfelt, well-told tale that should resonate with everyone on some level.
The Bad Routine framerate drops throughout the later stages of the game.
The Ugly We’re all headed for the same destination.
Firewatch is available on PS4 and PC. Primary version reviewed was for PS4. Review code was provided by Campo Santo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.