Tag Archive: review


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In Russia, Chronicles crush you!

Serving as the third and final game in Assassin’s Creed Chronicles, ACC: Russia has the unenviable task of bringing up the rear guard of this series of spin-offs. Although Russia fails in some regards to capture the spirit of the main series—much like its predecessors—it at least continues the maturation process we saw between China and India, and can stand proudly as the strongest of the three.

Set in 1918 during the height of the Russian Revolution, veteran Assassin Nikolai Orelov, protagonist of the Assassin’s Creed: The Chain and The Fall graphic novels, must take on one more mission for the Brotherhood before he escapes with his family to America. This mission is not an easy one, however. Nikolai has been tasked with infiltrating where the Templars are holding Czar Nicholos II and his family, and must retrieve Ezio Auditore’s infamous box—the primary narrative link between all three Chronicles titles. Along the way, Nikolai interferes with the execution of the family, leading to the youngest child, a teenaged Princess Anastasia, surviving and suddenly coming under Nikolai’s protection. With the secrets of the box revealed, Nikolai must escape the pursuit of both the Assassins and the Templars if he hopes to save Anastasia and get his family free of Russia.

Like its antecedents, ACC: Russia is a side-scrolling platformer that focuses more on the stealth aspects of Assassin’s Creed than anything else. Each level is broken down into subsections, where players are scored upon how effective they are as Nikolai. High scores lead to character boosts, and by continuously scoring gold in the Silencer (non-lethal takedowns), Assassin (lethal takedowns), or Shadow (no interaction with enemies whatsoever) disciplines, a score multiplier will come into effect.

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Where Russia shines compared to the two previous chapters of Chronicles is in the variety of objectives each level throws at you, and how you can accomplish them. While combat is still a detriment here—with Nikolai feeling relatively underpowered compared to his foes—there is a new array of items and tools at his disposal. Their inclusion will help you avoid combat more easily and better even the odds, making the stealth elements not nearly as punishing or predictable as in Russia’s precursors.

For instance, Nikolai has a grappling hook that he can send an electric charge through to disable light generators, electrify water (and the enemies standing in it), or even overload outlets—all undoubtedly benefits of the time period. There are also new distraction techniques like using telephones to alter enemy patrol routes, or firing Nikolai’s rifle to pick enemies off from afar or make noise to divert their attention when necessary.

The rifle also allows Russia to build on the sniper sections introduced in India. Here, however, they feel more natural, since Nikolai often has to pull his rifle out to cover Anastasia as she runs ahead. Speaking of Anastasia, there are even sections where you have to play with her and her far more limited talents, forcing you to push your stealth skills to the limits. This is a rare instance in this series where narrative actually led to more interesting gameplay.

The only downside to all these new tools was how everything was poorly spread out, as certain techniques—like being able to electrocute enemies—are introduced very late in the game, making them feel like an afterthought design-wise. As well, some of the level felt noticeably weaker in terms of design than others.

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A perfect example of this is in the chase levels. In ACC: China, when Shao Jun had to get through an area as quickly as possible while being pursued, it was one of the best elements of that game and it only seemed to continue on in India. The chase levels in Russia, however, are probably the weakest of the series, with old, plodding Nikolai being something of a chore to control in those moments. It makes sense for him to feel different than the other characters, but for those differences to make him feel inferior—at least as a parkouring assassin, because his gadgets definitely give him a leg up in other ways—might have made sense for the story, but definitely detracts from the experience.

One last disappointing element about Russia was the art style. India was the most vibrant and interesting world of the three games, and Russia may be the weakest. The Sin City-esque usage of grayscale with splotches of red do make sense for the setting, giving everything a downtrodden, depressing overtone. Unfortunately, they don’t work as well as intended, making many parts of the game somewhat painful to look at—especially when you get to the handful of indoor levels that are awash in color.

Assassin’s Creed Chronicles: Russia is the best game this offshoot series has offered up thus far. Sadly, it still falls short in ways that have plagued the series from the get-go. However, if you’ve come this far with Chronicles, at least things end better than they began, with a compelling narrative, great gameplay variety, and ingenious uses of stealth that will reward those players who have stuck around.

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Developer: Climax Studios • Publisher: Ubisoft • ESRB: T – Teen • Release Date: 02.09.16
7.5
Shortcomings that haunt the entire series remain here, but more gameplay choices and a compelling narrative make Assassin’s Creed Chronicles: Russia the strongest of the three Chronicles titles.
The Good Largest variety of gameplay of the three Chronicles games, interesting story that ties well into greater AC universe.
The Bad Combat is still a chore, poor pacing.
The Ugly You can almost see the osteoporosis setting in on Nikolai as he sluggishly runs around.
Assassin’s Creed Chronicles: Russia  is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Diamonds are forever

It’s not always easy to provide fresh takes on an established game universe—especially when it’s an annual release like Assassin’s Creed. This hasn’t stopped Ubisoft from trying to approach their crown jewel franchise from different angles, however, and one of their more recent attempts was in the form of the spinoff series Assassin’s Creed Chronicles. Forgoing third-person action adventure for a side-scrolling arcade-like motif, the first chapter in this series, Assassin’s Creed Chronicles: China, left much to be desired. Nine months later, we now have the second chapter in that series, Assassin’s Creed Chronicles: India. While it’s improved on several of its predecessor’s shortcomings, enough issues remain to keep this title from being as notable as its open-world brethren.

Set in 1841, ACC: India follows Arbaaz Mir, protagonist of the Assassin’s Creed Brahman graphic novel and father to Jayadeep Mir, better known as Henry Green from Assassin’s Creed Syndicate. After being lost for nearly three centuries, a precursor box once owned by legendary assassin (and fan favorite) Ezio Auditore has once again emerged in Templar hands. The Templars believe the Koh-i-noor diamond—a known precursor artifact, and the focus of the aforementioned Brahman book set two years earlier—could be a power source for the box. Arbaaz must now prevent the two items from coming together, or risk unfathomable power falling into Templar hands.

On the surface, ACC: India plays similarly to China. Arbaaz must work his way through intricately-designed levels while platforming and parkouring his way past Templar soldiers. Each subsection of said levels are scored on stealth and combat efficiency, with the added bonus of high scores leading to character boosts and in-game rewards.

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There are some striking differences between the two games, however. The most noticeable from the get-go is how India is artistically divergent from China. A wide array of bright colors and floral patterns mark Arbaaz’s sword swings and dot the vibrant landscape as visual markers for you to follow through the levels—a stark contrast to the muted backgrounds with splashes of sharp red and black watercolors seen in China. This is, of course, also a welcome reflection of each setting and our respective protagonists, helping subliminally show their differences beyond what we see through the game’s limited dialogue and cutscenes.

ACC: India also offers more gameplay variety compared to its antecedent. There are several sections where Arbaaz will have to cobble together a costume in order to bypass heavily guarded gates, or use cannons and sniper rifles strewn about the conflict-laden region of 19th-century India to clear out and open up new sections of a level. This increase in interaction with the environment helps immerse players into Climax Studio’s version of India—even if Arbaaz’s adventures only begin to scratch the surface of what could have been done in the game.The varieties of objectives these interactions afford are also a nice respite from the constant sneaking the game otherwise promotes.

This leads us to one major weakness that both Assassin’s Creed Chronicles games have in common: combat. You have to be stealthy and sneak around everywhere, because much like China’s protagonist Shao Jun, Arbaaz Mir is easily overpowered if he ever finds himself in direct combat. Countering and blocking remain unintuitive; even with Arbaaz’s superior gadgetry and the returning Helix glitch system (that temporarily makes Arbaaz almost unbeatable), most of the time open conflict is the last place you’ll want to be. This makes Arbaaz feel extremely weak—a far departure from what we have come to expect from the protagonists of Assassin’s Creed—due to how limited your options feel when combat is all but removed from them.

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Also returning from ACC: China are the timed sections, where you have to get through a level as quickly as possible—stealth-be-damned—usually because Arbaaz just blew up something he shouldn’t have. Much like before, many of these levels are a highlight and we see more of them in India than in China. That’s good, because they not only provide more fun, but also lengthen ACC: India by several sequences when compared to its forerunner.

As good as many of them are, though, there are a couple that fail to understand the importance of speed in making them enjoyable. These levels usually require either a great deal more climbing, or stricter timing from Arbaaz’s movements, with platforms that swing, switch, or rotate in ways reminiscent of the puzzle-platforming levels seen in older, mainline Assassin’s Creed games. It’s hard to have a sense of urgency while you’re waiting for platforms to move back into proper position before you can continue on, obliterating any rhythm you’d hope to get into.

Assassin’s Creed Chronicles: India is an improvement when compared to the first chapter of this ancillary Assassin’s Creed series. It does a nice job filling in more gaps in the universe’s massive timeline, while uniquely linking itself to the previous tale, which took place 300 years earlier. It’s also a longer game, with a larger variety of gameplay to help keep things fresh, and its arcade scoring system provides some replayability if you’re into setting high scores. The combat and pacing still need some work, but the improvements seen from ACC: China to India make me at least remotely hopeful for what we can expect when ACC: Russia concludes the series next month.

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Developer: Climax Studios • Publisher: Ubisoft • ESRB: T – Teen • Release Date: 01.12.16
7.0
Assassin’s Creed Chronicles: India learned from the missteps of its predecessor, as gameplay is more varied and its colorful, vibrant levels are both pleasing to the eye and fun to interact with in most cases. Open combat is to be avoided at all costs, however, limiting how you play the game—and some of the puzzle-platforming levels drag in term of pacing.
The Good Better variety to the gameplay, another story that helps fill in the blanks of the franchise’s timeline.
The Bad Direct combat still feels unintuitive and clunky, new climbing sections slow down pacing.
The Ugly Alexander Burnes sounds like a bad Sean Connery impersonator.
Assassin’s Creed Chronicles: India is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Slice and dice

Assassin’s Creed’s story-driven DLC packs have always tried to offer something different from their main story counterparts. From spiritual animal visions to freeing slaves, these post-release expansions have pushed the boundaries of what we expect from the series—especially gameplay-wise. In many ways, the newest addition to this lineage, the Jack the Ripper DLC for Assassin’s Creed Syndicate, continues this trend.

Set in the fall of 1888—20 years after Syndicate and during the height of the Jack the Ripper murders—master assassin Jacob Frye has a dark secret that he’s hiding: he knows who the Ripper is. Jacob hopes to catch the madman before the police in an effort to rehabilitate Jack, but then suddenly ends up missing. A month later, Jacob’s twin sister Evie is forced to leave her home in India and return to London, in the hopes of finding her brother and putting a stop to Jack’s rampage permanently.

The most intriguing aspect of the Jack the Ripper DLC is that it tackles a subject with so many questions surrounding it. Considered the world’s first serial killer, Jack the Ripper was never caught nor his true identity revealed. Therefore, one might think it would give Ubisoft a wide berth in terms of how to work their narrative into this unsolved mystery. Unfortunately, it seemed to do the exact opposite.

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Part of the fun that stems from Assassin’s Creed is how the story finds ways to seep into the nooks and crannies of history, spinning well-defined, real-life events in a way that fits their conspiracy theory driven plot. Ubisoft took a great risk crafting their own tale to explain where Jack came from, how his methods evolved, and finally why his murder spree stopped. But because so little is known about the real-life Jack, the development of the character felt stifled, as there weren’t many ways to add depth to such a primal, one note villain to begin with without knowing something concrete about the man. Maybe part of this stems from the brevity of the DLC; a side expansion simply wasn’t enough to both introduce Jack and also turn him into a nemesis we could love to hate. Of course, the DLC alludes to Jacob and Evie having met Jack during the events of the main game, and yet there is no connecting between the two, unlike previous Assassin’s Creed DLCs. No matter the case, the result was a story that left me unsatisfied, even with its definitive ending.

Gameplay, on the other hand, added some surprising new wrinkles to the series—the foremost of which was actually playing as Jack the Ripper in several instances. Symbolic of the cat and mouse game Jack played with the actual police 125 years ago, the DLC sees Jack do the same with Evie, and there are several sequences where players can act out the brutality of Jack the Ripper as he leaves a trail of clues for our heroine. While these moments could’ve been used to better show Jack’s motivations—we see what he does, but never really get a clear sense as to why—they did offer a unique sense of freedom to how you would normally play an Assassin’s Creed game, now given the chance to step into the shoes of the villain as well as the hero.

Playing as Jack also introduced two new mechanics to the game (which then become available to Evie in non-lethal adaptations). The primary addition is a fear factor that allows you to instill terror in your enemies, so much so that they’ll run away instead of facing you. Building off of this is an supplement to melee combat called the Brutal Takedown, which—when pulled off successfully—can add to your ominous presence.

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The idea of using fear as a weapon is something that I didn’t realize had been lacking from Assassin’s Creed until now. Being able to double assassinate a couple of thugs, then do a Brutal Takedown on another that scares away a half-dozen other guards, is the most empowering tool in your repertoire yet. It also makes a lot of sense. If you were a lowly guard patrolling a manor, and just saw your buddy’s throat ripped out, would you stay and fight, or turn and run the other way? Of course, as you might expect, some enemies do stay and fight, but others quickly beat a hasty retreat. It also allows for more enemies per conflict, as you’re now not expecting to fight all of them. You can—and you can win—but it wouldn’t be very efficient nor Assassin-like.

The major issue with the fear system, however, is that it’s not limited to just Brutal Takedowns. Evie and Jack both carry tools such as fear grenades and spikes. While Evie uses her spikes to pin enemies to the ground, so that their screams inspire terror in fellow thugs, Jack impales them as grim examples of the carnage to come. Meanwhile, fear grenades allow you to strike terror from behind cover without being seen. While great for clearing an area, they also felt overpowered, as a fully-stocked assassin never even has to unsheathe their blade, as they simply had to chuck a couple of grenades into the crowd.

These new elements come courtesy of a foundation built on the main game of Syndicate, though. Jack the Ripper takes place entirely in the two most northern districts of the main game’s map—Whitechapel and City of London—which unfortunately gives you a much smaller piece of land to cover, expediting much of the experience. Thanksfully, there are some new side missions to complete from associates both new and old, and three new Black Box missions to partake in. All told, though, Jack the Ripper might feel a tad repetitive for anyone who immersed themselves in the main game when it comes down to helping Evie track down Jack.

Although a little light on the content side, Assassin’s Creed Syndicate: Jack the Ripper is still a fun side excursion in the Assassin’s Creed universe. New mechanics and characters meshing with familiar ones from the main game make this DLC a fun experience overall—one that won’t disappoint most fans, all while filling in more gaps along the ever more convoluted timeline of Assassin’s Creed.

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Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.17.15
7.5
Striking fear into Evie’s enemies may be a bit overpowered, and Jack may not be the formidable bad guy we hoped he would be, but this DLC is still a fun adventure that serves as a nice excuse to return to Assassin’s Creed’s take on Victorian-Era London.
The Good New fear mechanic provides a fresh take on familiar gameplay…
The Bad …that is also overpowered and too heavily relied on.
The Ugly Jack the Ripper would make the easiest Dickens Fair cosplay.
Assassin’s Creed Syndicate: Jack the Ripper is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Break the walls down

Over the 10-year period of 1998-2008, the Rainbow Six franchise released 16 different titles or expansions, by far the most of any single brand under the Tom Clancy umbrella. Then, there was nothing. The series disappeared from Ubisoft’s lineup of huge blockbusters post-Rainbow Six Vegas 2, and fans were left wondering when they could get the squad back together. There was a glimmer of hope when the Patriots project started being shown off, but as quickly as hype started to build, the game was shelved. From its ashes, however, has risen the first Rainbow Six game in seven years, Tom Clancy’s Rainbow Six Siege—and it looks to bring tactical multiplayer gameplay back to the masses like never before.

The key word there, though, is multiplayer. Something that we need to get out of the way is, yes, Siege is a multiplayer-focused game. There is a single-player mode called Situations, but it’s really nothing but a glorified tutorial. While it does a nice job of helping players become familiar with the game’s modes, maps, and operators, Situations offers little value to the product as a whole in the long run. Especially if you’re a fan of Rainbow Six as a franchise, it’s hard not to miss a more dedicated single-player mode, given how important they were to previous entries in the series.

In fact, on the surface, there’s not really a lot of multiplayer content either. The online component of Siege is comprised entirely of two modes: Terrorhunt and Versus. Terrorhunt pits a team of five people against AI opponents in varying scenarios, including saving hostages, defusing bombs, or eliminating all the enemy terrorists. Meanwhile, Versus is your classic five-vs-five match, where each person on a team has only one life to live—with the twist that objectives similar to those in Terrohunt can also be achieved as an alternate path to victory.

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There are Casual and Ranked versions of both modes, but in order to unlock the Ranked options, you have to grind until you’re level 20. That’s a pretty lofty barrier for entry, even if you are trying to appeal more to the hardcore audience—although the journey does go rather quickly if you and your team keep winning in either Versus or Terrorhunt. Ranked changes the game somewhat by turning off all major HUD options and giving players a more true-to-life experience, giving you a carrot to at least to pursue the unlock. However, you can purchase XP boosts through microtransactions if you don’t have the patience.

Although it may sound like there’s not a lot to Siege, it makes up for it where it counts: in its gameplay. When you look past its lack of options and single player, this might actually be the best multiplayer game to come out this year. Siege has forgone all the bells and whistles that other similar-styled releases try to beat you over the head with, instead giving you the sleekest tactical shooter we’ve seen since Rainbow Six first hit PCs nearly two decades ago. Enemy AI is smart and ruthless, and when playing against other people, the emphasis on only having one life makes every decision a potential game-changing one, amping up the stakes alongside your adrenaline.

Siege features 11 of the best-designed close-quarters combat maps you’re likely to find in modern games. Maps may look small from the outside, but each location is filled with plenty of nooks and crannies that will have you checking every corner twice, just to make sure your rear is constantly covered.

The best part of each map, though, is how much you can destroy them. As long as it’s not a load-bearing wall, chances are you can punch a hole through it with a variety of devices depending on your operator and playstyle. This means sightlines are constantly changing, and that no match will ever play the same way twice. As well, the game looks absolutely gorgeous—how it’s able to chug along at a steady framerate considering the metamorphosis each level is constantly undergoing is phenomenal.

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There are also the operators, the unlockable special forces agents players can use. There are 20 different characters to play with that not only feel unique due to their specialty gadget, but who also are perfectly balanced so that no matter how your team is comprised, or how you customize them, no matchups are better or worse than any other. The game has a character option for almost everyone on both offense and defense to suit your needs, and each brings with them their own strengths and weaknesses.

Like on offense, I love using Sledge, the SAS point man who, as his name would imply, carries a giant sledgehammer to punch holes in as many walls and floors as I want, but it also leaves me vulnerable and directly in the line of fire if I don’t have a buddy ready to clear the hole after the smoke clears. Meanwhile, on defense, Kapkan is my man, as I can set up booby traps in entryways that serve as a deterrent or a funnel to push enemies where I want them to go—but I’m limited in how many homemade devices I have. I know others, though, that put everything on guys like Tachanka, the stationary machine gunner on defense whose rear is vulnerable after he hunkers down, or Ash, the quick on her feet FBI agent with a special bullet that can breach barricades from a distance on offense but who really can’t take a hit. And those are just four of the 20 that you can play with.

Siege is also an enjoyable multiplayer experience because it does away with the “Lone Wolf” concept frequently seen in most other FPS multiplayer games. You have to work as a team to succeed in this game. Learning how the different operators work and developing a rapport with teammates so that you can most efficiently conquer the objectives actually becomes a large part of the fun, and pleasantly much of the burgeoning Siege community has headsets of some sort. I don’t think I’ve ever had so many enjoyable conversations in an online experience—ever—and it’s because Siege encourages objective-oriented people to come together for a common cause.

Tom Clancy’s Rainbow Six Siege lacks content—there’s no doubt about that—but what is there is absolutely stellar. With the promise of Spectator mode, more maps, and more operators down the line, this could develop into a really special game and community. As is, its exemplary gameplay is carrying the day, so I wouldn’t be surprised if the lack of content turns a lot of people off. But if you’re dying for a new Rainbow Six game like I was, or the idea of a hardcore tactical teamwork-based shooter sounds like your thing, Siege is worth a look.

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Developer: Ubisoft Montreal • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 12.01.15
7.0
What Tom Clancy’s Rainbow Six Siege lacks in content it makes up for in intense, fast-paced, heart-pounding action and tight gameplay. If tactical multiplayer is your thing, there may be none better. If not, though, you’ll likely find the experience to be a bit bare bones.
The Good Great balance between the 20 operators; amazing destruction, map variety.
The Bad Matchmaking issues persist, lack of a single player campaign.
The Ugly We miss you Ding Chavez.
Tom Clancy’s Rainbow Six Siege is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

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Clipped wings

At this point, Yuji Naka’s place in video game history is secure. As one of the key figures behind all the early Sonic the Hedgehog titles, and later Nights into Dreams on Sega Saturn, Naka has brought gamers countless hours of high-speed fun. But many also lament what is most likely Naka’s greatest failing—the inability to recapture many of those feelings we had from his 2D Sonic games in his 3D ones. Sonic’s failed transition away from side-scrollers partly led to Naka’s departure from Sonic Team in 2006, driving him to create his own studio, Prope, which has seen moderate success in the mobile realm. Unfortunately, like a pro athlete who refuses to admit the best days of his career are behind him, it seems that Naka still wants to find a way to bring the mechanics that made him a success in the 90s to modern audiences. As Rodea the Sky Soldier proves, however, knowing when to move on is sometimes more noble than never letting go.

Rodea the Sky Soldier begins by explaining that, every millennium, a cross-rift between two dimensions opens. One dimension is driven more by organics and nature; the other, more mechanical and industrial. King Geardo, monarch of the industrial dimension, wants to use the cross-rift as an opportunity to rule over both. His daughter, however, is tired of her father’s dreams of conquest, so she programs her android bodyguard Rodea to stop the king and his robotic army at all costs. It sounds more like the plot of a JRPG than an action game, but it does its job in setting the stage as to why the organic world you fight in is overrun with mechanical enemies. Meanwhile, from a design standpoint, Rodea looks like a cross between a Sonic game and a Nights game. Item boxes, enemies, even world layout, although simple, has the feel of Naka’s later failed works at SEGA.

Before we continue any further, it needs to be said that Rodea the Sky Soldier was never intended as a Wii U game. In fact, it sat in development purgatory for four years, originally planned on being released on the Wii back in 2011. Why the game was delayed so long is beyond me, but it looks like nothing has been done with all that extra time—causing a lot of rust to collect on Rodea’s visuals and gameplay.

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Graphically, the game is a mess—it would look bad even as a last-gen title. Barely populated worlds, wide stretches of land painted in the same bland color, and even large segments of a stage flickering in and out of existence as rendering fails to keep up when Rodea reaches a decent speed mar the the experience. All this makes Rodea easily one of the ugliest games I’ve played in a long time.

Rodea is also a joke in terms of gameplay, seemingly taking all the worst elements from Naka’s previous games and mashing them together. Rodea can fly around a level or run around the ground, moving his fastest when he’s in the air. He has only a limited meter once he takes flight, though, so Rodea will need to find a solid piece of land to settle on to let the meter quickly refill—sans grabbing certain items mid-flight that refresh his flight power. This actually provides a nice challenge in stages where lots of bottomless drops abound, forcing you to balance how you get to the end of each level.

The flying could have been so much more fluid and fun had the game’s controls not turned out completely unintuitive. Instead of allowing you to just fly around using the control stick, you have to aim at where you want Rodea to fly, then press a button to set a marker on a safe spot. Once you’ve done that, Rodea will move along the path toward the marker you’ve placed. If you want to course correct, attack an enemy, or deviate in any way from the original path, the entire concept falls apart. I could see where, if you had to use the original Wiimote, pointing at the screen constantly, this might not have been as bad as it is. But using the Wii U gamepad’s control stick to aim instead caused rerouting Rodea in mid-air to become a chore, especially with the overly sensitive camera swinging around trying to correct itself. Never before has flying in a game ever felt so restrictive.

The combat is also a sad state of affairs. When targeting an enemy, you can lock onto them like you would in one of the 3D Sonic games, with Rodea even spinning around to gear up for the attack. If enemies are grouped together, though, the inability to easily link attacks was a sad realization. I often had to individually target them—which, admittedly, was still easier than flying—but I lacked the speed or rush that even the worst 3D Sonic games were able to produce.

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The weakest element of combat, though, is easily something I thought I’d never see again in a game like this: guns. Channeling his inner Shadow the Hedgehog, Rodea has machine guns and other firearms that he can earn over time, allowing him to slowly aim and take pot shots at the enemies around each world. It was at this point that I nearly threw the Wii U controller out of sheer frustration because, while the gun mechanics work, they destroyed any semblance of pacing that the game was trying to achieve.

Rodea isn’t a complete letdown, though. Showing at least a semblance of evolution from the projects of a decade ago, the game features a fleshed-out upgrade system for the titular hero. Killing enemies rewards Rodea with spare parts that he can then use to upgrade his armor, attack, speed, and other attributes between stages. He can also unlock new moves and better weapons—should the whole machine gun mechanic not bother you as much as it did me.

Surprisingly, the game’s boss battles are also a fair amount of fun. Since most of them are mammoth in size, set in the game’s larger arenas, it’s easier to target their weak points and bring them to their knees—even if many fall into the classic “three hits and you’re dead” gaming trope. It’s such a shame that getting to the bosses is such a grind, leaving them feeling like a brief respite instead of the culmination of a well-designed level.

It’s sad that Rodea the Sky Soldier stayed buried for so long. Had it released in 2011 like originally intended for the Wii, this might’ve been a much better handling game to play, and wouldn’t have looked nearly as bad as it does next to the Wii U contemporaries it now has to contend with. The saddest part, though, is that Yuji Naka doesn’t seem willing to completely let go of his past—and, if anything, accidentally makes the case for why the beloved characters and gameplay he created in his early game design days no longer fit in the modern gaming realm.

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Developer: Kadokawa Games/Prope • Publisher: NIS America • ESRB: E10+ – Everyone 10 and up • Release Date: 11.10.15
4.0
Horrid visuals and unintuitive gameplay make Rodea the Sky Soldier one of the worst action games I’ve played in a long time.
The Good Massive boss battles, deep character upgrade system.
The Bad Difficult to control Rodea in flight, last-gen graphics, lots of glitches.
The Ugly Didn’t we learn anything from the disaster that was Shadow the Hedgehog?
Rodea the Sky Soldier is available on Wii U, Wii, and 3DS. Primary version reviewed was for Wii U. Review code was provided by NIS America for the benefit of this review.

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A bigger, blacker CoD

Call of Duty has come a long way over the years. Every subsequent release, though, has the ever-increasing challenge of upping the ante, especially as the fiction has crossed from the historical, to the modern, and, most recently, to the future. But just when you think there is nowhere left for it to go, Treyarch finds a way to push each mode to new heights and tie it all together in its most cohesive package yet with Black Ops III.

Set in 2065, Black Ops III’s world has actually taken a step backwards in some ways when it comes to how it wages war. Due to the setup of an air-defense grid after the attacks of Raul Menendez’s hacked drones 40 years earlier, warfare has once again gotten down and dirty, with foot soldiers serving as the difference makers in combat. But mixing with the blood, sweat, and tears out on the battlefield are the oil, rust, and frayed wires of robot soldiers and augmented humans looking for that extra edge in conflicts around the world.

It is here where Black Ops III begins, when your character is critically wounded on an op that goes sideways, and forced to replace several body parts in order to survive and continue operating for the United States government. As the story progresses through the eyes of your now-supersoldier, back in the field with robotic limbs and unfathomable abilities, you and your team uncover a secret that could turn the world on its head. Worse yet, you realize you weren’t the only ones to recently find out the truth.

Black Ops III’s campaign is easily the series’ most ambitious yet from a storytelling, gameplay, and design point of view. Each chapter is longer and larger than any we’ve seen in the past, with multiple paths to objectives available to players if they are willing to explore. These massive levels substantially lengthen the campaign, pushing my first playthrough to the 10-hour mark.

The wide maps and different routes are also ideal for the return of four-player campaign co-op. For the first time since World at War, you and some buddies can tackle the campaign together, with the difficulty ramping up dynamically depending on how many players have joined you. This also adds an element of potential planning and group tactics, as you can choose to be a team that moves as one, picking off enemies as you go, or branches off and tackles objectives from multiple angles. I personally found the multiple angles suited my team’s playstyle best, especially in the campaign’s handful of traditional boss fights—which were a surprising, but not necessarily unwelcome addition for a series known for its bombastic action filled set pieces.

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The most significant addition to gameplay, though, is likely the new Cyber Cores. These are the different cybernetic abilities you can take out into the field with you. Grouped into three sets of six, each individual power can be upgraded as your character progresses.

Yes, one of the ways that Black Ops III more seamlessly brings the Call of Duty experience together is that progressing your character isn’t just limited to multiplayer. You can level up in all three modes of play, giving you specific unlocks in each one. In campaign, you not only customize your character’s armor, face, and guns, but their Cyber Cores, too.

This is done in-between levels, where you can visit a safe house that allows you to mess with your character depending on what chapter you’re going to tackle, while providing a nice respite from bullets whizzing by your ears. If you would like to be an offensive powerhouse, for example, you might want the Chaos Cyber Core that lets you shoot sonics out of your hands, debilitating all human enemies within range, or release nanobots that will swarm enemies and ignite them in flames. In the safe house you can also play a special simulation that acts as a Horde mode—which also features four-player co-op—within the campaign to test your loadouts before heading back into the story.

One of the most interesting aspects of the future setting, though, is that some of the levels are set in the virtual realm. While you can still die and have to restart from a checkpoint, these virtual levels make it so that nearly anything and everything are possible, like the inclusion of zombies for the first time in a main campaign, and even a return to Treyarch’s roots a bit with a World War II simulation that will blow your mind, all while still finding a way to progress the story.

That story, however, might be the one aspect of the campaign where things stumble a bit. Although the gameplay is phenomenal, and does a great job of really allowing you to play it however you want, Treyarch ran into the issue of having to essentially establish a brand-new world due to the 40-year jump in their continuity. Part of this takes place in the aforementioned safe houses, where people who want to dig deep into a small computer terminal will find fun articles ranging from fictional reports on major world events to fun little Easter eggs, like a failed military experiment that tried to weaponize cows.

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The rest of the world-building begins in the middle of the narrative, derailing critical character development for the sake of establishing the backstory for your impending conflicts. One of the qualities that have made the Black Ops arc so great is that the conflict traditionally serves only as background noise for the characters that we get to know and love. David and Alex Mason, Woods, and Hudson were memorable characters that I adored. Black Ops III starts out similarly with this unfamiliar squad of undercover badasses, but then about a third of the way through, starts leading you down a rabbit hole around the conspiracy that you happen upon and forgets about making me want to care about any of the characters.

Although critical to the twist at the end of the campaign that will have players arguing on forums as much as Zombies enthusiasts do about that mode’s secrets, the campaign feels like it takes a break from the character development during that time to beat us over the head with themes like “Where do we draw the line with our dependence on technology” and “Americans messing with things they shouldn’t just creates more enemies.” This disrupted the narrative flow, and that became more evident just before the end when a romance subplot comes out of nowhere and the villain’s presence, predictably, is revealed to be with us since near the start of the story. I still enjoyed the campaign’s story as a whole, but I wish the conspiracy could’ve been better woven in with the characters so that the flow of everything didn’t feel so disjointed.

While on the subject of twists at the end of the campaign, the one that made me drop my controller was the reveal of a second campaign at the end of the first one. Dubbed “Nightmare,” this second campaign remixes the level order of the main campaign, but does so while providing a new protagonist, a new narrative, and new enemies.

The Nightmare campaign is a what-if version of the main campaign where all the enemies were zombies. You can’t personalize your loadout here, though. Instead, you have to rely on random magic boxes and drops from enemies in order to power up. The lack of control after having the keys to the customizable kingdom in the main campaign adds to an overall increase in difficulty considering how, even in the widest maps, the zombies will swarm you before you know what hit you. The Nightmare campaign provides a fun alternate narrative that might be stronger than the original and is also playable in four-player co-op.

But for all you Zombies fanatics out there, never fear. A more traditional Zombies experience called “Shadows of Evil”, themed on classic film noir, is also available. As that story goes, the four main characters, played by Ron Perlman, Jeff Goldblum, Heather Graham, and Neal McDonough, have each committed some horrible evil that is allowing zombies to enter their world. By working together, they’ll have to uncover the secret that supposedly somehow ties into previous Zombies entries and might save their damned souls.

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Unfortunately, I didn’t get as far as I’d normally like in Zombies, but I did get plenty of time to experiment with two major additions to the mode’s gameplay. The first is the new Gobblegum system. Each player can customize a set of five gumballs they want attributed to their person, with each gumball offering a different ability. When you find a Gobblegum machine, you can spend some of the cash you’d normally use on guns or other power-ups to get one of the five gumballs in your set at random. And just like in single-player, there is a progression here that will unlock better gumballs as you level up.

The second element is the purple flame, which can be found at different locations throughout Morg City. For a limited time, this turns players into a lightning quick plant monster with tentacles (think Audrey II from Little Shop of Horrors) called “The Beast” that lets you open special doors, break boxes, and unlock the paths necessary to find all of Morg City’s secrets. There are few things more satisfying than finding new secrets and special narrative clues while killing the undead, so when combined with the hysterical dialogue that each character randomly spews, this year’s Zombies mode might be the best yet.

As great as Campaign and Zombies are, multiplayer is really Call of Duty’s bread-and-butter. Never to be outdone, the multiplayer has taken the futuristic ideas of the campaign and turned them into the slickest multiplayer suite yet.

Before you build your first loadout, though, you should check out Freerun. This short series of four time trials are a great way to teach you how best to use your wall-running abilities in multiplayer and get used to the idea of the maps’ new sense of verticality. Ramping up steadily, Freerun will show you moves you never thought possible, like running up columns or wall-jumping down narrow corridors, all while stoking your competitive fire by sticking a clock on you and daring you to get the best time.

Once your cybernetic legs are all warmed up, then you can jump into the largest selection of multiplayer modes yet. I was able to play on live servers pre-launch, and while there weren’t nearly as many people online as there will be on launch day, everything worked fine. You never know what might happen when the servers are flooded by millions of gamers, though. Multiplayer touts a bevy of returning favorites like Capture the Flag, Kill Confirmed, Team Deathmatch, Hardpoint, and many more, but Black Ops III also touts a new mode called Safeguard.

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Safeguard tasks you with defending a bomb strapped to a robot as it heads to a designated point on the map. The robot only moves when members of your team are near it, and the enemy team can slow the robot down by shooting it repeatedly. If time runs out before the robot reaches its destination, the defenders win, and if the robot makes it, the attackers win. I found the mode to be immensely difficult because standing next to the robot makes you a sitting duck, so it really requires one person to act as a direct escort, and the rest of your team to keep the enemies off your back. In that regard it has elements of CTF in it, and requires monumental amounts of teamwork whether you’re an attacker or defender.

The beauty of multiplayer now, though, centers on the chain-based fluid movement system. After a little practice, I was stringing together wall-running and double jumps so effortlessly I felt like I could single-handedly change any battle. With each map and mode having their own special nuances to cater to this movement style, surprising my opponent meant a lot more than flanking them. Knocking that sniper off the high ground wasn’t nearly as impossible anymore. And springing up out of water with assault rifle blazing added even more depth to what are some of the best-designed maps you’ll see in any Call of Duty.

The other major change we see in Black Ops III’s multiplayer is the Specialists. Sure, you can still customize and choose whatever guns or weapons you want to bring into battle, especially with the return of the beloved Pick 10 system offering another layer of balance that I feel the past two Call of Duty games have lacked. But the Specialist a player chooses gives them more of an identity online than in previous Call of Duty games, from who the player selects, to how they define their look, and finally which of their Specialist’s two special abilities they pick.

Knowing what each Specialist does and what situations their powers are best used in could turn the tide of a battle on their own, and offer yet another strategy for players to think for, and potentially plan against. For example, I played with Ruin a lot. His two abilities are Gravity Spikes, which allows him to kill everyone close to him with a shockwave when he slams the spikes into the ground, and a supercharged sprint called Overdrive. In TDM, racking up that kill count is critical so the spikes were great. But in something like CTF, grabbing the flag and then hitting Overdrive with that enhanced sprint means I can get a point for my team a lot more easily, covering half the map in a fraction of the time I used to. Considering there are nine Specialists to play around with (four to start, with others unlocked via progression), I can only imagine the strategies players will come up with.

It’s never easy to continually one-up yourself, but Treyarch seems just fine rising up to the challenge each time its turn comes up to put out a Call of Duty game. By adding progression and co-op to each mode, players have new reasons to go back and play each one more, while also providing a common thread through each part to help pull it all together. Multiplayer and Zombies are more robust than ever, and although Campaign’s story might not have been the strongest we’ve seen from series, it’s still a high-quality thrill a minute ride with a twist that will keep players talking until the series’ next installment. Simply put, Black Ops III is the deepest experience the franchise has seen thus far.

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Developer: Treyarch • Publisher: Activision • ESRB: M – Mature • Release Date: 11.06.15
9.5
Black Ops III is the deepest Call of Duty experience to date. With not one, but two campaigns, new multiplayer modes and more robust customization, and a Zombies mode that will suck in even the most casual of players, Treyarch has once again found a way to raise the bar.
The Good More quality content than ever before crammed into a Call of Duty game.
The Bad Character development in campaign has a sharp drop off.
The Ugly Why hasn’t Activision announced a Call of Duty starring Jeff Goldblum yet?
Call of Duty: Black Ops III is available on PS4, Xbox One, PS3, Xbox 360, and PC. Primary version reviewed was for PS4. Activision provided travel to and accommodation at a review event for the benefit of this review.

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A mid-card contender

The Attitude Era, a time period that engulfed wrestling in the late 90s through early 2000s, is widely considered to be the pinnacle of modern sports entertainment. Never before had WWE’s brand reached such a wide audience, and many of the television ratings records set back then remain standing today. So, it is no wonder that when wrestling video games need a pick-me-up, they look back to that era for inspiration to put themselves back on track—and WWE 2K16 is no exception.

After a down debut on current-gen consoles last year, the annual WWE 2K franchise looked to one of the greatest faces of the Attitude Era—Stone Cold Steve Austin—as a reason to inject some much-needed edge back into the series. The Texas Rattlesnake was a beast for WWE starting with his meteoric rise in 1997 through to his retirement in 2003, so it’s no surprise that they’d model this year’s 2K Showcase mode after him.

Letting players relive many of Austin’s best matches from his time with WWE is a concentrated shot of nostalgia that any child of the Attitude Era can’t help but enjoy, as classic footage is spliced with recreated in-game cutscenes. Making things even more enticing are Bonus Matches. After completing certain bouts, some of Stone Cold’s best pre-WWE moments—like when he was “Stunning” Steve Austin in WCW—are unlocked, letting you take on the likes of Ricky “The Dragon” Steamboat and many others.

While the 2K Showcase mode is great for a walk down memory lane, where the WWE 2K series usually shines is when it lets gamers play wrestling god and create different matches, wrestlers, arenas, and more to satiate whatever their heart may desire to see inside the squared circle. Or, if they’d prefer, they can walk the path of a superstar themselves and see what it takes to win major gold in the world’s premiere wrestling promotion.

For those micromanagers out there, WWE Universe returns, letting players pit their favorite wrestlers of the past and present from the WWE series’ largest roster yet (120 superstars and divas combined) against each other. If you want, you can create major wrestling shows for every day of the week, cultivating made-up arenas with the returning Create-an-Arena feature, and then watch as matches play out. You can also step in, if you’d prefer, and influence the direction of your WWE over the course of several years on the calendar. There are even adjustable sliders that can affect a wrestler’s personality this year, influencing how they will or won’t act in the ring, and injuries can now occur, drastically shifting storylines at times just like the real-world WWE. The only knock against WWE Universe is the inability to create more detailed storylines, but seeing as how much you are able to customize here, filling in the gaps for the usually impressive AI isn’t the worst thing in the world.

Sometimes the best part of the WWE games aren’t just playing as your favorite wrestlers from TV, but inserting yourself, or some crazy cockamamie monstrosity, into the action. Create-a-Wrestler is far deeper than it was last year, bolstered by the fact that you can upload your own personal designs quickly and easily via the WWE 2K16 website to put on your wrestler or their clothes. You can even upload your own face—like I did to create super-journalist Murrow Thompson—and really feel like you’re getting into the game (quality of results will vary).

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You can also customize your wrestler’s moveset, with thousands of attacks and abilities available to you. My only disappointment here is the lack of Create-a-Finisher, as nothing makes your wrestler feel more like your own than piecing together a finishing move that no one else in the world has, even if it borrows parts from already existing moves. I think a pop-up DDT would’ve been just what Murrow needed to enlighten the masses; instead I settled for Dean Ambrose’s Dirty Deeds.

Once you have a created wrestler, you can then import them (or a different superstar made from scratch) and enter the revamped MyCareer mode. Looking to add a stronger sports simulation aspect to the traditionally arcade-inspired WWE series, last year’s MyCareer mode was the worst kind of grind that culminated in a single Wrestlemania match. This year is different.

Starting off in NXT, your mission is to one day make the WWE Hall of Fame. By wrestling in highly regarded matches, you can build your character up to more easily achieve a series of possible career goals that will lead to guaranteed enshrinement. What goals you pursue are entirely up to you, however. You can dominate at the mid-card level, winning the US and Intercontinental titles multiple times. Or, if you’d prefer, you can try to hold every title once and get the career Grand Slam. Wrestling in certain kinds of matches at certain venues as well as a multitude of other paths can also catapult you to the desired stardom you require. Although, I will warn that if you choose to focus on tag team gold, the AI for your partner may make you want to go the way of The Rockers sooner rather later. You also get to actually play an entire career, instead of flash forwarding to your retirement match upon completion of certain objectives (unless you choose to retire, which is entirely up to you)—giving the mode much needed longevity and replayability.

There are also more ways to play to the crowd and develop your wrestler’s personality. By participating in Extreme Rules matches and the like, and using weapons and tables, your aggression and other personality traits will adjust. The most important personality factor, however, comes from your post-match interview with Renee Young. From here, depending on your answers, you can start rivalries, change alliance, or turn face or heel. What decisions you make there can in turn gives you more options, like participating in a new feature that allows you to interfere with your rival’s matches.

The biggest addition to MyCareer mode is the in-match feedback on how your match is going. Move variety, hitting signature and finishing moves, and sprinkling in some “OMG! Moments” will help result in a 5-star match. Repeating moves, never countering, or quick matches will result in lower stars and less progress for your character. This emphasis on move variety helps each and every match feel genuinely like something you’d see from the real life WWE.

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Even with all these modes and the additions made to them, though, it would all be for naught if the in-ring product did not make advancements from last year’s game—and in a fair amount of ways it did. A slew of new mechanics have been added to WWE 2K16’s gameplay, and most of them work very well. A new, slowly refilling reversal meter finally nerfs players who know how to perfectly time every move, with each wrestler only having three-to-five reversals to start a match, and you’re never allowed to hold more than whatever you started with. You can also now slow the pace of matches down with Working Holds. Just like in real life, these allow wrestlers to catch their breath while also draining the stamina of their opponents. These two changes alone greatly expand the strategic depth you now carry into the ring, especially when combined with the chain wrestling and stamina meters added last year.

One gameplay addition misses the mark, though, and that’s the new submission system. The button mashing minigame of yesterday is thankfully dead, but in its place is an overlay system where you must try to get your bar to consistently overlap an opposing wrestler’s. The more tired they are—or if it’s a finishing submission like a Sharpshooter—the easier it will be to make them tap, but controlling the bar makes it feel like you’re wrestling the controller as much as your opponent.

WWE 2K16’s in-ring product has also seen its fair share of polishing. While the occasional glitch still pops up, it’s nowhere as bad as last year. Many character models also look much better—especially impressive considering the 120-person roster—but there are still a few examples where wrestlers look like they were being pulled from games that are two or three years older than this. While she never steps in the ring, I feel it necessary to point out the aforementioned Renee Young looks particularly stiff and frightening during your MyCareer interview segments.

It also needs to be said that, unlike the look of the game, the commentary has not come very far. Some new lines have thankfully been recorded to avoid as much repetition as last year, but too often Michael Cole and Jerry Lawler talk about subjects irrelevant to the match, making you think at times the dialogue has glitched. Oh, and it sounded like JBL, who was added to mark the first time we have a three-man commentary team in the game, had a cold when he recorded his lines.

Some minor annoyances aside, WWE 2K16 has taken a step largely in the right direction. Many, but not all, features missing from last year’s game return. Online functionality was questionable on the first day of launch, but seems to have stabilized over the weekend from what I’ve seen. A fully realized MyCareer mode and reliving the glory days of Stone Cold Steve Austin highlight an improved in-ring experience and the largest roster in the series’ history. While not ready to hog the spotlight like a main eventer, WWE 2K16 should find a nice spot on any wrestling fans’ roster of fall games.

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Developer: Yuke’s/Visual Concepts • Publisher: 2K Sports • ESRB: T – Teen • Release Date: 10.27.15
8.0
A big step forward for the series, WWE 2K16 is still some polishing and a new submission system away from being Hall of Fame material, but should make a nice living as a stop gap in your library before hopefully bridging the gap to a bigger and better game next year.
The Good The fleshing out of MyCareer. Reliving Stone Cold Steve Austin’s glory days. The long-awaited balancing of reversals. Return of many match variations.
The Bad Submission system still misses the mark. I miss Create-a-Finisher. Tag team AI needs work. Awful announcing.
The Ugly The haunting robot that claims to be Renee Young when it comes time for your MyCareer interviews.
WWE 2K16 is available on Xbox One, PS4, Xbox 360, and PS3. Primary version reviewed was for Xbox One. Review code was provided by 2K Sports for the benefit of this review.

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A jolly good time

Assassin’s Creed is one of gaming’s constants. Like a sports title or Call of Duty, the Assassin’s Creed series has maintained a high-level of quality on an annual basis for a long time now (since 2009) and has turned into a solid go-to for everyone who needs a regular action-adventure fix. Until last year.

Assassin’s Creed Unity dropped the ball in terms of what people expect from the series in terms of gameplay, narrative, and general design, putting an unusual amount of pressure on 2015’s annual entry to right the course—or risk potential ruin for Ubisoft’s crown jewel. Luckily, Assassin’s Creed Syndicate does indeed strike true with its hidden blade, plunging the series back into the conversation for favorite fall games after jettisoning multiplayer and focusing on trying to put together the best single-player experience possible.

Once again, players assume the role of an Initiate, using their hacked Helix—a home entertainment version of the Animus that allowed you to relive ancestral history in the franchise’s early games—to help the Assassin Brotherhood in their search for Pieces of Eden that can turn the tide of their struggle against the Templars back in their favor. This time, you are sent to Victorian Era London, and for the first time in the series, you can freely switch between two protagonists as you step into the boots of the young, brash, yet highly effective Jacob and Evie Frye.

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If nothing else, this is one of the more memorable narratives the series has seen yet. Jacob and Evie not only have a great rapport with each other, but each has their own separate arcs that watch them grow and change in different and compelling ways. Jacob’s brashness and charm sometimes goes too far, and Evie’s single-minded approach to things costs her in ways she doesn’t necessarily realize in the moment. Each of their respective decisions has consequences on their lives—as well as the lives of those they’ve sworn to protect in London—and will keep you entertained throughout. The siblings even play differently, with Jacob being a plodding bruiser, and Evie the truer, stealthy assassin, with many side missions offering you a choice of who to play as.

Upon arriving in London, Evie and Jacob have a singular purpose: to bring down Templar Grandmaster Crawford Starrick. His crippling grip on London’s infrastructure has made the Templars strong, so the goal of breaking it makes playing the game far more interesting—especially when the Frye twins handle Starrick in their own one-of-a-kind ways. A strong, clear counterpoint to our respective heroes is something the series has lacked since the Borgias butted heads with Ezio and the narrative flows more smoothly from it.

The only point where the narrative stumbles at all is in the present day aspect of the series. Your Initiate character again remains chained to the Helix for the entirety of the game. While you do get a larger glimpse into the present day, meeting new assassins and seeing old friendly faces like Shaun and Rebecca from the Desmond days, things unfold as little more than long cutscenes.

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Playing around in the present day—last available to us in Black Flag—was beneficial in that it afforded a brief respite from the intense situations of the main game, with puzzles and conversations giving players the chance to catch their breath and let what just happened to them sink in more. It also aided the pacing of the game, allowing for drastic movement in time in a more cinematic way. Because we don’t have that here, we really see all of Syndicate play out in what feels like a few days, and at that point, why even bother with the idea of breaking up story beats into “sequences” besides as a cute reference to early titles in the series?

And since I mentioned puzzles, I do wish those would return to Assassin’s Creed. There is one puzzle in all of Syndicate, and another scavenger hunt for legendary armor. At the very least, in order to mix up the gameplay a bit, there is a special sequence that unlocks about halfway through the narrative that fast-forwards us in time to a World War I London about one-third the size of the Victorian Era one. It’s an extremely fun twist that doubles as a critical chance for moving the present-day story forward—unlike the weird, minigame-esque time jumps we saw in last year’s Unity.

And speaking of Unity again, I do have to mention there are some major, welcome differences between Syndicate and its predecessor that are clear indicators of the series being back on track. One of those is the setting, but I’m not just talking time or geography-wise. 1868 London feels more alive, more vibrant, and more like its own character than late-18th century Paris ever did. NPCs call out to Jacob and Evie with unique dialogue as the duo runs around town. Train stations are bristling with life as people rush to the platform to get on trains that actual speed around London. And, the addition of horse-drawn carriages mingling with pedestrians on city streets gives the illusion of authentic hustle and bustle that you’d expect from the heart of the civilized world.

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The most impressive aspect of this digital London, however, is how each section of town feels truly inimitable. Whether slumming it near the asylum in Lambeth, or sipping tea at 10 Downing in Westminster, London’s districts give off a specific tone that makes it easier to navigate and, again, feels more authentic and alive.

Speaking of navigation, Syndicate adds a lot on this front. The previously talked about carriages are hijackable and everywhere in London. The map may be massive, but who knew two-horsepower could get you across it so quickly. The handling of the carriages does take some time to get used to due to their wobbly nature, but with enough practice, you’ll be racing down London’s streets in no time and covering distance faster than in any Assassin’s Creed game to date.

Not every situation, or space for that matter, is ideal for a horse drawn carriage. This means that the series’ traditional parkour returns, and feels as smooth as ever. The addition of tapping the left-bumper to hop in windows, combined with what feels like more intuitive transitions between last year’s up and down movements, means scaling buildings has never felt better.

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The biggest upgrade to traversal, though, may be the much talked-about rope launcher. London’s most famous towers and buildings now can be scaled in a fraction of the time when you get close to their base, or you can swing across the city’s wide avenues when firing the rope launcher from rooftop to rooftop. Unlike the carriages and traditional parkour, I thought this new piece of equipment needed a bit more work, though.

For starters, the rope launcher has no aiming reticle, so you often lack the precision you’re looking for when using it, especially when moving horizontally. Also, there’s no clear definition of how far you can fire the rope launcher, or what edges you can latch onto with it and which ones you can’t. Just “eyeing it up” gets tiresome, especially if trying to make a quick escape—so the rope launcher definitely needed to either latch onto anything, or be something that should have offered clearer working parameters. The in-between ground the device found is okay, and when it works it works well, but you’ll be on top of a church asking yourself why you can’t just launch down to a building below way too often.

The rope launcher isn’t just for navigation, however. While it doesn’t come into play in direct combat, it’s great for creating stealth opportunities when looking to assassinate someone via the air. By creating a zipline between buildings or across a courtyard, Jacob and Evie can position themselves directly above their targets and drop, blades drawn, onto their unsuspecting victims. A new “kidnap” mechanic also helps players be stealthy. By slowly approaching an enemy from behind, our heroes can wrench their prey’s arm and guide them around guard patrols, using them to make it seem like they actually belong and not drawing the ire of nearby foes. If you wander too close to an enemy, however, the ruse is lost. These are just a couple of new ways you can infiltrate enemy spaces and minimize your risk of being detected, and more options are always a good thing when trying to be sneaky.

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Combat has also seen a marked improvement in Syndicate. New offensive weapons like the “Voltaic” stun bombs and hallucinogenic darts—which make enemies temporarily fight on your side—allows you to whittle down enemy numbers before a full-blown fight erupts. Once melees do ensue, taking on a horde of guards at once can still prove difficult, but combat isn’t nearly as punishing as it was in Unity thanks to the return of the counter. Even better, a much clearer counter window allows Jacob and Evie to pull off some spectacular combinations that lead to supremely cinematic, bone-crushing multi-kills when several opponents are all near death.

Whether the gameplay is new or old, one thing Syndicate also does well is ease players into its mechanics. Side activities like fight clubs and carriage races are great opportunities to practice driving and fighting, while the Gang War missions—Jacob Frye’s one-man march towards unifying the underworld of London under his banner—freshens you up on old techniques, even if they have new twists or if your hidden blade happens to be a bit rusty.

The Gang War side content also acts as a great way for players to clearly follow their progression in the game. A bit like an RPG, Evie and Jacob level up as they unlock and learn new assassination abilities, weapons, and armor, including some specific to each character. As they grow, they can more easily handle enemies of higher difficulty. While it’s not impossible for a level five Evie to stealthily assassinate a level eight Templar, should the hit be botched, she’s more likely to walk away from that encounter if they are closer in level.

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With that in mind, the sections of London are similarly labeled, usually housing enemies of a level equal to the location, ranging from Whitechapel’s two up to Westminster’s nine. By freeing London borough by borough from Crawford Starrick’s gangs, both characters level up. Jacob and Evie each max out at level 10, and thankfully, they’ll both earn points toward reaching that goal no matter who you’re playing as. This paves the way for an easier time in the story, while also providing that satisfying feeling of accomplishment that comes from freeing the entire city from Templar control and snagging a couple hundred collectibles along the way—and which Unity made nearly impossible with its cluttered map and unclear progression system.

As good as Assassin’s Creed Syndicate is, it does share one familiar trait with Unity, however: there are a fair amount of bugs in the game. Syndicate froze up on me several times, mission objectives would glitch (forcing me to reload checkpoints), and both Jacob and Evie fell through the world or got stuck in walls far too frequently. It makes one wonder if the yearly Assassins Creed cycle is just too much for Ubisoft to handle, because—while not nearly as bad as Unity—this is back to back years where my gameplay was noticeably hindered at times due to technical issues.

Assassin’s Creed Syndicate is a return to form for the most part for Assassin’s Creed. Sure, the removal of all multiplayer might ding the replayability of the title, but I’d rather have an awesome 30-40 hour experience that I’ll one-hundred percent once and be done with—which is what Syndicate is—than the feeling of being forced into online play to try and squeeze a few more hours out of it. Syndicate features a compelling story with great protagonists, some terrific gameplay, and a beautiful new world and time period to explore, which remains Assassin’s Creed’s calling card. If Ubisoft can just work out those last few kinks, Assassin’s Creed would be ready to truly take new-gen by storm. As is, Syndicate is a strong addition to the series’ ever-expanding timeline that should reassure fans who were questioning its viability after last year.

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Developer: Ubisoft Quebec • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.23.15
8.5

A fair amount of bugs and lack of a present-day scenario detract from what is otherwise a strong return to form for Assassin’s Creed. Syndicate touts not one, but two great protagonists, strong gameplay, and Victorian Era London is neck and neck with Renaissance Italy as the best place the series has been to.

The Good London may be the most impressive setting for the series yet. Strong narrative and gameplay.
The Bad Glitches galore. Lack of present-day scenario. Rope launcher could use some work.
The Ugly I wonder if PETA will come after Ubisoft for all the horses I killed during high-speed carriage chases.
Assassin’s Creed Syndicate is available on Xbox One and PS4 and is coming later to PC. Primary version reviewed was for Xbox One. Review code was provided by Ubisoft for the benefit of this review.

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Fashion faux pas

When a new Legend of Zelda game comes out, it’s damned near impossible for me to stop playing it until I see the end credits roll. Ever since that first golden cartridge hit my NES when I was a little kid, those initial playthroughs spurred marathons that likely contribute to my insomnia today. While most of them were worth it, there have been a couple of misses along the way—and it seems that The Legend of Zelda: Tri Force Heroes falls into that category. While I hate to see most Zelda titles end, I couldn’t wait until Tri Force Heroes was mercifully over.

Tri Force Heroes does not take place in Hyrule, but instead the world of Hytopia, a land where all the people are fixated on fashion. When this realm’s Princess Styla, the most fashionable person in Hytopia, is stricken with a witch’s curse that traps her in a black body stocking, the king sends out a decree searching for heroes to strike down the witch and bring peace (and high fashion) back to his kingdom. And, according to Hytopian legend, three fated heroes who look alarmingly alike will have to come together to break this curse—with you destined to be one of those heroes.

Since Hytopia is such a fashion-obsessed society, a big element of Tri Force Heroes is that what Link wears plays a large part of being a hero there. After grinding for different crafting materials by repeatedly beating dungeons, he can have the local seamstress put together new costumes that give him subtle benefits while out battling in the Drablands—Hytopia’s fashionless equivalent to Hyrule’s Dark World and where most of the action in the game takes place. For example, the Kokiri Suit allows Link to fire three arrows from his bow in a spread formation, while the Big Bomb Suit increases the size and strength of your bombs.

As ridiculous as it all may sound, it’s not the first time the Zelda franchise has made it so that Link wasn’t saving Zelda, doing work in a realm outside Hyrule, or even teaming up with duplicates of himself. It’s also not the first time we’ve seen unique gameplay elements added to the series, with games even as recent as 2013’s A Link Between Worlds immediately coming to mind. So, while I may have been hesitant upon first hearing the premise, I put my misgivings aside and tried to look at Tri Force Heroes as I would any other Legend of Zelda title.

Surprisingly, I didn’t really have problems adjusting to life in Hytopia or the garb-centric gameplay. Instead, it was everything else involving gameplay that ended up preventing me from enjoying this experience.

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The biggest disappointment with Tri Force Heroes is that there is no exploration in the game whatsoever. Hytopia acts as a small hub world before Link sets off in a linear adventure where he must beat four levels in each of eight different worlds, as Link looks to collect the parts of a dress that will allow him to break the princess’s curse. The levels are broken down into four mini-stages with each requiring you to solve a puzzle, usually oriented around the three heroes of the story working together.

In fact, the levels are so puzzle focused that Link doesn’t have an item inventory. After selecting your costume from your wardrobe, each area then starts you with the items you’ll need to beat each stage. For example, you never have to worry about finding the bow in a dungeon because it’s gifted to you in certain levels, but then taken away and replaced by the boomerang (or other classic Zelda item) in others, depending on the level design and puzzle parameters. It simplifies the gameplay to a point there is minimal challenge because there are so few variables when all you have is your sword and a single item. Plus, this removes the fun of discovery that most Legend of Zelda titles have, and only compounds the game’s linearity since there’s no opportunity to backtrack and unlock the secrets of an ever-expanding world. Unlike the magical garments that populate the game, what you see is what you get with Tri Force Heroes.

To try to replace some of this lost replayability, each level has three optional challenges that you can complete. Beating a level within a certain time limit or completing it without having used your sword are just a couple of the numerous challenge variations you’ll come across. This means that the 32 levels the game touts actually can turn into 128 if you are patient enough to try and beat each and every challenge. It works well, but it feels out of place being the sole focus for something in The Legend of Zelda series.

Another misstep for Tri Force Heroes comes in the form of the heavily touted co-op. As the title and plot imply, you can play with two friends and tackle the levels as a group, but the option to play with two people and with one AI is oddly missing outside of a tacked on versus mode. You can even play locally with only one cartridge per three 3DSs. And trust me, the local option is the preferred route. Although playing online with people over great distances is all well and good, the communication system in Tri Force Heroes is limited to eight emojis that translate to “Hello”, “Good Job”, “Go Over There” and other simple phrases that really handcuff your team when trying to solve the game’s puzzles—making the already limited core gameplay even more difficult to enjoy. Playing with people in the same room, whether with one or three cartridges, is really the only way to go because communication is key when working with others towards a common goal.

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With so many of the puzzles revolving around three Links needing to solve them, the issue then arises of what do you do when playing by yourself. Luckily, much like The Legend of Zelda: Four Swords Adventures, players going it solo can control the trio of Links. Unfortunately, however, Tri Force Heroes’ system of control is far less efficient than that Gamecube classic.

Instead of allowing players to control all the Links at once and put them in formations like in Four Swords Adventures, you have to switch between each one manually. As the story goes, Link is actually traveling with two “doppels”— enchanted dolls that he can pass his soul between. This means that many times you’ll have to backtrack in order to drag the sometimes-left-behind doppels to the end of a stage after clearing the path, because you can only beat a stage when all three characters are on a Triforce symbol. (Which makes no sense, really, when you consider Hytopia is a world without Zelda, Ganon, the Triforce, etc.). This repetition only adds to the inherent grind the game already provides if you try to collect all the items necessary for the various outfits Link can wear.

All that being said, let me be clear, The Legend of Zelda: Tri Force Heroes isn’t a horrible game. Hytopia and its people are as charming as those found in any other Zelda title, and the fashion gimmick is an interesting gameplay twist. If you like the idea of solving simple puzzles with a Legend of Zelda flair, and small, quick levels for short bursts of gameplay, then this game delivers.

For those of us who have grown up with Zelda, and who can’t help but be sucked into nearly each and every one of Link’s subsequent adventures, though, I can’t get past the sense that this could’ve been any other adventure game minus the Legend of Zelda coat of paint. Tri Force Heroes just comes off as too one-dimensional in its focus for diehards of the series to get into it—but it might make a decent time sink for more casual fans who can chip away at the levels and their challenge variations on their daily commute.

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Developer: Grezzo, Nintendo • Publisher: Nintendo • ESRB: E – Everyone  • Release Date: 10.23.15
6.0
Tri Force Heroes is a Zelda game in name only. When you dig just past the surface, poor gameplay mechanics and key missing elements for a Zelda title tarnish what is otherwise a serviceable adventure game.
The Good Tons of content. Puzzles are good in short doses.
The Bad The grind for unnecessary gear. Difficult to complete without friends who are in the same room as you.
The Ugly Anyone who has wanted to see Link in a dress for an entire game can now get their wish.
The Legend of Zelda: Tri Force Heroes  is a Nintendo 3DS exclusive. Review copies were provided by Nintendo for the benefit of this review.

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Semi-pro

As a New York Knicks fan, I am extremely familiar with the concept of rebuilding a franchise. After a three-year absence from the gaming scene, NBA Live has been furiously trying to make up lost ground and get back to a point where it could stand toe-to-toe with its most direct competition. It’s first two years back, however, barely moved the needle with all those virtual ballers out there. The hope was that, like with many annual sports franchises, the third year on new-gen consoles could be the one that would announce NBA Live’s triumphant return to glory. Looking more like my Knicks, though, NBA Live 16 continues moving the franchise in the right direction, but only in baby-steps—and not to a point where it can actually compete just yet.

The most impressive addition to this year’s game comes in the form of the new Live Pro-Am mode. Here you can get ten human players together for some classic five-on-five action in venues that channel your local gymnasium or playground blacktop. Further illustrating that pick-up game feel, the first team to 21 points wins—which, for me, triggered flashbacks to games I played after school or during recess with my friends as a kid. If you can’t find human opponents, there’s also the option to take your five-man squad up against a series of computer teams of varying difficulty.

Playing with other people is really where NBA Live 16 shines. While my time online was seamless, it does need to be mentioned this was before the game’s wide release. Communicating via headset, setting up screens, calling out plays, and learning how to work with one another made me want to lace up my favorite pair of sneakers before playing again.

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One note, though. If you plan on playing with friends, you might want to talk before you group up because in Pro-Am you play as the created player you make when you first start the game and it wouldn’t be wise to take the court with five point guards. This means that Pro-Am mode doubles as a nice way to earn experience points before you take that created player into the single player Rising Star mode—NBA Live’s version of Be a Pro.

Besides Pro-Am, the usual suite of online versus modes return, including EA Sports’ card-based Ultimate Team. Live Ultimate Team adds a new feature where you can earn some of the NBA’s elite from early on in the mode, but can only keep them on your team for a small number of games before you lose them—adding a new strategic element to when and where you play certain players. There are also 160 offline challenges in LUT this year, allowing you to earn tons of coins and players for your squad before heading online.

My only gripe with this is that each challenge I saw is a full-length game. I think LUT needs to take a page out of Madden NFL 16’s MUT playbook and focus on shorter challenges like hitting buzzer beaters or making last minute defensive stops. It’s kind of exhausting to put in an entire game’s worth of time just to get a single card, especially if you fail.

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There have also been some tweaks to the offline components of NBA Live 16. The aforementioned Rising Star mode is accompanied again by Dynasty mode, which allows players to be the GM of their favorite NBA franchise and try to take them to glory. Dynasty still allows you to micro-manage every decision about your team, from making trades and re-signing free agents, to setting your starting lineup each night. If you decide to start with Rising Star, you’ll try to take your personal created player and turn them into NBA royalty.

Rising Star sees a major change for that custom player this year, and it comes in the form of the new progression system. Instead of upgrading a single point at a time, NBA Live 16 now sets threshold marks, so a skill may jump as much as five attribute points if you have enough XP to spend. Also, when you pick a position for your player, you now also have to pick a specialty. Point guards, for example, can be Shooters, Passers, or Slashers, each having their own boosts in particular categories when you start out, requiring less upgrading early on in your career.

Besides the skill aspects of your character, you can also customize their look down to the slightest detail. Tattoos, shoes, warm-up gear, and more are available to be earned. There’s also the Gameface HD companion app that even lets you put your own face on your player. I personally had a fair amount of issues linking the app with my PSN ID, and my odd-shaped head seemed to make the app go haywire on my first several attempts—but it’s an interesting idea if you can get it to work. Until then, I’ll stick with one of the pre-rendered faces.

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There are also some welcome changes to gameplay when you actually take the court. New additions like clearer feedback on shots fix what used to be a confusing element from previous years. Now, a very clear shot meter comes up when shooting a jumper, and depending on skill level and how open the individual is, you receive a definitive percentage letting you know your chances of that shot going in when it leaves your hand. The hope is, over time, you’ll start to learn which are high-percentage shots and which aren’t. There’s also new feedback on called plays that tell you where to go and who you should be passing to in the hopes of getting an open look at the basket.

Unfortunately, things start to fall apart beyond the feedback. When controlling your player at a normal tempo, or if you try to slow things down to eat up some clock, it feels like you’re constantly fighting the controller. There’s almost no finesse when moving your player, unless you’re on the fast break sprinting towards the basket for an easy layup or dunk. And the more complex moves to break away from players guarding you are a series of semi- and half-circles on the right stick that remind you more of a fighting game than a sports title.

The worst gameplay offender, though, is your friendly AI. Whether in Dynasty or Rising Star, your teammates are nearly worthless. When I knock a ball loose on defense, I want my teammates to react to it like in a real game and scramble after it. When I’m boxing out on one side with my power forward, I want my center doing the same thing instead of letting small forwards run by him for easy putbacks. And while it’s great that I can call plays now, when I’m seeing the actual diagram on the court of where I need to be and where my teammates are supposed to go, I want them to actually go to those spots so I can pass or shoot like the play intended. I lead my team every night in points as a passing oriented point guard in Rising Star—not because I want to, but because if I pass the ball to one of my dunderhead teammates, they’re going to turn the ball over. It happens with too much regularity.

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Of course, the friendly AI isn’t the only disappointment, as the opponent AI isn’t very good either. Playing as my New York Knicks in Dynasty last night, I gave up one three-pointer. A stellar defensive feat? No. The AI, even with several open looks, never took a three-pointer unless it absolutely positively had to, which in the case of the one three I gave up, it did because it was at the buzzer to force overtime. If it were a three-point shooter, they’d look instead to try to drive to the basket. If it were a big man, they’d look to pass the ball. I can only control one guy at a time, and as alluded to earlier, the AI defense isn’t that good.

And really, that’s the disappointing thing about NBA Live 16. New modes along with additional bells and whistles for existing ones are perfectly fine, but there is still a roughness to the core gameplay that keeps it from being great. The reason why Pro-Am mode was so good when I played it was because it was humans versus humans, reacting and playing basketball the way you’d expect people should and would. Until that level of gameplay quality translates better into the offline modes, NBA Live 16 is a D-league title at best.

Developer: EA Tiburon • Publisher: EA Sports • ESRB: E – Everyone • Release Date: 09.29.15
6.5
NBA Live 16 takes a small baby step forward with the franchise, but there are still core gameplay elements that need to be smoothed out before it can be a championship caliber game.
The Good Pro-Am mode is a welcome addition to the online suite; better feedback on shot taking.
The Bad AI on both sides of the ball is still abysmal and gameplay remains stiff.
The Ugly My odd-shaped head drives Gameface HD insane.
NBA Live 16 is available on PS4 and Xbox One. Primary version reviewed was for PS4. Review code was provided by EA Sports for the benefit of this review.