Tag Archive: reviews


Great ideas are born all the time in the video game industry, but not all of them reach fruition—and fewer still achieve their fullest potential. It seems Ubisoft’s For Honor, at least at this moment in time, falls into the latter category of a game that just isn’t where it needs to be. After conquering the campaign and playing well over 100 multiplayer matches over the past week since it’s launch, I’m sorry to say that For Honor just seems to be another in what is becoming Ubisoft’s calling card of the past several years: a tremendous idea that falls short due to lackluster or questionable technical execution.

For Honor puts players in a fantasy world that mashes up regions and time periods, placing three of the world’s greatest factions of warriors together on one limited landmass. Samurai, Knights, and Vikings fight in perpetual war over scarce resources in this fictitious world, unwittingly serving as pawns in the plans of Apollyon, a particularly ruthless black knight who feels that only in war can people maximize their abilities.

The campaign takes you through each of the three faction camps as you begin to piece together Apollyon’s plot. There are 18 chapters (six for each group), and all told the campaign shouldn’t take more than 4-6 hours to finish. There’s some replayability here, with collectibles and multiple difficulty levels (including the hardest “Realistic” difficulty that completely removes your HUD), but not much else. It’s also a bit on the repetitive side, with occasional surprises to keep you pushing forward, but what serves as the brightest spot for the campaign is that it is an excellent teaching tool. As a de facto proving ground, it gives you plenty of opportunities to test strategies and learn more advanced combos with particular classes against the computer before you take those skills into the online world.

PeacekeeperStab1160

One glaring flaw with the campaign, though, is the fact that if one of its major purposes is as a way to familiarize yourself with the game’s 12 distinct characters and it’s unique combat system in a safer offline setting, then it should give you an opportunity to play as all of the character choices. Only eight of the 12 are featured in the campaign, with the Berseker (Vikings), Conqueror (Knights), Shugoki (Samurai), and Nobushi (Samurai) being exempt.

Though, it could argue that some of these class styles are covered in other chapters. For example, the Vikings’ Warlord—who does get his own chapter—is classed as a heavy, which Shugoki and Conqueror also both fall under. However, there are enough differences between each choice and their playstyles that not being able to figure out how to fit playable sections for all 12 characters into 18 chapters—especially when many campaign chapters have all the characters in them already as NPCs—is bothersome. For example, the Nobushi has probably the most range of any character in the game (plus some attacks that can poison an enemy), while the Shugoki is the only character that can actually absorb a hit without flinching—but you need to experiment in multiplayer to find all that out. You can play the online modes against AI to get some experience with characters, and I admit that For Honor’s bots are some of the most intelligent you’re likely to find in any online game, but I believe that wrapping your training around a story and a tutorial increases your retention of learned skills, as opposed to just button mashing against a bot that falls into predictable patterns.

A big reason why it’s particularly frustrating having to learn characters in multiplayer, instead of more ideally just honing and mastering your skills against humans, is For Honor’s aforementioned combat system. Don’t get me wrong, it’s a fantastic system, but it has a steep learning curve and can be incredibly complex at times. The core of For Honor is three-way directional blocking/attacking. If you are swinging from the left, and your foe blocks in that direction, nothing happens; if they leave themselves open, you do damage. It looks like a simple third-person hack ‘n’ slash mechanic, but once you get past this, you’ll find there’s more to this game—and, again, each character’s specific nuances only diversify and add wonderful depth to the gameplay. Throws, stuns, parries, specials, and unblockable attacks all must be learned if you’re to have any success in campaign or online. The beauty of it, though, is how all of this plays off that initial mechanic, which requires you to lock onto an opponent in one-on-one “honorable” combat while trying to predict their movements.

ShugokiSmash1160

Combat is like a miniature chess game, with strategies forming and coming undone in an instant as your strikes hit, miss, or are blocked by your mark. Even positioning on the field, with one-hit kill obstacles like spikes or ledges, play into the combat, requiring you take in far more information than just which direction your opponent is blocking. I honestly couldn’t get enough of it all, and found my adrenaline pumping during the thrill of combat, screaming into my headset as cowards ran away from my Raider’s axe. (Of course, it also makes it frustrating to learn on the fly when your K/D may be on the line.)

There are some flaws to combat, though. While the game is surprisingly well balanced—with a smart player able to overcome most any other character’s strengths and exploit their weaknesses—there are those infuriating moments when it looks like the game’s physics or hit detection isn’t where it needs to be. A perfect example is when trying to throw someone off a ledge; a great way to overcome situations where you are outnumbered. Sometimes, a character will barely clip the edge of a rock or wall, and slam up against it as if a full support was there, saving the person from going over the edge and potentially falling to their doom. Or, you’ll get situations where a thrown body lands with half of it not on solid ground. You’d expect the body to slide off the edge—since that’d be the natural result—but instead the character just stands up as if their body had been fully supported. It reminds me of the original Super Mario Bros. way back in the day; as long as you had just one pixel of edge, Mario would never fall off. It’s not nearly as charming here, and definitely breaks immersion and draws my ire.

The crux of For Honor, though, is of course the multiplayer, which I’ve touched on briefly already a couple of times. The first thing everyone has to take part in is the War of the Factions. Similar to what was seen in Mortal Kombat X’s Faction War, as soon as you start the game, you choose one of the three factions to align yourself with for the entirety of a season (this doesn’t limit what characters you can play as, to be clear). By playing online you’ll earn war assets, and the better you perform, the more assets you’ll receive. Unlike MKX, you’ll get to personally assign where your assets go as you try to move the front lines of a never-ending assault against the other two factions on a satellite view of the game’s map. The faction that has procured the most land at the end of the season will receive special in-game bonuses. You can also change your faction mid-season, but at the penalty of lost rewards at the end of the season. Surprisingly, it’s one of the more addictive features of For Honor, as it gives players a sense of actually taking part in a living, breathing conflict.

NobushiBattle1160

Then there are five different game modes under three different umbrellas. In Deathmatch, you’ll find the 4v4 single-life-to-live Elimination mode and the point-based Skirmish mode, where you can respawn until the opposing team reaches 1000 points (where points are awarded on a variety of factors, but killing human opponents always racks up the biggest points). Then there are the Duels, offering up 1v1 matchups and 2v2 Brawls, and which I personally recommend you start off with since they’re a great way to hone you skills. Finally, there is the 4v4 Dominion mode, which combines the point scoring of Skirmish with capturing zones like you’d see in a Domination mode for other games.

Although there are only a few maps, sections of each one are cordoned off depending on the mode you’re playing, and each map has multiple times of day available to offer some visual variety. The game is also graphically stunning as a whole; the detail of each character and the world around you is absolutely breathtaking, and makes you feel at times like you’re in a real medieval fantasy. For Honor’s customization is also something that should be lauded. While each character’s face is a given, you can change the sex of most characters (some are permanent female or male), earn ornaments, victory poses, and executions, and each character’s weapons and armor, piece by piece, can be changed out or given new paint and pattern schemes. It’s just enough personalization to make you stand out on the battlefield while making sure you still come across as your character class. Of course, it needs to be mentioned that a lot of items are locked away behind certain achievements or the game’s “steel” currency, but many of these can be bypassed by buying resources through microtransactions. This isn’t necessary, since you can easily grind for a lot of items, and most of them are cosmetic anyway, but that’s entirely up to you.

Despite the issues I’ve already laid out, when For Honor works, it works supremely well. When For Honor doesn’t work, though, it’s one of the most frustrating experiences I’ve had to date with an Ubisoft game. While the campaign was mostly issue-free, there have been tremendous connectability issues with the game since launch. In fact, part of the reason I’m so late with this review is that I tried to see if these issues would work themselves out or if we’d get a patch of some kind. Even as recent as last night, however, I was still seeing matches drop and disconnect on a regular basis—if I could even connect in the first place. As I stated at the start of the review, over the past week I’ve played and finished well over 100 matches—there was probably another 200 times, though, where the match would never connect or drop midway through.

Warlord1160

If this weren’t bad enough, because For Honor doesn’t have dedicated servers, not only does the game suffer frequently from lag, but every time someone else drops, the entire game freezes up, as it often has to re-instance. Half the time, it is unable to, and boots the remaining players back to the multiplayer lobby. I don’t understand how, after launching so many games in a row with shoddy or broken netcode before this, Ubisoft has yet another game—one that is so multiplayer heavy in particular and has had so many betas—come out in this condition. It’s absolutely unforgivable to launch in such a sorry state, and Ubisoft should be embarrassed.

For Honor could’ve been one of the best games of this young calendar year; instead, it’s riddled with issues, particularly on the technical side, which hold it back. It might still bounce back and become the game it has the potential to be thanks to its solid gameplay core—but if you were looking for something to play right now, I’d tell you to take a wait-and-see approach with For Honor in hopes the bugs, in particular the connectivity ones, end up getting worked out.

Publisher: Ubisoft • Developer: Ubisoft Montreal • ESRB: M – Mature • Release Date: 02.14.17
7.0
An inventive premise and surprisingly deep combat system sits at the core of what could’ve been a great game—if so many technical issues didn’t surround it and detract so much from the whole of the experience.
The Good The inventive new combat system takes some getting used to, but rewards players who put the time in with it.
The Bad A litany of technical issues and questionable decisions keeps it from reaching its fullest potential.
The Ugly This is now a thing and I can’t stop watching it: For Honor—Call on Me
For Honor 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.

A magnificent mash-up

Whenever players first hear about a videogame mashup, there are typically two distinct reactions. Some will freak out as their eyeballs gush tears of joy in a manner befitting an anime character and their mind explodes due to the onslaught of unbelievable awesomeness. Others have a more subdued reaction: their face plastered with a look of puzzlement as the world around them slowly shatters due to the immense confusion with which they’re suddenly burdened.

When I first heard about Hyrule Warriors, I admit I fell into the latter category. Don’t get me wrong, I love The Legend of Zelda. I even like Dynasty Warriors, to be honest. But mixing the two together? Please don’t tell Nintendo of America president and COO Reggie Fils-Aimé, but my body was simply not ready. My state of corporeal preparedness aside, the day has come where Hyrule Warriors now sits in my Wii U.

What surprised me right away about Hyrule Warriors was the story. On the surface, sure, we’ve heard it all before. A hero named Link must once again save Hyrule from an unfathomable evil. But this time, he must do it across time and space, visiting Legend of Zelda realms from the past (Ocarina of Time, Twilight Princess, and Skyward Sword specifically) to prevent the four fragments of an eternal evil from reuniting.

Though it sounds simple enough, the story finds a way to stay true to the classic Legend of Zelda formulapaying proper homage when necessarywhile also adding its own wrinkles on how characters came to be and how they aid Link on his quest. Everything’s familiar enough to give welcome pangs of nostalgia, but not quite so unoriginal as to feel brainlessly derivative or lacking in value of its own.

The narrative was also far longer than I expected. The main campaign lasts 18 missions, each about 30 to 40 minutes, and the story takes unexpected twists and turns, thrusting you into the shoes of heroes besides Link to take advantage of the Dynasty Warriors gameplay elements. The only part of the story that disappointed me? The fact that Koei Tecmo couldn’t find a way to work with Nintendo and make this adventure fall somewhere in the convoluted Zelda canon.

If the story makes brilliant use of its Zelda source material, the gameplay is where the Dynasty Warriors part of this mashup comes through. Droves of Bokoblins, Stalfos, and other classic Zelda enemies fill the screen as you hack and slash your way through literally thousands of them during each mission while trying to capture castles, keeps, or forts, and rout the dark forces.

However, it seems like the the development team’s efforts went into trying to fit all those enemies onscreen at once, because the levels that you fight through are some of the most generic, bland locales ever to exist in Hyrule. At least you get something for flaying as many baddies as possible, since Link and the other playable heroes and villains can level up by grinding through those seemingly endless hordes, earning better weapons and crafting materials that provide stat boosts to each character.

To give the gameplay a Legend of Zelda twist, however, each new level often contains a classic dungeon itemsuch as the boomerang, bow and arrow, hookshot, or bomb—which are then used to vanquish familiar bosses like King Dodongo or Gohma.

Unfortunately, even the addition of these classic items can’t prevent the gameplay from getting a bit tedious, even for the most devoted of Zelda fans, since the game quickly devolves into the mindless abuse of a single button. The lack of enemy difficulty is only trumped by the pitiful ally AI that always seems to find a way to get into trouble with these simpleton minions. Even the boss battles quickly become tiresome and simple, with no single creature proving to be a true threat—except when you’re surrounded by the never-ending waves of underlings that often come to their aid.

Fortunately, there’s a lot more waiting to be discovered just beneath Hyrule Warriors’ surface if you can tolerate the somewhat monotonous gameplay. After beating the story, you unlock Hero Mode (an ultra-hard difficulty for all the levels), as well as the ability to go back and replay any level with any hero in Free Play mode. Each level also has hidden gold skulltulas—with a grand total of 100 in the gamethat unlock special art and items as you find more.

The biggest replayability factor, however, might be Adventure mode, which opens up on a 8-bit world map from the original NES Legend of Zelda. Here, you can take on an assortment of challenges, such as killing a certain amount of enemies within a specific time limit, fighting all the bosses in quick succession, or even just answering a quiz based on the game. Each completed challenge unlocks more and more of the map and will sometimes reward you with new items that can be taken back into Story mode. You can also level up the heroes you don’t play with as often, since some sections require specific characters to earn an “A” completion ranking.

Overall, Nintendo and Koei Tecmo did a great job putting a unique spin on one of gaming’s crown-jewel franchises. It’s a mashup that most of us didn’t really want, but we should be happy now that we have it. If you love hack-n-slash games or are just a Legend of Zelda aficionado, then there’s more than enough in Hyrule Warriors to satisfy both those needs.

Developer: Team Ninja, Omega Force • Publisher: Nintendo, Koei Tecmo • ESRB: T – Teen • Release Date: 09.26.14
8.0
If hack-n-slash games are your jamor you can tolerate them but really just love The Legend of Zelda in all its iterations—then Hyrule Warriors is a more-than-worthy warmup for Link on the Wii U.
The Good A unique take on the Legend of Zelda formula that will appeal to fans of the franchise.
The Bad The hack-n-slash gameplay can get repetitive; bosses feel like pushovers.
The Ugly Darunia’s victory dance makes me never want to play with him ever again.
Hyrule Warriors is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review.

Introduction

There were a lot of good games in 2013. For me, however, there weren’t a lot of great games, ones that were clearly head and shoulders above the pack and got me excited every time I talked about them.Aside from some Nintendo titles, the end of the year was surprisingly dull, due to the less-than-stellar launch lineups of the PS4 and Xbox One. Because of that, half my list is comprised of games that surprisingly came from the first six months of 2013. But when I look back, these are the five games I’d sit down and play again more than any others. Enjoy!

Ray’s Top Five Games for 2013

#05: Fire Emblem: Awakening

Publisher: Nintendo
Developer: Intelligent Systems
Platforms: 3DS

Ray’s Take

Until Marth and Roy made their appearance in Super Smash Bros. Melee, I’d never heard of Fire Emblem, since it had only been released in Japan at that point. I personally didn’t get into the series until Path of Radiance a few years later, but since then, I’ve been hooked. The story and strategy is everything I could ever want from a game, and Awakening miraculously finds a way to raise what was already a high bar. Elements like character customization are also introduced to the States for the first time here, and pairing units adds another nuance that can’t be ignored when playing.

#04: Remember Me

Publisher: Capcom
Developer: Dontnod Entertainment
Platforms: Xbox 360, PS3, PC

Ray’s Take

Some games take you by surprise so much that you can’t help but fall in love with them. Remember Me is one of those games for me. From futuristic high rises that pierce the clouds to the seedy sewers comprising Neo-Paris’ underbelly, Nilin’s world pulled me in, with no small effort from our dear protagonist herself. The unique memory remixes and combo-creation gameplay elements stoked my fire as I spent way too much time exploring every second of people’s pasts or playing with my Pressens in the Combo Lab.

#03: Assassin’s Creed IV: Black Flag

Publisher: Ubisoft
Developer: Ubisoft Montreal
Platforms: Xbox One, PS4, Wii U, Xbox 360, PS3, PC

Ray’s Take

Few games were able to just straight up impress me more than Assassin’s Creed IV did this year. The amount of freedom I felt on the open sea was unparalleled, and I’d lose hours on end just boarding enemy ships or diving beneath the waves to unearth some long-sunken treasure. I’m genuinely amazed at the progress made between this and Assassin’s Creed III, and I’m of the opinion that Black Flag is the best Assassin’s Creed since we first met Ezio back in Assassin’s Creed II.

#02: Injustice: Gods Among Us

Publisher:Warner Bros. Interactive Entertainment
Developer: NetherRealm Studios
Platforms: PS4, Wii U, Xbox 360, PS3, PS Vita, PC

Ray’s Take

I have to play a lot of games over the course of a given year. I’m not complaining, but the only bad thing about this is that I rarely can find the time to go back to the games I truly enjoy. The one game I constantly found myself coming back to when I did find the time, however, was Injustice. I loved the story, I loved the mechanics, and I even loved playing online with other people—an activity that usually has me smashing controllers and living-room furniture left and right.

#01: The Legend of Zelda: A Link Between Worlds

Publisher: Nintendo
Developer: Nintendo
Platforms: 3DS

Ray’s Take

A Link Between Worlds is simply the best handheld Zelda game ever. Sorry, Link’s Awakening, but your 20-year title reign is at an end. The subtle changes to the classic Zelda formula, like having all the items at the beginning of the game, admittedly took some getting used to. But in the end, none of those changes stopped me from enjoying the game—and I couldn’t put my 3DS down until the adventure was over. In regards to the greatest Zelda games ever conversation, I wouldn’t put A Link Between Worlds past A Link to the Past or Ocarina of Time, but it’s not far off either.

Ray’s Off-Topic Awards for 2013

The Razor Ramon Award for Best Bad Guy
Jacob Danik
A lot of games this year tried to offer up some shades of gray to the black-and-white conflicts we normally expect. And while plot twists and grandiose questions about morality are fun, sometimes you just want someone you can hate. A bad guy you love because he’s bad. This year had a few candidates, but in the end, I chose Jacob Danik from Dead Space 3. He was a religious zealot willing to sacrifice the entire human race for what he believed to be salvation, and Simon Templeman played him brilliantly, projecting a cold ruthlessness akin to space itself.
Popsicle’s “The Colors, Duke! The Colors!” Award for Most Colorful Game
Super Mario 3D World
This one’s become sort of a tradition, so I figured I should continue it. It was a close call between several games this year, but I had to go with Super Mario 3D World. This particular Mario outing may have been a bit too easy and a bit too short for my tastes, but there’s no denying how gorgeous it was because of the variety of levels Mario was able to traverse for the first time in full HD. From purple ponds of poison and snowcapped summits down to the shine on the buttons of Mario’s overalls, a Mario game has never looked so good.
The Best Co-Op Gaming with Your Girlfriend Award
BattleBlock Theater
I play a fair amount of games with my girlfriend, but she only ends up happy that she joined in on a few of them. So, I figured I’d give a little recognition to the game she had the most fun co-op marathoning this year: BattleBlock Theater. She still talks about that game to this day, and it remains the only game where it’s OK to tell your significant other to go kill themselves, as we’d often sacrifice one another on floor spikes to serve as makeshift platforms to get across gaps.

Originally Published: March 9, 2010, on Lundberg.me, SportsRev.TV, and NationalLampoon.com

This week I looked at Green Hornet #1 from Dynamite Comics and Mega Man 10 for WiiWare. My hot chick pick of the week is British model Keeley Hazell.