Tag Archive: third-person


People are always trying to combine things to make better and more interesting things: Peanut butter and chocolate; Batman with Superman—in comics, not in the movies; pineapple on pizza. Okay, the jury’s still out on that last one. In the case of Agents of Mayhem, though, all the best action of the 80s is being slammed together with the over-the-top humor and situations the Saints Row series was known for in a spin-off that takes place in the same universe. I recently got to go hands-on with Volition’s latest open-world foray, and it’s shaping up to be a love letter to everything great from GI Joe to Knight Rider.

In our demo, we got to play as nine of the 12 members of an elite super fighting force called Mayhem who, simply put, could care less about being heroes—the fact they’re saving the world from people even worse than them is a side bonus. They’re in it to win it for sure, but mostly just for themselves. It’s sort of like the enemy of enemy is my friend; they’re our friends just because they hate the really evil guys from a group called Legion a lot more than all of us. Each character fills a role on the team, offering up weapons and powers that make them great for different situations.

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Hollywood, for example, is the team’s pretty boy who loves nothing more than, well, himself. He wields an assault rifle for great medium range damage, and can fire a grenade from his groin—don’t ask. Then there’s Hardtack, who immediately comes across as a more narcissistic Shipwreck from GI Joe. Hardtack is a shotgunner who can take a licking and keep on…errr…shotgunning. What’s great about Agents of Mayhem is that before most missions you take on, you can choose three of the 12 characters on the roster, then switching between them on the fly. Finding a balance is often the best strategy, but depending on your style, you can specialize and go heavy offense, defense, or the like.

The game takes place primarily in Seoul, South Korea. Exploring the open world to find collectibles and side missions is critical to leveling your characters, which leads to better skills and stronger survivability stats like higher defense or health. Even moving about the world provides options, as you can utilize your powers, every character’s built-in triple jump, commandeer a car from the world, or call in one of your nitrous-outfitted Mayhem cruisers (including some with Kitt-like robot voice) should you so choose to.

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During our demo, we were able to check out five different missions. Two helped forward the story of the game as we took down high-ranking lieutenants inside Legion by blowing up basically everything in sight. Two other missions, meanwhile, were solo objectives that introduced us to new characters like Daisy, the roller derby girl with a Gatling gun and an alcohol problem (who ended up my favorite). Beating those solo missions unlocked new characters and gave us some critical backstory beats about the world and the team itself.

The last mission might’ve been the most interesting, because it was easily the most open-ended and tasked us with capturing a tower in the middle of Seoul. Capturing towers is great for experience, while also freeing areas of Seoul from Legion control. It’s a common video game activity at this point, but it definitely gave us a lot more reasons to explore the world. The mission also showed off some of the verticality of the game, as we had to climb several buildings to get to the capture point. It also highlighted the fast & frantic pace of combat, especially when swapping teammates as swarms of Legion soldiers attacked our position.

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My time with Agents of Mayhem might’ve only been a small cross section of the variety of scenarios the game promises to throw players into, but it was enough to pique my interest for sure. Its cutscenes and interstitials look like they could’ve aired as part of a Saturday morning cartoon block—with more adult themes, mind you—while the action felt like a cross between what we’ve seen before in Saints Row and something like Crackdown. There’s not as much customization as some would expect from Volition, with each character having a limited number of skins for themselves, cars, and their weapons—but that’s because the cast fits more carefully into a story that pays homage in its own weird way to a bygone era. If you ever wanted to see what might happen if GI Joe took a turn for the adult, then maybe got spliced with Archer or something along those lines, Agents of Mayhem looks like it’s ready to deliver just that in the package of a fun, open-world action game.

Agents of Mayhem is dropping on August 15 for Xbox One, PS4, and PC.

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.

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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.

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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.

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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.

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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.

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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.

For the first time in Assassin’s Creed history, the heroes of the story will use contemporary firearms when taking the fight to the Templars. Sure, guns have been in Assassin’s Creed for several games, but all those previous weapons were slow-loading, single-shot muskets or flintlocks. Now, six-shot revolvers allow new protagonists Jacob and Evie Frye the chance to remove multiple targets quickly from afar. The closest players have ever gotten to anything like this was when Edward Kenway would carry four single-shot pistols on his person, and that was after fishing and hunting all day in the Caribbean to earn the necessary holster upgrades.

Just because Jacob and Evie can use guns, though, doesn’t mean they should. I found during my demo of Assassin’s Creed Syndicate that while I was often strongly tempted to pull out the revolver, it best to use it only in dire situations. There is nothing stealthy about a gun. Using one to eliminate a target, no matter how high-ranking or difficult they may be, immediately draws the attention of dozens of enemy guards, police or rival gang members and turns a manageable situation into an unmanageable one.

This is why Jacob and Evie remain extremely well-equipped for removing their targets from the field with an up close and personal flair. The first, and likely most obvious, weapon is the legendary hidden blade of the Assassin Order. Stabbing people from haystacks, from behind corners or after leaping from a rooftop are still the best and often stealthiest ways to get a job done. With players once again being able to whistle to draw unsuspecting enemies to a blind corner, leap from moving vehicles such as carriages or drop from a zipline created by the new rope launcher, the hidden blade has never been more effective than in Syndicate.

But that’s far from the only tool you’ll be able to use. It’s easy to conceal the Kukri — a small, sharp, curved blade of Indian origin — within one’s coat pocket; it’s great for giving you a bit more reach when needed and for defending yourself against knife-wielding thugs. Brass knuckles are also a classic choice for when you don’t want to kill your enemy, whether it be for interrogation or to send a special message back to the Templars. Instead, you can put them down for the count more quickly and definitely more brutally, than with your fists. Finally, the Cane Sword may be the most devious trick in the Fryes’ book since its sharpened, curved end can hook into enemies, while the bottom detaches to reveal another lethal blade in its shaft.

So, while the change in times has provided a new context for many of Syndicate’s weapons, stealth is always your best option and sometimes old-school strategies trump new-school technology. After all, what kind of an assassin would you be if everyone heard you coming?

Assassin’s Creed Syndicate is coming out on Xbox One, Playstation 4 and PC on Oct. 23.

The new Star Wars: Battlefront trailer unveiled at Star Wars Celebration touched on plenty of the cool new and returning features in the upcoming reboot of this iconic Star Wars game franchise. Still, it didn’t exactly give the full experience of what EA and DICE let people see at the convention. If you weren’t lucky enough to find yourself in the center of the Star Wars universe this past weekend in Anaheim, here’s a rundown of EA’s Battlefront setup on the show floor—which gave a longer, more in-depth look at what will make the game special.

The hands-off demo was about 15 minutes of pre-recorded footage from a pre-alpha PS4 build. It took place in a mode called Walker Assault, which seemed to be defined by an ever-increasing presence of AT-STs and AT-ATs. The demo, given inside a small domed theater within the booth, started off much the same way as the trailer, with speeder bikes whizzing past as a player trudged through the thick foliage of Endor. Once the first-person camera crested a ridge and saw a platoon of stormtroopers, however, the seamless switch between first- and third-person cameras made its presence known.

Transitioning to a third-person perspective allowed for the generic rebel soldier we were following to more accurately fire from the hip with his blaster as he carved a path through the oncoming Imperial forces. After clearing some space for himself, he instantly switched back to first-person view, took cover behind a fallen tree, and then attempted to snipe more far-off soldiers—which demonstrated that both perspectives could have their uses in battle beyond player preference and showed off the previously announced ability to switch viewpoints on the fly.

An AT-ST soon flanked our hero, and he seamlessly switched back to third-person mode, no doubt to get a better view of the surrounding area to escape his now-compromised position. The soldier attempted to take down the walker with blaster fire, scarring its silver body with black marks, but when that proved futile, he quickly ran over to an equipment locker, where he picked up a rocket launcher. This filled a special-weapon slot on an item wheel in the lower right corner of the screen that also included a standard blaster and grenades. Then, much like in the trailer, he proceeded to use the rocket launcher to blast apart the AT-ST’s head.

As stormies and AT-STs continued to fall one by one, I also saw the points/perk system in play. Much like in DICE’s other multiplayer games, earning kills nets as much as 100 points, with 25 doled out for assists. Killing enemies with particular weapons, like grenades or rocket launchers—whether soldier or vehicle—also netted points. Even those small blaster shots against the AT-ST earned vehicle damage points, insinuating that players will be able to take out something small like a chicken walker with enough concentrated fire if an appropriate special weapon isn’t handy.

Soon, the menacing AT-AT from the trailer showed up, slowly stomping its way across the battlefield. The player then took an interesting tactic and ran underneath the AT-AT, using its durasteel legs as additional cover—as stormtrooper fire continued to blister the area—before rushing over to a terminal to call in a Y-wing bombing run.

The battle still raged on even after the AT-ATs destruction, and the player then switched back to first-person view again and joined a second, human-controlled player running into a bunker similar to the one Han Solo and his team destroyed on Endor in Return of the Jedi. Here, however, was a special surprise. The second player turned a blind corner and immediately found himself lifted several feet off the ground. As I watched through the eyes of the first player, the second player desperately kicked to escape the invisible grasp around his throat—but soon succumbed to strangulation.

His lifeless body was then angrily thrown against a wall, and Darth Vader emerged—a little unsurprisingly, after the obvious display of Force powers—from the corner, flicking on the crimson blade of his lightsaber. The player fired his blaster at Vader, but the Dark Lord easily deflected the shots away with his saber. The rebel fighter then ran back out the way he came and into the forest, only to see a small army of AT-ATs and AT-STs approaching his position. Surrounded, the player turned to look back, but Vader was already upon him, striking him down with all of his hatred, and ending the demo.

This demo definitely imparted the feeling that players will able to create their own adventures and stories in Battlefront—as alluded to during the Star Wars Celebration panel that unveiled the trailer. Even watching someone else play, I got the sense that a dozen different options were available at any given moment, and you never knew what could come around the next corner. The Battlefront demo made me even more excited than the trailer, because it showed off a scenario that could actually occur in gameplay—and one that likely wouldn’t play out exactly like that ever again.

Team Edward

Change is never easy. But often, it’s for the best. Assassin’s Creed IV: Black Flag is a prime example, since it brings plenty of changes for Ubisoft’s flagship franchise.

From a hardware perspective, Assassin’s Creed IV comes during a console shift, launching with next-gen while still catering to the old. Black Flag also marks the first game where Desmond Miles is no longer the present-day protagonist. Instead, players take on the first-person perspective of an Abstergo Entertainment employee who must “research” 18th-century buccaneer Edward Kenway for the sake of a Pirates of the Caribbean rip-off movie the company wants to make. At least, that’s what they say—but if you look carefully, you’ll see there’s a lot more lurking beneath the surface.

The biggest change, though, comes in the story of Black Flag and how it’s told. In Edward’s tale, the Assassin-Templar war gets pushed into the background and serves as little more than white noise compared to the battle Edward has within himself. It almost feels like the series is trying to ease you back into this overarching conflict that consumed the last couple of Assassin’s Creed titles, making Black Flag the best time in a while for newcomers to jump into the action. The lack of overall narrative progression might worry longtime fans, but the story also seems to be laying the foundation for future games by introducing a lot of new pieces.

The story pacing also sees a dramatic shift compared to previous titles—and it’s a far cry from the dragged-out exposition of Assassin’s Creed III. From the second you start the game, you’re thrown right into the thick of it, piloting a ragtag ship in the middle of a raging storm. From there, Edward quickly acquires his hidden blades, his ship (the Jackdaw), and a first mate. Soon, he’s pirating and plundering with the best of ’em. Quite literally, in fact. Blackbeard, Calico Jack, Ben Hornigold, and every other infamous Caribbean captain of the early 18th century knows Edward somehow—and when you see them, rum will be drunk and laughs will be had. In fact, I wish the game offered the opportunity to work with each one a bit more, but since the cast is so large, you only scratch the surface of all your pirate brethren, and it becomes more noticeable as you peel back all of Edward’s layers.

But through all these interactions, we see a blending of personalities we haven’t really seen before from a single hero in the series. Edward exudes charm and charisma that’s only dashed by his own brash stubbornness, similar to Altaïr from the original Assassin’s Creed. But Edward’s also an established man right from the get-go, with deep-rooted relationships and a reputation that’s well-known—similar to a much older Ezio from the Assassin’s Creed II trilogy. He may not get his proper Assassin training until later in the game (which made me wonder how he became so quickly accustomed to the hidden blades), but he’s been sailing for several years when we meet him, and his backstory’s only fleshed out through short flashbacks.

Despite the advanced life experience Edward’s acquired by the time we first meet him, he also has enough room to still undergo a dramatic character shift over the course of the game. While Black Flag may take place within the short time period of only a few years, Edward grows as a character through each subsequent Animus sequence until he evolves into someone worthy of upholding the Creed, and he takes on a persona that will be quickly recognized by fans who read the Assassin’s Creed book, Forsaken. It’s simply the most dramatic character shift of a single character in one game in the series since Altaïr.

Speaking of things we haven’t seen since Altaïr, that brings me to the gameplay. Making a huge return in Black Flag is an emphasis on stealth. Infiltration missions are a frequent task for Edward to further his cause, and though getting spotted won’t always lead to a mission restart, it will lead to dozens of guards swarming you—and unless your swashbuckling skills are top-notch, it might as well be an instant fail.

Aside from the infiltration missions, Ubisoft’s made some tweaks to the infamous tailing sequences—mostly in the form of an overhauled Eagle Vision system. Now, besides seeing the group affiliation of everyone in a crowd, you can also tag your targets. This allows you to see them through walls and buildings so you can follow them from a much farther distance than in previous entries. I’m afraid this new vision is way too overpowered, though. X-ray vision and Eagle Vision should not be one and the same, and this is just overkill, making these missions easy to the point they feel like a waste of time. And if you want to go old-school and not use it at all, the layouts of the island paths aren’t really set up for that design, so you’ll fail a lot more than the developers intended—and it can become frustrating.

One change that most fans will be thankful for, however? The new gun mechanics. They’re akin to what you might find in a more traditional third-person shooter, which makes taking aim and pulling off headshots a breeze. Of course, sometimes you need to take into consideration the bobbing of your boat when boarding an enemy ship out in the ocean, since that can easily throw off your shot.

Now that I mention your ship, the biggest gameplay element in Assassin’s Creed IV is being out on the Caribbean Sea. This is easily one of the most addictive and well-put-together game mechanics I’ve had the pleasure of playing in quite some time; it was a blast using my spyglass to look for enemy ships, boarding them, and then having that ship’s crew at my mercy. When the game’s story made me go back on land, I was honestly disappointed, because I never wanted to leave the water.

There’s so much to do out on the open seas that it’s easy to become lost in the search for buried treasure, hunting sharks, laying waste to smuggler coves, and violently seizing military forts—and you forget there’s actually a story tying all this together. If you make a speed run and just do the story, you’re probably only going to get a 15-to-20 hour game. But if you’re a completionist, you should double those numbers.

Another part of what makes sailing in the open world so enjoyable is the attention to detail. Seeing whales jump out of the water for a breath of fresh air, Spanish and English ships suddenly engaging each other several nautical miles in the distance, or a storm randomly coming together overhead and you have to start swerving and taking cover to avoid waterspouts and rogue waves was phenomenal. And everything looked crisper and clearer than you’d think was possible on next gen.

What really makes the pirate life so fitting for an Assassin’s Creed game is the freedom—with sailing virtually wherever you want, plundering whatever you wish, and stabbing whoever you want in the face serving as the perfect metaphor. The game’s story holds your hand just enough so that by the time you’re done with the first quarter of the tale, you’re ready to roam about and do whatever you wish. In regards to upgrading your ship and Edward’s belongings, there’s a bit of a grind when it comes to the Jackdaw, since you need to board other ships to get the necessary materials and loot. By contrast, you can buy all the pelts necessary to craft Edward’s upgrades directly from shops if hunting animals isn’t your thing.

Besides the story, there’s also the meta-game revolving around Kenway’s Fleet, which allows you to take captured ships, slap a black flag on them, and send them on special missions around the Caribbean—think recruiting Assassins in Brotherhood, Revelations, and Assassin’s Creed III. If your ships successfully complete the missions, you get cash. Unfortunately, this segment would’ve been more enjoyable if the ships got stronger the better they did—much like how you can upgrade the Jackdaw here or how assassins would level up in previous games. One unique difference is the ships can get into a battle minigame to help make trade routes safer—and increase the likelihood of a successful voyage.

Kenway’s Fleet also takes full advantage of the Black Flag iOS companion app so that you can actually send ships out and make money in-game and work with friends to clear trade routes without being tethered to a console. It’s a cool idea, but all it really made me want to do was get back to my controller faster so I could go back out on the ocean and get more ships for my fleet.

So, the single-player’s pretty damn expansive, but that doesn’t mean there aren’t any multiplayer additions. The one that will draw everyone’s eye, of course, is the Game Lab. This allows players to fully customize multiplayer matches like never before, drawing from every other mode in the game. Also, Wolfpack has seen an upgrade, with new objectives besides group killing added—including protecting treasure chests or killing multitudes of “infected” soldiers.

In all, this is one of the most complete Assassin’s Creed releases to date. I think longtime fans will appreciate Edward’s story and how tight everything feels, but it might be shocking how little the Assassin-Templar conflict actually moves forward. Think of this as laying the groundwork for the next story arc—almost like a monthly comic book. The pieces are being put in place, and during the process, you’re getting to play the greatest pirate game ever conceived.

Black Flag might not topple Assassin’s Creed II from its perch as the pinnacle of the franchise, but if you love swashbuckling and high-tension adventure on the high seas, this is as good as it gets.

Developer: Ubisoft Montreal  • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 10.29.13
9.5
Assassin’s Creed IV: Black Flag doesn’t move the franchise forward as a whole—but it doesn’t need to. Instead, this is probably the best pirate simulation in gaming history that successfully lays the groundwork for what’s to come in the series.
The Good The high-seas adventures add a whole new dynamic to the Assassin’s Creed franchise.
The Bad Overpowered Eagle Vision.
The Ugly 18th-century dental plans.
Assassin’s Creed IV: Black Flag is available on Xbox 360, PS3, Wii U, and PC. The game will be available on PC on November 19th, and is a launch title for PS4 and Xbox One. Primary version reviewed was for PS4.

Originally Published: March 8, 2011, on Original-Gamer.com

I had a chance at the 2011 Sega Spring Showcase to check out some of the PS3 exclusive Yakuza 4. Fans of Japanese culture will go absolutely nuts with this fourth installment of the series. On top of this, the series returns to the more urban Japan landscape of the first two games and sees a return of the Hostess Clubs. One new change for the series is that now there are four stories in one as many new characters are introduced in this latest chapter of the series. Yakuza 4 will hit store shelves March 15, 2011.

Psychosis Never Felt So Good

Originally Published: February 26, 2011, on my StrongProtector account on GiantBomb.com

They may not be able to hear you scream in space, but I need to start this review by apologizing to my neighbors, because here on Earth I think most of my apartment complex heard my piercing wails of fright while playing Dead Space 2. And although not the longest single player campaign, my gameplay experience was spread across several more days than usual for me because I could only make any significant progress while the sun was up.

Now that I’ve thoroughly embarrassed myself and admitted how much of a wuss I am, let’s look at the next chapter of a series that, if it hasn’t already knocked Resident Evil off its “king of survival horror” perch, it surely has with this masterpiece.

Dead Space 2, developed by Visceral Games and published by EA, takes place three years after the end of the first game and Issac Clarke, our unlikely engineer protagonist from Dead Space 1, finds himself aboard the Sprawl, a space metropolis built into a large shard of what’s left of Titan, one of the moons of Saturn. Of course, we as the player know where Issac is, but he’s as confused as can be because when the game opens up he is strapped down to a gurney and in a straightjacket. Only amidst the chaos caused by some very familiar looking creatures can our hero free himself and start to make sense of the situation he currently finds himself in. A situation in which Issac will find that he must not only confront the horrors of a new Necromorph threat, but also the deep scars left on his psyche from the Ishimura incident of the first game.

From the opening cut scene and sequence, which may be the most intense first 15 minutes ever in a game, to Issac muttering swears under his breath as he curb stomps fallen Necromorphs, Dead Space 2 is one of the most engrossing gaming experiences you can find. This game simply reeks of atmosphere and the painstaking detail that went into each level and experience you come across is evidence of that. From the distorted shadows thrown against the cold steel walls by flickering lights that make your heart feel like its going to jump out of your chest to the sound of dragging claws and inhuman screams in the ventilation ducts that make your skin crawl, there wasn’t a moment in this game that didn’t have my pulse pounding. And to complete the full immersion into the game, Dead Space 2 has some chilling mood setting music and great voice acting from everyone involved, whether Issac himself or the dozens of audio logs you find scattered across the Sprawl that help fill in the details of what has transpired over the past three years.

These details are really where the horror comes from. Man’s most base fears come from what he can’t understand and the unknown, and you become so immersed in Dead Space 2 due to the tremendous detail in this game that, even though it’s done in the third-person perspective, you feel like you’re in Issac’s shoes as you round every corner and explore each nook and cranny of the now desolate and abandoned metropolis you find yourself navigating.

But atmosphere and looks alone do not a great game make. No, what puts Dead Space 2 into an elite class is that it combines that great storytelling and atmosphere with creative gameplay, tight controls, awesome weapons, and some unreal monsters. Not only do a lot of the standard Necromorphs from Dead Space 1 return like your tri-tentacled babies and razorfist regulars, but since this is a sequel and you have to follow the unwritten rule of going bigger and better and now there are monstrous brutes, pre-pubescent packs of marauders, and my personal new favorite, the Stalkers. The Stalkers look and act like the raptors from Jurassic Park as they always attack in packs and use bait and run tactics. The only other thing you would need when they appear is Bob Peck whispering “clever girl” whenever they decide to pounce.

New enemies though mean new weapons to help dispatch them as well. You have some old favorites returning like the Line Gun, the Flamethrower, and the Ripper that simply mow down all who come in their path, but now you also have new goodies like the Javelin Gun. The Javelin Gun is exactly what it sounds like, it’s a gun that shoots spears and is a testament to the physics system of Dead Space 2 as you can send Necromorphs flying across rooms and impale them against the wall like frogs from your high school biology class.

A big upgrade between Dead Space 1 and 2 is the larger variety of experiences you encounter, especially in terms of the zero gravity situations. Whereas in the first Dead Space, there were a lot of zero gravity rooms that you would traverse by aiming and leaping from surface to surface, now your suit has thrusters attached to it which gives you the feel of actual 360 degree zero gravity combat as you move around aiming at Necromorphs who just love launching themselves at you like undead missiles. There are also new environmental hazard situations to maneuver through as well as full level segments in deep space as you work your way through various areas in and around the Sprawl.

The biggest addition to this chapter of Dead Space though is of course the inclusion of a multiplayer that seems to be heavily inspired by the Left 4 Dead series. Lacking a traditional versus or deathmatch mode, the multiplayer consists of two teams of four players each, one team comprised of a variety of Necromorphs and the other a team of humans. The humans are tasked with completing a series of objectives as quickly as possible while the Necromorphs must work together and take advantage of their ability to utilize their surroundings like crawling in ventilation ducts to prevent the humans from finishing their objectives. As you continue to play, there is a leveling up system that comes into effect that will allow you to purchase new weapons and their secondary fire abilities. Unfortunately, the lack of mode variety and small teams means that this multiplayer is nowhere near as dynamic as it needs to be and feels as if it was a late add-on to an absolutely stellar single player campaign.

Of course the more things change, the more they stay the same. Dead Space 2 has the same controls as the first game and is one of the smoothest third-person shooting experiences you’ll find. The static camera glued to Issac’s hip might take some getting used to, but is necessary due to the return of your HUD being displayed on your back showing your stasis, health, and oxygen levels as you travel around the Sprawl and face off against the Necromorph threat. You can still carry four weapons at a time and can upgrade only the items you’re carrying at benches scattered about the Sprawl as you put Issac’s engineering skills to the test. The game is also very linear and this may turn off some fans, but considering how much this game will make you jump, it is probably better for those out there with heart conditions that there aren’t more dark corners to explore. There are also five difficulty modes, with the Hardcore mode only being unlocked after beating the game the first time, ensuring that you completionists and achievement whores out there will need at least two playthroughs to get everything in this game.

When all is said and done, Dead Space 2 is everything you want in a sequel. Bigger and better weapons and enemies, it brilliantly forwards a compelling story arc started in the first game, and pulls you into the experience to the point that you feel as if you’re in the main character’s shoes. The only person I would not recommend this game to is someone who hasn’t played the first game due to it being referenced on many occasions and so to them I say go buy both Dead Space 1 and 2 right now.

Ratings are based on a scale of 1 to 10 with 10 being the best.

Graphics: 9.5: A few minor glitches here and there with dead Necromorph bodies is really the only problem I could see with the look of the game, otherwise this is simply brilliant looking.

Audio: 10.0: What makes Dead Space 2 so creepy is the fact that you may not see enemies for long stretches of levels. But you can always hear them. Everywhere. And this combined with some great voice acting by all involved makes the audio simply top notch.

Gameplay: 8.5: Some would say the gameplay gets a little repetitive by the time you work your way through the game’s 15 chapters, but there were always enough thrills to keep my mind off that. My only real complaint about the gameplay is that I wish it was longer since you’ll probably blow through your first playthrough of the game in a dozen or so hours and with so many new and great experiences added to this sequel, it was sad to see it end so quickly.

Plot/Plot Development: 10.0: A perfect combination of forwarding the story from the first game while also spinning a uniquely entertaining and thrilling tale of it’s own, Dead Space 2 is the epitome of what you’re looking for in a sequel’s plot.

Replay Value: 7.0: The new multiplayer system was really disappointing with only eight players allowed at once and only one mode of play. It seemed cobbled together at the last minute and although does work on many levels, isn’t entertaining enough to bring you back for more when other AAA titles hit the market. At least for all the fellow achievement and trophy whores out there, the game will require at least two playthroughs for you to get everything if you’re insane enough to take a go at Hardcore mode.

Overall (not an average): 9.0: You want every sequel to be bigger and better than the previous and on every level Dead Space 2 delivers that. The multiplayer seemed unnecessary after seeing how it was implemented and I’d have rather of had two or three more story chapters. Despite this, Dead Space 2 is a must have for any third-person shooter fans out there, although I recommend playing the first game in order to truly appreciate just how great this game is.

 

Originally Published: January 14, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Dante’s Inferno for the PS3 from EA. Following the first chapter of the revered Divine Comedy by Dante Aligheri, Dante’s Inferno has you dive through all 9 circles of hell in order to save your beloved Beatrice.

Originally Published: January 2, 2011, on youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Uncharted 2 for the PS3 from NaughtyDog and Sony.