Tag Archive: ubisoft


The original Watch Dogs tried some interesting new ideas for incorporating multiplayer, and at the top of the list might’ve been the ability to invade a friend’s game in order to try and hack them (leading to a cat-and-mouse chase between players). Building on that idea, Ubisoft has unveiled the new Bounty Hunter mode for Watch Dogs 2, which I recently had the chance to try for myself thanks to a pre-Gamescom event at their San Francisco office.

Watch Dogs 2’s Bounty Hunter mode allows players to put a bounty on their own head. Doing so automatically sends the cops after you, but it also allows up to three friends to join your game and team up with the police to hunt you down. However, one of your friends can join your side if they so choose, turning the mode into a 2-vs-2 (with AI police) in addition to the possibilities for a 1-vs-1 or even asymmetrical 2-vs-1 or 3-vs-1 confrontation. If you don’t feel like being hunted, you can also do an online search to see if anyone else is on the lamb in order to join the police hunting them if you want.

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I had a chance to play as both the hunter and the hunted, and on both sides of the coin, it was nice that all my tools from the game’s single-player portion transitioned with me. I could hack cars and steam vents, use my automatic rifles, or even fly drones and place remote mines, just like in the single player, all helping to provide for a variety of options every time I played—making it so each time I tried the mode it never felt the same. Sometimes as the hunter, I would get a lock on the target, steal a car, and simply run them over when they were trying to escape on foot; other times, I would sneak up on them and snipe them from a distance.

Meanwhile, during the times when I was being hunted, my strategies shifted drastically. With my position immediately given to my enemies as soon as they signed in, I just tried to flee as fast as I could at first, hoping to lose my pursuers through back streets or by going off-road with a car. One time I had a friend drive the getaway car as I used my rifle to shoot out the tires of those hot on our tail. Sometimes, crippling would-be captors was more effective than trying to kill them outright.

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At a certain point, though, I got tired of running. On my final shot at the mode, I found high ground and planted mines near locations I thought people would try to come at me from. Unfortunately, most of the mines went to waste, as my enemies took unforeseen angles. Luckily I could remote detonate them though, and I was able to pick off another player who wasn’t close enough to trip the mine, but who was definitely within the blast radius when I set it off.

All told, I spent probably about a half hour with Watch Dogs 2’s Bounty Hunter mode, and got in maybe six matches (victorious in all of them)—which means the mode is also pretty quick. You don’t have to worry about a long time sink, and with the hunters always knowing where the hunted player is, it usually promotes quick and decisive confrontations, perfect if you want to get in and get out with the multiplayer, or really mess with some folks and go on a bounty-collecting spree.

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It’s nice to see Ubisoft continuing to support the multiplayer aspect of Watch Dogs, and this new mode feels like the natural evolution of invading someone else’s game while staying true to the tenants of the original’s gameplay. I can’t wait go collect some more bounties for real now when Watch Dogs 2 drops on November 15.

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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.

I had a chance to play the first couple hours of Far Cry Primal‘s campaign at a recent Ubisoft event. Here are two missions where I got to tame my first animal, and also took on one of Takkar’s rival tribes, the sun-worshipping Izila. Far Cry Primal will be available for Xbox One and PS4 on February 23, 2016, and PC on March 1, 2016.

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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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Rumors surfaced this morning detailing the next main entry in the Assassin’s Creed franchise and hinting that Ubisoft would be moving away from annual releases in the series.

The rumors first appeared on 4chan by a poster claiming to be a developer working at Ubisoft. The post explained that there would be no Assassin’s Creed release this year, in part due to the ambition of the game, which is supposedly going for more of a “Witcher feel” in terms of world size and scope. They also said that the new project looks to be set in ancient Egypt, will bring horses and boats back, and is being spearheaded by the team that brought us Black Flag. The posts were compiled conveniently on NeoGAF.

As the day went on, gaming news site Kotaku chimed in, claiming their sources confirmed some of those details to be true. According to Kotaku’s sources, this new Assassin’s Creed, codenamed Empire, will be set at least to some degree in Egypt, and would indeed not be coming out until 2017, giving the series more time to cook after the disaster that was Unity. No word yet on time period, but if we were to wager a guess, we would say the time of Cleopatra and Alexander the Great if the 4chan poster’s comment on this starting a new trilogy that would move to Greece and Rome holds any weight.

Considering the recent history of leaks with Assassin’s Creed, the odds of all this being true are strong. It also makes a ton of sense.

Many have complained about feeling franchise fatigue when it comes to Assassin’s Creed, mostly due to the low-water mark that was Unity. Although last year’s release, Syndicate, was a marked upswing—courtesy of new developer Ubisoft Quebec—it still featured a fair amount of bugs and glitches that have become commonplace in the franchise. If Empire has indeed been worked on since 2014, though—and is getting an extra year of development—it could be Ubisoft’s attempt to both alleviate the aforementioned fatigue and address the glitches that have started to become synonymous with the series.

Ubisoft also doesn’t have to worry about the franchise leaving the public consciousness. The Assassin’s Creed movie comes out in December 2016, and the final two chapters in the Chronicles spin-off will come out over the next six weeks. Plus, there’s a potential Assassin’s Creed Collection on the horizon, which was revealed after Ubisoft recently registered the website domain “assassinscreedcollection.com”.

In terms of Ubisoft’s fall lineup, several titles could be plugged into the hole that no Assassin’s Creed would leave, including potentially For Honor, Ghost Recon Wildlands, South Park: The Fractured But Whole, and even possibly Watch Dogs 2—which Kotaku also reports is rumored to be set in San Francisco.

As EGM’s resident Assassin’s Creed fanatic, this seems like a smart play from Ubisoft. Considering we’ve had six straight years of Assassin’s Creed experiences that have only grown larger and more complex, the idea of taking a year off to polish what—if the 4chan poster is to be believed—will be the most ambitious entry yet has me excited for the series in a way I haven’t been in a long time. Plus, if the team behind Black Flag is indeed working on it, this only bolsters my hopes that everything from these rumors and reports is indeed true—as Black Flag was, in my opinion, the best entry in the series since Assassin’s Creed II. This move gives the franchise’s biggest fans time to be excited again, and not have the series thrown in our faces around the clock.

Now, we just have to hope Ubisoft comes out and confirms everything we’ve heard today.

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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.

I had a chance to play Far Cry Primal at a recent Ubisoft event and finally got to try my hand at being the beastmaster, Takkar. Using my owl and wolf buddies, I liberate an outpost, but then things take a turn and I go from being the hunter to the hunted. Far Cry Primal will be available for Xbox One and PS4 on February 23, 2016, and PC on March 1, 2016.

I had a chance to capture some of the new single player Situations mode that is going to be a part of Rainbow Six Siege. Here, I played as IQ who has a wrist-mounted device that can track electronic signals. Rainbow Six Siege will be available on December 1 for Xbox One, PS4, and PC.

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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.