Tag Archive: ubisoft


United we stand

In many ways, Assassin’s Creed Unity aims to be the most ambitious game the franchise has ever seen. Featuring systemic gameplay, narrative driven co-op that uses the same world as the single-player campaign, and a huge emphasis on stealth mechanics that bring the series back to its roots—especially Assassin’s Creed II, which many still consider the best—Unity has vast potential as the first Assassin’s Creed developed solely for the new generation of consoles.

With all that in mind, I was excited to finally get the opportunity for some quality hands-on time with Unity, about four hours in all. Unfortunately, from the sample I played, Unity goes a bit too far back in time when it comes to Assassin’s Creed, because it reminded me more of the original game with Altaïr: tremendous ideas alongside some very poor execution.

My demo consisted of Sequences 3 and 4 in protagonist Arno Dorian’s timeline. He’d just been fully inducted into the Assassin Brotherhood and now had access to the entire city of Paris while he carried out missions to further the Assassin cause—and here’s where my first issue arose. Unity includes a new progression system where, much like in an RPG, players will be able to buy skills and abilities for Arno and customize him as they see fit. Since I was already into Sequence 3 when the demo started, I had some ability tokens in the bank. I like the idea of a progression system and unlocking more moves as you go along; when I went to assign these tokens, however, I was shocked at just how bare-bones Arno was.

Skills that we’ve come to expect over the years, like crowd blending, double assassinations, and even just carrying a pistol, all needed to be purchased with skill points. If he was a full-fledged Assassin now, I hate to think of what he’s like in Sequences 1 and 2. What exactly did he learn from his teacher? How to pull the hood up over his ears? I’m not expecting Arno to have everything at his disposal from the get-go, but these skills in particular are staples of what it means to be an Assassin—especially during the setting of the French Revolution in the late 18th century—and the fact that I had to spend points just to raise Arno up to the standards of those who came before him made me feel extremely underpowered. I suppose that’s one way to artificially amp up the difficulty, though.

And since skill tokens are acquired by completing many of the side missions around Paris, it’s also a way to force you to deviate from the main narrative. This could be a way to artificially extend the game, however, because the sequences I played were only four missions long, making me worry greatly about the length of the main narrative compared to previous games.

It also plays into a lot of the new systemic gameplay, where the player can tell their own story and have it play out as they wish—it’s very cool to see random fights break out in the streets as warring factions butt heads or approach an assassination target from multiple directions. Unfortunately, though, the only word that came to mind for me during some of these missions was grind. Yes, the sidequests are far more entertaining than hunting animals, since they’re a story within a story, but I felt like I was being pushed away from the main narrative instead of being sucked into it, simply because I needed to make Arno a more formidable force to take on the difficulty as it ramped up. And let’s be honest, folks—for most of us, the story is still the main draw.

Now, that’s not to say that Arno can’t defend himself at all. With his hidden blade, he can still stab people in the face rather effectively. But one change that I didn’t mind related to the combat, which is far more difficult than in previous games—piling up bodies in the street as never-ending waves of enemies swarm is a thing of the past. If you’re not trained well enough, taking on more than three foes will probably spell the death of you, since the counter button’s been removed. In its place is a parry button that must be perfectly timed for you to take advantage of your off-balance foes. Enemies also strike more quickly and more effectively, which puts an emphasis back on stealth and smarter enemy encounters. It’s now a must to wait for guards to be alone before going in for the quick kill or use the whole gamut of tools at your disposal, like poison gas, smoke bombs, and noisemakers.

You can also strengthen Arno by purchasing new items. You’re able to buy dozens of different outfit parts, such as hoods and boots, and you can swap between all items you acquire to accentuate different statistics in four key categories: armor, stealth, health, or effective range of weaponry. This aspect of customization and progression is a lot clearer, and it hearkens back to buying new armor and weapons in Assassin’s Creed II. I will say that the interface back then was a lot sexier than what we see here in Unity, though.

And speaking of Assassin’s Creed II, another aspect that I loved seeing was the Café-Theatre. It basically serves as Arno’s version of Monteriggioni, Ezio’s upgradable home and fortress from Assassin’s Creed II and Brotherhood. As you buy upgrades and renovations, you can unlock new missions and items—plus, you get a treasure chest that keeps collecting money as the café makes more money from its customers. Along with the new missions from Café-Theatre, Unity also sees a spiritual successor to Assassin’s Creed II’s glyph puzzles, called Nostradamus puzzles here. Since they’re so directly tied to landmarks, I wasn’t able to solve any during my demo time. The landmarks seemed to already be unlocked in-game, and many of the buildings just started to blend together, which sometimes made climbing up to a synchronization point a bother.

This leads me to another negative: the new parkour system. I actually felt like I had less control over Arno than most other Assassins before him. Unity features a new control scheme that allows you to parkour up or down across much of the landscape, and I admit that it takes some time to get used to. Once you’re experienced, though, and can pull off all manner of flips and stunts, it still feels like you’re fighting the controls to get them to go where you want—or, worse yet, you go bounding off in the completely wrong direction. Since there’s such a return to emphasis on stealth, the last thing you want is a lack of pinpoint control when free-running through Paris.

Besides the two single-player sequences, I also got to try out two co-op missions. The first one, the Heist, is great for earning a lot of quick cash, but it’s really meant more for players near the end of the game. Coordination among the team is critical, since Heist missions require four players to infiltrate a heavily guarded location and raid it to stuff their pockets with gold. If you get spotted, you’ll walk away with less gold, and if one person dies, the mission restarts.

Though I enjoyed the concept, everyone playing was at such a high level that we just started spamming attacks, throwing a bevy of smoke bombs into every room and then running in and clearing it out. I know that’s not the purpose of the game mode, but when you’ve got 25 smoke bombs, they’re cheap to buy, and you can walk away with as much as 60,000 credits, it’s hard not to.

The other co-op mission was the more narrative-driven one—and I loved it, because the reason I still play Assassin’s Creed is for the story. In this mission, I had to save a French spy who’d happened upon a Templar plot. Once they found him out, the Templars branded him a traitor and sentenced him to death. First, I had to free him from the Templars and then help him escape. My co-op partner and I were a force to be reckoned with as we used our environment to our advantage and quickly dispatched the Templar agents in our way, zigzagging across rooftops and using our smoke bombs when necessary to escape.

I appreciate that Unity offers players more to do than ever before. Whether it’s the new sidequests or the openness with which you can complete missions, it definitely feels like a step in the right direction for the franchise. But I can’t get over the progression system and the shoddy parkour. These are two definite missteps—and I worry about how they’ll affect the main game as a whole when Unity releases next month.

A new Assassin’s Creed, which bundles the last three console titles in the series together, was announced by Ubisoft this morning.

Officially titled Assassin’s Creed: Birth of a New World – The American Saga, the three games in the bundle are Assassin’s Creed III, Assassin’s Creed: Liberation HD, and Assassin’s Creed IV: Black Flag.

The collection has a release date of October 28, which means that with Assassin’s Creed Unity and Assassin’s Creed Rogue coming out on November 11, that there will be three Assassin’s Creed games coming out within a three-week period.

Assassin’s Creed: Birth of a New World – The American Saga will be available on Xbox 360 and PS3.

Ray Carsillo inteviews Dan Jeannotte at the 2014 San Diego Comic-Con. The talented actor behind the on-screen face and voice of Assassin’s Creed Unity’s lead character reveals what goes into playing a digital role and the challenges faced in bringing Arno Dorian to life.

Ubisoft released an Assassin’s Creed Unity gameplay video, which follows Arno through one of his first assassination missions.

The video, narrated by creative director Alex Amancio, walks you through several new key aspects to assassination missions. These include the new, smoother parkour traversal system, as well as mission “mod objectives”.

The “mod objectives” are optional objectives that can change a mission on the fly depending on what paths you do or do not take. They can offer up different pathways, or in the case of the demo, an extra kill option for your target.

The gameplay video also highlights the look of the game with Paris stretching as far as the eye can see while running along rooftops, while also showing off some of Paris’s subterranean tunnels. The tunnels give you even more options as an assassin since you can go above or below now to eliminate your targets or escape sticky situations.

Assassin’s Creed Unity will be available on November 11 for Xbox One, PS4, and PC.

Ubisoft Quebec, Ubisoft Montreal’s sister studio, is ready to step out of its older sibling’s shadow by taking on an Assassin’s Creed all it’s own, Ubisoft announced on the company’s official blog this morning.

Ubisoft Montreal has spearheaded every Assassin’s Creed thus far, often with help from various members of Ubisoft’s global network of developers. But with Ubisoft Quebec’s recent $28 million dollar investment, $4 million of which is going to a brand new workspace designed specifically for triple-A game development, the studio is ready to spread its eagle wings and show off what they can do.

“We have the confidence of the brand team and also from Ubisoft to take leadership of an upcoming Assassin’s Creed title,” Ubisoft Quebec managing director Nicolas Rioux said. “The team is ready for the next big step.”

Ubisoft Quebec is very familiar with the franchise, of course, having helped out on every entry since Brotherhood and even spearheading The Tyranny of King Washington and Freedom Cry DLC for AC III and AC IV. The next big step for them now is bolstering their work force. Already 350 people work at Ubisoft Quebec (including some starting the groundwork for this new project), and the studio plans to reach 425 people by 2017.

With multiple studios helping out Assassin’s Creed on an annual basis (including as many as 10 for Unity), it only makes sense that at some point another studio would just take the reigns completely themselves for a title, much like how Activision has a three-studio rotation with Call of Duty.  What Quebec’s Assassin’s Creed will entail is anybody’s guess, but it only cements the fact that Assassin’s Creed has plans to stick around for quite some time.

As for this year, Assassin’s Creed Unity launches on Windows PC, PS4, and Xbox One on October 28.

Daredevil’s delight

I’ve always enjoyed the Trials series, because it’s uncommon nowadays to get a game that gives you a sense of accomplishment every time you finish a section—and that seems to be a staple of Trials’ charm. It constantly tests your reflexes as you try to guide a digital motorbike across ridiculous landscapes while battling Newton’s laws of motion. It’s rarely easy, but almost always fun.

So, it was with great pleasure to find that Trials Fusion, the latest entry in the series, has that balance that made me curse it at times—like when I didn’t have enough momentum to carry me through a vertical loop—but still made me want to try again and again until, thumbs aching, I could pump my fist in the air after nailing a perfect run for the gold medal.

Just like previous games in the series, you play as a motorbike driver who moves along a linear path through an obstacle course designed by madmen. By beating stages both quickly and without crashing, you earn medals, which then unlock more stages that continue to ramp up in difficulty. To increase replayability, each stage also has three special objectives that require you to play the course differently each time. Some tasks ask you to locate and flawlessly run through alternate paths, while others demand you perform a variety of acrobatic moves on your bike.

The first things players will likely notice is that Fusion’s courses are just as demented as those seen in previous Trials games. You bounce across a bunch of blimps hovering around skyscrapers, get shot into the air by water fountains in a park, and need to anticipate tracks that rise and fall at the whim of an automated factory’s maintenance programming. Couple this with the voice of your instructor providing color commentary in the background and the always comical demise you meet after crossing the finish line, and the tracks seem to have as much personality as some antagonists in more narratively driven games.

The controls are also just as tight as the previous games, with your position on the bike affecting momentum just as much as the pressure you apply to the gas or brakes. When you combine the insane level design with the crisp controls, it’s easy to see the series’ infamous difficulty is also mostly intact. Even early on, you can’t just hold down the accelerator and hope to barrel your way through each stage.

There’s a little more handholding overall, however, that Trials veterans should be aware of. Fusion sees a lot more checkpoints in each individual trial to restart from, but only a perfect run will net you gold, which is a nice way to cater to both the casual as well as the hardcore.

Something that clearly favors newcomers? Tricks don’t unlock until the third level, nearly two dozen stages in. While I get that a lot of controls might be a bit much for novice players to take in—and with this being the first game in the series on a Sony system, there’s a strong possibility for a new audience—that means experienced Trials players have to wait for almost a third of the campaign before they can unlock their Superman handlebar grab, and that could rub them the wrong way.

Putting this aside, when it comes to the core pillars of the game, developer RedLynx thankfully appears to have taken a “if it’s not broke, don’t fix it” approach to things. There’s more to Fusion than just racing through obstacles and performing absurd poses in mid-air and praying that you stick the landing each time, though.

The renowned track creator also sees a return. RedLynx once again opens up their toy box and gives players all the tools they used to make the tracks the game launched with. Once you create your own tortuous run to the checkered flag, you can upload it to a new community bulletin board where players and developers will vote on tracks each week, with the best of the best getting the spotlight.

Like many of your runs through late-game courses, however, Fusion does hit the occasional pothole. A new leveling system sees you gain XP for every course and challenge you complete, and it’s used to unlock different costumes and bike parts. This common gaming feature hits a snag, though, because the parts are for purely cosmetic purposes. Cosmetic-only unlocks certainly aren’t unheard of, but I would’ve loved for new parts—or even entirely new bikes—to feel like they handle differently from one another. The only vehicle that doesn’t feel like a clone of all the others is the ATV, but that’s because it’s a completely different class of vehicle. I don’t need to completely deconstruct the bike and fine-tune the engine like some car-racing simulator, but knowing that some bikes go faster or have better grip would’ve given me some motivation to unlock items.

The multiplayer from Trials Evolution also returns, but only a local versus option is available day one. A patch with a new online multiplayer mode is coming down the line, but neither mode is likely to hold your attention because your focus will always deviate back to not crashing than winning the race.

Trials Fusion is still a worthwhile experience for all those wannabe daredevils out there. When you’re able to push past a lot of the little additions that didn’t work out, Trials Fusion is still one heck of a platform racer with a core that longtime fans will enjoy—and that newcomers should embrace.

Developer: RedLynx • Publisher: Ubisoft • ESRB: E10+ – Everyone 10 and up • Release Date: 04.16.14
8.0
While Trials Fusion isn’t the best entry in the long-running motorbike-racing franchise, the core of what made previous entries so great remains, which should satisfy longtime fans and newcomers alike.
The Good Gameplay is still challenging enough that it feels like an accomplishment when you beat courses.
The Bad Pointless leveling system; local multiplayer only at launch.
The Ugly The looping theme song that haunts you in your nightmares.
Trials Fusion is available on Xbox 360, Xbox One, PS4, and PC. Primary version reviewed was for PS4. Review code was provided by Ubisoft for the benefit of this review.

Gonna have ourselves a time

Sick and tired of licensing out their beloved series to game developers who constantly failed to capture the essence of the show, South Park creators Matt Stone and Trey Parker eventually decided that the only way to do it right was to do it themselves. Enter The Stick of Truth, a project the comedic masterminds helmed from the get-go. They handled all the writing, personally picked a developer, and even navigated the bankruptcy of their first publisher, THQ, and the transition to Ubisoft—all in the hopes of finally conquering the last realm of media they hadn’t been able to strike gold in.

One big reason The Stick of Truth works so well? Parker and Stone penned a tale that puts players themselves in the middle of the crazy Colorado mountain town. As the New Kid, you’ll begin your adventure with the most innocent of tasks: making some friends. And it’s not long before you stumble upon Cartman, Kenny, and all our favorite foul-mouthed youths. Because you refuse to speak, however, the boys resort to calling you “Douchebag” in lieu of a real name.

The refusal to speak isn’t some cruel joke, though. It’s intentional from a game perspective and helps portray your avatar as somewhat of a blank slate. This allows you to customize your character and have some say in how he’ll look, as well as which one of four classes (Fighter, Thief, Mage, or­—appropriately, for the series—Jew) he’ll represent. I ended up making my particular “Douchebag” a Fighter that looked like Walter White from Breaking Bad for most of the game. The only typically standard customization feature locked in stone? Your character must stay a boy, even if you want to dress him up as a girl. Before you get up in arms, this actually makes sense when you analyze it from a plot perspective, because pre-teen boys (especially Cartman) would never want to play make-believe with girls.

After your class and customization options are set, the boys welcome you into the fold with the official title of “Sir” Douchebag. Being named “Douchebag” and having Cartman tell you that if you choose to be a Jew, you can never be true friends is just the beginning of a near-constant barrage of crude humor that might rub more casual fans the wrong way. But as a huge fan of the show, I laughed throughout. Every story beat helps The Stick of Truth feel like an extra-long episode and makes for a joyous celebration of what’s kept South Park such a cable staple for nearly two decades.

The writing isn’t the only thing that makes the game match the mayhem any fan of the show would expect. Parker and Stone clearly spent copious attention on even the tiniest details—you’ll be amazed at how much the animation and art style resemble an actual episode. So much so, in fact, that I actually felt I was a part of the town as I explored familiar landmarks like City Wok, South Park Elementary, and Stark’s Pond.

The old-school, turn-based combat, meanwhile, took me back to my days playing Super Mario RPG, complete with similar timing-based blocks and attacks. Each character has hysterical special attacks appropriate to them, like Cartman farting on a match to roast the entire field of foes. The New Kid’s comparable flatulence-based abilities, meanwhile, can be used as standalone attacks or to bolster normal moves, providing a bit of nuance to what starts out as a simple, straightforward system. But the more I battled, the more I noticed the lack of balance caused by overpowered status effects. If I didn’t knock enemies out in one hit, they’d often die after their first attack due to all of the freezing, burning, bleeding, and “grossing” (the game’s equivalent of poisoning) I’d stacked.

The New Kid’s farting is at its most interesting outside of battle, however, providing four of the ways you interact with the world. “The Sneaky Squeaker,” for example, can be used to distract enemies, while the “Nagasaki” can break down obstacles blocking your path. I just wish it were easier to switch between the different abilities. I’d have preferred if this mechanic were handled by the D-pad, which is instead used to quickly open up tabs in the cluttered menu screen.

The Stick of Truth offers other ways to feel immersed in the South Park universe beyond how well you can clench your sphincter, though. Some are simple, such as firing your toy bow and arrow to hit far-off switches. Others are more complex, like activating an anal probe to teleport between two points (OK, so even some of your other powers deal with your butt). When you use these abilities in tandem with your farting prowess, the world in The Stick of Truth opens up and shows a lot more depth than you might see on the surface.

The only thing about The Stick of Truth that left me truly disappointed is that it’s easily the shortest RPG I’ve ever played. I was able to finish nearly every sidequest, the main campaign, and max out my abilities in only 10 hours. The story felt like it had a natural ending and didn’t feel rushed at all, but I sure do wish there were more to it. If they left me begging for more, it’s not necessarily a bad thing, though, right?

The Stick of Truth is finally the game Parker and Stone have wanted to represent their beloved comedy series. Not only does it pay tribute to some of the show’s best moments, but it also builds new lore on top of that. As a game—and not just a story—it certainly could be better, but South Park fans will still feel immensely satisfied with the effort.

Developer: Obsidian Entertainment, South Park Digital Studios • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 03.04.14
8.5
Finally, fans of South Park have a game worthy of the TV show. The writing, animation, and little details are all outstanding, and while a few balance issues surface during combat and the main quest is a little short at around 10 hours, those aren’t dealbreakers. No South Park game has captured the sleepy Colorado mountain town quite like this, and show creators Matt Stone and Trey Parker delivered on their promise to create a gaming experience that matches the Comedy Central hit.
The Good The Stick of Truth is a game finally worthy of the South Park name.
The Bad A bit short, a bit easy, and a bit unpolished.
The Ugly The poor odds of getting a sequel.
South Park: The Stick of Truth is available on Xbox 360, PS3, and PC. Primary version reviewed was for the Xbox 360 using a retail code provided by Ubisoft.

The lost Assassin

Looking back on my original review for Assassin’s Creed III: Liberation, now well over a year ago, I realize that I made a lot of excuses for the game because it was on the Vita. Expecting less of a game on a handheld system is understandable—especially when it’s a spin-off of a successful console series like Assassin’s Creed—since obvious technical shortcomings are par for the course.

Trying to cram an entire Assassin’s Creed game onto a portable is no small feat. But when a game developer ports a handheld experience and tries to make it a full-fledged console title, they’d better go all-out, or there are going to be problems. And, unfortunately for Assassin’s Creed: Liberation HD, let’s just say that Aveline doesn’t look nearly as good in high-def.

In Liberation, you play the role of a consumer who’s decided to purchase the first-ever product from Abstergo Entertainment. This new device allows you to relive the life of Aveline de Grandpré, the daughter of a wealthy Frenchman and an African slave woman in 18th-century New Orleans. On the surface, Aveline looks to lead the pampered life her father’s wealth would afford her, but the soul of a warrior burns within.

To the untrained eye, this looks like the beginning of a solid Assassin’s Creed tale, but the story’s still too short, and nothing’s added to lengthen it in the HD version. Aveline is still a poorly developed character, even though she has the makings of one of the most interesting Assassins yet. All we get are a handful of extra side missions that focus on her slave/high-society disguises, which are really quite throwaway. Despite the lack of additional content, though, players will still likely enjoy Aveline’s tale, even if it pales in comparison to the rest of the series’ protagonists.

The combat and movement remains largely the same as the other games in the series, with pickpocketing and the “chain kill” system (both of which were tied to the Vita’s touchscreen previously) mercifully assigned back to traditional buttons. Countless glitches and stiffness also remain, however, making this one of the worst-handling Assassin’s Creed titles.

The visuals don’t make a smooth transition, either. While the graphics have definitely been improved in this HD version, they’re nowhere near what we expect from a console game (these screens are not representative of the experience I had). And the contrast is only more vibrant if you’ve played Assassin’s Creed IV: Black Flag recently. It looks just like what it is: a handheld game cheaply upscaled to consoles.

Assassin’s Creed: Liberation HD feels like a game that Ubisoft is trying to redeem so that Aveline’s story isn’t wasted. They’re clearly trying to get it into the hands of as many people as possible now because of the Vita’s limited install base. And her story is one worth telling, but it would’ve been so much better in a fully realized, fully fleshed-out Assassin’s Creed entry. Instead, we got this port of a portable. Because of the budget price of $19.99, I could see some misguided Assassin’s Creed diehards falling in love with Aveline’s story and not being terribly heartbroken after shelling out the cash, but to everyone else—especially if you already did play it on the Vita—you can steer clear.

Developer: Ubisoft Sofia • Publisher: Ubisoft • ESRB: M – Mature • Release Date: 01.14.14
5.0
Easily the most disappointing Assassin’s Creed title ever. Aveline had the potential to be one of the best Assassins yet, but poor character development, simple mission design, and a far-too-short adventure left me wanting more in all the worst ways.
The Good Pickpocketing no longer has to be done via a touchscreen.
The Bad The main story’s lack of depth is only amplified on consoles.
The Ugly Instead of making everything prettier, HD only reveals all of Liberation’s blemishes.
Assassin’s Creed: Liberation HD is available on Xbox 360 (XBLA), PS3 (PSN), and PC. Primary version reviewed was for PS3 (PSN).

Introduction

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

Ray’s Top Five Games for 2013

#05: Fire Emblem: Awakening

Publisher: Nintendo
Developer: Intelligent Systems
Platforms: 3DS

Ray’s Take

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

#04: Remember Me

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

Ray’s Take

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

#03: Assassin’s Creed IV: Black Flag

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

Ray’s Take

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

#02: Injustice: Gods Among Us

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

Ray’s Take

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

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

Publisher: Nintendo
Developer: Nintendo
Platforms: 3DS

Ray’s Take

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

Ray’s Off-Topic Awards for 2013

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

Rayman Legends is coming to the PS4 and Xbox One on February 25, 2014, Ubisoft announced today.

Aside from claiming improved load times and improved visual fidelity, each version of the game will feature its own exclusive costumes and content.

The Xbox One version will include 10 exclusive challenges and feature a Splinter Cell–inspired Sam Fisher costume for Rayman and a costume based on Vaas from Far Cry 3 for both Rayman and Globox. The PS4 version will tout Assassin’s Creed–inspired threads for Rayman, cross-play with the PS Vita, and will utilize the DualShock 4’s touchpad for various in-game actions, including scratching off Lucky Tickets. Both Xbox One and PS4 versions will also feature a “Funky Ray” costume available for purchase with Uplay points.

If you can’t wait to get your hands on Rayman Legends, the game is already available for Xbox 360, PS3, PC, Wii U, and PS Vita. You can see what Andrew thought of three of those versions in his review.