Tag Archive: ubisoft


Originally Published: November 29, 2011, on EGMNOW.COM

The middle class is melting away faster than the polar ice caps. People are without jobs, without homes, and without hope. Protests like “Occupy Wall Street” show that the atmosphere in this country is changing. But what if things were to turn away from peaceful rallies and become more forceful. What if movements like the Arab Spring, that started with Facebook and Twitter and a couple of cell phones, were to start gaining ground here? What if someone were to rise up and provide a singular voice for the oppressed within these United States and preach that violent means are the only way to reclaim what has been lost while leading the downtrodden with his radical agenda? And what would you do when these events finally came knocking down your door?

This is the premise that was presented to us for the new Rainbow 6: Patriots from Ubisoft. A project that hasn’t even gone into full production yet and is more than a year away, but clearly has had a lot of thought put into the idea that the most dangerous threats to our security might not come from abroad, but from within our own borders if we’re not careful.

“While the US plans and spends a lot of time prepping in the event of a domestic attack, there has never been an organized domestic terror attack or series of attacks from people who look like us,” said Creative Director David Sears. “So for us, it was a pretty terrifying notion and in a counter-terrorism game you’re looking for the most terrifying subject matter you can find.”

To help set the stage for this new counter-terrorism tale, in the demo we saw we were promised that unlike the Rainbow Six: Vegas games, this story would take place all over the United States in both iconic locations like Times Square and more backwater, rural regions, and even move abroad in a few cases as you track down this threat to homeland security.

But that’s not the only change we saw to the narrative style of the Rainbow franchise. “20% of our game is what we call ‘perspective play’ where you get to see the world through the eyes of the enemy or a civilian or a civil servant. We really want gamers to understand what really happens while you’re shooting up the place,” said Philippe Therien, Single Player Lead Game Designer for Patriots. He then proceeded to show us one of these levels where a man who had clearly not been affected by the economic turmoil of recent times having an intimate moment with his wife when he has his home broken into. He and his wife are beaten and when he comes to, he finds that he has a bomb with a dead man’s switch strapped to his chest. If he drops the trigger, for whatever reason, he goes kaboom. Forced to comply after his wife and child are threatened, he is taken to the Brooklyn Bridge and must avoid a shootout while working his way through a maze of disabled vehicles to get to where the terrorists wish him to go.

Once in position, the view switches back to Rainbow. After rappelling down the side of the bridge and eliminating enemy snipers, you take up position in their place and attempt to clear the area of any terrorists before you can move in to hopefully disarm the unwilling suicide bomber. With time running out though you have a very tough choice laid out before you, made all the harder from our brief glimpse of the world through the bomber’s eyes: Do you kill one to save one thousand?

“To tell the mature story we want to tell and for it to be meaningful you have to have choices. Otherwise it would just be a story according to whoever wrote it. That’s a perfectly cool thing to do. But for us, we put you in difficult situations and then have you make the tough choices and deal with the consequences. We think this makes the story much more relevant because it is just that much more personal since you had a direct hand in what happens,” explained Therien.

Next we saw the advancements in A.I. and technology the Rainbow crew will be allowed to use. Snake cameras are so last generation. Instead, imagine a miniaturized airport scanner that you can use to see a perfect outline of every enemy in the building you wish to breach. This allows for situational awareness like you’ve never had before and you can command your Rainbow unit accordingly with some new easy access one-button prompts, making the situation also more user-friendly. The room we saw had three doors with six terrorists inside and one hostage. From there we were shown a bevy of different strategies, from having one of your units stationed at each door, to everyone sneaking in through the front, or using careful distraction and misdirection to remove the threats.

The most eye-opening aspect of this was that even when using the same strategy twice, the A.I. of the terrorists would act differently each time, and that no matter how much planning went into a scenario, things could still get FUBAR. This gave us a chance to see what the Rainbow development team is calling “Dirty Breaching” where we could still win the day even if a mistake happened or something we didn’t predict caught us off guard. Whether it be someone tripping, a terrorist not reacting like we had planned, or even one where the breach was screwed up, but the terrorist guarding the hostage never pulled the trigger once he heard the noise and just immediately took up a cover position, still giving us a chance to save the day.

Moving away from the single player tactics, we got our first glimpse at an early multiplayer. Although we weren’t allowed to go hands on with anything, we saw the development team show off their newest feature that brings situational awareness to a whole new level in the multiplayer realm. They showed us what they’ve dubbed the ‘Sand Table’, a 3D holographic projection of a multiplayer map akin to something you would you see straight out of a movie. Once in the sand table, you and your friends could take a virtual walk through the level and place markers, plan paths you wanted to take to get to an objective, or even mark sniper points. This can offer teams a chance to truly match wits against another opponent and even the playing field against those with better trigger fingers or allow for new players to be brought up to speed with older ones.

Although our time with Rainbow 6: Patriots was brief, I couldn’t help but be excited from what we saw. But it had me thinking that with the flood of first-person shooters on the market right now, it should be interesting to see how fans react to Rainbow’s five-year absence from the scene. But the folks at Ubisoft aren’t worried. “Historically, Rainbow has been an innovator and a lot of our competition has adopted many of our innovations over the last decade. We just wanted to take some time to go back to the think tank and do some innovation that is going to surprise people. This stuff takes time to think up and takes times to develop and make, but this is just the tip of the iceberg,” said Sears. If this is just the tip of the iceberg, then I know a lot of people who aren’t going to be able to wait to dive below the surface to see what else Ubisoft has in store for us when Rainbow 6: Patriots is released sometime in 2013.

What do you folks think? Are you pumped to hear of a new Rainbow 6 on the way? What possibilities do you think the Sand Table opens up for multiplayer? How about Dirty Breaching in single player? And what about the ‘perspective play’? How do you think that will affect the story? Let us know your thoughts with comments below!

THE BUZZ: Ubisoft has announced today, right on the heels of their recent Rayman: Origins release, that Spring of 2012 will see a HD remake of Rayman 3: Hoodlum Havoc released onto XBLA and PSN. Ubisoft also mentioned the game will run at a full 60 frames per second and that they estimate there should be 15 to 20 hours worth of game play in the download.

EGM’s TAKE: The big question that comes up with this announcement is of course going to be price. To release a full game of that length, I wouldn’t be surprised if this pushed into the $20 range, which is a lot for a download. But considering I’m sure the game was more than twice that in its original release back in 2003 on Xbox, PS2, and PC, it’ll still be a worthwhile deal if they include some new features. If it’s just a straight HD port though, this may seem like too much of a quick cash dash trying to capitalize on the remake trend lately and nostalgia for folks who played the original. Interesting though that Ubisoft chose Rayman 3 to remake when, and I know I speak for many on the EGM crew, Rayman 2 is widely considered the pinnacle of the series.

What do you folks think of this announcement? What is your favorite chapter in the Rayman series? Are you fans of all these remake releases lately (Resident Evil, ICO/Shadow of the Colossus, God of War, and Halo just to name a few)? Is making this a downloadable title the way to go? Let us know your thoughts with comments below!

Back to the past

Assassin’s Creed may well be the greatest videogame history-based epic we’ve ever seen. Each chapter finds a way to add nuance and layers to some of history’s most intriguing moments. Full of rich, vibrant characters outshined only by the detailed re-created and authentic historic cityscapes, Assassin’s Creed has become a favorite of gamers and history buffs everywhere due to its intriguing plot and stellar gameplay. So, how does the fourth chapter in this landmark franchise stand up overall?

Revelations picks up shortly after the end of Brotherhood. Modern-day protagonist Desmond Miles’ extended use of the Animus has left him in a coma; trapped inside the program, he must continue experiencing his ancestors’ memories in hopes of finding a way out of the machine to which he’s been tethered. As all this unfolds, Desmond experiences an Ezio adventure from later in his life that will see his Florentine ancestor travel to Ottoman Constantinople in the hopes of finding five keys to unlock a long hidden Altaïr library. In the process, Ezio has his own Desmond-like experience, as he uses these artifacts to relieve key moments in the Syrian assassin’s life—and begins to unravel the mystery that’s come together over the first three games of the series.

Though the narrative’s ostensibly always revolved around Desmond as he tries to learn what his ancestors knew, these games have always really been about the characters you play as in the past—so this is still primarily Ezio’s story. Revelations wraps up his tale beautifully—but, in true Assassin’s Creed fashion, it still leaves the door open for so many more potential twists down the line. Not to mention that by revisiting Altaïr as Ezio, we really get a sense of how all the characters are interconnected—and can now appreciate Ezio and Altaïr for their stark differences: Altaïr’s quicker on his feet, while Ezio feels heavier and more powerful.

Assassin’s Creed isn’t just about the story, though—it’s also about the amazing simulations of historical locales. Revelations doesn’t falter on this end: Constantinople looks straight out of a history book, and you can even pick out spices in the marketplace while clearly seeing just how unkind age has been to dear old Ezio. This is a testament to how long Ubisoft’s been working with their engine; they can now get every drop of juice out of it to provide a trio of tremendously different settings. Whether it’s Altaïr’s 13th-century Masyaf, Ezio’s warm, vibrant 1500s Constantinople, or a TRON-like VR world that Desmond works his way through, Revelations delivers the visual goods.

But one other key addition just doesn’t jibe with me. In Brotherhood, Ezio had to conquer Templar towers in order to help quash the Order’s presence in various areas. That element’s returned, but there’s a new wrinkle in Revelations: Templars can now retake the areas they lose. Ezio, taking on more of a commanding-general role, guides various types of assassins around rooftops and barricades streets to subdue advancing enemy waves. A good idea in theory, but it’s implemented via a tower-defense mechanic—which works in Flash-based games, but not so much in Assassin’s Creed. Though the conceit makes sense in the context of Revelations—after all, Ezio’s getting up there in years and can’t risk taking on 20 Templars at once—it still feels like the developers tried to cram in too many different elements at once. Aside from this odd addition, the rest of the game stays relatively similar for Ezio, aside from the hookblade providing zipline assassinations—which never get old—and a variety of new bombs that provide some interesting effects depending on how they’re utilized.

Revelations’ multiplayer definitely takes a step forward for the franchise, though, and it’s one of the more novel online experiences available. You’ll play dual roles as both a killer and as a detective trying to sniff out enemies—that, combined with new play modes, will keep this game in your system for quite some time. In the end, Revelations gets the Assassin’s Creed formula as right as any entry before it—a compelling story tempered by familiar, entertaining gameplay makes this the latest and greatest chapter in this ongoing gaming epic.

SUMMARY: Ezio’s tale wraps up beautifully in this final chapter of his trilogy, but elements like a tower-defense minigame seem out of place.

  • THE GOOD: An epic, fitting conclusion to Ezio’s trilogy
  • THE BAD: New tower-defense element works but feels out of place
  • THE UGLY: The salt-and-pepper look isn’t very flattering on Ezio

SCORE: 9.0

Assassin’s Creed: Revelations is available on Xbox 360, PlayStation 3, and PC. Primary version reviewed was on the Xbox 360.

Won’t get your adrenaline pumping

The MotionSports series is Ubisoft’s attempt to give gamers a more realistic alternative to the Kinect Sports offerings while also providing a variety of different sports. Since Kinect Sports took a cue from several of the original MotionSports games and added football and skiing to their gamut of minigames this year, MotionSports decided to go a step further with Adrenaline and focus on extreme sports: mountain-climbing, kite-surfing, wingsuit-gliding, mountain-biking, kayaking, and the return of skiing. Most of the sports revolve around racing to a certain point—or, in a style more in line with Kinect Adventures, collecting various coins as you tumble down a given path.

Unfortunately, much like the original MotionSports, Adrenaline has its share of problems—and most of them lie in the fact that the sensory response just isn’t very accurate. And even more unfortunate is that instead of fixing the motion responses from the first game, Ubisoft toned down the player’s involvement to a series of cheap, basic leaning movements—and they still couldn’t get it right.

I also just have to shake my head at the game’s shameless Degree deodorant sponsorship and their “Adrenaline” line of products. Product placement in games doesn’t bother me when it’s subtle—the Verizon phones or Energizer batteries throughout Alan Wake being a prime example. After all, it’s not like you had Alan saying every five seconds, “When I need to dispose of nasty shadow creatures, I reach for Energizer to power my flashlights.” But when Adrenaline comes off as more of a subliminal commercial than a worthwhile game, that crosses a clear line for me.

One of the game’s few saving graces comes with some of the character customization. Since you can’t use your traditional Xbox 360 Avatar, you choose a base model for a character and then dress him or her up as you see fit. You can also unlock gear that boosts certain abilities as you progress by collecting “Adrenaline points” after each successful minigame run.

But that positive’s a lone buoy in the dark sea of negativity that is Motion Sports: Adrenaline. Since the events are so simplified, you lose out on a lot of potential fun—most just feel like rip-offs of other, superior, Kinect games. To not even come up with a sixth new sport and just port over the skiing experience from the first game just shows the lack of effort that seems to have gone into this title. Wingsuit-gliding and kayaking require a minimal amount of movement on your part, and you feel more like you’re just falling whenever you play—one through the air, the other through cheesy splash effects. Mountain-biking, skiing, and kite-sailing are solid enough, but since they’re on-rails and only require occasional leaning to turn, they, too, make you feel like much of the control’s been removed from the player. The only event that I remotely enjoyed in terms of controls was mountain-climbing, which requires you to actually reach in different directions and pull yourself upward. But even that felt oversimplified, with only a couple of paths laid out for you to choose from.

If it isn’t clear by now, let me say it directly: MotionSports: Adrenaline feels rushed, unfinished, and unpolished. Sure, Kinect might offer a few worthwhile casual-gaming experiences—but this isn’t one of them.

SUMMARY: Kinect offers a few worthwhile casual-gaming experiences—but this isn’t one of them.

  • THE GOOD: Several sports we haven’t seen in any form on any console before
  • THE BAD: Poor motion sensory in many instances
  • THE UGLY: Seemingly sold its soul to Degree deodorant

SCORE: 3.0

Constantinople, NOT Istanbul

The war between the assassins and the Templars is one that has raged for ages and the adventures we’ve seen with Altair, Ezio, and briefly with Desmond are all but small chapters in this war that started eons ago. Now, we approach the end of Ezio’s involvement, but first we will learn just how vital his life is to the Assassin’s Order and how he serves as the lynchpin for his bloodline between Altair and Desmond. Soon, all will be revealed.

I had a chance to go hands-on with three of the new sequences we’ll see in Assassin’s Creed: Revelations campaign and had a chance to learn about Ezio’s new allies, his new weapons, and just how Altair and Desmond will fit into all of it in the end.

I started in Sequence 2 and was immediately introduced to Constantinople, where most of the game takes place, in ways I never thought imaginable. The graphics have been so refined and sharpened that you could actually pick out every individual strand of hay for the leap of faith points and every vegetable in the marketplace. You could also see that time had not been kind to Ezio as new scars crisscrossed his face and his hair that was once as black as the night had been lightened considerably in many places and went beyond “salt and pepper” in its effect.

As I made my way through the bustling, cramped city streets with Ezio, who also seemed to move a bit slower on the ground now, another clear sign of his age, I proceeded to find the only friendly face I knew at the moment, the head of the local Assassin’s Guild. There I would learn the ways of the Turkish Assassins and acquire my first bombs and hook blade.

The hook blade immediately caught my fancy because although Ezio may have moved half a step slower now on the ground, in terms of his parkour, he was easily moving twice as fast as he had in previous games. Using clotheslines to zip from roof to roof and the extra reach of the hook blade allowed me to scale buildings faster than ever before as I could reach grips that normally I would have missed in previous games, and this easily made up the difference of speed I’d lose on the ground and then some. This also made me want to stay on rooftops more so than usual.

The hook blade also added several new aspects to assassination and taking down enemies. Not only could you drop down on foes from above now while zip lining across rooftops, but in more traditional combat, like when Ezio finds himself surrounded by Templar or Turkish Royal Guards, he could use the hook blade to pull enemies down to vault over them and let him change the direction the battle might be heading in. Or just stab them in the face. Whatever opportunity presented itself first.

The bombs were also fun to play with as they provided several new aspects to Ezio’s possible strategies of getting around Constantinople. The first one we were introduced to was the cherry bomb. Primarily used for distraction, you could throw the bomb in one area to lure guards over to where the sound came from, while you sneak by the new unoccupied pathway or set them up for an easy assassination from behind. There are also more explosive bombs that do damage or stun foes and we also see the return of smoke bombs for those moments where you may need to slip away or to assassinate enemies via eagle vision in the confusion.

Later on in the sequence we also came upon a brand new mini-game element introduced to the series. In Brotherhood, you could take out Templar towers and convert them into Assassin hideaways. Now, in Revelations, you cannot only take out the towers, but the Templars may attempt to reclaim them at various times. When this happens, if you race back to the tower, you begin a tower defense style game where Ezio, no longer young and fit enough to lead men on the front lines, will use his accrued wisdom over his many years of waging this Assassin vs. Templar war to place various assassins on rooftops leading up to the Assassin tower and build barriers to slow down the advance of his enemies. If you defend the tower for so many waves, your foes will retreat and you will remain in control. If you fail…well, let’s just say it isn’t in your best interests to fail.

As we moved on to Sequence 4, we got our first hands on with Altair. Our Crusades era experiences in the finished game will look to entail five missions, but this was the first of two I was able see. It took place immediately after Altair had slain Al Mualim and we see the rift that starts forming in the ranks of the assassins. I immediately felt the difference with handling Altair compared to Ezio as Altair was much lighter and fluid in his movements as he raced to put affairs in order after Al Mualim’s death. Although rather short, the Altair missions explain so much about what happens between the first and second Assassin’s Creed games.

What was most interesting was in Sequence 5, when we took over as Altair again, we saw him as an old man. Still quicker than Ezio, we see that the rift between the assassins has become a chasm and Altair, after settling a threat in another part of the world, returns home unwelcome and surrounded. This change in scenery and time for the same character in such a short period of time game play wise really hammered home just how significant these events were in the grand scheme of things and makes you wonder just where we’ll bounce to next in further Altair missions.

Leading up to the Altair missions as Ezio was also very different. Unlike in previous games where it felt like a very separate experience to go hunt down artifacts of Altair and other assassins, now it felt much more intertwined with the story. One mission had us racing against a group of Templars to reach Altair’s hidden key while another had us simply platforming and parkouring around a collapsing mine, which felt like more of a threat than many of the Templars did. This gives the game a much more fluid experience in terms of the storytelling and clearly shows the importance of locating all of Altair’s keys, as they are the main purpose for Ezio to be in Constantinople after all.

Unfortunately, we did not get to play at all as Desmond, but his levels will definitely be like nothing we’ve ever seen as we were able to confirm from Creative Director Alex Amancio that Desmond is in an Animus induced coma and that he is located somewhere called “Animus Island”. This is also significant as instead of collecting feathers or flags, Ezio will collect Animus data pieces while in Constantinople as the reality Desmond is experiencing begins to blend with the technology that induces it like never before.

All in all, with new weapons at our disposal, a new world to explore, and many questions to finally be answered, Assassin’s Creed: Revelations looks to somehow once again raise the bar for this stunning historical sci-fi franchise and I can’t wait to get my hands on the final product.

Are you folks fans of the historical aspects of Assassin’s Creed? Where do you think the series goes from here? How do you feel about this being Ezio’s final chapter? What about there being a tower defense mini-game aspect now? Let us know your thoughts with comments below!

Originally Published: March 15, 2011, on youtube.com/Rcars4885

I come to you once again with your weekly geek fix from my mother’s basement! This week’s episode sees me review two comics since I’m still working on Dragon Age II. Ghostbusters: Infestation #1 (of 2) and Venom #1 are reviewed. My hot chick pick of the week is Francine Dee and this week’s theme is the main theme from Separation Anxiety starring Venom and Spider-Man back for the SNES and Sega Genesis.

Originally Published: December 7, 2010, on Youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Assassin’s Creed II for the Xbox 360.

Originally Published: December 7, 2010, on Youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Assassin’s Creed II for the Xbox 360 from Ubisoft.

Originally Published: December 2, 2010, on Youtube.com/CGRUndertow

As a part of CGR Undertow, I reviewed Blazing Angels: Squadrons of WWII for the Nintendo Wii from Ubisoft.

Originally Published: November 25, 2010, on ClassicGameRoom.com

As a part of CGR Undertow, I reviewed Your Shape: Fitness Evolved for the Xbox 360’s Kinect from Ubisoft.