Tag Archive: video games


EGM‘s Ray Carsillo had a chance at PSX 2016 to go hands-on with the upcoming old-school, side-scrolling, beat ’em up that is Mighty Morphin’ Power Rangers Mega Battle. Playing co-op with another journalist, Ray chose Billy the Blue Ranger and took the fight to Rita Repulsa’s Putties, before facing off against King Sphinx. You can see the first level in its entirety in the video below.

Based on the original Power Rangers TV series, Mega Battle is dripping with nostalgia, even if a bit on the simple side when compared with most other games of the modern era. Mighty Morphin’ Power Rangers Mega Battle is being published by Bandai Namco and will release for PlayStation 4 and Xbox One sometime in January 2017.

Every year, Titmouse Animation (Venture Bros., Metalocalypse, Son of Zorn) throws a bacchanal in Hollywood called the Smash Party, where they invite family and friends to drink, be merry, and smash obsolete appliances with sledgehammers. Television sets, microwaves, potted plants, computers, and anything else that will explode with a satisfying bang when hit with a heavy, blunt object are brought into a batting cage, and revelers take turns letting out any pent up aggressions.

This year marked the tenth anniversary of the event. I was able to attend for the first time, though, because in order to help mark the celebration, Titmouse announced a partnership with Viacom NEXT to bring the idea of the Smash Party to virtual reality.

Smash Party is an HTC Vive free exclusive launching by the end of the year, and just like the real-world festivities, you step into a cage surrounded by pottery and appliances ready to succumb to your barbed-wire baseball bat like Glenn did to Negan (too soon?).

Using one of the Vive’s controllers, you swing at breakable objects, needing to completely decimate everything in the cage in order to advance to the next stage. The game utilizes the bright, beautiful animation style that Titmouse is known for—anyone who is familiar with the shows they’ve brought to Adult Swim will recognize the style immediately—and it gives everything a fitting, surreal feel. With multiplyers and a timer constantly working against you, after playing Smash Party myself I can attest that the game has a satisfying arcade feel. There are even bonus rounds where an enraged squid will break down a wall of the cage and start soft tossing items at you like in an actual batting cage—but instead of balls it’s usually pieces of a tea set—again adding to the insanity of it all. Each experience is also short enough that it could be a fun party game as you pass the headset and controller around, everyone trying to reach that new high score.

While it’s not something that would make me want to run out and buy an HTC Vive, my short time with Smash Party has me feeling it would be another enjoyable group experience that the headset is becoming known for. We’ll have to wait for a release to see what kind of legs the game actually has, but as a free download to let off some steam, Smash Party is shaping up to be my kind of distraction. And I can’t wait to see what Titmouse rolls out for next year’s actual party now.

I see what’s going on here. A Mafia game comes out and everyone just assumes the Italian guy from New Jersey needs to be the reviewer, like he knows something that everyone else doesn’t. Well, I might, but I’m no rat. The only thing I know and am willing to talk about is that Mafia III looks like it knew something, too, and somebody roughed it up a lot trying to find out what—because this game isn’t in great shape. If it had a mob nickname, it’d be called “Pretty,” but only in that ironic kind of way in which it really isn’t, you know what I mean?

Mafia III follows the story of Lincoln Clay, an African-American Vietnam veteran in 1968. After his final tour of duty, Clay returns home to New Bordeaux, developer Hangar 13’s take on New Orleans in much the same way Mafia II’s Empire City was based on New York and Chicago. Even amid all the racist glares, Clay is thrilled to be home, meeting up with his adopted family and father-figure Sammy—a mafia lieutenant in control of the predominantly African-American section of town called the Hollows in crime boss Sal Marcano’s empire. It’s not long before Lincoln is putting his military training back to use for Sammy, which catches Marcano’s eye. After pulling off the heist of the century to help square away Sammy’s debts to Marcano, the crime boss turns on them all and burns Sammy’s bar to the ground. Clay survives the double-cross, however, and after being nursed back to health, plans to burn Marcano’s crime empire to the ground like the mobster did to Sammy’s bar.

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Let me start by saying that Mafia III’s main plot is one of the best-written stories I’ve played through in a very long time. At times it’s humorous, emotional, poignant, and with its willingness to tackle the subject of race during a tumultuous time in our nation’s history head-on, even reflective and analytical of the society we live in today. Its use of in medias res hooked me right away, dropping me right into the action, and then slowly developing the characters of Lincoln and his associates through well-timed flashbacks. Thus, allowing me to quickly care about or despise them depending on their relationship to our protagonist before smoothly merging Lincoln’s past with his present and moving forward from there.

A huge part of what made the main story so great was the audio aspect of the game. From tremendous voice acting by the cast, to one of the best soundtracks I’ve ever heard from a game, Mafia III is a joy to listen to. The soundtrack specifically is so deep and varied, compiling countless hits from the 1960s, that across the game’s three radio stations, you’ll be shocked when you’re still hearing new songs come on even halfway through what could easily turn into a 30-hour experience—not to mention their timing during story missions is a great way to help emphasize the emotion of the moment. Throw in original radio talk shows created for the game to reflect what’s going on both in the world at the time and the fire and brimstone Lincoln is bringing down about New Bordeaux, and driving around with the radio on has potentially never been better in a game.

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Unfortunately, as good as the game is audio-wise, it falls off a cliff at times visually. In those rare instances where everything comes together, New Bordeaux is a vibrant, diverse city that is a joy to drive through. More often than not, though, it feels like a ghost town. Even during one of the early flashbacks that has Lincoln escaping police through a Mardi Gras parade, the city never feels as alive or populated as it should, and that scene made it all the more telling with only scattered handfuls of revelers celebrating.

Also, the glitches that occur are far too frequent and major to be forgivable. At times, Lincoln was hit with some sort of latency bug, so a weird particle-shadow appeared behind him as he moved. Others, like in the screenshot below, you’d see two models of the same character in one place. In this instance, Cassandra, one of Lincoln’s own lieutenants, is both sitting while reading a book, and staring at the back wall for some reason. Sometimes NPCs would pop in and out of existence in a blink, or merge with the cover they are taking in shootouts. Once, the sky even flashed different colors rapidly as if the day/night cycle had suddenly broken (and I’m not talking about the instances before certain missions where it does accelerate so that a mission is taking place during the proper time).

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The worst aspect of Mafia III, though, has to be the liberation of districts gameplay. There are 10 districts in New Bordeaux, and as part of his plan to take down Marcano, Lincoln will recruit three lieutenants of his own —Cassandra, head of the Haitian mob, Vito, Mafia II’s protagonist, and Burke, head of the Irish mob—that he can then assign parts of the city to. There’s an interesting metagame where if you play favorites, the lieutenants might turn on you, but by evenly dividing up the districts amongst the three (the tenth district, the Bayou, cannot be assigned because no one tames the Bayou) you can avoid this.

By killing high-ranking Marcano goons and destroying valuable property, you’ll draw out racket bosses, and when you bump off enough of those, you’ll draw out Marcano’s nine lieutenants and capos one-by-one. Once you kill them, you’ll win the district. To do all this, however, you’ll have to complete these same objectives over and over again, just in different parts of the city.

This lack of mission variety turns the open-world aspects of Mafia III into a grind. There isn’t even fast travel, so for many missions you’re constantly forced to just drive needlessly back and forth across the city—again, made a little better by the radio, but still annoying enough—bringing the game’s pacing to a crawl. And while it’s cool the first few times Lincoln basically goes into special forces mode, moving through warehouses to silently slaughter unsuspecting mobsters like he was again wading through Vietnam’s rice paddies looking for NVA officers, I was done with it after a few times—even though I then had to still do it another two dozen times or so. Of course, you can also go in guns blazing, but the numbers are against Lincoln, so it’s not recommended. Similarly, the game’s handful of side missions boil down to one of two types: steal a car and drive it back to your lieutenant for more money, or kill someone on Vito’s special hit-list.

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It’s funny how one of the major complaints people used to make about the earlier Mafia games was how linear they were. Mafia III is definitely open-world, but the lack of variety in mission design really makes me wish the game had stayed narrower in scope. If as much thought, care, and originality had been put into all the game’s missions—instead of just those revolving around when you finally hit the story’s main beats where Lincoln claims a territory—this could have been something special. As is, though, I’d say 20 of the game’s 30 hours are a grind, and there’s only 10 hours of really worthwhile content here that could’ve been streamlined into a really stellar experience.

Mafia III tells a terrific main story. The problem is the experience is bloated by repetitive, yet necessary busy work that requires a huge time commitment to draw out would-be targets to get to the next great story beat. This dichotomy is reflected in the audio and visual aspects of the game as well, with it being a joy to listen to, but chock full of glitches that snap you out of what would otherwise be an immersive experience. This review mob boss wouldn’t put a hit out on Mafia III—it’s not that offensive—but it sure would need to do some big favors to get back in my good graces after wasting so much of my time.

Publisher: 2K Games • Developer: Hangar 13 • ESRB: M – Mature • Release Date: 10.07.16
6.5
Mafia III’s main plot is one of the better-written stories I’ve played in recent history. The problem is the gameplay is bloated with a lot of busy work and weak side content that detracts from this great tale.
The Good Tremendous writing and great storytelling.
The Bad Tons of visual glitches and extremely repetitive gameplay.
The Ugly I spent way too much time collecting the vintage Playboys in the game. I swear it was only for the articles, though.
Mafia III is available on Xbox One, PS4, and PC. Primary version reviewed was for PS4. Review code was provided by 2K Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Not much lies hidden beneath the waves

At this point in my gaming career, I’m more surprised when Insomniac Games doesn’t try something different. Whether it’s the over-the-top mayhem of Sunset Overdrive, the creepy atmosphere of VR games like Edge of Nowhere, taking on superhero projects like the new Spider-Man game, or just the insane weaponry in almost every other game they’ve made over the years, Insomniac is one studio that is never afraid to take risks. Unfortunately, not all of those risks turn into great games, and that happens to be the case with the latest step outside their comfort zone, a metroidvania called Song of the Deep.

Song of the Deep follows a little girl named Merryn whose fisherman father has been lost at sea. After having a vision of her father still being alive but trapped beneath the murky waters, Merryn realizes she’s the only one who can save him. She gets to work putting together the most rickety submarine you’ve ever seen, and unable to be deterred, Merryn plunges beneath the waves.

The story is a short but sweet one, and the need to help a loved one is an easily-relatable plight, lowering the bar of entry for anyone worried about playing as a 12-year-old girl—a definite step away from the norm in terms of gaming protagonists. Dynamic narration helps us get inside Merryn’s head by timely chiming in to help flesh out both the world and her thought process when she comes across points of interest or complex puzzles. Pace-slowing cutscenes are saved for only the most important of plot points, such as meeting key new characters. It all adds up to make our unlikely heroine a stronger character than you might expect.

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The world beneath the waves that Merryn discovers is in many ways as charming as the story itself. Ancient ruins, lost cities, mammoth caverns, and ship graveyards are rendered in bright, contrasting color schemes that make it seem as if you’re playing through a painting, and every locations tells a narrative all its own.

Song of the Deep’s beauty is only skin-deep, though. While swimming along the bottom of the beautiful, briny sea, you’ll quickly realize the world in Song of the Deep is much smaller than you’d expect from most metroidvanias. This torpedoes much of the exploration that typically comes in a game like that, and when you need new items to reach inaccessible areas, they’re often very close by. It felt like the game was forcing me through it as quick as can be, making this adventure come off as unusually linear. I never felt compelled to go back and explore areas I had already been to on my own, only ever backtracking during a couple of plot-related fetch quests. This led Song of the Deep to be one of the shortest metroidvanias I’ve ever played; even with collecting most of the items, my first playthrough barely clocked in at the five-hour mark.

I might have been able to forgive the scale of Song of the Deep if the gameplay inside that small world was the least bit interesting. That is not the case, however, as even in only a five-hour experience, I couldn’t have been more bored. In regards to the dangers Merryn will face under the sea, most of the enemies fall into one of four categories: jellyfish, urchins, anglerfish, or crustaceans. As you play, you’ll constantly run into them with only varying color schemes offering up any differentiation within species. The swim and shoot combat with these aquatic denizens quickly grew stale, and it wasn’t long before fighting enemies became a chore altogether. At a certain point, I came to prefer swimming quickly through an area to try to reach the next puzzle than bother fighting them. Even the game’s two bosses—yes, there are only two bosses in the entire game—were pushovers, only made slightly difficult by them flooding the screen with smaller enemies.

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The other major gameplay aspect of Song of the Deep is traversing its underwater world. While it was an interesting change being able to freely move in all directions in the submarine, it also felt slow and plodding most of the time unless I was boosting. I upgraded the sub’s boost speed first and foremost whenever I could, and even then I felt like I was often crawling along. This becomes especially evident with some barriers, where you’ll have to drag bombs to blow up otherwise impassible gateways. It took me forever to get the idea of the underwater physics right, trying to cruise along at the right speed to slingshot bombs with the sub’s grappling hook, and often blowing myself up instead.

Not all of the game’s puzzles or barriers deal with weird physics, however. In fact, the light-based puzzles in the game, where Merryn must leave the sub (made possible by another conveniently placed upgrade) and move mirrors to reflect different colors of light around several rooms were a lot of fun to figure out, while also providing an adequate challenge. If the game had more of those puzzles, I might’ve enjoyed myself more on the whole.

Song of the Deep is a very basic, paint-by-numbers metroidvania. It’s got some puzzles, combat, upgrades, and a tiny bit of backtracking, but it doesn’t do any of them particularly well. Where the game does shine at least is its endearing story and colorful world. If you’re desperately looking for a metroidvania fix, Song of the Deep might suffice, but there are so many better ones out there that should be played first that I’d only recommend it after exhausting all other options.

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Developer: Insomniac Games • Publisher: Insomniac Games, GameTrust • ESRB: E – Everyone • Release Date: 07.12.16
5.5
Song of the Deep isn’t a bad metroidvania; it’s just very basic. It doesn’t do anything particularly well, outside of maybe its endearing story, but it isn’t absolutely unplayable either.
The Good A nice story and some clever puzzles.
The Bad Repetitive enemies, lack of challenge, underwater gameplay needs refinement.
The Ugly Proof that it’s not better down where it’s wetter.
Song of the Deep is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Insomniac Games for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Bending over backwards for Fru

It’s hard to argue the fact that the Kinect is the latest in a long line of failed gaming peripherals. We could be here all day talking about why, but one of the main reasons is that in the nearly six years since it released, I can barely name a handful of good games for it. Most were too gimmicky, too unresponsive, or just simply weren’t fun. Although the Xbox One’s second generation Kinect was better equipped to deal with these shortcomings, it couldn’t do enough to warrant the system’s higher price tag, helping to turn away many would-be early adopters. Even those of us who took the plunge with Kinect 2.0 have either packed it away or simply use it as a quick way to sign-in and enter download codes. So, I was downright flabbergasted to find one developer still working on a Kinect game (even though we hadn’t seen it since E3 2014), and even more so when that game turned out to be pretty damn enjoyable.

Fru is a puzzle-platformer that tasks players with guiding a small, masked girl through a mysterious world. Over the course of the game’s 110 stages, you’ll come to learn what happened to this world, what the girl is trying to reach, and why you, the player, have the ability to help her through this adventure.

There’s really not a lot to Fru’s story, which is definitely one of its drawbacks as it tries to differentiate itself from the failed, gimmick-driven games of the Kinect’s past. All told, there are only eight sentences of narrative in the entire game, and a few short scenes that string together the simple story. But for what the story lacks in depth, the gameplay makes up for in spades.

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There are only two controls in Fru: running and jumping. You can run with either joystick on the Xbox One controller, and jump with either trigger. The reason for this is it allows you to play the game one handed, which is not only a great test of coordination (since many of us will have to fight hard against our gaming muscle memory), but also a necessity, as in all of Fru’s stages, your body will act as the catalyst that allows the little girl to advance.

You see, your silhouette—as detected by the Kinect—will activate switches, reveal hidden platforms and collectibles, block hazards, and even at times serve as a pool of water the girl can swim through. Each of the game’s four chapters adds more complexity to your responsibilities as the girl’s shadowy guardian, which also adds to the fun. In many instances, I found myself contorting in ways I didn’t know I could to help the girl advance. Whether literally rolling on the floor to adjust my position, arching my back to cut a wall in half and create makeshift stairs, doing squats to hit multiple switches at once, or even (almost) doing splits to fill up most of the bottom of the screen, I was ready to do whatever it took to create the perfect position for each puzzle. And as gimmicky as it may seem on the surface, I was hooked, not to mention impressed by the amount of depth Through Games was able to concoct to never make any of the game’s 110 stages feel cookie cutter or boring.

Unfortunately, what might be Fru’s fatal flaw is that it won’t last longer than a few hours for most players, even with all those aforementioned stages. Once you get past the ingenious interaction with the Kinect and solve all the puzzles, there’s really little reason to come back to Fru—a problem that hurts puzzle-platformers that already aren’t fighting the Kinect stigma.

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There are 24 collectibles scattered in the game, which do up the difficulty a tad, but I was able to collect them all on my first run through. There’s also a bonus mode that was spawned out of Fru’s tech demo, which offers a two-player option. Giving a friend a chance to play side-by-side with you is nice, but the mode is really only a short offering due to the tech demo nature, and not nearly as deep or as polished as the main game.

I did find some replayability in the game when showing it to friends at least. If it was fun rolling around trying to solve the puzzles by myself, it was just as entertaining to watch someone else do it. We even passed the control around to others, offering up some unintentional multiplayer and impromptu teamwork as one player would pose while the other would use the controller to guide the girl across the screen. It still remained a short affair, however, thus torpedoing its party-game possibilities as well.

Even with its lack of depth, Fru succeeds in showing us that the Kinect may have never reached its full potential. The puzzle-platform genre adapted for the device worked well, adding a pleasant surprise to the lineup of dance, music, and workout games that seemed to work the best with the peripheral. The sad fact of the matter is that Fru still has a couple of issues, and as fun as it is, it’s not something that can lift the Kinect back up to a state of relevancy. If you have a Kinect, Fru is a good way to get a couple more hours out of it. Otherwise, we all can just lament over what could’ve been.

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Developer: Through Games • Publisher: Through Games • ESRB: E – Everyone • Release Date: 07.13.16
7.0
It’s sad that Fru came out so long after the Kinect was a viable gaming peripheral. Had it released closer to the Xbox One’s launch, we might’ve been able to laud it as a reason to own a Kinect. As is, it’s a solid little puzzle-platformer that might be worth a look if you haven’t packed your Kinect away—assuming you ever got one in the first place.
The Good Inventive take on the puzzle-platformer that keeps finding new ways to test you.
The Bad A little on the short side, and not much really in terms of story or replayability.
The Ugly This is the game the Kinect needed all along. It’s a shame it’s probably about two years too late.
Fru is a Xbox One exclusive (Kinect required). Review code was provided by Through Games 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 Mighty No. 9 on Xbox One and record my first time playing the game. Here, I take on Mighty No. 2, Cryosphere, and work my way through the Waterworks level. Mighty No. 9 will be available on June 21 for Xbox One, PS4, PC, Wii U, Xbox 360, PS3, Mac, and later Nintendo 3DS and PS Vita.

EGM’s Ray Carsillo had a chance to go hands-on with Mighty No. 9 and here is a walkthrough of Mighty No. 3’s Power Plant level. Using the dash mechanic, Beck will have to overcome myriad obstacles on his way to assimilating Dynatron’s power.

Mighty No. 9 will release on June 21, for Xbox One, PS4, PC, Wii U, Xbox 360, PS3, Mac, and is coming later for Nintendo 3DS and PS Vita.

Understanding the gravity of the situation

After an unfortunately low bar was set with Sky Fortress—the first piece of Just Cause 3’s three-part expansion pass—I admit I wasn’t expecting much from part two, Mech Land Assault. A lot can change over three months, however, and it seems that at least some of my issues with the first part have been addressed—although this DLC add-on is still far from perfect.

Mech Land Assault opens up with Rico stumbling across a cargo plane being loaded with prisoners (as evidenced by their orange jumpsuits), and gets word from his old buddy, Tom Sheldon, that international mercenary group The Black Hand have been rounding up prisoners like this for weeks. Knowing the Black Hand can’t be up to anything good, Rico stows away aboard the plane and uses it to sneak through the protected airspace of an island just to the north of Medici. Here, Rico will uncover a Black Hand plot that involves an abandoned eDEN research station (bringing back unsavory elements from the last DLC), as he tries to free the Black Hand’s captives and get to the bottom of the illegal operation.

As usual, the story is really just an excuse for you to blow more stuff up in the open world Avalanche Studios has created. The true main draw for this DLC is that, as part of Black Hand’s operation on this new island, they’ve retrofitted advanced gravity-wielding construction equipment with auto-cannons, and are using them as makeshift walking tanks. Early on, Rico gets his hands on one of these new mechs—and, suddenly, you have your greatest chaos-causing weapon yet.

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Each mech can send out a powerful shockwave, as well as rip objects up from the ground (like prison walls and trees), turning them into deadly projectiles. My personal favorite, though, was lifting up a goat and launching it several hundred feet off a cliff—a great ride, at least until you get to the landing. This is the kind of mindless fun that has always been at the core of the Just Cause experience, and I’m always amazed at the new goodies Avalanche Studios continues to come up with, not to mention how seamlessly they are integrated into the game’s pre-existing open world.

Another plus with Mech Land Assault is that, while the gravity gun may seem all-powerful, it is actually very well balanced with the world around you—especially when facing off against other gravity tanks. Unlike Sky Fortress’s jetpack, which made you almost god-like in that DLC (and actually still comes in handy at several points here), your mech is still susceptible to the ever-present danger posed by the Black Hand and their occupying force. The new island Rico finds himself on may be full of plenty of things to wreck with your new toy, but this vulnerability provides a challenge that only makes the experience more enjoyable overall.

Where Mech Land Assault begins to stumble is reminiscent of where Sky Fortress also ran into problems: a clear lack of content being offered. While you do get the benefit of being able to take your mech tank back into the main portion of Just Cause 3, one new vehicle and a small additional island are meager offerings in a for-pay DLC pack. All told, Mech Land Assault does add a dozen or so new outposts to be liberated, but with only two story missions and two gear challenges, you can one-hundred percent this add-on in two and a half hours maximum. There’s also then the fact that the few cut scenes presented for the story missions are, once again, just art stills accompanied by voiceover.

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Just Cause 3: Mech Land Assault is a fun little add-on for Avalanche Studios’ latest sandbox adventure, but considering the overall lack of content and its relatively steep price point, you might need to be really desperate to get back into Just Cause 3 if you’re using this as your excuse. Still, what is here is enjoyable, and much better balanced than what we saw in Sky Fortress, showing Avalanche Studios is at least moving in the right direction with this post-launch content—and giving me hope for the final chapter in the three-part DLC season pass.

Developer: Avalanche Studios • Publisher: Square Enix • ESRB: M – Mature • Release Date: 06.10.16
7.5
More fun and better balanced than the first DLC in Just Cause 3’s season pass, Mech Land Assault suffers from the same issue of having just an overall lack of content to hold your attention for very long.
The Good The gravity mechs are fun new vehicles for Rico to play with and don’t mess with the balance of the game.
The Bad A lack of overall content.
The Ugly You ever try discus-throwing a goat?
Just Cause 3: Mech Land  Assault is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Sqaure Enix 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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Let the good times barrel roll

When the decision was made for Star Fox to finally grace the Wii U, Nintendo and co-developer Platinum Games made the easy choice to stick to the series’ roots—much to the joy of fans everywhere (let’s just say that every time Fox McCloud steps out of his Arwing, you can hear the collective groan of the audience underneath the hiss of the cockpit canopy opening up). Few could have predicted just how far they’d go in wanting to remind fans of the best times the series has previously provided, however. Instead of crafting an entirely new adventure, Star Fox Zero is an interesting blend of old and new elements under the umbrella of a “re-imagining” of what is widely considered the best game in the series, Star Fox 64—a particularly uninventive move considering they already re-released that game for the 3DS (aptly titled Star Fox 64 3D) just five years ago.

For those who might be unfamiliar with the franchise, the Lylat System has been thrust into war by a former Cornerian scientist gone mad named Andross. With his incredible technical prowess, Andross has built a mostly mechanical army the likes of which has never been seen. The only ones who can stop his crazy bid for power are the ragtag heroes-for-hire pilots that comprise the Star Fox team. Equipped with state-of-the-art Arwing fighter jets and their mobile base of operations, the Great Fox, Fox McCloud and company is ready to do what’s right for the sake of the galaxy (and their bank accounts). Three console generations, and nothing has changed.

Beyond just the story, Star Fox Zero stays true to a lot of the gameplay aspects from what we played 19 years ago on the N64—all we’re missing is the struggle to find AAA-batteries for our Rumble Paks. Like Star Fox 64, Star Fox Zero is a mostly on-rails space shooter experience, with “all-range mode” sections of gameplay opening up into an arena for frantic dogfights against massive bosses and Star Fox’s evil counterpart, Star Wolf. The action is fast and heavy, harkening back to when many games still had arcade sensibilities, relying on twitch reflexes and with a single playthrough not lasting more than a few hours. Also, in true throwback fashion, it’s not about beating the game once; it’s about beating it again and again in new and fantastic ways.

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Star Fox Zero parallels its inspiration by featuring branching paths that open up different worlds of varying difficulty depending on certain feats. Beating a level within a time limit, getting a high number of kills, shooting open an alternate path while on rails, or destroying bosses via not-always-obvious means are just some of the catalysts to cause the game’s path to splinter. In addition, achieving high scores on each route not only looks impressive when everything is totaled up at the end of the game, but also awards medals that can be used to unlock special features outside of the primary experience. Even after almost two decades, this remains a great way to offer up a lot of replayability for what would otherwise be considered a short game by today’s standards.

A fair amount of locations from Star Fox 64 have also been reused here—including planets like Corneria, Fortuna, and Titania—but they all see a drastic facelift. Star Fox Zero has fully fleshed out each world you explore. Lush jungles full of dangerous “bioweapons” overrun one world, while another sees shifting sands half hiding space battle wreckage. This level of detail—giving them characteristics and enemies unique to every location—shows off a personality that the planets in previous games never really had. And not every planet is a rehash. There are also some brand new ones specifically designed to offer opportunities to show off the select changes that were made to the gameplay.

And it’s in these changes where things get dicey with Star Fox Zero. New scenarios have been added where you can turn your Arwing into a chicken-walker (sort of like the AT-STs from Star Wars) and you can now move around on the ground in levels you used to only be able to fly through. Your controls change between Arwing and walker modes—and, in a testament to repurposing mechanics, the walker features a Z-targeting system similar to what’s been seen in Legend of Zelda games for years. Z-targeting makes circling, strafing, and dodging enemy fire a lot easier for the slower moving form. Because of this, there are actually times when the walker mode is not only the preferred way to combat Andross’s forces (like in narrow corridors), but also for finding those alternate paths I mentioned earlier.

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Of course, there are moments where you’re forced to use the walker, and its lack of speed and maneuverability compared to the Arwing form becomes a hindrance. Those sections of the game artificially up the difficulty to frustrating levels, making you wish you could just stay in the Arwing the entire time. In fact, when the walker options don’t work, you’ll end up questioning why the transformation was added at all. Ground levels should just be left to the Landmaster.

Speaking of the Landmaster, it’s now gained a flying transformation. If you wanted me to fly in a particular stage, why not just let me stay in the Arwing? Mixing flying/ground sections in a single level—instead of just adding more dedicated levels for each, or allowing you to replay levels with different vehicles—was a curious decision. The transformations for both vehicles work, and work well for the most part; they just didn’t feel necessary. The same can be said for the one new vehicle, the Gyrowing, which adds stealth gameplay on its respective levels. While I can understand a handful of Gyrowing levels could be inserted as an attempt at a change of pace, they aren’t really something a Star Fox game needs.

The Gyrowing also features a sidekick called Direct-I, which requires players to pilot a secondary hacking drone into narrow crevices, slowing down the gameplay even more. All told, flying both the Gyrowing and Direct-I feels decidedly un-Star Fox-like and harkens back to the less than stellar adventure games of the series—even though we’re still technically in a ship—and not the fun flying action we want. Not to mention controlling Direct-I via first-person on the Wii U GamePad while the Gyrowing is left defenseless on your main TV just screams gimmicky controls.

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That leads me to Star Fox Zero’s largest problem: the controls. I’m reminded of The Wonderful 101, another Nintendo and Platinum collaboration that used the Wii U GamePad entirely too much. There is nothing worse than having to take your eyes off of the TV screen to see a different perspective on the GamePad, and more than anything, I wish the ease of control was what had been brought over from Star Fox 64.

When the game is played on your TV, it’s in the traditional third-person view, with the camera positioned directly behind your ship. The Wii U GamePad offers up a first-person perspective from Fox’s cockpit. This by itself would’ve actually been pretty cool, but the problem is that the aiming reticule is then married to the motion of the GamePad, forcing you to dance around your living room like a buffoon as you try to lock on enemy ships. Worse yet, the game mandates use of the first-person view in some sections—especially in the all-range mode arenas—to get the best shots on certain enemies. There is one alternate control scheme that allows you to lessen the impact of these controls, and I ended up spending most of my time using that option. Even so, doing that doesn’t do away with the motion controls completely, and you’re still required to move around far too much to aim/shoot at bad guys while playing.

Star Fox Zero manages to capture the essence of the original Star Fox 64, and rides that nostalgia train hard. At the same time, it leaves a lot to be desired. I can’t help but feel that choosing to re-imagine an older game instead of creating a truly brand new one painted the developers into an unfriendly creative corner. Star Fox Zero is a solid game, but due to its lack of ingenuity and difficult controls, it continues the trend of one of Nintendo’s most beloved IPs just kind of middling about.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
7.0
Star Fox Zero’s status as a love-letter to the past is solidified. While it does a good job channeling a lot of what was great about Star Fox 64, it fails to really build on it in new and exciting ways, and stumbles because of the Wii U Gamepad.
The Good Searching for alternate paths through the Lylat System remains addicting.
The Bad I felt like I was fighting the Wii U GamePad half the time.
The Ugly Every time Falco shouts, “Thanks for the friendly fire, Fox!” I think I should go upgrade my Internet browser.
Star Fox Zero is a Wii U exclusive. Review code was provided by Nintendo 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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Don’t let your guard down

Over the course of Star Fox’s history, whenever the decision is made to deviate from the space combat the series is known for, it’s often led to disaster. Even with Fox McCloud and gang being revered and lauded amongst Nintendo’s great original characters, when the Star Fox team steps out from their Arwings, it usually spells trouble for the series and a lack of fun to be had by gamers. Well, never one to be deterred, Nintendo has again tried to branch out and expand upon the Star Fox universe in the form of Star Fox Guard, and again it seems they’ve failed to create a compelling game.

Star Fox Guard sees players take on the role of a security guard at Corneria Precious Metals, Ltd. The company has been expanding exponentially to all corners of the galaxy due to war raging in the Lylat System, and so company owner Grippy Toad, uncle to famed Star Fox pilot and mechanic Slippy Toad, felt he needed more help. Players must use each security camera—conveniently equipped with a laser blaster—in every CPM facility to find and destroy the evil robots that want to disrupt the mining operations (by decimating each plant’s power core, thus bringing their metal output for the war effort to a halt). It’s not the deepest story, but you don’t really need a lot of setup when it comes to a tower defense game.

I typically enjoy the tower defense genre, having many in my collection ranging from South Park Let’s Go Tower Defense Play! to Ninjatown. However, I can say, without a doubt in my mind, that Star Fox Guard is one of the most shallow and downright boring tower defense games I’ve ever had to play.

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Every level gives you a dozen cameras to place around each CPM facility in order to destroy all of the invading robots. Your TV acts as a sort of security monitor bank, with the screen broken into 13 segments—one for each camera along the edges, and a larger one in the middle signifying which one of the 12 you’re controlling at that given moment. Using the gamepad touch screen, you can switch from camera to camera, changing which one you control to better fend off incoming threats. And right here is where the problems start.

When first looking at Star Fox Guard, the controls appear downright simple. The analog sticks move the camera you’re controlling, and every other button on the controller fires the camera’s laser. The issues arise from the fact that you can only control one camera at a time, forcing you to look down at the Wii U GamePad in order to switch between them. Instead of giving us an easier option to rotate through the cameras, forcing us to use the GamePad leads to something I always despise when Wii U games make me do it: taking my eyes off the TV screen. During more frantic moments, when a half-dozen robots are rushing the facility core, looking down at the GamePad’s display and then back up—taking a second to re-focus your attention—is valuable time wasted in a tower defense game.

This also touches on the second issue with Star Fox Guard’s gameplay, and why it fails short as a tower defense game: the cameras aren’t automated whatsoever. The best tower defense games are meant to test your ability to strategically plan both before a match starts and on the fly. Star Fox Guard only tests your twitch reflexes as you bounce from GamePad to TV and vice versa, and from camera to camera. There is a minimal amount of strategy involved, since often the default placement of the cameras is the most strategically sound, and you’re given them all before each encounter. Some of the game’s challenge missions—extra levels with unique win conditions that make up half of the included 100 levels—get away from this, allowing you to slowly build your defenses up. Unfortunately, those mission types are few and far between.

Since there are only 12 cameras, there are also very limited upgrades. As you continue to successfully defend Grippy’s metal processing plants, you’ll level up your security clearance. At certain levels, you unlock a multi-shot cam, a freeze cam, and a slow-time cam. You only unlock one of each, however—so, at most, you’ll have nine regular cameras, and then three specialized ones. It adds a little bit of strategy, but not enough to really give the game the depth it so desperately needs.

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Not everything about Star Fox Guard is a complete bust, though. The game offers up some challenge with the variety of enemies it throws at you. Fifteen types of enemy will mess with your cameras, including some that steal them away or knock them offline for an extended period. If the cameras are offline or gone, obvious holes can start to appear in your defense, which the remaining 11 enemy types will take advantage of. That’s 26 types of enemies total, each with their own strengths and weaknesses, making you wish even more you could do more with the cameras.

The other nice aspect of all those enemies is Star Fox Guard’s Squad Mode. Once you beat the first 20 or so stages, you unlock the game’s online component, which allows you to put together your own robot horde and send it after a buddies’ processing plant core, or reverse the situation to defend your own personal core from their army. Successful attacks and defenses increase your online rank, while losses will knock you down the leaderboards. As you face new enemies in single player, you’ll unlock them as options for your multiplayer horde, giving you at least one reason to grind through the game’s 100 lackluster and repetitive stages.

There’s a reason why Star Fox Guard is a free pack-in game bundled with the first run of physical copies of Star Fox Zero. It’s not a broken game, but there’s really not enough to grab your attention and hold it for more than a few levels. It’s a shallow cobbling together of tower defense parts that relies too much on the Wii U GamePad, one that doesn’t do anything interesting beyond Squad Mode. If you should tire of Star Fox Zero at some point, I could see you devoting a couple hours to it just because it was there if you get the physical version. On the other hand, if you’re going the digital route with Zero, there’s little reason for you to chip in and pick up Guard along with it.

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Developer: Platinum Games, Nintendo EPD • Publisher: Nintendo • ESRB: E10+ – Everyone 10 and up • Release Date: 04.22.16
5.5

Every time Star Fox tries to do something out of its space-combat comfort zone it fails. Star Fox Guard sadly continues this tradition of games that make you go “meh” when Fox and the gang step away from their Arwing cockpits.

The Good There’s a lot to do and the online component adds some surprising replayability.
The Bad Shallow, repetitive tower defense play that relies too much on the Wii U GamePad screen.
The Ugly Slippy’s uncle is nothing but a war profiteer.
Star Fox Guard is a Wii U exclusive. Review code was provided by Nintendo for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.