Tag Archive: Xbox One


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.

Nowhere to run

When Limbo appeared on the gaming scene six years ago, it was a revelation for many. It’s minimalistic visual style combined with its tight gameplay and open-ended finale left fans pointing to it as a shining example of why games are art—with some still arguing the finer points of its potential message today—and the viability of the gaming Indie scene. So, it’s no wonder the industry has been abuzz since we found out about Inside, the second effort from Limbo developer Playdead. Inside may be a bit more colorful than its grayscale predecessor, but it still delivers a powerful experience.

Inside has players in the role of a small boy who finds himself running from forces who wish to restrain and capture him, bringing him back to one of any number of facilities where inhuman experiments have been carried out on less fortunate souls. Over the course of his adventure, the boy will move through factories, forests, farms, train yards, and even sunken labs via a one-man submarine. What compels him to continue on, though, is the core of a mystery that will keep you playing well past the ending, searching for secrets that hope to help fill in the blanks to another one of Playdead’s purposely vague worlds.

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It is in this familiar-yet-strange setting that we find the true star of the game. Although visually simplistic, with the gameplay never leaving the 2D-plane and much of the world painted in muted tones, the 3D backgrounds paint a macabre picture of forces at play that are beyond our understanding. It is this moody, atmospheric backdrop that shines more brightly than any potential narrative device could, and is at the core of what makes you want to keep playing Inside. It begs you to ask the question “what happened here?” and there is no greater force that makes you want to keep pushing right on your joystick to find out.

The scenery is simply the foundation for the macabre environment, however. A tale within a tale is told through the NPCs, puzzles, and death traps we are forced to navigate while playing. The gameplay is simplistic on the surface, with only three inputs needed on the controller: jump, grab, and run. Our young hero’s ability to interact with the environment around him then empowers players in a way games with more complicated control schemes often fail to do. Whether carrying and moving all sorts of items around, pressing switches to change the landscape of a room, blending in with the faceless crowd, or even using some of the facility’s still active experiments to your advantage, a beautiful layer of complexity quickly evolves from these humble mechanics.

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The evolution of said mechanics in the environment is also done at a perfect pace. Although the difficulty never reaches anywhere near Limbo’s levels, since Inside seems to want to tell a story by having players move more slowly and carefully through the world instead of testing them via trial and error, the puzzles do advance and teach players at a natural rate so you never feel overburdened. If you replay certain sections like I did searching for secrets—and yes, Inside has its fair share of secrets—the stark difference between the start and end of the game in terms of how intricate the puzzle solutions are will quickly become evident at that point.

What might be most impressive about Inside, though, is how your thinking might change as you play the game—not just in terms of puzzle-solving, but in terms of your character’s purpose. Even with over a dozen special secrets to find in Inside, everyone gets what appears to be a rather finite, closed-book sort of ending, a definite departure from the interpretations Limbo afforded. Where things changed for me with Inside was what the motivation of the boy was. I stopped thinking of him as running from something, and more possibly running to something. And this is where Inside’s value truly lies. There is so much that can be left open to analysis, that can be played and replayed, and every person can experience things in a different way, bringing something new to the conversation.

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Inside can be looked at as a mirror-image to Limbo. Whereas Limbo focused more on punishing puzzles, Inside deals more with meticulous movement. While Limbo’s simple graphics made it easy for players to focus on the task at hand, Inside distracts them with a world that is as much a character as the protagonist. And as Limbo left its conclusion up in the air, Inside might have you questioning the purpose of your journey when you reach the fixed ending. They share a common thread, however. You are told almost nothing at the start, but will come to explore a brilliantly designed, but dangerous world that will suck you in from the beginning and never let go as you fall down another expertly crafted rabbit hole from Playdead.

Developer: Playdead • Publisher: Playdead • ESRB: M – Mature • Release Date: 06.29.16
9.5
Inside is a brilliantly crafted game that will keep you talking about it long after you’ve finished playing. Its moody, atmospheric world and terrific puzzle-platforming are simply the hooks to first draw you in.
The Good Moody, atmospheric puzzle-platformer that digs its hooks into you from the second it starts.
The Bad Puzzles never pose any real challenge.
The Ugly My desire to discuss this with other people, but I’m the only one in the office to have played it thus far.
Inside is available on Xbox One and PC. Primary version reviewed was for Xbox One. Review code was provided by Playdead for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.

Mighty isn’t the word I’d use…

You will be hard-pressed to find a more rabid Mega Man fan than me. For years now, my cries to Capcom for a new game in the series have fallen on deaf ears. When Mega Man co-creator Keiji Inafune decided to leave Capcom several years ago to start his own company, and it was announced that one of his first major projects was going to be a spiritual successor to the Blue Bomber, you can imagine the joy I felt. I clearly wasn’t alone, as the Kickstarter to back the project raked in just over four million dollars. Flash-forward nearly three years later, and after countless delays, finally, Mighty No. 9 is here. And—for both better and worse—I can tell you this isn’t your daddy’s Mega Man game.

Mighty No. 9 takes place in a future that could be a result of people watching too much Battlebots. Robots do their fair share for humanity in this time, but many have the primary purpose of simply fighting in the local arena for entertainment. The most powerful of these, known as Mighty Numbers, are the brainchild of one William White. When a mysterious virus causes all the robots—including the Mighty ones—to go haywire, humanity looks ready to succumb to their new metal masters. Dr. White has one trick up his sleeve, however: Beck, his newest Mighty Number. Beck’s power allows him to assimilate other robots, and has seemingly left him immune to the virus. It’s now up to Beck—with a little help from his robot sister Call—to save the other Mighty Numbers and find a cure for this virus.

I admit, when I first started playing Mighty No. 9, I fell into the easy trap of looking for reasons why this game either could or couldn’t suffice as an entry in a series that dominated my childhood. The truth of the matter is that while there are some striking similarities—from the aforementioned story to many of the gameplay elements I’m going to speak on—Mighty No. 9 is different from Mega Man, but that alone does not lift up or condemn this title.

As a throwback to a bygone era of pinpoint platforming accuracy being a necessity, Mighty No. 9 does an admirable job of trying to scratch that nostalgic itch. Once I got over expectations and accepted the game’s mechanics for what they were—using my blaster to weaken enemies and then assimilating them by dashing through them—I found the level and enemy design to be familiar, and a bit on the bland side, but still enjoyable.

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Several new features also give the tried-and-true Mega Man formula a bit of a tune-up. All the characters in the game have voice acting, and while some are better than others (sometimes due to the writing falling flat), at the very least, Mighty No. 9 tries to offer more depth to the characters and world than Mega Man ever did. Some levels, like Call’s single stage and the lair of Mighty No. 8 (a robot named Countershade—think Search Man from Mega Man 8), try to branch out from the standard formula, giving you objectives to complete before proceeding deeper into the level.  There’s also a meta-strategy with assimilating certain enemies to give you boosts to attack, defense, and speed, and assimilating multiple enemies at once will give you score multipliers—offering surprising depth to what robots you destroy and when.

Speaking of scores, setting high scores at the end of each stage gives Mighty No. 9 a greater arcade feel than its inspiration. I used to challenge myself to speed runs of the old Mega Man games all the time, even completing Mega Man 6 in less than two hours once. Mighty No. 9 already promotes that with not needing to destroy every enemy outside of bosses, and offering up many shortcuts that take advantage of the dash mechanic. I am happy to report that my first playthrough of Mighty No. 9 only took three hours and thirteen minutes.

Unfortunately, Mighty No. 9 then begins to falter. Beating the game for the first time on Normal will then unlock harder difficulties, but it still felt easy, and Hard isn’t much better; only the Hyper and Maniac (one hit and you’re dead) difficulties really start to give your thumbs a workout. Sure, there are those insta-kill spike traps that will make every Mega Man fan grind their teeth, but Mighty No. 9 falls into a very modern trap of holding players’ hands at times when not playing those higher difficulties.

Abundant one-ups litter each level, special powers recharge on their own without items, and when you defeat a boss, the game even goes as far as to tell you what other boss is weak against that newly acquired weapon. I wouldn’t have guessed that Battalion (think Mega Man 10’s Commando Man) was weak against Cryosphere’s (Ice Man, Blizzard Man, or any other cold combatant from over the years) powers until the game offered that up to me, and once that cat is out of the bag, it’s really hard to forget. The only thing worse about the special powers is not assigning the trigger buttons to easily switch between them all on the fly like in later Mega Man games.

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Mighty No. 9 also has a couple technical issues, the worst of which is the horrendous load times. Whether waiting for a reload after dying, switching in-between levels, going into or out of cutscenes, or even just opening the menu, Mighty No. 9 spends as much time loading as it does allowing you to play. Considering how long this game has been in development, and how much it actually should need to load, the amount of time players will spend waiting for something to happen is atrocious. We’re not talking Skyrim size worlds here, folks.

There are also challenge, co-op, and versus modes in the game, most of which are blamed for the game’s countless delays. Unsurprisingly, these modes feel mailed-in at best. Challenge mode offers up a variety of single-player time trials and target quotas that will test your skills in no way close to the way the main game does. Co-op allows a second player to join in and play as Call in a similar set of lackluster objectives and levels. And finally, there is Race Mode, where players can compete directly against a friend in the game’s levels for the same objectives. Not a bad idea, but I’d rather just be put in an arena against a buddy at that point along with a roster of the Mighty Numbers, and duke it out the old fashioned way. Besides, you’ve already got leaderboards for scores and times in the other modes, so Race Mode seems redundant.

Mighty No. 9 had some big metal shoes to fill, and nothing short of the hopes of an older gaming generation on its shoulders. Beck and company may still be in the shadow of the Blue Bomber after this first adventure, but although not perfect, this isn’t a bad start. Mighty No. 9 might be a little easy, a little short, and have side modes that are absolute wastes of time, but the core is solid, and there’s definite room for growth and improvement that will at least keep me from calling Capcom so often anymore.

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Developer:  Comcept, Inti Creates • Publisher: Deep Silver • ESRB: E10+ – Everyone 10 and up • Release Date: 06.21.16
7.5
Mighty No. 9 has a strong gameplay core that isn’t better or worse than Mega Man—it’s just different. The further the game deviates from that core, however, the worse it becomes.
The Good It takes time to get used to the dash mechanic to defeat enemies, but once you do, you realize the game is really well designed around it.
The Bad Challenge, co-op, and versus modes are wastes of time; surprisingly long load times.
The Ugly All that mighty number family drama.
Mighty No. 9 is available on Xbox One, PS4, PC, Wii U, Xbox 360, and PS3, with 3DS and PS Vita versions coming later. Primary version reviewed was for Xbox One. Review copy was provided by Deep Silver 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.

I had a chance to play Gears of War 4‘s multiplayer a few days before the beta launch and this is a montage of all my Lancer Chainsaw Rifle chainsaw kills. I also use the new Oscar Mike knife kills over cover, pull off a couple executions, and threw in one nice headshot hip shot with Longshot.

Gears of War 4 launches on October 11 exclusively for Xbox One.

I had a chance to play Gears of War 4 before its upcoming beta. This was a Team Deathmatch match on Foundation, one of nine new maps launching with Gears 4‘s multiplayer.

Gears of War 4 is an Xbox One exclusive dropping on October 11.

I had a chance to check out Gears of War 4‘s multiplayer a few days before the beta launches. This video shows off the brand new Dodgeball mode. Similar to execution, players only have one life to live, but when a teammate kills an opposing player, dead players can respawn.

Gears of War 4 launches exclusively on Xbox One on October 11.

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Fly like an eagle, then fall like Icarus

When Just Cause 3 came out at the end of last year, it delivered all the insane, bombastic action the series is known for and then some. New tools for Rico Rodriguez coupled with another island nation to obliterate meant I ended up sinking close to 40 hours into this game over winter break and not regretting a single second of it. So, when the Sky Fortress DLC expansion—the first of three coming to the game—had finally been added, I was thrilled to have an excuse to take control of the maestro of mayhem once again and blow up a little bit more of Medici. Just how little that bit would be came as something of a shock, though.

The Sky Fortress DLC starts off like some of Rico’s other missions over the course of the game, with him getting a call from his shady friend and government handler, Tom Sheldon. Countless Medicians have been slaughtered by robotic drones that belong to the eDEN Corporation—a tech start-up that fell out of favor with many world governments decades ago—and the drones are now mining the explosive mineral Bavarium from various parts of the island. Rico will have to track the drones to their airbase located off the coast, stop eDEN from killing any more civilians, and force them to cease their mining operation.

In order for Rico to defeat an enemy that defies gravity, he’ll have to do the same. So, Tom provides him with a new Bavarium-powered wingsuit. The suit is actually more akin to a jetpack, giving Rico upwards boost that recharges when he levels out for a brief time courtesy of the actual wing part of the suit, and also straps a rocket launcher and machine gun to Rico’s back, making him more fighter jet than wingsuiter really at that point.

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Just Cause has never been known for a great story. Like french fries serving as vessels for various sauces, the loose narrative around Just Cause games is just an excuse to blow up as much stuff as possible. The Sky Fortress DLC is no different, centered on demolishing drones and the titular airship that eDEN Corporation is based out of. As epic as that may sound, unfortunately, it all falls surprisingly flat, especially in the shadow of the main game.

All told, I beat the entirety of Sky Fortress, optional side missions included, in about 90 minutes. That means if you focused solely on the narrative content, you’d probably be looking at an experience that clocks in at an hour long, if you’re lucky. Three main missions, four outposts to liberate, four Bavarium wingsuit oriented challenges, and then roll the credits again. Avalanche Studios couldn’t even be bothered to give us full cutscenes. Instead, we get what amounts to a few pieces of concept art stills of the main characters with voiceover dubbed over it.

One small saving grace for Sky Fortress at least is that you can carry over your new wingsuit and a couple of new guns over to the main game if you haven’t beaten it yet. And if you’re just getting started in Just Cause 3, the DLC missions unlock about one-third of the way through the primary campaign, meaning you’ll be even better equipped to overthrow General Di Ravello and his army. Just like the lack of content devoted to your new toys, however, there’s an unfortunate catch that comes with all of this.

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For as fun as it is to fly almost limitlessly around a hugely destructible open-world with a rocket launcher strapped to your back, the Bavarium wingsuit also makes your old tools almost null and void. Why bother with a parachute when you can air brake and come to a soft landing? Why worry about how many rockets Rico can carry when you have an unlimited supply when flying? And why even bother with a grappling hook when you can literally soar from point A to point B both vertically and horizontally now?

The Bavarium wingsuit takes away any sort of challenge for the game. There’s even a barrel roll maneuver when flying, which breaks all missile locks on you. This means it’ll be near impossible for you to ever take damage as long as you keep moving. It is basically like turning on god mode and removes the little skill it once required to get around and destroy stuff in the game. Just Cause has never been a punishing game, but a little bit of challenge can go a long way to having a good time, and this new wingsuit snuffs that out pretty swiftly.

Just Cause 3’s Sky Fortress DLC sounds amazing when you look at what it entails. But from the second it begins, it comes off more as a hastily thrown together weapon pack than a fully fleshed-out expansion. It is held loosely together by minimal content, and mitigates what already exists in the main game. There’s nothing inherently broken about what Sky Fortress does, but it adds so little to the overall experience of Just Cause 3 that you’d be just as well off if you had never played it at all.

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Developer: Avalanche Studios • Publisher: Square Enix • ESRB: M – Mature • Release Date: 03.15.16
5.0
Any excuse to return to the world of Just Cause 3 is welcome, but by the time you just start getting warmed up and comfortable with the new weapons, gear, and enemies, this new chapter is already over and you’re left asking where the rest of it is.
The Good The Bavarium wingsuit is the natural evolution for causing chaos in Just Cause.
The Bad New gear largely nullifies need for grappling hook, parachute, and conventional weapons. Largely removes all difficulty from the game.
The Ugly You can 100% the entire experience in less than two hours.
Just Cause 3: Sky Fortress is available on Xbox One, PS4, and PC. Primary version reviewed was for Xbox One. Review code was provided by Square Enix for the benefit of this review. EGM reviews games on a scale of 1 to 10, with a 5.0 being average.