It's a risky operation, but the mercs have some valuable
tech in their armory and the bosses want us to snag it. I paid off the
security guards. They're going to leave a couple of gates unlocked.
We're going in quiet. We shut down the cameras. We silence a stray guard
here and there, but a lone mech-bot catches us because our inept
soldier decides to go his own way instead of staying with the group. A
camera catches the fiasco, and enemy guards close in on our position.
But we find a little hiding hole, and five minutes later, it's like a
gang of heavily armed thieves didn't just break into the largest
gun-running operation in the Industrial District.
Satellite
Reign lets you loose in a metropolis, where you're free to murder,
sneak, and bribe your way to the top of the corporate ladder. Before
it's all said and done, your squad might be equipped with poison-immune
lungs, hive mind-hacking tech, cloaks, and cyber legs or laser shotguns
with energy shields and high explosives. It's your team; it's your call.
When Satellite Reign is at its tightest and most focused, it delivers
the thrill and tension of leading a small squad into a rat's nest of
traps and more enemies than you can ever kill on your own. Satellite
Reign is also never more than one click away from ruining your mission
with poor pathfinding or encounters with enemies with fleeting attention
spans.
Starting a firefight in the hotel courtyard was probably a mistake.
Satellite
Reign's approach to plot is bare bones; it's more about dropping you
into open areas and teasing new sandbox environments than telling an
actual story. You control a squad of four mercenaries, each from a
different classic cyberpunk archetype. You work your way through the
game's city in pursuit of evil Dracogenics employees whose control over
resurrection technology -- uploading your mind into someone else's body
-- makes them the most powerful corp on the planet.
The
beginning of Satellite Reign is brutal and not especially satisfying.
There isn't much in the way of "story" missions. Beyond gaining the
credentials to move from one district in the city to the other, your
only required objective in Satellite Reign is to infiltrate Dracogenics
Tower. So, you begin the game relatively directionless as you take on
random tasks, get new gear, and level up the skills of your mercs. This
is problematic because Satellite Reign is designed for you to take
advantage of specific character builds and to vary the tech of your
squad members, but it took me nearly six hours with the game before I
felt like I had a squad that was equipped and properly leveled to manage
the tasks given to me.
When
Satellite Reign is at its tightest and most focused, it delivers the
thrill and tension of leading a small squad into a rat's nest of traps
and more enemies than you can ever kill on your own.
Each
enemy compound is a playground-like puzzle that tests your ability to
manage your team's tools and abilities. My infiltrator (a
stealth-specced sniper) became a core member of my team. I connected her
mind with my hacker, and she was zipping in and out of compounds all by
herself in the early stages thanks to her invisibility. I could have
her in and out of early areas without setting off a single alarm, but
later stages require more teamwork. You send your infiltrator in to turn
off the initial security, and you bring in everybody else to clear out
guards and disable traps. Poison gas floods your stealthy point of
entry? The soldier can take care of that. Doors don’t open when you turn
off the security system? Time for your support to scan the electronics
network of the compound. Each area offers something for each member of
your team to do no matter which builds you've chosen for your squad.
The future's so bright I have to wear shades
In
its best moments, Satellite Reign keeps you on your toes --
particularly if you go with a stealth build. Enemies are everywhere, and
although the game offers shadows for you to crawl to, the combination
of cameras, enemy patrols, turrets, and massive tanks means the window
of opportunity to escape unnoticed is thin if you aren't spamming your
cloaking skill, which I wound up doing a lot. Sometimes, the only way to
move through an area without drawing the attention of enemies is to
create a major distraction elsewhere on the base. I had an infiltrator
stuck in a compound, and I had to cause a ruckus at the base's entrance
so she could sneak out the front door with the valuable prototypes she
was carrying.
This all assumes that Satellite
Reign is working; however, it often doesn't. Satellite Reign's
pathfinding is often poor, getting you into trouble when you least
deserve it. Your teammates are either bunched together so tightly that
their character models are indistinguishable or they've adopted a
laissez-faire attitude while moving as a group, walking into plain sight
on their own accord. To move from district to district, you have to
pass through tight checkpoints, and stepping over certain lines causes
every enemy in the city to come bearing down on you at once. At the
first checkpoint, my team consistently stepped over those lines despite
being told to go another way, and countless stealth missions were
complicated when one of my teammates decided he just didn't want to go
through the vent with everyone else.
Your
teammates are either bunched together so tightly that their character
models are indistinguishable or they've adopted a laissez-faire attitude
while moving as a group, walking into plain sight on their own accord.
The
pathfinding is bad, but its faults are overshadowed by the game's AI,
which is simple and easily fooled. Although enemies are capable of some
sophisticated sweep maneuvers when they've spotted you, it's far too
easy to reset a failed stealth run by just sprinting to some dark corner
of the base and hiding there til you get the all clear. In the
beginning of the game, sending your soldiers into a base and shooting
out every last camera before enemies open fire is a totally viable
tactic. When your brazen infiltration is met with an enemy assault,
don't worry, because after your sacrificial run into enemy territory
ends in death, nobody bothers to fix or reset the security cameras,
making your next run easier than it should be. It's far too easy to
undermine Satellite Reign's threats by exploiting its simple AI systems.
All those cameras & drones would be more intimidating if I couldn't turn invisible.
Satellite
Reign also refuses to engage with its cyberpunk milieu in a meaningful
way, and when it does, it embraces the worst elements of the genre with
little commentary or self-awareness. Though the neon-streaked city you
explore is reminiscent of Blade Runner and your squad is equipped with
enough ridiculous tech to make Hiro Protagonist blush, Satellite Reign
is cyberpunk at a surface level. Conceptually, it has the chance to
explore gaping wealth disparities, but the game does nothing with it. At
it's worst, Satellite Reign relishes in cruelty. Though you're free to
play many missions stealthily, others require you to kill people, some
of whom are innocent citizens. In a particularly uncomfortable moment,
you're ordered to murder the female neighbor of a corrupt executive to
ensure that he cooperates, but there's never any evidence that she
deserves to be dragged into the conflict and ultimately killed. It may
be haphazard, but that sort of violence is borderline misogynistic and
ultimately leaves a bad taste in my mouth.
When
Satellite Reign is on and all the parts decide they want to work
together, it is a blast. Infiltrating a base without setting off any
alarms and stealing new guns and money from under the enemy's nose is
tense and satisfying, and you have to be willing to take risks to
succeed. I just wish you didn't have to slog through the uninviting
early hours and the game's regularly busted AI to find those thrills.
Children, by nature, have a
tendency to be greedy, self-absorbed, and inconsiderate. They can even
be downright violent. But it's also believed that, as ill-mannered and
temperamental as they can be, kids still have a base morality that
prevents them from causing grievous harm. While the thought of children
turning homicidal is enough to send chills down your spine, it's a
reality in Ultra Despair Girls, a third-person action spin-off from the
Danganronpa series.
Ultra Despair Girls begins
with a scene of an average, completely non-noteworthy high school girl,
Komaru Naegi, lounging around her apartment in Towa City. Though she is a
normal girl, her situation isn’t: she’s been held captive in this
apartment by unseen forces for quite some time. The day finally comes
when she is freed from her captivity, but this kicks off another
struggle for Komaru. Towa City is overrun by a massive army of deadly,
bear-like robots called Monokuma, and a group of children calling
themselves the Warriors of Hope are staging the bloody revolution,
inciting the city’s youth to murder adults and transform the city into a
“paradise” for kids, free of the rules of their elders.
A deadly Monokuma robot in action.
Plot-wise,
the game is an emotional roller coaster. Since Danganronpa is a series
that's notorious for not pulling any punches, you know everyone and
anyone can be a target of unspeakable cruelty or have disturbing
ulterior motives--yet it’s difficult to not get attached to these
characters and their individual plights. There were points in the game
where I felt my heart race and palms sweat--not from a challenging
gameplay sequence, but from tense, emotionally charged story moments
that shook me out of my comfort zone and into the harsh reality of Ultra
Despair Girls’ world. Given its “kids murdering adults” concept, you
can expect more than a few distressing revelations about certain
characters and their motivations. Even when the action sections falter,
it’s finding out what happens next in the story that will keep you
eagerly playing.
Ultra Despair Girls is
connected to the Danganronpa series thematically and narratively, but
the gameplay is quite different--the previous titles in the saga were
mystery adventure games that dealt with a murder among high school
students. Ultra Despair Girls takes place right in-between Danganronpa 1
and 2 and plays off many of the characters and plot concepts introduced
in those games. Otherwise, it introduces third-person shooting action
into the mix, to varied degrees of success.
Komaru,
being a typical high-schooler, isn’t quite as mobile or well-armed as
your average shooter hero, but she still packs heat--a hacking gun that
disarms the robots terrorizing Towa City. On top of that, her hacking
gun isn’t terribly effective at first, and unless she hits a Monokuma
square in its glowing red eye, it takes several shots before it goes
down. Fortunately, she’s got a special friend in Toko Fukawa; you may
remember Fukawa as the bitter, anti-social authoress Toko from the
original Danganronpa. She has special abilities that make her an
invaluable asset, but she also relies on battery power to flex these
skills and occasionally needs a break in order to recharge.
Ultra Despair Girls' unlikely hero, Komaru
Komaru's
hacking gun has multiple capabilities: the Move bullet allows you to
operate machines from a distance; Dance stuns an enemy briefly by making
them dance uncontrollably; Knockback sends enemies and objects flying,
and Reveal shows hidden messages and secrets. As the gun grows more
versatile, the game begins to introduce more and more complex puzzles,
which typically revolve around exterminating enemies by using all of
your skills, often challenging you to find ways to destroy entire groups
with a single shot. These puzzles make for a clever challenge, though
every so often there's a key point of frustration that proves annoying,
such as enemies being able to detect you in an area that seemed to be
out of their range.
While Ultra Despair Girls
offers a good mix between puzzle-solving and pure action sections, the
latter are often the weakest part of the game. Komaru's feebleness seems
intentional, but in some sequences--such as areas where you fight
multiple enemies in a big, open map, and boss fights against larger
foes--Komaru’s lack of mobility really begins to punish the player.
Because you don't move very fast, it’s hard to cover a wide area or
dodge attacks, and Toko's limited usage means you can’t rely on her to
carry you through lengthier fights. Bugs occasionally crop up during big
battles, too. Enemies called Monokuma Balls have an obnoxious sound
effect that can continue playing even after you take them down, and
twice the game crashed during particularly taxing fights, necessitating a
complete system reset. In one case, I saved just before a fight, but in
the other, there were numerous (thankfully skippable) cutscenes and
short action sequences beforehand that I had to replay.
Something's afoot here.
But
ultimately, it’s not the gameplay that will keep you engaged with Ultra
Despair Girls. Despite the shift in genre, the game's is almost as
text-heavy as the two games that preceded it. The story is every bit as
excellently written and engaging as the previous titles. In particular,
Toko really works well as a co-star to Komaru with her weird brand of
aloofness--she wasn’t a character I had pegged as one who could carry a
spin-off when I first finished the original game, but the writers have
done a fantastic job making her shine here.
The
visuals and music add to the chaos of Despair Girls' world to great
effect. Though the characters are true 3D models, unlike Danganronpa’s
2D pop art, they’re every bit as lively and strange and appealing.
Likewise, the game makes use of a lot of similar stylistic choices to
the main DR titles; for instance, the hot-pink blood returns, becoming a
key part of the vibrant color-scheme that dresses many of the game’s
environments. Bodies of the slain are bright red and blue, making the
human toll of the children’s revolution all that much more apparent.
Music-wise, the game uses a mix of new tunes and familiar Danganronpa
themes, with the weirdly off-kilter, pop-inspired main tune giving a
stark contrast to the awfulness happening around you. The only issue
with the presentation comes during the game’s cutscenes. They utilize a
mix of pre-rendered CG, anime, and flash-style animations from scene to
scene, that feels inconsistent and somewhat lessens their impact.
If
Ultra Despair Girls didn’t have so much else going for it, it would be a
mostly-mediocre quasi-survival-horror-shooter with a few high points.
But even with some very obvious gameplay issues, the sheer strength of
the game’s setting, story, characters, and style manages to overshadow
everything else, turning this into an absolute must-play for anyone
already invested in the Danganronpa universe. As is a common theme in
Danganronpa, the hope of more quality time with characters you grow to
love overshadows the despair of crashes and a handful of
poorly-thought-out gameplay sections.
It’s a strange thing to know that you’re powerless. As the
realization dawns, possibilities and options fall away, leaving you with
one inevitable conclusion. While wave after wave of my bombers streak
across the sky, I have to imagine that my opponent is feeling helpless.
When the bombers drop their payload, it will mark my sixth consecutive
multiplayer victory using the same tactic. But the more I play, the more
I’ve come to realize that Act of Aggression builds itself on these
moments. Each player probes his or her foes, poking for weaknesses
before they inexorably find one. But even then, the end comes slowly,
and the loser has time to reflect on what went wrong.
On
paper, Act of Aggression isn’t that different from any other RTS. You
have three basic functions that represent the three core tactics these
sorts of games have always had: one for rushing an enemy before they can
get themselves established, one for building up defenses until you can
wait for superior (albeit more expensive) technology to overwhelm your
foes, and one that’s a balance of the two. You gather resources, build
bases, train units, and gain control of territory. None of this is new,
and Act of Aggression doesn’t handle these ideas in any novel or
particularly interesting ways. What makes Act of Aggression special is
its rhythm.
Base layout and management is of the utmost importance.
Each
match begins with a core base and one scouting unit. Pretty standard so
far. Immediately, though, the formula begins to diverge. Because
there's no central location where you'll find all the resources you
need, nor any way to build out your base with larger and larger shells
as in Age of Empires, you're forced to do things a little differently.
First I'd rush with lightly armed troops, stretching out with vulnerable
tendrils grabbing what I could. Then I'd hunker down and secure the
position with big guns and long-term emplacements. Both of these tactics
are common in other games, but here they are essential, and it means
that outposts need to be self-sufficient.
Play,
then, revolves around poking your opponents' units and buildings to see
if they've been careless, to see what they've neglected. Any position
can be overwhelmed with enough force, but if you're playing well you'll
often spread yourself a bit too thin to secure everything. This makes
for an interesting twist on the usual pattern of strategy game play, and
one that always left me uneasy. I never felt safe or secure-- was
always pushing and always repelling. By itself, that pattern of play is
remarkable. It's exhilarating, and I found myself challenging my own
tried and true tactics and algorithms I'd built and refined after years
of competitive strategy gaming. But it doesn't take long for cracks to
start showing in that veneer.
The first and by far the biggest problem Act of Aggression faces is that achieving a level of fluency
Even when you do
familiarize yourself with the proceedings, Act of Aggression bogs itself
down with unnecessary fluff. Your typical battle will have you working
with twenty or more buildings, for example, most of which look so
similar that it's hard to keep each of them straight. It leads to odd
situations where you'll build a "light vehicle" factory that can also
make some of the strongest attack copters in the game, long before you
have access to the ostensibly helicopter-centric "helipad." That'd be
excusable, of course, if the latter building was strictly better, but I
only used it once.
A broad range of multiplayer options keeps you engaged in ways the campaign fails to.
This
is a complaint that runs throughout. Some units have niches so specific
that it's a wonder their role wasn't condensed into something simpler.
Yes, options are generally a great idea, but in a game that already
struggles with a clean and effective user interface, this manifests as
another frustration. It gives the impression that most of the game could
have been condensed. It complicates affairs without adding anything of
value into the mix.
Act of Aggression's user
interface is similarly overwrought. The expand-hold-expand structure
encourages waging several small battles across multiple fronts at once,
but there's no persistent indication of where you need to direct your
attention. There is a ticker in the upper-left hand corner of the
screen, but clicking those notifications doesn't auto-snap to the event
the game describes. It often led me to lose track of threats and left me
ill-informed about the status of the battlefield. Despite these
problems, Act of Aggression manages to find legs in multiplayer matches.
In my time with the game, I played more than a dozen rounds with a bevy
of opponents and each was an exhilarating slugfest.
Despite these problems, Act of Aggression manages to find legs in multiplayer matches.
Keeping
to the rhythm I described earlier, I'd start by reaching out for
critical points on the map and lock myself down, waiting for my foes'
nascent probes. Countless times we'd start firefights that lasted the
rest of the game. Banks--neutral buildings that provide a steady,
constant stream of income to any player that holds them--were
particularly contentious. When infantry takes refuge in a bank, they're
well-defended, making them a difficult target for opposing soldiers to
capture. Even with plenty of support, wresting an established foothold
near a bank is almost impossible. Yet, the cost was low enough and the
reward high enough to incentivize a constant, smoldering conflict.
When
one of us did start to crack, though, it took time to restructure our
war efforts and finish the job. And that's the biggest oddity here. For
all of its speed, for all of its, well, aggression, the final moments of
any given match are typically quiet. Even when players start wielding
the earth-shattering super weapons, countermeasures are easy to deploy.
Again, it means that you're waiting to find the one thing your opponent
never considered, the one thing they ignored or thought they could do
without if only for a little while.
Station troops inside of buildings to fortify choke points and help gather resources.
These
kinds of games don't exist anymore. For better or worse, Act of
Aggression isn't from this decade. It opens with riotous bombast backed
with haughty metal riffs and maintains a jubilant, adolescent tone
throughout. It's rough, it's incomplete, it's awful in places. But it's
also raw and decadent. Soaked to the core in that quintessentially
nineties cocktail of cynicism and an exultant love of violence, playing
Act of Aggression feels like going back in time and returning to a home
that only exists in your oldest memories. And that's special, even if it
means dealing with some obtuse design issues.
There's a good reason why the new Mad Max game occasionally resembles this year's Mad Max: Fury Road:
it's a canonical prequel that pits you against Scabrous Scrotus--son of
the film's sinister Immortan Joe. Mad Max's wasteland is greasy and
dusty, a place where mechanical monstrosities clash against the natural
beauty of the desert. You play the part of Max, an unfortunate wanderer
with a troubling past. You charge across open roads in search of
redemption, running over those who stand in your way. Driving is central
to life in the wasteland, and it's the basis for the game's best
moments, too. The combination of an intriguing world and great car
combat make Mad Max an occasional joy to play, but shallow ground combat
and a handful of other missteps ultimately drive the game off the road.
At
the start, you find yourself in the wrong place at the wrong time when
you're assaulted by Scrotus and a pack of his sinewy war boys. They
steal your beloved car, the Interceptor, leaving you empty-handed.
However, fortune smiles upon you when a Gollum-like mechanic by the name
of Chumbucket crosses your path. He's convinced that you're a hero of
legend, the "Angel," and he's a whiz with both a wrench and a harpoon,
making him the perfect companion in the hard-driving and violent
wasteland. You and Chum fend off desperate tribes and push back against
Scrotus' forces as you take contracts and hunt down fresh parts for your
new chariot, the Magnum Opus. Your ultimate goal is to build a vehicle
that's strong enough to cross the void known as the Plains of Silence,
where you'll either find freedom, or death on the other side.
When you're trying to survive in a violent wasteland, trimming facial hair is your last concern.
Together,
Chum and Max are fast and lethal in the Magnum Opus, with Chum manning a
small cache of weapons in the rear while you steer the car. Picking
apart enemy vehicles and guard posts is a cinch with your harpoon, which
is the most important weapon in your arsenal. While driving, press one
button to slow down time and highlight nearby objects and people, and
press another to launch a harpoon or explosive lance. Alternatively, you
can tap the circle button to auto-fire at the closest target, but it's
an unattractive option when it's vital that you target specific objects;
there's no point in ripping off a car's tire when you can just as
easily yank out the driver. It's normal to be confronted by three or
four cars at once, and though some carry enemies that will try to hop
onto your car, you can purchase spikes to deter hop-ons, resort to your
trusty shotgun, or pull over and fight it out with your fists.
Max and Chumbucket ride into battle on the Magnum Opus.
Even
when surrounded by enemies, you're an effective and brutal fighter.
Watching Max man-handle thugs can be entertaining, but the part you
play--controlling Max--isn't very interesting or rewarding. Mad Max's
combat borrows from Warner Bros.' recent Batman and Shadow of Mordor
games, where mashing one button dishes out contextual attacks, and
another, when pressed while an icon appears over the head of an
attacking enemy, initiates a parry maneuver. You can attack using your
shotgun, but you rarely want to because bullets are hard to come by. You
also have the ability to roll and evade incoming attacks, but only a
few enemies ever justify the effort. The combat system is so simple at
its core that nearly every fight can be won by alternately tapping
attack and parry, save for a few boss battles where unblockable attacks
are introduced. Watching Max make quick work of enemies is occasionally
impressive, but when the majority of fights in the game can be easily
exploited, there's no challenge to overcome, and no sense of
accomplishment. When put side-by-side with car combat, which is complex,
full of possibilities, and requires precision and skill to succeed, Mad
Max's ground combat feels shallow.
Mad Max
also doesn't do a good job of imposing desperation upon you, a feeling
that is necessary if the wasteland's threats are to be taken seriously.
It's true that water, fuel, and food are hard to come by, so when you
find a can of dog food, you eat it. When you come across a family of
maggots feasting on a corpse, you take advantage of your rank in the
food chain. Water can come from many sources, but never in large supply.
Eating and drinking are the only ways to revitalize yourself in the
game, but you quickly learn that carrying an empty canteen isn't that
scary. For one, beyond the occasional barrage of explosives that come
from fortified camps, you rarely face dire situations, and though it may
seem like you would need to rehydrate from time to time because you're
going full-throttle in the middle of a hot desert, I never noticed any
gradual, deleterious health impacts from exposure. Emergent vehicular
battles in Mad Max's open world can jeopardize your car, but Chum
quickly fixes it whenever you aren't moving, and a generous fast-travel
mechanic lets you magically skip the experience of driving through enemy
territory. It may be convenient, but adding fast travel to Mad Max is
like adding a "skip" button to a fighting game that automatically takes
you to the next round.
What lies beyond the flaming gates of Deep Friah's temple?
You
can purchase new parts for the Magnum Opus and upgrades for Max that
impact your abilities and appearance. You earn new car parts from the
leaders of various regions, either by completing fetch quests or
dismantling enemy outposts. After a new part is unlocked, you have to
purchase it using scrap metal that you collect around the world. You'd
think that any old metal would qualify as scrap, but you'd be wrong. You
can occasionally collect large amounts of scrap by taking an enemy car
back to base, but you normally acquire it from glowing piles of metal
that are sparingly strewn about the wasteland. These piles can include
items like a muffler, which you conveniently stick in your pocket. I
suppose it's helpful that you can carry multiple cars worth of metal on
your person, but it doesn't make much sense. We don't mind this in games
where fantasy trumps reality, but Mad Max tries to sell you a world
where characters are defined by their abilities and limitations, yet it
constantly introduces things that contradict this message. It's also
disappointing that Chum can't help you collect parts while you're
driving the car. He can hang on to the back when you're driving
incredibly fast, and repair the Magnum Opus when it's falling apart, but
he can't hop off and help you gather items. Having to stop the car, get
out, pick up the pieces, and get back in before hitting the road is a
frustrating process that slows you down and exposes you to nearby
enemies.
It may
be convenient, but adding fast travel to Mad Max is like adding a "skip"
button to a fighting game that automatically takes you to the next
round.
As you perform certain
feats in the game, such as killing multiple people using your car or
pulling down enough sniper towers via harpoon, Max's reputation rises,
and he can pick up new gear, facial hair, clothing, and an upgraded
shotgun. More importantly, Max can increase his efficiency as a
scavenger by trading in coins to a mystic that resides on top of certain
cliffs. He's an odd duck, but like Chum, his peculiarities add to the
world's mythology in a great way, as he speaks of your past and buried
emotions. Save for a mother and daughter duo that you meet briefly
towards the end of the game, this if the only time Max's past is a topic
of discussion. The mystic always departs by blowing noxious powder in
your face, putting you in the proper state to receive his "gifts," such
as the ability to magically receive bonus portions of water when you
refill your canteen from the game's limited water sources. The mystic is
a worthy cast member, but his gifts stand in the face of your struggle
to survive. A character stat shouldn't determine how much water you get
from a small pail in the desert; the pail itself should.
A
massive storm drapes the wasteland with wind and lightning. It's an
impressive display that makes driving difficult yet exciting.
There
are similar issues found throughout Mad Max, in fact. Fuel, like
ammunition, is a rare commodity, or at least it should be according to
the story. Oddly, it's not unusual to find fuel cans that repeatedly
respawn in front of your eyes. You'd also think that being run over by a
car would kill you outright if not seriously injure you, but Mad Max
puts more weight behind the punch of a withered nomad than it does a
three-ton war machine. If you're playing sloppily during a fight, a few
punches is all it takes to bite the dust. Stand in front of oncoming
traffic, however, and you can endure getting run over five or six times
before you start to worry about your health. In fact, I got so good at
being struck by cars that I eventually learned (unofficially) how to
jump into the windshield of an oncoming car and perform a
triple-misty-flip, landing gracefully on my feet. It's impossible in
theory, silly to witness, and easily repeatable. You can also stand in
fire without getting hurt, but only some fires; experience taught me
that a burning car in the open-world isn't as hot as a flame-thrower
that blocks your path during a mission, for example.
Chumbucket readies the harpoon.
Other
rules are randomly imposed upon you by the game that take away your
freedom with no justification within the story. You have a large,
boundless open world to explore, but venture off the map for a few
seconds, and a warning screen tells you to turn back, or its "game
over." A particular mission wants you to explore an underground tunnel,
but if you try to navigate narrow corridors on foot, rather than in your
car, a similar warning screen appears. An open-world Mad Max game
should force you to contend with the wasteland's harsh elements, but
also give you the freedom to go where you please.
Mad
Max fails to mix story and gameplay with finesse, but there are
elements of the game that stand out as impressive, nonetheless. Raging,
electrical storms set a new bar when it comes to weather effects, as
fast winds carry tons of dust and debris. The chaos creates a deafening
and blinding atmosphere that's occasionally illuminated by lighting
bolts and the fires they light on the ground.
They may not hurt too much, but it's still a good idea to get out of the way of moving vehicles.
A
late battle forces you to chase down a convoy and dismantle Scrotus'
massive war rig. Regular car combat is fun, but the scale of the war rig
and the relentless nature of Scrotus' horde make this battle truly
memorable. You pick off small fries one by one as you try to keep up
with the war rig. Occasional breakdowns may cause you to pull over and
repair your car, which makes the chase all the more thrilling. The story
sequences that follow attempt to teach you the cost of pursuing your
dreams in the land of nightmares, and it's the best moment in the game's
story, though that's not saying much.
Soon after,
however, dead characters are magically brought back to life and your
journey continues onward. The ending, like many of the game's minor
faults, devalues your struggle to survive in the harsh wasteland. It's a
shame because Mad Max's world in the game is beautiful, grim, and
fascinating. Some interesting characters, impressive environments and
great car combat draw you in and incentivise you to keep going, but it's
when you get out of the car that things fall apart. Mad Max's combat
system is too dumbed down to enjoy, and repetitive activities such as
searching for scrap and invading small enemy camps gets old fast. Mad
Max offers some great experiences, but for a game that tries to impose
the realities of survival on you, it does a poor job of following up on
this pressure. Mad Max is too focused on providing you with an
open-world that's filled with missions, and not focused enough on making
those missions worth your time.
There is a quiet, almost imperceptible genius to PES 2016 that will leave players struggling to explain exactly why they have fallen in love with it.
This
finely crafted soccer sim will be lauded by fans who, almost certainly,
will base their judgements around the word "feel". As in, doing almost
everything in PES 2016 feels fantastic, from fearless and
desperate sliding tackles, to holding up the ball under pressure, to the
heavenly wave of pride that comes with outthinking and turning a
defender.
Such ethereal joys make PES 2016 wonderful in
ways that its peers and predecessors are not. How developer PES
Productions has delivered on this, however, is tricky to discern. Great
design is transparent, goes the saying, and 2016's triumph does not come
from a standout feature that can be snappily summarised on the back of
the box. It's not your old smartphone but now with a fingerprint
scanner. It's not Malibu Stacy with a new hat.
PES
2016 sings in your hands for more elaborate reasons, namely how it
wonderfully converges two rather sexless elements: Physics and AI. The
advances made in these fundamentals have achieved a more physical,
smarter, strategic soccer sim for both football nerds and casual fans
alike. It's more fluid, fluctuant, and alive than ever.
Above
all else, the most meaningful stride forward is the new collision
system, which so much now hinges on. Considering that soccer games live
and die by their authenticity, and that dynamic physics systems almost
inevitably throw up gif-worthy calamities,
you have to commend the audacity of PES Productions for betting the
whole farm on its new tech. What's quite remarkable is how faultless it
has turned out to be, free from comical miscalculations and distorted
momentum swings. The
Master League redesign adds in a calendar and news headlines, and the
overall presentation will seem familiar to Football Manager fans.Flaccid
terms like "collision system" may not ignite the hype, but the tech is a
godsend. It brings new life to challenges for possession; no longer are
they binary exchanges where either a tackle works or doesn't. Here,
fights for the ball are more organic, unpredictable, combative affairs.
PES 2016 doesn't rely on canned animations of players giving up and
falling over; instead players barge back, protect the ball, and scramble
for balance when their shins are clipped. You have more control over
your fate, and no longer do you feel anxious to pass the ball away when
under pressure. Players can protect themselves, wait for options to
unfold, and if fleet-footed enough, can dance out of trouble.
Those
challenging for possession will prod and push, but reaching the ball
does not equal automatic success. The player collision meshes are
water-tight, which, combined with the brainpower of the physics system,
means that erratic sliding tackles can result in tangled legs and the
ball bobbling away. Meanwhile, the tech also gives smaller players the
chance to disrupt towering centre-forwards as they jostle to connect
with an oncoming cross. Ultimately it means that timing and canniness
has become just as important as ferocity and speed, giving PES 2016 an
excellent feel (that word again) of realism and fluidity. PES 2015's
aggravating pass delay issue, meanwhile, has been fully resolved.
The
outcome of such improvements might be considered a key moment for
Konami's dethroned soccer series. PES 2016 proclaims that no longer do
you have to play games of tactless scuffles for possession in search of
that Hollywood goal. No longer should you settle for a robotic and
clunky back-and-forth for control whilst you pray for that scintillating
breakthrough. This is a game that converts the minute-by-minute battles
for possession into micro-sized wars of glory and anguish. PES 2016
wants you to have fun between the highlights. This is a game that revels
in its own scrappiness, with passes pinging wayward from the
outstretched leg of a indomitable defender, with shots deflecting off
shins and knees and into the opposite path of where the keeper was
diving.
It's not perfect. In the transition to the new
physics system, it appears that PES is not quite sure what a foul is.
Any tackle is deemed fair game providing the ball is touched, and while
that is an understandable baseline rule, in practice even the most
perverse and dangerous sliding tackles are unpunished. One suspects the
officials would allow E. Honda's Hundred-Hand Slap as long as he flicked
the ball in the process. Meanwhile, assaulting a random player,
accidentally or not, sometimes isn't even deemed a foul. There is a
reasonable argument to be had in Konami's defence, in that the flow of a
game shouldn't be disrupted by silly and inconsequential fingerslips,
but nevertheless it breaks the illusion. As
ever, PES 2016 misses out on official licenses. Yet its community will
rejoice at the editor on PS4 and Xbox One (you can upload images too).But
this is the only negative trade-off that comes with switching to a
dynamic collision system. The positives are bountiful. Another is the
marvellous job PES Productions has done crafting the individual physical
traits of key players, many of which are now imbued with new layers of
realism in how they move and interact. Tevez can bullishly dash into the
box whilst hustling defenders in pursuit, Lewandowski can steamroll
centrebacks, and Robben can perform his signature jink down the right,
cutting inside, and placing the ball in the far post.
How
these are animated is exceptional. You'd still know you were watching
Robben even if he was wearing a wig. How he runs, twists, and curls his
left leg when shooting is all faithfully recreated. Konami claims that
PES 2016 amasses three times the volume of animations than its
predecessor; a bold statement that invites cynicism, but a believable
one nevertheless.
It's a shame, then, that the graphical
fidelity does not quite match the standards set by the animations. Much
of PES 2016 was built with the Fox Engine, and aside from how intriguing
it is to see how Balotelli would look in Metal Gear Solid 5,
sometimes the character models resemble animated cadavers when cast in
unflattering light. They also can't smile properly, which results in
unintentionally hilarious contract signing cut-scenes.
That's
probably a little harsh on a game that has clearly improved its visuals
from last year. The lighting is less washed out, the pitch and clothing
textures are sharper, and the weather effects are fine. These
improvements don't extend to the UI and menu system, however, which
still carries a couple of nagging foibles, such as untidy text alignment
on the formation and tactics pages. Teams under pressure will park the bus, which in turn can trap them in their own half. Only cool heads will prevail.Such trivialities wash away at kick-off, when the feel engulfs
you. Matches are brought to life thanks to the AI, which sets a new
benchmark for the genre. It's almost as if you and the computer have
known each other for years; AI teammates move off the ball
realistically, and signal where they want the pass, and run into the
exact pocket of space that you hoped they would.
In each
game you encounter dozens of these smart individual AI decisions, but
just as impressive is how players work together as a unit. A deeper
understanding of the sport runs throughout each team, which works hard
to retain formation whilst adapting to opportunities and dangers.
Fullbacks overlap, midfielders drop back, defenders close gaps, keepers
dash out of the box, but in all cases, only when it makes sense. It
inspires more calculated build-up play, where it's the better team that
emerges victorious, as opposed to the one that had the most superstar
moments.
Like with all recent editions of PES, a wealth
of gameplay options await, with updates to modes such as Become A
Legend, Master League, and MyClub (the latter was inaccessible during
review due to the servers being down). Master League has been given a
brilliant Football Manager-aping redesign, with a calendar view and news items all displayed on its home screen.
Yet
there's little worth in assessing soccer sims by the weight of their
game modes, or indeed, the breadth of their official licences. All that
truly matters is what unfolds in those virtual ninety minutes, either
against a friend, an online stranger, or the computer. On that test
alone, PES 2016 represents the best game in the series since the
PlayStation 2 era.
At first glance the changes made to Pro Evolution Soccer
2013 might seem like a bunch of slight, almost superficial tweaks; you'd
be hard pressed to find one standout feature from its long list of AI
improvements, new tactical moves, or graphical revamps. And yet, on the
pitch, it's one of the most rewarding football games out there. Where
its predecessors struggled to find a place on the current generation of
consoles--often simply playing catch-up with its competitors--PES 2013
embraces its past and plays a wonderfully technical and supremely
satisfying game of football. No, it still doesn't come close to matching
FIFA on features or graphical splendor, but when it comes to those
unforgettable moments of edge-of-your-seat sporting drama, PES 2013 is
sublime.
That's not to say PES 13 is without its challenges, though. Its
learning curve is steeper than ever, thanks to an overhaul of its
defense system, and the introduction of some highly technical moves.
Like Tactical Defending in FIFA, the new defense system replaces the
run-and-gun, automated tackles of old with thoughtful jockeying and
tactical positioning. While it's simple to use--holding the opposition
and ducking in for a sneaky, well-timed tackle are performed with the
same button--nailing the correct timing for a tackle is very tricky, and
takes a hefty amount of practice. The payoff is a defensive system
that's more natural, more compelling, and far less frustrating in
multiplayer matches than before.
Similarly compelling
are PES 13's new player moves, which see a return to the technically
challenging, well-timed commands of old. The improved dribbling system
lets you hold the ball in front of players, teasing it with the left
analogue stick to manoeuvre your way past defensive lines, while deft
button presses let you volley the ball over the opposition's head in a
gloriously cocky display of skill. Many moves make use of the triggers
as a modifier, letting you turn regular passes into lofted passes and
regular shots into controlled shots, and giving you manual control over
the direction of your kicks, complete with a neat arrow beneath your
player to point him in the right direction.
An
overhauled training mode takes you through each of the new moves
step-by-step, and includes a handy demonstration that shows which
buttons to press and when to press them--not that you can just breeze
through them all, mind. The timing is exacting, and there are moments of
heated frustration as you battle against it. But when things click,
it's satisfying to see those newfound skills spring to life--more so
when you head out of training and onto the pitch for a match.
It's there that you can put those skills to use. There's no one
feature that makes the game so entertaining, but rather PES 13's
collection of refinements come together to create a sense of direction
and purpose that has been sorely missing from recent entries in the
series. Improved physics mean there's a weight and movement to the ball
that just feels right, where it zips through the air the way you'd
expect and smashes to the ground with a satisfyingly dull thud. Improved
AI means players react better, making more intelligent runs for you to
slip a cheeky through ball to, or jostling attackers as you sprint back
to defense from an unfortunately timed shot.
The pace
has been slowed down slightly, giving you more control over your
players and the flow of the match. Indeed, that flow is what makes PES
13 so great, creating as it does some wonderfully scrappy football.
There are moments where passes move effortlessly across the pitch, while
strikers burst from midfield, hover outside the box, and wait for that
expertly made cross to deliver a perfectly timed strike. The game is so
responsive and captivating that it always feels like you're directly in
control of the action, rather than forcing things forward with the
slightly automated feel of FIFA.
While PES succeeds
dramatically on the pitch, it's once again let down by a presentation
that's woefully dated, even if there's a kind of sick, retro charm to
it. Menus still have that pseudo-futuristic neon look to them, arranged
as they are in the most illogical and frustrating of ways. There are
some weird animation glitches too, as well as some frame rate issues
during replays. And the less said about the awfully dull commentary from
Jon Champion and Jim Beglin the better. PES lacks official licenses for
the vast majority of teams too, so you're stuck with using the editor
to create official teams or waiting for some enterprising individual to
post a save file online.
PES 13's single-player modes
are also in danger of becoming horribly outdated. You're treated to
exactly the same modes as last year, including the officially licensed
UEFA Champions League and South American Copa Libertadores tournaments,
and unofficial tournaments such as League Cup and Community. The once
genre-leading Become a Legend and Master League remain untouched too,
and while it's still fun to guide a player through his career or perform
the duties of a manager, the dreary visuals and outdated transfer
system make them far less appealing than they used to be.
There's also little to celebrate online, with the same ranked and
unranked matches available as in past years. The Master League returns,
letting you compete against others for prize money, which you can use to
buy new players for your squad. Modes remain largely untouched from
previous versions. The only change here is that playing online now earns
items that can be used in the offline Become a Legend and Master League
modes, allowing you to modify your players' stats. It's a nice feature
to have, and certainly makes online play a little more rewarding, but
it's hardly the full makeover the online multiplayer sorely needs.
Still, while its presentation and game modes fall further behind the
competition, PES 13 has made improvements where it really counts.
There's a fabulously entertaining football game at its heart, one that
finally lives up to the high standards of the PES games of old. Sure, it
may have given up its pick-up-and-play accessibility to get there, but
with such satisfying, thoughtful, and tactical gameplay on offer, it's
well worth the effort.
What a difference a frame rate makes. Say what you will about just how much people actually notice frame rate and resolution,
but for games that value split-second timing, those extra 30 frames are
essential. It's partly why I spent more time with the hack 'n' slash
classic DmC: Devil May Cry on PC than with its slower console
counterparts, the sharper visuals and general feeling of superiority
being a nice added bonus. So here we are, two years on, and console
owners can finally get a taste of that sweet 60fps action, courtesy of
the Definitive Edition--and it's a fantastic thing. DmC is fiercely
creative, and with its new features in tow, so much better than before.
Oddly, it's the story that's surpassed expectations here (excluding the still dire effort in the included Vergil's Downfall DLC)--not
because it was ever bad, but it was always overshadowed by the stellar
combat. Playing through it again, though, it's amazing to see just how
ambitious and, at times, rather clever, it is. Let's not forget that, as
a series, Devil May Cry didn't exactly set the world on fire with its
schlocky tales of adolescent fantasy. But with DmC, Ninja Theory crafted
a story with depth, (mostly) believable characters, and an ambitious
assault on commercialism and modern media. The game's savage
satirization of organisations like Fox News with the demonic Bob Barbas'
Raptor News Network and Coca-Cola with the bile-infested and thoroughly
deadly soft drink Virility is a great touch.
Small
plot holes and a few heavy-handed moments of satire aside, DmC's story
does a great job of crafting a foreboding atmosphere to back up its
balls-to-the-wall action, especially when coupled with the excellent
voice acting and effortless dialogue. The demon king Mundus and his
mistress Lilith are particular highlights, their ruthless,
profanity-filled crusade to enslave humankind being a hackneyed, yet
effective way of adding a compelling goal to your hack 'n' slash antics.
DmC
throws you from one action set piece to the next at a breakneck pace,
only giving you time to stop and think during its tedious (but
thankfully short-lived) platforming sections. But even in those sections
and through its crumbling blood-red cityscapes, cavernous tunnels lined
with a viscous green ooze and searing neon discos, it's hard to ignore
DmC's stylistic triumphs. Its colorful, oversaturated look is not only
visually stunning in its new 1080p guise but also strangely prescient of
the direction that later Xbox One and PlayStation 4 games would take.
While
it's hindsight that has made DmC's story more impressive, the already
excellent combat has improved by a significant overhaul. Naturally, the
move from 30 to 60 frames per second makes for a smoother, more
responsive experience. With Dante's trifecta of light, medium, and heavy
weapon types in tow, as well as guns for ranged shots, spectacular
combos fly off the fingers with less effort than before. That's not to
say that things are easier this time around: you still need to put in
the effort in practice mode, carefully studying the command list, in
order to graduate from simple button mashing. But it's worthwhile, and
before long, staccato stabbing motions are replaced with elegant swipes,
dodges, and uppercuts that chain together for near-endless combos in
the air and on the ground.
60fps is only part of the story. One of the best additions is the optional turbo mode (a nod to Capcom's flagship franchise Street Fighter),
which boosts game speed by a substantial 20 percent. It's not for the
faint-hearted, but the additional speed makes for some furious and
thoroughly enjoyable combat. There's also the optional Hardcore
mode--which can be activated on any difficulty level--that rebalances
the game. Some of the changes include a tweaked style system that
quickly deteriorates, increased enemy damage, adjusted parry and evade
windows, and a shorter devil trigger. The differences aren't drastic
enough to be immediately noticeable, but soon, levels that might not
have tested you in the past become far more difficult to beat.
Annoyingly, if you've played through the game before on an older console
and have already unlocked the harder difficulty levels, you can't
transfer your save and skip, and you’ll have to play through the easier
ones again.
Serious
masochists can opt to turn on the Must Style modifier, which makes it
so that you can't damage enemies until you've achieved an S or higher
style ranking by pulling off sweet combos. Stack all the modes and
modifiers together (Must Style, Hardcore, and Turbo Mode), then whack
the game on the new Gods Must Die difficulty setting where enemies deal
2.5x damage and no items are allowed, and the game turns into a
challenge worthy of even the most skilled of hack 'n' slash players.
There's also the new Vergil's Bloody Palace mode, which eschews the
easier difficulty levels of Dante's Bloody Palace and gives you 60
levels of hardcore arena battles. Veteran Devil May Cry fans can even
choose to use manual lock-on throughout, which is a nice touch. Frankly,
that level of challenge goes far beyond my own manual dexterity with a
controller, even after buying new combos and weapon upgrades, but at
least now, no one can cry foul about DmC not being as challenging as its
predecessors.
Otherwise, DmC remains largely
unchanged, which is no bad thing. The enemies remain neatly animated,
drooling and sputtering with a grizzly black ooze as they wander through
each level. Their varying attacks mean that you can't just sit back and
hammer buttons to win. Some enemies have shields that can only be
broken with a heavy weapon, while others need the gentler touch of a
fast-paced scythe. Deformed cherubs that fling down explosive bombs are
perhaps the most irritating of all of the enemies, but they're integral
to maintaining the balance of combat. They also give you a good excuse
to yank them down to Earth with a whip of your chain before sending them
back to hell with a mighty swing of your axe.
Time
has been kind to DmC's boss battles, too. They're still formulaic,
making you learn a boss's repetitive movements in order to land an
attack, but they're seriously impressive--both visually and narratively.
An early encounter with the squishy succubus is a treat--not because of
the basic platforming required to defeat her but because of her
incredibly foul-mouthed tirades and involuntary neon vomiting. Then
there's the battle against a holographic Bob Barbas, a fight that sees
you transported to the heart of the Raptor News Network and directly
into its live news reports, complete with the requisite TV commentary
and helicopter shots. DmC's keen sense of style overcomes much of the
boss battles' shortcomings, adding to the heady atmosphere of its
brightly coloured world.
I imagine there are still some
people out there put off by the direction that Ninja Theory took with
DmC who still haven't given the game a shot because it so drastically
changed the look of the series. This does the game a huge disservice.
DmC in its Definitive Edition form isn't just a lick of paint and a
technical upgrade. It's a hardcore twist on already impressive game,
making the hack 'n' slash action more difficult, but also more
compelling than before. The numerous tweaks and upgrades of DmC: Devil
May Cry Definitive Edition have made a game that isn't just a better
version of DmC, but a bonafide hack 'n' slash classic.