Showing posts with label Xbox. Show all posts
Star Wars Battlefront 2 Campaign Review
PharaohThis preview contains plot details for the first three missions of Star Wars: Battlefront 2’s campaign, roughly the first two hours of the game. Additionally, one of Battlefront 2’s writers is former IGN editor Mitch Dyer. The author of this preview was hired after Dyer left IGN and has no relationship of any kind with him.
There’s an old Star Wars joke (best known from Kevin Smith’s Clerks) about all the janitors and construction workers who were innocently working on the second Death Star when it blew up. Sure, the Emperor was finally defeated, but what about the little people? Was working a day job for the Empire really deserving of such a grisly fate?
While Star Wars: Battlefront 2’s single-player story didn’t put me in control of anyone nearly as hapless as a space janitor, it does present a similar question. It pushed me to consider the Force-less faces on the other side, the people who were born and raised knowing nothing but the Empire, and the people left behind after the Galactic Civil War was “won” in Return of the Jedi.
The video above is a new gameplay clip from the Battle of Endor mission.
I got to play the first three missions of Battlefront 2’s campaign over the course of about two hours, and really enjoyed what I saw. EA has referred to the single-player mode as a “tour” of what the multiplayer modes have to offer, and while the core of those multiplayer influences can still be seen throughout the campaign, I was glad to discover it also felt like a substantial and fleshed out experience of its own. It looks, sounds, and feels like a Star Wars movie, but from a unique perspective we haven’t seen much of since the likes of 1994’s Star Wars: TIE Fighter.
A Parsec in Imperial Shoes
You play as Iden Versio, an Imperial Special Forces trooper who was standing on the moon of Endor looking up as the second Death Star exploded above her unit, Inferno Squad. And that’s not just backstory: it’s literally the second mission of the campaign. I was clearing out straggling Rebel forces amid the wreckage of the shield generator Han and Leia had just destroyed when, all of a sudden, the Empire’s second attempt at a spherical space station went boom.
It’s a strange, emotional moment for a Star Wars fan - one that was previously nothing but a climactic success. But I wasn’t watching a montage of fireworks and digitally touched-up celebrations across the galaxy after the explosion, I was looking at Iden Versio coming to terms with the loss of her Empire’s greatest symbol of dominance over the galaxy. It’s a complex and horrible thing. I don’t want to sympathize with her, but I do. That sympathy doesn’t come lightly, but it’s a testament to the sincerity of the story being told that I could already start to care about a diehard Imperial soldier this early in the campaign.
The discomfort of playing as an Imperial is part of the point
Still, it’s an adjustment that didn’t quite settle into place in my time with Battlefront 2, and I think that discomfort is part of the point. As I ran through the forest back to my ship to escape Endor’s moon, I regrouped with a Storm Trooper battalion and instinctively opened fire at them on sight. Years of Star Wars games have trained me to consider that white armor the enemy, and I was genuinely caught off guard as I remembered they were my allies.
Also, for the record, this mission had the glaring absence of any ewoks, dead or alive, despite the tree huts suspended overhead. I missed those fuzzy little guys, but I suppose I’m glad they weren’t around as I’d have to be the one to shoot them in their fuzzy faces, or face the wrath of their magically armor-piercing arrows and rocks.
That being said, it’s not like Battlefront 2’s campaign is lacking in movie callbacks. Characters and story references are sprinkled throughout, and most of what I saw was treated with respect rather than just being included for fan service. The campaign’s plot moves away from the movies after that Endor mission, but the prologue mission before it is still rooted in reenacting Return of the Jedi.
That prologue has Iden breaking out of custody on a Rebel ship, but not before destroying an intercepted Imperial message with details about their ambush at Endor, meaning her actions had a tangible (if retconned) impact on the events of the film. At one point, I sneaked past a group of Rebels listening to a hologram of Admiral Ackbar detail the plans of their attack. These moments could have felt heavy-handed, but instead pushed Battlefront 2 deeper into a genuine Star Wars setting and made Iden’s story feel like a real, living part of that conflict.
There were surprises to be found in the campaign as well, with the opening of the prologue putting you in direct control of an Imperial droid, flying through vents and stunning Rebel guards to rescue Iden from captivity. It’s a cool and somewhat silly segment that helps set up abilities you can use later, though I was a little disappointed that the bot was only ever called “droid” by Iden and her squad. That prevented it from really becoming an interesting character like so many previous Star Wars droids have.
The video above is a new gameplay clip of the droid section of the prologue mission.
Battlefront 2’s dialogue, though voiced well, can be pretty stiff - but it feels stiff in a traditionally Star Wars way. The Original Trilogy are some of my favorite movies, but exposition-heavy dialogue is pretty much a defining trait of Star Wars, and Battlefront 2 follows suit. It does a great job of replicating the style of the original Star Wars movies, for better and worse.
Blasting Rebel Scum
Still, moments like that droid mission helped assuage my fears that Battlefront 2’s chapters would be restricted to multiplayer-style game modes against bots. Looking at each mission in the menu, it seemed like they’d be broken up into discreet categories - sneaking, ground fights, space fights, etc. - but I was happy to see they were much more mixed than that.
Mid-mission variety was a big part of why I enjoyed the campaign so much
The Endor mission concluded with me flying my TIE Fighter through the wreckage of the Death Star I’d just watched explode. Fighting different groups of flying AI targets was a lot of fun to manage - and while dodging space debris could be a thrilling challenge, it didn’t feel great to graze a piece of space-rubble toward the end of the mission, instantly explode, and then have to do the whole thing again.
The third mission I played started in my TIE Fighter as well, and I assumed the whole thing would take place there, but it wasn’t long before I boarded a Rebel ship and hopped out to fight my way through its crew. That culminated in a point-defense scenario to disable the ship before I jumped back out into space and returned to the dogfight. That mid-mission variety was a big part of why I enjoyed this level of the campaign so much.
By comparison, the previous mission felt a lot less dynamic - which, to be fair, makes sense given how early on it takes place in the campaign. It mostly involved walking down a linear forest path, stopping to fight some Rebels, then repeating, which was fun if uninventive. There were a few interesting set pieces thrown in, like a hijacked AT-ST to fight, but that rhythm persisted. Thankfully, I really enjoy the gunplay and reload systems in Battlefront 2, which carry over from the multiplayer, but it felt a lot more like your standard big-budget shooter campaign.
If you take a gun off a rack, you’re stuck with it until you find a new one
The biggest annoyance I encountered in Battlefront 2’s campaign is gun swapping. You can’t gather the weapon of a fallen enemy for some reason – instead, there are special crates placed around each level that let you customize your load out You can pick your gun from a surprisingly wide variety of options right off the bat... but Iden can disappointingly only carry one at a time.
That limit was frustrating in its own right, made worse by the fact that these crates were few and far between. There are individual gun racks scattered between them that let you swap out for a specific weapon, but once you drop a gun you can’t pick it back up. That means if you take a gun off a rack and there are no other racks around you, you’re stuck with it until you find one.
Discovering this odd design quirk the hard way soured my experience on Endor when I naively picked up a sniper rifle toward the beginning of the mission and was unable to swap back. I didn’t come across another crate or rack to swap weapons for at least half of the mission, which left me with a sniper rifle and nothing else for far longer than I wanted. That’s a stupid and easily fixable problem to have in a single-player FPS.
The video above is a new gameplay clip from the third mission of the campaign.
While I loved the way the third mission pulled me between different situations, I’m nervous the loadout system’s lack of flexibility will lead to more frustrating moments throughout the campaign. Battlefront 2 shined brightly when it gave me a varied, Star Wars-filled toolbox and threw me into unexpected scenarios, so I’m hoping there’s more of that to come and less unsatisfying gun-choice traps to fall into.
But Iden Versio’s story is a compelling one so far, and it’s exciting that I honestly don’t know what direction it will go. It’s easy to assume that she’ll see the evil in the Empire and heroically join the Rebellion - there’s already a bit of foreshadowing in place to set that up - but I genuinely can’t tell if it’s going to be as simple as that.
Verdict
It’s a strong start to a story I’m excited to finish, one that’s already made me care more about a villain I’ve been programmed to hate than I thought I would. Similar to my impressions of the multiplayer beta, Battlefront 2’s single-player isn’t without its problems, but I’m enjoying it so far nonetheless.
Assassins Creed Origins Review
PharaohAssassin’s Creed Origins is a dark, multifaceted, deep dive into one of the series’ most alluring settings yet: ancient Egypt. As Bayek of Siwa, who is simultaneously compassionate, bold, and driven by revenge, you’re strung through a twisted story of pharaohs and corrupt leaders, of love gained and lost, and the plights of the lower class in a time when they were routinely worked to death and nobody batted an eye. It’s a tense journey that challenges your concepts of right and wrong, making you consider the morality of those you kill in the process – and, in a dramatic shift for the series, it’s all part of a full-on roleplaying game.
I spent 30 hours finishing the main campaign, which took me through just over half of the expansive and beautiful map that recreates ancient Egypt’s varied architecture and environments. It’s filled with areas of soft sand that are swept by dynamic sandstorms, ranges of treacherous and rocky mountains, catacombs of towering ancient structures built in the names of the gods, and the decaying shacks of the common people. Refreshingly, I discovered all of these things through an organic drive to explore, rather than through the series’ traditional structure of climbing to viewpoints to have them unveiled for you. There are plenty more secrets to uncover, and the delightful sense of discovery still hasn’t left me.
This is also the biggest and most connected map we’ve seen in an Assassin's Creed game. Even the seemingly-empty desert regions having their own treats, like the breathtaking view from the highest elevation point, with an impressive draw distance, whether you’re playing on Xbox One X or PlayStation 4. There are multiple cities, too, each with their own unique culture featuring different gods, politics, race relations, and prejudices to uncover. They’re distinct in architecture and environment, and that makes the significant time commitment one that’s consistently varied and surprising.
The delightful sense of discovery still hasn’t left me
The density of it is made more impressive by being able to explore it in its entirety without any loading screens, with the exception of some story cutscenes, and if you choose to fast travel. If you want to get around quickly, a smart in-universe transit system lets you call your mount and press a button to follow the main road, or to head to a custom marker you’ve placed on the map – all fully automated, letting you take in the scenery around you.
While the main story is delightfully mystical and elaborate on its own, Origins also has some of the strongest actual mission design I’ve encountered in the entire 10-game series – and maybe in any open-world RPG. From collecting clues to solve mysteries, to chariot racing and gladiatorial arena fighting, to chasing down leads and assassinating high-level enemies hidden in fortresses, to Black Flag-style ship-to-ship combat, I was pleasantly surprised by how each of them felt like a self-contained short, well-paced story. Another highlight is the series of hidden temples, which – without spoiling anything – tie into Assassin’s Creed’s overarching sci-fi story, among other things. They are distinct from every other tomb you’ll find in ancient Egypt, and even include some throwbacks to the fan-favorite, timing-based platforming puzzles introduced way back in Assassin’s Creed 2. I rarely felt like I was doing too much of any one thing.
While there are quests that simply involve finding a hidden location or looting a building, Origins has largely done away with the cluttered mini-map full of useless chests. Instead, the vast majority of quests require multiple steps to complete and have multi-faceted, interesting characters with believable motives. Even when I really only began a quest for the XP, many of them ended up distinctly memorable. I’ll remember the man who was poisoning poor Egyptians so he, as a Greek, could acquire their land when they died, and I’ll remember the little girl who was selling fake Siwan artefacts for her mother, repeatedly assuring me they were real. My sole complaint is the NPCs’ overuse of ‘my family member died!’ and Bayek’s constant outrage at someone’s disrespect of the gods as the driving force of a quest.
The most seamlessly executed parkour and climbing yet
Of course, being an Assassin’s Creed game, there’s a whole lot of parkour and climbing in Origins, and this is undoubtedly Ubisoft’s most seamlessly executed version of that well-rehearsed mechanic. Things that can be climbed are blended more organically into buildings and the act of climbing feels clean and almost as passive as running. True, that removes some of the challenge that existed in previous games where you’d have to figure out the best route up a building, but it takes a fair amount of frustration out the door with it. I never had a moment where Bayek failed to climb something I thought he should be able to, and that smoothness put Ezio, Altair, and the rest of the previous Assassins to shame.
The notably strong XP-based RPG progression elements are what make Origins addictive on a new level. Assassin’s Creed has let you unlock and upgrade abilities for a while now, but Origins does it in a way that enables multiple creative options that can cater to your playstyle, rather than just things that you’ll pick arbitrarily. If you want to approach missions stealthily, there are abilities that give you bonuses for stealth kills, ones that let you control arrows in the air after you’ve fired them for more precise headshots, and ones that let you visually predict the path an enemy will walk on. If subtlety isn’t your thing, there are options that make you a beast in melee combat, others that increase the amount of money you get from looting, and some that mostly just look cool (like activating slow-mo if you’re mid-air with your bow out). In the earlier stages, there are some plainly obvious picks, but I think most people will end up with very different sets of abilities by the end of the main story.
Thankfully, Origins does away with previous games’ auto-fail stealth missions and its heavy-handed suggestions for how you should approach certain objectives. Instead, it finally gives you absolute, almost Hitman-level freedom to approach a target however you’d like, and your choice of abilities can unlock new solutions. For example, as soon as I gained the ability to befriend animals, it changed the way I approached any mission locations where they were in the area. I’d survey the area with Bayek’s bird companion, Senu, then stealthily take out the guards at the front of a camp with a predator bow, sneak through to a caged lion, befriend it, and release it. That’s generally more than enough of a distraction to get past the remaining guards and break out the hostage I was sent to free from another cage, then slip out totally unseen.
There is quite a lot of 'grinding' to be done
While unlocking new abilities and story missions generally happens at a smooth pace, there is quite a lot of ‘grinding’ to be done in Origins. This happened to me when the recommended level for a new main quest mission appeared as several levels above where I was when I first unlocked it – a difference that can render enemies all but unkillable. That’s usually no big deal, since Origins is flush with side activities that can help you make up the difference, but on two separate occasions, I couldn’t find any side quests at my level. That meant I had to go for much lower-level quests for small rewards, which stretched out the process uncomfortably. If you do urgently want to get to the next story event – as I did at one point towards the very end of the story – this stymied progress can be a little frustrating.
hat said, one of my favourite things to do (and one of many options for grinding) is to attempt to infiltrate and liberate a fortress manned by enemies that are a few levels higher than me, just to challenge myself to see how long I can survive against opponents who could kill me in a couple of hits if I’m discovered. For me, the biggest appeal of Origins’ introduction of a level system is in that optional, self-induced challenge. Previous Assassin’s Creed games don’t have anything to put up a fight once you feel confident in your abilities, but there’s challenge in Origins every step of the way if you go looking for it.
Combat has been significantly rebuilt for Origins
In some cases, though, it will come looking for you. The world is also full of mini-bosses called Phylakes who’re constantly seeking you out, and – when they’re first introduced – are a dramatically higher level than you. If you’re careless and one of them shows up at a bad time it’s almost certainly a death sentence, and finally working up the courage to face one of them intentionally was one of my favourite parts of the endgame. (It’s not unlike taking down Guardians in The Legend of Zelda: Breath of the Wild.) It’s made even more satisfying by the fact that they’re named – you’ll remember the guy who killed you, and it’ll mean twice as much when you can finally return the favor. It’s not quite as elaborate as the Nemesis system of Middle-earth: Shadow of War, but you get some of that same grudge-match flavor.
Those fights feel immediately different from anything we’ve done in an Assassin’s Creed game to date because combat has been significantly rebuilt for Origins. One of the biggest differences is the introduction of hitboxes, meaning that when you press the attack button you have the potential to hit multiple enemies, or hit none of them and leave yourself very vulnerable to attack, depending on where your weapon actually strikes. (That’s different from the previous system, which was focused on one-on-one combat.) And because your enemies do significantly more damage per hit than we’ve seen before, there’s more urgency in knowing when to block, when to dodge, and when to parry; that, of course, depends entirely on what kind of enemy you’re fighting, what their specific combat animations are, and how many of them are attacking you at once. It creates a whole lot more thoughtful tension than has existed in previous games.
There’s a fair amount of enemy variety, too, pitting you against shields that require heavy attacks to knock back, archers who’ll quickly pick you off if you ignore them (especially since the AI is smart enough to predict your next location and shoot arrows accordingly), rogue assassins who’re almost as quick and impenetrable as you are, and even wild animals who might show up at inconvenient times (taking a page from Far Cry’s playbook). Each enemy presents their own challenge, and the combination of them present makes combat encounters feel a little like a puzzle.
You also have the ability to lock onto one specific target at a time, and while I used it constantly for one-on-one encounters, swapping between enemies in the heat of battle rarely worked. It’s supposed to be as simple as moving the right stick, but most often, my lock-on target just didn’t move at all, no matter how hard I tried. Thankfully, it worked perfectly in stealth moments where enemies weren’t moving quite as erratically, and assassinating an enemy from the safety of a bush or a haystack is just as satisfying as ever. My only gripe there is the inability to get double hidden blades, but the ability to upgrade the amount of damage your singular hidden blade does through Far Cry-style hunting and crafting did make up for that a little.
Combat is a constant decision-making process, and it's richer for it
Then there are weapons, which vary in type, rarity, and effect. Some give you health on a hit, or issue bleeding damage, and they let you cater pretty specifically to your preference of playstyle while also regularly feeding you new loot to make you consider trying something different. Once I’d picked them up and learned their uses, I always kept three different bow types handy and swapped between them regularly depending on the encounter, like using the light bow for hunting animals since it locks on, the predator bow for one-shot killing enemies where I had time to wait and take aim, and the hunter bow for combat encounters with bigger enemies who were right in front of me. That same variety and choice helped with boss fights and tougher enemies who might be taken down faster with a heavy but slow mace, where amongst a group of enemies I wanted to stay quick with a sword. It’s a constant decision-making process and the combat is much richer for it.
There are Legendary and Rare weapons in Origins, too, and while finding a Legendary weapon is a thrill, it’s not as dramatic as it is in a game like Destiny 2 because Legendary weapons are easy to come by in main story quests, and most have unexciting benefits. I ultimately ended up with a very obvious choice for each type: the one that did the most damage, maybe occasionally considering swapping for something that had burning damage or health on hit, but there are no dramatic variations there that might change the way you play or make you reluctant to trade out a lower-damage weapon because of its other benefits. There are rare exceptions, but I didn’t encounter anything major. One of most unique weapons I found was one that had stronger buffs, but was also ‘cursed’, meaning you lost two health bars if you had it equipped. I was intrigued, but it ultimately it wasn’t worth suffering through the ‘curse’ to use it.
Decisions for clothing and mounts are even easier to make since they’re purely aesthetic and there are limited choices... unless you opt to buy them as part of Origins’ microtransation system, where you can even buy a unicorn for $4.99 USD. Because of the generous way the loot system works, though, a lot of people are likely to end up with the exact same weapons and there’s almost no need to spend much money or even to visit a regular blacksmith, since anything you buy or craft will be redundant or obsolete in no time.
Microtransactions feel a little gross
On the topic of microtransactions: I started out Assassin’s Creed Origins with 200 Helix coins - the currency that you have to buy with real-world money. There are cosmetic items that are locked behind Helix coins and don’t exist in the game world, meaning you can only get them if you pay real-world money. The same applies to maps that can give you locations for collectibles, which did exist in the game world in previous Assassin’s Creed games. That, combined with the lack of outfit and mount options, feels a little gross. I spent my 200 coins on crafting supplies, which were listed under the ‘Time Saver’ category (where you can also buy in-game money), and got a bunch of materials to spend on upgrading my ranged damage, melee damage, hidden blade damage, and overall health. Those supplies are easy enough to find in Origins’ Egypt through hunting or other side activities that I don’t think the presence of these microtransactions will affect players who don’t have interest in purchasing them.
I did also have some minor issues with environments popping in, a hand full of bugs (mostly Bayek or his mount getting ‘stuck’ on something), framerate drops even on the Xbox One X, and two crashes during my time playing. But it should be mentioned that Ubisoft says some fixes will come in the day-one patch, and we were playing on Xbox One X development kits instead of retail hardware, so some benefit of the doubt must be given. Origins seemed to have more bugs than the average Assassin’s Creed game, including some funny ones like a shirtless character’s nipple textures appearing considerably higher on his body than they should’ve. But none of these came close to impacting me enough to impede my progress or make me want to stop playing.
Verdict
Assassin’s Creed Origins is a deep-dive into a truly stunning realization of ancient Egypt, with a rich series of cultures, genuine characters, and more mission variety than any other game in the series. The combat is challenging and thoughtful, and while the loot system doesn’t match up to games like Destiny 2, there are enough different weapon types and enough enemy variety to keep you swapping between weapons, catered to the situation. The RPG elements encourage challenges of their own, and even despite a handful of bugs, I desperately wanted to keep playing.
Super Mario Odyssey Review
PharaohI literally applauded as the end credits rolled on Super Mario Odyssey. I’d spent the last 15 hours with a giant grin on my face, and somehow the climax put the perfect surprising and delightful exclamation point on the plumber’s latest adventure. This is another brilliant redefinition of the very platforming genre he helped popularize 30 years ago.
And best of all, even with the story complete, Odyssey has so much more fun to offer.
It evokes, honors, and is sometimes directly inspired by the games that came before it
Odyssey looks like a straight successor to the Mario 64 and Sunshine line of sandbox 3D Marios, but it is much more than that. Naturally, it evokes, honors, and is sometimes directly inspired by the games that came before it in its characters, music, and mechanics. But it also has new things to say as well, like fusing classic-style 2D gameplay with the 3D world and using a completely new possession mechanic to add constant variety to Mario’s abilities and exploits.
That possession power, embodied by Mario’s new sidekick/headwear Cappy, is Odyssey’s big new idea. In keeping with Nintendo’s decades-long tradition of charmingly nonsensical storylines, he’s a hat with a soul, and he’s teamed up with Mario in order to rescue his sister Tiara who… wait for it... has been kidnapped by Bowser along with Princess Peach. (I said it was charming, not original.) Cappy’s power allows you to possess many other characters by throwing Mario’s hat at them, which bizarrely slurps Mario’s physical body inside of the enemy and gives you full control over their powers. Cappy’s also used as a jumping pad and a weapon, sparing Mario’s tuchus from an untold number of butt-stomps this time around (though you can still do that, if you wish).
Throughout the entire campaign, you’re using new creatures in new, game-changing ways on a regular basis
Many of the cleverest and most smile-inducing possessions are best left to be discovered for yourself, but whether it was thrashing about as a huge, realistic-looking T-rex in the prehistoric-themed Cascade Kingdom or becoming a lowly Goomba but then making a stack of Goombas 10-tall to win over a hard-to-impress Lady Goomba, Odyssey mixes up the gameplay in surprising ways in each of its 16-plus worlds. Throughout the entire campaign, you’re using new creatures in new, game-changing ways on a regular basis.
Odyssey’s inspired integration of 2D gameplay – complete with Super Mario Bros.-era 8-bit art – deserves special mention. Entering into a pixelated pipe in the 3D space transports you to a side-scrolling 2D challenge that takes place on the surface of an object in the world, almost like Link’s 2D transformation in The Legend of Zelda: A Link Between Worlds. Most of these sequences aren’t too long – I wished they were longer, in fact – but each blends pure, weapons-grade retro gameplay with numerous other callbacks while still mixing things up in ways they never appeared in those original games, such as flipping gravity or wrapping the 2D scene around the corner of a 3D object. They bend the rules so far they go beyond even the most ambitious creations we saw in Super Mario Maker.
It’s super fun seeing Mario’s new costumes get translated into the old 8-bit art style
It’s also super fun seeing Mario’s new costumes get translated into the old 8-bit art style. My favorites include the aviator suit and the retro-colored builder outfit, for no other reason than them being fun looks for the veteran plumber, but you can also mix and match hats and outfits to your heart’s content.
Of all the disparate lands Mario visits in his Odyssey, the urban-themed Metro Kingdom is my favorite. We’ve never seen anything like its semi-realistic look of New Donk City in a Mario game before. Not only do its urban obstacles allow for some kinetic platforming – bouncing off of the hoods of cars and flinging yourself off of city poles, for instance – but tucked-away minigames like an RC car race and a jump-rope challenge are great diversions. All the while, the sheer artistic contrast between the city and Mario’s consistently cartoony look and proportions have already generated interesting discussions about who – or more specifically what – Mario actually is. (Was “plumber” just a euphemism for some kind of goblin all along?) The end of the New Donk City portion might, in fact, be the very peak of the pleasure that Odyssey delivers on a consistent basis. Its conclusion is a literal celebration that doubles as a figurative one; Odyssey is pure joy that seems to understand and relish that about itself.
I wasn’t prepared for just how much there is to do after it’s “over”
On that note, I strongly recommend playing on a TV whenever possible. It’s not that it plays poorly in handheld mode – it runs perfectly smoothly at 60 frames per second in either mode, although there are no touchscreen controls even in minigames where they’d have made sense. The drawback to playing on the go is that the tiny screen doesn’t do nearly as good a job of showing off the scope and detail of the characters and worlds, such as the funny faces Mario makes when performing certain actions and the tiny 8-bit icons hidden on some walls. (Toss Cappy at them to get a quick gold-coin reward!). Of course, it’s every bit as good a game in handheld mode.
I expected to be able to continue playing even after the plot had been resolved, given Odyssey’s 3D sandbox structure, but I wasn’t prepared for just how much there is to do after it’s “over.” In fact, some of its finest moments follow the credits, from new unlockables that nod lovingly toward the past, to a clever new implementation of an old friend, to entire new worlds. I’m still not ready to put Odyssey down, nor do I expect to be for quite some time.
Its challenge lies in exploration
That said, like internal Nintendo studio EAD’s other top-shelf Mario games – and unlike the “adapt and survive, or die trying” philosophy of Nintendo’s other 2017 masterpiece, The Legend of Zelda: Breath of the Wild – Odyssey isn’t particularly difficult. Most boss fights are over a bit quicker and easier than their gorgeous designs would suggest, and when you do fail, deaths tax you an almost meaningless 10 gold coins to try again from liberally distributed checkpoints. As such, you rarely lose much progress.
Instead, its challenge lies in exploration. There are hundreds and hundreds of Power Moon collectibles to discover, and you’ll want to gather them because they are the keys that unlock new worlds – including the aforementioned post-credits locales! Many Moons are quite difficult to track down, and even once you’ve located them, it’s enjoyably challenging to try and suss out how to get your white-gloved mitts on them. Some are behind classic invisible walls, others are tucked away in linear areas that try to fool you into thinking there’s only one Moon inside of. Each is a fun mini-puzzle to solve – particularly the ones that newly dot the landscape after the story mode ends. I did my best to search thoroughly on my first pass through the campaign, but only ended up with a little more than 200, or less than a quarter of the total complement of collectible celestials.
While Odyssey does a great job of thinking outside of the 3D platformer box, it doesn’t invent a way to slay all of the genre’s demons. The camera, for instance still causes trouble sometimes, leading you to whiff on a jump or get the wrong angle to see a boss attack coming.
On a logistical note: despite the fact that Nintendo recommends playing with separated Joy-Con controllers when you first start Odyssey up, you can play with whatever you like and not miss a beat in the gameplay. In fact, I felt much more comfortable with the fantastic Pro Controller, which lets you do most of the same motion-based gestures by waving the gamepad. It also supplies all of the same HD Rumble feedback the Joy-Con do.
Verdict
Mario’s games have been around for almost as long as game consoles have been a thing, but thankfully, he’s always evolving. We rarely get the same Mario twice. Super Mario Odyssey delivers on that ongoing promise of originality and innovation: It distills the venerable series’ joyful, irreverent world and characters and best-in-class platforming action, and introduces a steady stream of new and unexpected mechanics. It’s all spun together into a generational masterpiece.
South Park: The Fractured But Whole review
PharaohSouth Park: The Fractured But Whole is the funniest roleplaying game since South Park: The Stick of Truth came out three years ago. This one’s gags are focused more on parodying the superhero movie franchise craze than RPG mechanics, which makes it feel a little less novel, but this time its turn-based tactical combat is also deep enough to stand on its own.
Like The Stick of Truth, The Fractured But Whole looks and sounds so much like the show that at a glance it could easily be mistaken for a 20-hour episode when you’re not in combat. The emulation of the crude animation style is spot-on, the voice acting is all completely authentic, and the writing quality is up to the high expectations. Exploring its expanded map of South Park and its densely-packed references to the show is a treat for fans, even though it’s quite similar to what we saw in The Stick of Truth. And sure, there’s some significant irony in the Memberberries appearing in a game so heavily based on callbacks to South Park’s 20-year history, especially now being a reference to a year-old joke themselves, but I’m going to let that slide.
The story starts somewhat slowly, with your custom-made New Kid and the boys transitioning abruptly from the final moments of The Stick of Truth’s fantasy-themed battles to a superhero-themed quest to find a missing cat for a $100 reward. It’s a cynical take on childhood roleplaying, of course, because Cartman plans to use that cash to jumpstart the equivalent of the Marvel Cinematic Universe based around his Batman-like Coon character and become rich off the movie and merchandising rights. But after a few hours it spirals into signature South Park absurdity, and you’re fighting everything from Professor Chaos’ minions to Crab People. Granted, The Fractured But Whole makes few new jokes of its own, preferring instead to riff off of fan-pleasing material as it’s adapted to game form, but it does it well – it even makes killing Kenny funny again.
Especially in the opening hours, it’s hard to tell what’s supposed to be real and what’s all in the kids’ collective imagination – and The Fractured But Whole delights in blurring that line. With the exception of Professor Chaos’ anime super-move intro, we always see their costumes as makeshift cosplay cobbled together from tinfoil, Tupperware, and cardboard, but their powers are shown with brightly colored energy blasts and feats of superhuman strength and speed. You’ll have kids shooting lasers out of kites and teleporting one moment, then pausing the fight to let a car go by the next. Then adults get involved, and you have to start wondering what’s really happening. This is South Park, so it’s not exactly constrained by realism, so it’s a bemusing question that’s constantly raised.
While it’s mostly absurd, the kids’ superhero fantasy is actually a little touching in places. Jimmy, who walks with crutches, has super-speed powers, and the developmentally disabled Timmy’s Professor X-like mental abilities make him so overpowered you can’t play as him in battle. It’s nice that there’s some positivity there among the obliviously racist (The Coon, The Human Kite) and sexual jokes, and much of it is genuinely hilarious. There were just a handful of times where a throwaway racial stereotype joke didn’t quite feel clever enough to justify the sensitive subject matter.
For pure shock-value firepower, nothing in The Fractured But Whole had me reeling quite as much as The Stick of Truth’s zombie Nazi fetuses. That said, it still delivers its share of the “Wow, they went there” moments that have kept South Park relevant. A scene with fourth graders in a strip club (gross for largely non-sexual reasons, surprisingly), a priest self-flagellating with a rosary made from anal beads, and some more-racist-than-racist cops stand out.
The pace of the gags only really slows down while you’re walking from place to place, chasing down the many main story and sidequest objectives. There’s a fast-travel system courtesy of super-speedster Fastpass (AKA Jimmy), but those travel points rarely seemed to be near enough to where a quest wanted me to go to make getting there less of a hassle, which led to a significant amount of hoofing it through the streets. It’s pleasant enough to stroll through this quiet mountain town and taking in the ambient dialogue and signage jokes, though I couldn’t help but notice that the frame rate takes a hit sometimes, dropping perceptively when you’re passing by a busy background like the gentlemen’s club and its flashing neon.
My big gripe, though, is the complete lack of navigation indicators. Sure, this keeps the screen clean and maintains the look of the show, but the cost is that I constantly had to pop open the map to figure out where I was supposed to go and which of the nearly identical houses contained my objective. Holding the left bumper/L1 brings up a quick map, but it’s too small to really be useful. It seems like it would’ve been much better to just pop up arrows pointing to objectives with that button instead. For that matter, a lot of the text on screen is a little small to comfortably read from the couch – I had to lean forward and squint at my 52-inch screen from about eight feet away to read all the Coonstagram (Instagram, but named after The Coon for some reason) messages that popped up after interacting with people.
Of course, this being an RPG, the primary interaction you have in The Fractured But Whole is combat. The grid-based battle scenarios start easy – even on the highest “Mastermind” difficulty, it was around 10 hours in before I had to try anything other than a boss battle twice. But unlike The Stick of Truth, which only got easier as it went on, The Fracture But Whole gets much more interesting in the second half as the scenarios become more ambitious and give us more things to deal with: telegraphed attacks, area denial, summoned-in enemies, and real-time timers that force you to move quickly or be hit, among others. There are special battles where you’re forced to keep moving or to move enemies into specific spots, others where you have to target one enemy among many, and other conditions that keep things from getting stale. That’s on top of the nuances of the basic system: because positioning matters and everybody’s ability set works differently for range, direction, knockback, and other special effects, there’s a fair amount of depth to it.
And, by the end, you have more than a dozen distinct characters to choose from. Each has three abilities and an ultimate power (which uses a charge that’s shared by the whole team), and that gives you a wide range of options for any given fight. Token is a great tank who can swap places with an endangered ally and shield himself to take the hit, while Kyle plays better by maintaining distance and healing and shielding allies. Kenny, of course, has a much more suicidal playstyle.
There are some excellent touches, like each member of the party having specific lines of banter dialogue for each other potential member of the party. That’s something you rarely see outside of a BioWare game. It also has numerous unique animations to pick up on, such as when Token fills his Tupperware helmet with vomit when he’s grossed out (aka poisoned).
In the menus, The Fractured But Whole takes an interesting approach to character development. You start with one superhero archetype but later can freely mix and match your four-power loadout with abilities from other classes. Instead of a straight level-up system, you slot in gathered artifact items to increase your power level and stats. It creates some interesting scenarios where I wanted to keep some lower-level items slotted in order to maintain a big bonus to knockback damage or ultimate ability recharge rate. More importantly, it makes the New Kid a Swiss army knife who can adapt as needed to support the other three heroes on your team. He gradually felt less like my character as Cartman grudgingly unlocked more powers, but being able to freely customize his look with gathered costume pieces helped. You can even change your gender, courtesy of Mr. Mackey’s aggressively awkward counseling sessions.
Keeping the New Kid alive in a fight is a huge priority because of his unique ability to bend time with flatulence, letting you periodically steal an enemy’s turn. That adds another bit of real-time flavor to the combat – you can’t just sit back and watch the enemy’s turn play out without missing some major opportunities to turn the tide. That said, some of the other active elements get repetitive. There are only three timing minigames that are repeated across nearly all the abilities you cast: either tap the button really fast, tap it once, or tap it in a sequence as prompts flash on the screen. Then you tap to block or to recover some health after taking a hit. It’s something to keep you from putting the controller down during attack animations and enemy turns, but not much more than that.
The same goes for the ultimate ability animations, which are awesome and hilarious the first few times but long and unskippable later on. Watching Cartman fantasize about Coon movie posters and being on Inside The Actor’s Studio before shredding enemies or Kyle fire up a massive power drill takes about 10 seconds each time, which doesn’t sound like a lot but gets annoying when you’re trying to finish off some sixth graders. Getting variety here is some incentive to change out your four-person team and your character’s powers every so often.
There’s also a crafting system for some reasons, but it feels almost entirely superfluous. If you’re gathering stuff – and you will be gathering a lot of it – you’ll always have enough of the basic ingredients you’ll need to craft whatever healing items you like. For half of the campaign, I was maxed out at 999 of the basic materials. The exception is the rare key ingredients, such as tortillas for healing burritos and quesadillas, which I usually had to buy from vendors like Morgan Freeman. So why not just buy the healing items instead?
Between fights you’re free to explore the South Park streets, and in addition to all the gags and easily avoided fights with gangs of roaming enemies, they’re full of mostly simple puzzles that are a matter of pushing a button once you unlock the right friend with the right tool. (Most of these involve things coming out of and/or going into your butt.) They got annoyingly repetitive, though admittedly part of that is my own fault – as soon as I unlocked a new one I’d remember all the places I saw the cue for that ability, such as scanning a pinwheel on a roof to call in the Human Kite to sail you to out-of-reach places, and sought a bunch of them out in succession. Some of them did lead me to interesting, unexpected places. But they’re at their best during sections of the main story missions where you’re using a variety of these abilities in custom-built puzzle sequences, and in those cases it takes some thought and feels more rewarding to solve them.
On the technical glitch side, I did hit several instances where the game became unresponsive after returning from suspend and I had to force-quit and restart it, but negligible progress was lost.
The Evil within 2 Review
PharaohAfter finishing The Evil Within 2 I was exhausted, like I’d been through an ordeal. Thinking back on my 20 hours with it, I had. The Evil Within 2 is an ambitious, genuinely tense, and at times brutally difficult experience, but one that left me exhilarated. Like the original before it, The Evil Within 2 may not know how to deliver convincing dialogue or maintain a consistent tone, but it does know that the mark of pure survival horror is to leave you feeling like you only just survived, time after time after time.
Developer Tango Gameworks has done a good job at a cleaner set-up this time around by sending protagonist Sebastian Castellanos to rescue his thought-dead daughter from The Evil Within’s version of the Matrix, called STEM - adding some vital emotional stakes that were lacking in the original. Sebastian himself, on the other hand, is somehow even more dull three years later. Despite having gone through all this once before, he still regularly quips mundanities at the weirdness of it all. Pedestrian lines like “What the hell?” and “Ugh, who comes up with this stuff?” break the horror spell, and most of the time I just wanted him to shut up and let the creepy world around him speak for itself.
The wider cast doesn’t fare much better. Aside from one interesting character you meet later on, they are merely serviceable archetypes there to push the plot forward (the psychologist’s running gag is that she is a psychologist). The awkward dialogue can occasionally lend a certain B-movie charm, but it feels like a missed opportunity to not let them have a little fun in such an eccentric setting.
This is still The Evil Within, though, and its world remains delightfully malleable and weird: mirrors take you to safehouses! Burning paintings make barbed wire disappear! A cat gives you green gel so you can upgrade your abilities! There’s a shooting range in the world through the mirror run by a nurse! The sense that the world could change the rules at any moment keeps things interesting, despite, or perhaps because of, its inherent ridiculousness.
This is still The Evil Within, and its world remains delightfully malleable and weird
The Evil Within 2’s story travels an unusual road, as its first half is tonally very different from its second. Sebastian begins his journey preoccupied with a deranged murderer inside STEM, which is a meandering mystery punctuated by a weak boss fight (an easily dodged primary attack made this one genuinely boring) that made me miss the non-stop climactic encounters and big moments of the original. Its second half, on the other hand, travels at a breakneck pace and is deadeye focused on the broader task at hand and its personal implications for Sebastian. The latter’s strength and surety made me wonder what the first half was even there for, and left me feeling like The Evil Within 2 was telling two completely distinct stories, one much stronger than the other.
I would never accuse it of being inconsistent in its mood, however. At every turn Tango has done a great deal with lighting, and dimly lit corridors feel claustrophobic, creating a sense of inevitability; of course there’s something waiting for you around the corner! Oddly shaped shadows become crouching monsters while swathes of darkness promise either loot or death. I jumped for no reason more than once.
It’s a much bigger mini-sandbox this time around, too, and you have more freedom in exploring it. Union - aka “Anytown, USA” - is a sprawling post-apocalyptic mess of diners, picket fences, and a main street that ends at a gaping Silent Hill-esque chasm, its other half lost to the atmosphere. Though not every building can be entered or clambered up onto, there are a welcome number of nooks and crannies that offer unique enemy encounters, side quests, and loot that feel organically baked into the world.
Once I stumbled upon a lost agent who’d found himself surrounded by enemies, and after I saved him he gave me a further two quests that took me to the far reaches of Union’s underground tunnel system. Another time I was checking out what I thought was an innocuous diner before its interior changed with the click of a jukebox track and I was suddenly being chased by a screaming ghoul. I loved the promise that such discoveries could be around any or every corner.
In every instance, exploration in The Evil Within 2 is worth it, and in the case of scavenging for loot it’s absolutely vital. Green gel (used for upgrading Sebastian’s health, athleticism, recovery and combat prowess), gunpowder, and weapon parts (used for crafting ammo and upgrading your arsenal) are scarce but necessary to stay alive, so I was frequently putting Sebastian in ridiculous amounts of danger just to find enough weapon parts to add another bullet chamber to my handgun. Blindly sprinting towards a glimmering light in the distance as the sound of enemies roaring at my heels with The Evil Within 2’s excellent score pounding in my ears was a rush each time.
If you’re caught by a mob, particularly early on before you’ve upgraded your arsenal, you’ll die more often than not. Like The Evil Within before it, enemies in The Evil Within 2 are plentiful, relentless, and delightfully gross in their attacks. The Lost are its familiar raging shamblers, but there are also monsters that vomit acid onto your face for a one-hit kill if you get too close (as I did often), monsters with burlap-sack masks who wield flamethrowers, and various composite bosses that are seemingly results of a brainstorming meeting where someone said “What if we mixed X with Y?” Though these don’t quite match the creative lunacy of those in the original - The Keeper remains the series’ highlight - there are still some brilliant encounters here. An early boss is made out of body parts held together by a backbone and a buzzsaw, while a later one is part camera.
While deranged, these monsters will still chase you if they spot you, and if they lose you they’ll search the area for a while, so it’s important to keep moving. More, they’re quite erratic in their movements, so sneak kills aren’t always the best option if you’re not close to your target. I got right behind a flamethrowing Harbringer after five minutes of stalking him before he suddenly turned around, immediately spewing flame into my face. Their credibly unpredictable behaviour made every encounter a tense one.
You don’t always have to fight. Like its predecessor, The Evil Within 2 allows for a stealthy approach, and it’s slightly more feasible this time around thanks to a bigger playground and a new stealth upgrade path that allows you to increase the ‘quietness’ of your footsteps or pace while crouching. Though I found shooting enemies in the head was a more accessible option on the whole, stealth was still a viable option depending on the circumstance.
You don’t always have to fight. Like its predecessor, The Evil Within 2 allows for a stealthy approach
In classic survival-horror style, much of the exhilaration in The Evil Within 2 comes from being spotted and having to suddenly launch into a fight, making do with whatever sparse resources you have at hand. I was frequently forced to experiment with the lesser-used weapons in my arsenal, such as the crossbow and its variety of creative bolts, and found myself delighted as a freeze bolt stopped a rampaging lunatic in his tracks before his head was shattered by my shotgun. Other times it was a case of absolutely needing to land every single headshot with my handgun while desperately searching for respawning ammo in the near vicinity before landing that final, crunchy blow.
With scarcity of ammo in mind, though, I would have liked more visual or audio feedback from the enemies themselves to let me know when a shot was actually counted. I found one boss fight particularly frustrating as he appeared to not even register my sneaky headshots – there was no grunt of pain or step backwards that would indicate progression in the fight. When every bullet counts, you should know when your shots do, too.
Marvels Guardians of the galaxy the telltale series episode 4 who needs you Review
PharaohTalk about a rollercoaster ride: Following on the heels of the weakest Guardians episode of the season, Who Needs You is right up there with the first in contention for being the best so far. This introspective side adventure does almost nothing to advance the “Stop the bad guys!” plot, but taking a break from that obligation allowed Telltale to give us a snappy couple hours crammed with meaningful character moments, supplemented by just enough action to keep it from feeling like a soap opera.
Drax takes his turn at center stage this time around (though I’m sure he’d insist he has never been on a stage, as he is not an actor), but I was somewhat disappointed by the relative brevity of his flashback sequence. He gets a mere one scene with his deceased daughter, but it’s one of the most powerful and tear-jerking scenes in a Telltale game since the first season of The Walking Dead and contains the first moment in any series where I felt like letting the choice timer run out and saying nothing sent a far more powerful message than any of the other options I could have chosen.
At the same time, Episode 4 is still very much about Gamora and (depending on your earlier choices) Nebula, continuing and paying off their arc from the previous episode in a surprising and emotionally satisfying way. It’s not always a given that all the little, “So-and-so will remember this” choices in a Telltale game are meaningfully vindicated in a single moment that really makes you feel like you did the right thing. Gamora and Nebula’s interactions here did just that.
Not all the consequences I faced seemed to line up with my prior actions, though. When the tensions that have been boiling throughout the series spilled over, the resulting backlash seemed like a predetermined outcome that I never had any power to change, despite all the opportunities I’d been given to try to prevent it. I thought I’d been reasonably successful, but it turned out I’d accomplished nothing. Characters two whom I’d shown the most favoritism weren’t necessarily the ones that sided with me. The one Guardian that did have my back was the last person I would have expected, which was an interesting surprise, but one that seemed to diminish the importance of my choices to the point that I wondered if this was the only way things could have turned out.
It definitely raised my eyebrows in the heat of the moment
Who Needs You also throws a major curveball of the same magnitude as the fantastic Thanos encounter in Episode 1. While I’m at least more than half certain it’s going to end up being a fake out, it definitely raised my eyebrows in the heat of the moment. It’s a very dark chapter that leaves the team and the galaxy in mourning with bleak prospects, yet the tone never really lets go of the hopeful, adventurous spirit that has framed everything from the beginning.
The action bits are goofy but exciting, and it seems like Telltale’s designers have finally solved the pacing issues between talking and shooting that most of the previous episodes have suffered from. After so many battles with a melodramatic Kree warlord, it’s nice to see Peter and the gang engaged in almost slapstick combat against a giant space worm - because why not? There’s enough interpersonal drama running through every scene that the whole fate of the universe thing isn’t really missed for a second. Plus, repairing a spaceship in motion with a pair of broken jet boots while Queen’s “Stone Cold Crazy” blares was sublimely entertaining, and the best use of licensed music to punctuate a quicktime sequence in the series so far.
The Verdict
I can definitely feel that end-of-series crunch happening in Who Needs You, where all the many choices I’ve made have to converge back together to fit a limited number of endings. It comes across a bit heavy-handed in setting the stage for what seems like a somewhat predictable final chapter, but Telltale has surprised me before. As a standalone adventure, it’s definitely up there with Episode 1 as something I’d play over a couple more times, not just to explore different choices but because it’s simply fun and exciting. The fact that it pulls very few emotional punches left me feeling a bit worn out, but also with a glowing sense of anticipation for the sprint to the finish and tying it all together.
PES 18 Review
PharaohWhile PES 2018 is undoubtedly an improvement over its predecessor, don’t expect the same leap in quality achieved by PES 2017. Instead, this year’s effort builds on the superb foundation of the previous game, consolidating its gains and focusing on further satisfying its core audience.
Simply, if you liked PES 2017 you’re going to find plenty to adore here in regards to the extra depth and variety added to the on-pitch action, plus a number of small tweaks made to the likes of Master League mode. But if you’re thinking of switching from FIFA, take note - no concession has been made to try and appease those who are not already fans of the formula PES employs.
In a way not overly dissimilar to a fighting game sequel, PES 2018 feels like an exercise in not wanting to undermine or distort the sublime balance the previous incarnation managed to achieve. As such, there’s a certain familiarity to the bulk of the headline features.
Real Touch+ is an elaboration of PES 2017’s Real Touch feature, which improved a player’s first touch and provided them better awareness in positioning themselves to shield the balls from opponents and bringing it under control. With Real Touch+, the core concept remains but now the whole body is brought into play. Players use thighs, shoulders, stomach, chest and the entire foot – front, side and back – to control the ball, and the result is imperfect passes have a better chance of finding their target, as players have more ways to interact with passes coming towards them.
If you liked PES 2017 you’re going to find plenty to adore here.
This diversity of interaction adds a palpable sense of visual drama to matches and goes a long way to making things look closer to what you’d expect to see on TV. It also ups the spectacle, and passing combinations such knocks and flicks, with body parts other than a foot, are flattering for even a beginner.
Naturally, players with the highest ‘ball control’ rating – Lionel Messi, Luka Modric, Neymar Jr – benefit most, but its influence is apparent throughout the game at every level. Playing as Real Madrid - dubbed ‘MD White’ this year, thanks to the ongoing licensing war with FIFA - I was trying to intercept a pass using Casemiro (ball control 78) when he nudged the ball with his heel to knock it away from an onrushing Antoine Griezmann. It might not sound like much on paper, but the effect in the heat of the game is genuinely exciting to see.
This greater ability to bring the ball under control feeds into improvements to how players move both their body and the ball when dribbling, especially at lower speeds. Players visibly shift their weight to change direction more suddenly and tempt defenders into making a wrong move, while a range of feints and delicate touches help make space for a shot in crowded penalty areas. Again, the better the player, the more impact these kinds of dribbling options have, but the real skill rests in how creative you are in stringing together the available moves.
Goalkeepers improved a lot last year, but their effectiveness has taken a step backward this season. Their dives are often spectacular and when they make a great save it’s impossible to not be impressed. Too often though, they make poor decisions and fumble weak shots. Timid strikes from long range are fumbled too frequently, especially when the keeper has a clean line of sight and plenty of time to position himself. They also have a tendency to spill seemingly simple saves back out towards the penalty spot, leaving for an easy tap in. Thankfully keepers’ performances don’t ruin games, but sometimes their actions are awkward enough that you’re left cursing their performance and impact on the final result.
Off the pitch, menu screens remain as ugly as you’ll find in any game. Boorish grey blocks filled with plain black text do little to promote the excitement and allure of the world’s richest and most popular sport, which is a shame as some of the content hidden within these menus represent an upgrade on PES 2017.
Random Selection Match is arguably the star of the new game modes over last year, giving you the option of playing with a team made of up of randomly assigned players, based on set parameters determined before the match. You can set up to three categories from which your team will be chosen: teams, leagues and nationality.
For instance, if you want to give yourself the best chance of using a team of superstars then you might want to limit your random players to being selected only from Real Madrid and Barcelona. Certainly, you’re going to have a better team from that combination then you’re going to if you allow the game to select from all players in the French, English, Spanish and Italian second divisions.
Once your players have been assigned to you there exists the option to trade personnel with your opponent, turning Random Selection into a draft mode of sorts. This can get particularly interesting if you’re lacking in a certain key position - such as striker, for example. It’s a great mode to use when playing with a group of friends well-versed in the game - the random element forces you to both experiment with new ideas and be prepared to adapt to players you’ve never seen or used before.
Random Selection Match is arguably the star of the new game modes over last year.
Depending on their performance in real-life, players receive live stat updates inline with their form. This adds further interest to Random Selection, and other exhibition game modes, in that a player you previously discarded might have a blinding week for their club and is now forcing themselves into consideration for your PES team. Keep an eye on those stat changes before making any final lineup and formation decisions.
The new addition of Online Co-op is also worth spending serious time mastering, with teams of three players facing off against one another. It’s here that the tactical side of PES 2018 shines, with quality sets of partners able to simultaneously park the bus with their defence and overload in attack. The AI on offer by default is intelligent enough to keep you entertained, but it’s no replacement for practised, experienced human players and online co-op is apt demonstration of that.
Elsewhere, multiplayer modes include the returning Online Divisions; a competition in which you face off against other real players in short seasons, with you being relegated or promoted depending on your match results. Invariably, the more often you’re promoted the better your opponents become. If you’re looking to test yourself against the most serious of PES player then the ultra competitive PES League is for you, whilst casual fans should stick to standard versus matches.
MyClub straddles both online and offline arenas. The idea - much like FIFA Ultimate Team - is to acquire new players and build the squad of your dreams. Very little has changed over last season’s offering, although a tutorialised introduction makes it easier for newcomers to understand more quickly. As ever, it remains a mode that only satisfies if you’ve got hours upon hours to dedicate to it.
Timid strikes from long range are fumbled too frequently, especially when the keeper has a clean line of sight.
Master League remains the showpiece offline mode, with a new option to increase the difficulty of managing your club’s off-the-field dealings revealing itself a welcome addition. Choose the ‘Challenge’ difficulty setting when starting a new game and fresh faces become hard to sign, your current squad is more likely to want to leave if things go wrong and, ultimately, keeping your job is less straightforward.
Challenge mode is hardly akin to a Football Manager experience, but it does force you to think about the makeup of your squad over the longer term and that influences your overall approach accordingly.
Elsewhere the usual selection of individual cup and league competitions are available for you to win and lose, as is Become A Legend, in which you control a single player and try to make it to the top and achieve glory.
Unfortunately, Become A Legend is as stale as it’s always been and limiting yourself to controlling a single player when so many of the game's improvements focus on linking a team together seems counterproductive. Considering the existence of FIFA 17’s imperfect-but-interesting The Journey single-player mode – and its follow-up in FIFA 18 – it’s difficult to see Become A Legend anything other than entirely redundant as a serious option for enjoying modern football games.
There are also a few minor issues with server quality in online matches, predominantly when going through the matchmaking process. It can take some time to find an opponent, an issue that is made worse if playing in co-op and seeking multiple players to join your match. Matches themselves have been more stable than previous PES releases on launch, with only a small percentage of fixtures affected by lag. Hopefully any and all issues will be ironed out as Konami reacts to server load.
PES 2018 is not without its faults then, but many are easy to forgive because it does a wonderful job of consolidating and evolving on the fantastic groundwork laid by its predecessor. The improvements may not make headlines, but they do make for one of the most complete and satisfying football games.
True, it’s a game that benefits from serious time being dedicated to it, in order to learn all of its possibilities. As such, it’s not easy to recommend PES 2018 to the casual football game fan. But for those serious about diving in and soaking up all there is to know about Konami’s beautiful game, you will not find yourself disappointed.
The Verdict
Whether playing online or off, there’s a huge amount to do here and a huge amount to love about it. Put the effort in and you’re repaid with a genuine sense of satisfaction and a feeling of real accomplishment. Once again, PES has set an incredibly high level of quality for other sports games to try and match.






















