Tag Archives: Xbox One X

Review – The Falconeer

The Falconeer continually reminds me of Sea Of Thieves, and it’s not just the stylized graphics or environments dominated by water – it’s something about the pace of the game.

This is a game I can fire up when I’m stressed after a bad day and just soar around the skies taking it all in. The game’s art style, like Sea of Thieves, just has something in it that works for me. The bright colours, the rolling waves, the gorgeous skies – it’s soothing to turn the HUD off and just take a low flight over the ocean, seeing whales jump out of the water and other random events, and not worry about anything for a bit.

When you’re decompressed and ready for more, the game offers up a combat system that’s reminiscent of Crimson Skies – only on the back of a giant falcon. Whatever bird you’re riding – the game offers up a few with different stats – has an energy bar that can be used to gain altitude, fly faster, do tight turns, or pull off evasive barrel rolls. When depleted that bar can be refilled by diving, which creates a balancing act between using it for gaining height and having enough left to use for your defensive moves.

There are also some environmental objects to keep an eye out for, including waterspouts that will give your bird a free ride to the upper atmosphere, lightning storms to recharge your guns, and jet streams that help you transit the long distances between settlements faster.

The story – a sprawling tale that will have you questioning what’s really going on in this world – is told over several chapters, and there are some difficulty spikes that will necessitate grinding out some side missions for money to upgrade both your bird, using potions that add abilities like more health or faster regeneration, or your weaponry. Early on there’s some skill check battles that will make sure you know how to dodge incoming fire or keep a lock on your enemy as you battle in a WWII style furball of tightly-circling combatants, but for the most part it’s simply a matter of ‘my guns are doing enough damage, I need new guns’ damage checks.

Falconeer’s story throws you through several factions as you switch falconeers at key points to give you some perspective on the other cultures at play in the world. It’s an interesting approach that allows for some of the twists and betrayals to really hit home for those who are paying attention and not simply waiting until they can go fly again.

For as fun as combat is, and I didn’t namecheck the legendary Crimson Skies without good reason, I had just as much fun in The Falconeer simply roaming the skies taking it all in. This is a world with personality, and I still want to see what else it has to offer.

I played on both the Xbox One X and Xbox Series X, and while the new console has a decided edge in load times it was a great experience on both. The game offers up 4K resolution at 60 fps on the Series X, and upscaled 4K at 60 fps on the One X. The Series X also offers up an upscaled 4K at 120 fps mode that is incredibly smooth if you have the monitor or TV to take advantage of it.

What I Loved:

  • Great dogfights
  • Gorgeous environments
  • Super relaxing feel to the non-combat moments
  • Rock-solid performance
  • Great photo mode

What I liked:

  • ‘play at your own pace’ style allows players to explore when they want, for as long as they want
  • Bird/weapon upgrades are kept simple – no need to read pages of stats to figure things out
  • A game you can jump back into just to explore
  • Story beats that really work thanks to seeing every side of the conflict

What I Disliked:

  • Difficulty spikes that force you to grind out cash
  • Could have used more mission variety

What I Hated:

  • Nothing

The Falconeer is available now on Xbox consoles and PC for $38.99 Canadian. Reviewed on Xbox One X and Xbox Series X using code provided for review.

Review – Marvel’s Avengers

Marvel’s Avengers was pegged as a Destiny-like loot game ahead of its release, a notion supported by all the pre-release marketing, but that sells the game criminally short.

Don’t get me wrong, there is that whole Games As A Service aspect to Avengers and when you hit the ‘endgame’ here, you’ll jump into the many missions available to you to grind out levels and loot to improve your character. Before that though, there’s a great campaign that deserved a lot more focus than their marketing gave it.

As Kamala Khan – Ms. Marvel if we’re using our made-up names, a character I was aware of but not familiar with going into the game, players will help pull the Avengers back together and you’ll play as Black Widow, Captain America, Hulk, Thor, and Iron Man during the game’s 15-ish hour story mode as she tracks them down and recruits them back into the team.

Khan, played perfectly by Sandra Saad, is a delight as she transforms from squealing fangirl who is awestruck by the Avengers into a hero in her own right. The transformation is handled better than other ‘ordinary person to hero’ evolutions, if only because there’s no ‘flip the switch’ moment where she goes from normal to perfection.

Khan doubts herself through most of the game. She makes mistakes, and she gains experience and understanding. She never totally loses her fangirl adoration of the Avengers roster, but it becomes tempered by understanding they’re regular people who make mistakes, disagree, and even fight. I won’t spoil the ups and downs of the plot, but for comic fans it’s worth playing and probably justifies the price of admission on its own.

Get done with the story, though – or jump in early if you don’t mind some late-game spoilers, and the rest of the game expands into the endgame form via the Avengers Initiative. Jump into any of the dozen-plus missions available – with more added regularly and changes made to the modifiers on existing missions to keep them fresh – and take on enemies to gather loot and accessories to increase your character’s power.

Playing with up to three friends or allowing the AI to fill those roles, gamers can choose to be Black Widow, Captain America, Hulk, Thor, Iron Man, or Ms. Marvel with the caveat that there can be only one of each hero in the game. The combat is quick and frantic, with a mix of melee and ranged combat that’s a ton of fun for both button mashers and combo artists. There’s a full selection of stuns, knockbacks, shield breakers, launchers, air juggles, and other beat-em-up staples that players can take advantage of but mashing on the buttons can work for the lower challenge levels.

Each character comes with a ‘battle pass’ to fill by completing daily and weekly challenges, unlocking new emotes, takedowns, outfits, and the game’s currency. All six of the starter characters receive their battle pass for free, allowing gamers to pile up currency in advance of the addition of new characters as downloadable content (DLC).

All DLC for the game will be free – new regions, new adventures, new enemies, and even new characters. The new characters will have a battle pass associated with them, costing 1,000 of the game’s currency to unlock. Completing the battle pass returns that 1,000 plus another 400 more, so there should be no need to spend money on future battle pass additions. The game also has skins to purchase, but I haven’t seen one that tempted me to spend any of the currency I’ve gathered – if they hope to finance future development with outfit sales, they need to do a better job on that front.

Marvel’s Avengers is a must-buy for comic fans, and has a real shot at being one of the most complete beat-em-ups released this year – even if nobody thought that’s what kind of game it was going to be. The endgame needs some fleshing out, but it’s more than enough to keep you busy until it’s been rounded into shape. The game is available now on PC, PS4, and Xbox One. PS4 and Xbox One versions offer free upgrades to the next-gen, though it’s not yet known if game progress will carry over.

Xbox Summer Game Fest Demo Event Now Live

If you want to try out some games, and I mean a LOT of games, then check out the Xbox Summer Game Event, which brings the summer heat – which we’ve been missing to this point here in Alberta – with over 60 demos of upcoming games.

For more details and links, check out Major Nelson’s news post.

I’m compiling video of the first 15-20 minutes of demos in this playlist, also embedded below.

Microsoft Releasing Cyberpunk 2077-themed Xbox One X

When Cyberpunk 2077 hits shelves this fall, Xbox gamers can take in the cyberpunk goodness on a limited edition console. I’m not sure that enhances the experience, but the console does include the game so that gets you at least part of the way and I have to admit that it’s a pretty slick-looking piece of hardware.
Here’s the press release:


Cyberpunk 2077 meets Xbox One X in custom console!

CD PROJEKT RED announces the upcoming release of limited-edition, Cyberpunk 2077-inspired Xbox One X console

Created in collaboration between designers from CD PROJEKT RED and Microsoft, the limited-edition, 1TB console encapsulates the urban decay and vibrant tech of Night City. Its design features glow-in-the-dark elements, custom decorative panels, LEDs, color-shift effects, and textures — all evoking numerous facets of Cyberpunk 2077’s dark future setting.
The console comes with an Xbox wireless controller uniquely inspired by the character of Johnny Silverhand, featuring a half natural, half cyber-enhancement chrome design. Available as part of the bundle later this year, the controller can also be purchased separately right now at select retailers, including the Microsoft Store.
Bundled alongside the console and controller will be an Xbox One digital download code for Cyberpunk 2077 and other surprises that will be announced soon. Additional details regarding the bundle and controller are available on the dedicated website.
Cyberpunk 2077 will release September 17th, 2020, for PC, Xbox One and PlayStation 4, with the version for Google Stadia set to launch the same year. For more information regarding the game, follow FacebookTwitter, and visit cyberpunk.net.

Review: Bleeding Edge

Bleeding Edge hit PC and Xbox One (available on both via GamePass) this week, bringing a four-on-four melee take on the increasingly popular ‘hero shooter’ genre. It’s a take that’s light on content, but heavy on promise.

I have no problems at all on the roster side of things, with 11 characters ranging from a guitar wielding heavy metal maniac to a sweet old lady named Maeve who can trap enemies in a cage and fires energy bolts. There’s the standard ‘hero shooter’ class types at play here, with DPS characters that deal damage, support characters that heal and buff friendlies or debuff enemies, and tanks that use big hitpoint pools and damage mitigation abilities to stay in the fray the longest. I’d love to see them add some characters from other Microsoft properties. Get Master Chief, Marcus Fenix, or Banjo and Kazooie in here – trust me, anyone can fit into this world of crazies.

Each character model is well-detailed and none look too similar – even at a distance, which is key in this team-based brawler. Sticking together is vitally important, as is communication – updating your team on where the healer is moving, for example, so friendly DPS characters can move in and take them out, which in turn makes the enemy tanks far easier to dispatch.

Nidhoggr’s backstory involves an illegal concert and a Norwegian cannery… This game has some weird lore behind it all.

At this point though, as with most every teamwork-heavy game at launch, it’s a bit of a free-for-all out there. In several games I had 2/3 of the team’s objective points in a win, simply because I was the only one going to collect and turn in the power cells, or moving around to claim the point in the domination-like mode, while everyone else kept rushing back to the center to battle and die. If you get a team together that’s talking, you can absolutely dominate the opposition – enjoy that while it lasts.

With 11 fighters (and one – a super intelligent dolphin in some kind of mechanized fishbowl – on the way soon) there’s no shortage of content on the roster side of things, but there are only two game modes and five maps at this point and that doesn’t really feel like enough. One mode involves collecting power cells during a collection phase and then turning them in at designated positions around the map during the turn in phase, while the other is a domination-style battle where you take and hold up to three spots on the playfield to gain points.

The maps that are here are fine, with solid level design that allows for some combat flow. Though this is a team-focused game it’s still really fun to, for example, kite tanks around by yourself using environmental props like launch pads or movement abilities to make jumps that they can’t, while you whittle them down bit by bit until they die or give up the chase. There just aren’t enough maps at this point, however, and though that’s likely to be something they address in the future it doesn’t help gamers right now.

What I liked:

  • Great characters with a variety of weapons and no ‘one best character’ that everyone wants to be
  • Great level design, with a lot of little touches like traps or environmental hazards
  • Teamwork is super rewarding
  • Fast games

What I didn’t like:

  • Not enough maps
  • Can be frustrating if you get bad teammates

Review: Crackdown 3

The Crackdown franchise leapt onto the scene in 2007, making an immediate splash thanks to the bundled Halo 3 beta, but winning over players into becoming fans with a killer combo of free-form open world gameplay, a unique new form of character development that involved collecting hundreds of glowing orbs, and enough fiery explosions to make Michael Bay jealous.

Crackdown 2 hit shelves in 2010 and is best left forgotten, and we can do that now since Crackdown 3 is the sequel we deserved all those years ago.

The franchise’s third outing is loud, both in the neon colours that drip from every facade in the city at night and in the roaring explosions and staccato gunfire that erupt constantly wherever the player goes. Crackdown 3 takes every element of the first game and turns it to 11. Better graphics (though staying true to the art style of the original game), a larger draw distance, more enemies, more guns, more vehicles – you name it and they deliver in spades.

The one element that isn’t head and shoulders above the original is the writing. What we get here is a serviceable story, not a great one, but Crackdown isn’t really a game that’s aiming to bring you to tears. This is the ‘Michael Bay movie’ of video games – it’s about having fun, doing whatever you want, giant battles, and even bigger explosions.

Crackdown 3 is set 10 years after the events of Crackdown 2, in a city called New Providence as the Agency scours the streets for evidence of a shadowy organization called Terra Nova believed to be behind a terrorist attack that causes a worldwide power outage.

Players, as the Agent of their choice from a handful of options available at the start plus more unlocked while exploring the world (but honestly if you don’t choose Terry Crews character Jaxxon you’re making a horrible mistake as he’s amazing in the role), are charged with taking down a variety of enemy strongholds to weaken the criminal empire and lure out high-value targets you can defeat in order to THEN target their superiors. The storyline weaves its way along as best it can – but as it’s partly decided by the players, who can choose for themselves what approach to the enemy forces they want to take, it’s not a hard and fast ‘point a, point b, point c’ narrative path.

There’s little time to worry about storyline deficiencies however when you’re battling enemies, both human and robot, and avoiding flying death machines about 90% of the time. Knocking off enemies brings you to the attention of the various factions, and if you attract too much attention enemy patrols start swooping in to try and put you down. All too often this results in a running (or driving) battle that picks up members of other factions and then things really hit the fan…

With multiple difficulty levels, Crackdown 3 can either be approached like the first game – where death was uncommon – or it can be a punishing experience that reminds you constantly to keep moving or die. I opted for the latter, going with the most difficult option available on first playthrough (a final, more difficult, option is grayed out at the outset) and died multiple times when overwhelmed by enemies from every side after some admittedly poor choices on my part. As Crackdown 3 carries over the ability to have your Agent be separate from the world state, so you can start a ‘new’ game with your already-leveled character, this should provide some additional replay value.

Adding to all this is a multiplayer suite that’s a separate game entirely – Crackdown Wrecking Zone, complete with its own Achievement list. This mode leans heavily on Microsoft’s Azure cloud computing network to power the destruction, and it works better than I’d expected with no noticeable lag or framerate drops even under less than ideal pre-release conditions. Two modes, Agent Hunter and Territories, are available to experience the cloud-powered destruction at launch, though Territories showcases the destruction far better with incredible wholesale destruction of buildings that changes the map – and your hiding spots – drastically.

I’m not sure I’ll play a lot of Crackdown’s multiplayer, with my heart more set on playing around in the campaign world both solo and in co-op mode with a friend, but it proved surprisingly fun.

Player mobility options are through the roof (sometimes literally, as if you hit a jump pad that’s below a roof it will punch you right THROUGH that roof) with towering jumps and the ability to air dash plus a collection of swirling air “man cannons” strewn around the map to launch your character back into the action. If it weren’t for the lock on ability, allowing players to automatically track an opponent by holding the left trigger, it would be nearly impossible to follow the action – and with enemies being able to smash through walls or jump/dash behind cover to break line of sight, downing your foes still isn’t a simple task.

I’m pretty interested in seeing what they add to multiplayer, especially if there are more modes with destruction on the level Territories offers. Where Agent Hunter sees wall panels coming down and occasionally the top part of a building being leveled, Territories doesn’t seem to go a minute without major pieces of buildings smashing down – even damaging buildings around them with the debris. It adds a tremendous amount to the frantic nature of the combat, especially when everyone is firing away with the explosive rounds of their secondary weapons and causing even more damage with every shot.

Review – Unruly Heroes

Unruly Heroes, a new action-adventure game from Magic Design Studios available now on PC, Switch, and Xbox One, is the best-looking game of 2019, which doesn’t seem like a particularly high bar to clear in the first month of the year, but it’s entirely likely that’ll still be the case in December – it’s just that impressive looking.

The 2D action adventure game features a hand-drawn illustration style that’s reminiscent of Rayman Legends, with gorgeous backdrops and colourful characters that are full of life. Even the camera work is exceptional, using zooming cameras to set up cutscenes with style.

Players control one of four characters, each of which sports unique combat and non-combat abilities – like double jump, for example, which only Wukong and Sandmonk can use) making it necessary to switch between them from time to time to bypass environmental hazards or puzzles, or to defeat certain enemies.

While much of the game centers around platforming and light puzzling, gathering things like coins and scrolls and finding the soul bubbles of your companions that have fallen in battle along the way, there’s also a lot of combat to keep the ‘action’ fans of action-adventure happy. Combat seems simple at first, with short- and long-range attacks, but quickly becomes frantic as you mix up attacks into combos while switching between characters to optimize your damage. Now add in anti-air attacks, wall-jumping, stomp attacks…

Inspired by Journey to the West, the story sends the four heroes in search of pieces of the sacred parchment which maintains the balance between worlds. Dark forces destroy the parchment in a gorgeous opening cinematic that showcases several of the environments players will need to explore. The game plays things in a cutesy style that doesn’t take itself too seriously, and though that’s a tough style to write they do a good job with it.

Preview – PlayerUnknown's Battlegrounds

PlayerUnknown’s Battlegrounds, affectionately known as PUBG (pronounced pub-gee) by fans, is one of those rarified games like Minecraft that, even if you’ve never actually played it, you’ve likely heard of it. Based on the 2000 film Battle Royale (a Japanese film in which high school students fight to the death as part of a government-backed game) PUBG was originally created by Brendan Greene as a mod and then revamped into a standalone product by PUBG Corporation with Greene at the helm.
The game gathers 100 players and drops them onto a massive island (measuring approximately 64 square kilometers in size) either solo or in teams of two or four, and lasts until there’s a single player or team left alive. Players explore the environment to find procedurally distributed weapons and equipment, looking to gear up enough to survive the combat to come.
Combat is inevitable in PUBG. The game continually shrinks the playable map down toward a randomly selected area, closing in on that point with a shimmering blue barrier that players must stay within or suffer incremental damage. The entire island is available at the outset, but players have only a few minutes to scramble for equipment – fighting off anyone else who parachuted down to the same area – before they’ll be alerted to the location of the safe zone. The first safe zone is generous in size, but successive ones get smaller and smaller until there’s nowhere to hide. This serves both to force player confrontation and to eliminate ‘campers’ who find a good weapon and then sit in one place to kill anyone that wanders nearby.

The sprawling map gives players a ton of freedom initially, but it’s quickly taken away to force players into smaller and smaller rings to force conflict.

Two random events also spur player movement – artillery bombardments and loot drops. The artillery shelling is preceded by a small circle on the map being marked in red, allowing enough time for alert players to exit the zone and escape damage. The loot drop, a crate parachuted in from a transport plane, gives no warning but the drone of an aircraft overhead and smoke marking the landing spot. These drops offer high-end gear, and are irresistible to players nearby – no matter how dangerous picking up a crate might be.
PUBG launched on PC in March of this year and has seen a meteoric rise in popularity and sales, buoyed by its popularity on streaming services like Twitch and Mixer, outstripping anything that came before. Minecraft, for example, took nearly four years from release to hitting 10,000,000 sales– PUBG did it in less than 200 days. Those numbers will accelerate again, with the release of the game on Xbox One this week – a day after launch the leaderboards already showed more than 600,000 players tracked.
Released as a Game Preview title, PUBG is cheaper than most games – but also not as polished. You can expect to see a slew of low-res textures the first time it’s fired up, but fortunately it’s an issue that doesn’t seem to repeat after they’ve ‘popped’ into the high-resolution versions. The framerate absolutely chugs at the start of the game, first when you load into the holding area with 99 other players running around and then during the transport plane flight to the island itself. Once players have boots on the ground, however, the framerate issues – for the most part – iron themselves out. There’s the odd drop, especially when driving a vehicle full-tilt, but it sticks close enough to 30 frames per second to not affect gameplay.
In Duo or Squad play, gamers will need to commandeer vehicles if they want to get everyone into position for victory.

What makes PUBG irresistible isn’t the graphics or the performance, which aren’t particularly top-notch even on PC though recent updates have helped with optimizations, but the tension you feel during a match.  This is high-stakes play, far removed from the typical console shooter. Play Battlefield or Call of Duty and – outside of specific modes like Search and Destroy – there’s no penalty to dying aside from the hit against your kill/death. Die in PUBG, however, and it is GAME OVER. It’s not really a concept you grasp until the first time you start a game and wind up dead within seconds, having fallen prey to another player who found a weapon first. After that, every minute spent on the island sees the adrenaline ratcheted up to unbearable levels. You become keenly aware of every nearby sound, doubly so when exploring a location that may contain supplies. The discovery of an open door, a sure sign that someone else has been in the area, causes intense – almost crippling – paranoia. This is made worse by the sheer size of the playfield, which can leave you miles from the nearest enemy, but still living in fear that they could be taking aim on you at any time.
For every moment like that, however, there’s also the potential for ridiculous once-in-a-lifetime happenings that provides a rush of exhilaration few other games can manage. The first time you sniff out an ambush before it’s triggered and turn the tables on your would-be assassins with a well-thrown grenade and hastily-closed door that leaves them nowhere to escape to, you might wake the neighbours with your shouts of joy.
Even failure can leave you feeling satisfied. Getting into the final 10 is an accomplishment worth celebrating, and while having WINNER WINNER, CHICKEN DINNER splashed on the screen for a first-place finish feels pretty good, it was hard to say I felt any disappointment at coming in second or third. What you mostly feel is drained, as the tension level of a final-10 showdown, by that point in an exceedingly small ring of safe space, is extreme.
Can PUBG, the PC phenomenon, become PUBG, the console phenomenon? With over 600,000 sales in the first day it seems like that’s a question that’s already been answered. At a shade over $30 Canadian, this is a no-brainer for fans of shooters, especially if you like a more tactical focus to your games. You haven’t played anything on consoles with this level of tension. Keep in mind that, as a Game Preview title, you are playing something that’s still under development and that can mean a lot of patches and some up-and-down performance.



Review – Call of Duty: World War II

“This game is so ******* broken.”

I don’t know if there’s a better way to sum up the bulk of the Call of Duty World War II experience than that quote from Wednesday night’s multiplayer session.
The game, released November 3rd, has suffered easily the worst launch of a Call of Duty title to date. Multiplayer, the game’s bread and butter, was completely unavailable for most of launch night and into the next day, and continues to be plagued by connection issues over a week later.
Matchmaking issues rendered the game’s dedicated servers useless at launch, prompting a switch to P2P (peer-to-peer) matchmaking – a system that relies on customers to play host to the game’s action, though at the expense of balance as the host gains an advantage over other players. Developers at Sledgehammer have worked to get dedicated servers back in action, with testing beginning this week. This should put an end to host migrations during matches, which pauses the action as the game tries to re-establish the peer-to-peer connection under a new host.
The matchmaking issues also caused Sledgehammer to scale back the much-vaunted Headquarters mode, which saw – for about the span of a day – gamers able to see and interact with one another in a shared social space set on the cliffs over Normandy beach. The social hub allowed players to see each other open the in-game reward crates, emote back and forth, and challenge one another to one-on-one duels or shooting contests. When the game switched to peer-to-peer, matchmaking in the Headquarters was cut off, leaving it an empty playfield and rendering most of it pointless.

Call of Duty runs over familiar ground, returning to World War II and telling some of the same stories again.

In fact, without people to interact with, it doesn’t take long before you start to question why you can’t simply do all this from a quick and easy menu. Picking up Contracts (time-limited missions you can take on to earn rewards like crates or bonus experience) and Orders (challenges to complete, separated into daily and weekly levels of difficulty) requires you to run between two different spots. Want to prestige your weapon? Run over there. Want to prestige your soldier? Sorry, that’s a different place.
Advancing in the Prestige ranks really feels special this time around. You talk to the General on the cliff overlooking the beach – a location you can only access when it’s time to prestige – and then there’s a plane flyby, a large glowing emblem showcasing your new rank appears over your head, and fireworks appear over the ships docked nearby. Well it would feel special, if there was anyone else in the Headquarters to see it…
We’ve reached peak Call of Duty…

Way back in 2014, Activision declared the Call of Duty franchise would be getting more polish, moving from a two-year to a three-year development cycle. Even setting aside the difficulties in multiplayer matchmaking, it doesn’t feel like World War II benefited from that extended timeline. The game launched with only nine maps for multiplayer modes, in addition to a bonus map that never seems to come up in matchmaking – likely because it must be downloaded separately and is easily forgotten. All in all, this just doesn’t feel like enough – especially after Infinite Warfare shipped with 13 maps.
Bizarrely, Sledgehammer has opted to do away with the stellar Pick-10 character creation system from past games and replaced it with Divisions, where players enlist in one of five divisions: Airborne, Armored, Expeditionary, Infantry, or Mountain – each with their own set of four perks. In addition to those perks, players can access one Basic Training bonus, ranging from ridiculously powerful ones like Espionage, which marks anyone damaged by you to your entire team for 10 seconds, to practically worthless ones like Inconspicuous, which doesn’t seem to make you any quieter while moving.
The game also suffers from some odd gameplay decisions, like allowing quickscoping to make a return. Quickscoping, a technique for sniper rifle users that abuses auto aim, was taken out of the series all the way back in Call of Duty: Ghosts. Sledgehammer has also given little thought to the impact of Contracts on the game, putting up Contracts that reward things like getting pistol or launcher kills. This floods games with players who only use those weapons, which renders them useless for the purposes of trying to win the game.
On the campaign side of things, this is a polished product that sports gorgeous graphics and a so-so story that we’ve seen before. Folksy farm hand goes to war and over the course of seven or so hours he learns hard lessons about how America won the war and saved everyone. The performances turned in by the voice actors are great, they just don’t have much of a script to work with. By the end of the campaign you’d be hard pressed to care much about any of the stars of the show, even if you do pay attention for the whole thing. The game shoots for a couple scenes with some real impact, but it falls flat since there’s no emotional engagement to be had.




Zombie Nazis also make a return as a co-operative experience, and it’s entertaining if you can get a group to play with. The formula is the same as past games: unlock new areas, find new weapons, and gain enough power to take on tougher challenges, but it’s something that works. The player characters have great personality, and the ability to choose one of four combat roles offers up some variety, which begs the question – what could this be if they really fleshed it out?