
Hatsune Miku: Project Diva Future Tone offers PlayStation 4 fans one of the strongest line-ups in the history of the franchise, giving fans something to enjoy, including top-notch graphics and gameplay elements.

Hatsune Miku: Project Diva Future Tone offers PlayStation 4 fans one of the strongest line-ups in the history of the franchise, giving fans something to enjoy, including top-notch graphics and gameplay elements.
Pros:
+Rather fun same-couch multiplayer game
+Humerous story and character conversations
+Crafting is a blast and offers a new bit of fun to dungeon crawlers
Cons:
-Load times can take a bit even on PlayStation 4 Pro
-No progress saves during the dungeons
-Extremely difficult to play alone.

Ever had a day where you just want to load up a game, run through a dungeon, and smash through several hundred enemies like they are a joke? What about if it’s with your best buddies and their want to beat up a good hoard of monsters? Ever had days where Diablo 3, Gauntlet, or even Alienation just aren’t fitting those needs? Sure, we all have. We’ve all been there. Done that. We have the gear, the rewards, and the likes to go with it.
If you wanted a good laugh, one that’s literally hysterical, that’s where this rather goofy co-op dungeon crawler decides to come through and offer a bit of fun. This game is rather straight forward, amusing, and offering a bit of fun for those wanting to pass some time. With an uncanny need to remain fun, Super Dungeons Bros. offers to be hilarious, fun, and quite enjoyable for all those around. The controls, luckily, are also quite easy to enjoy so that fans can play the way they want to. Assuming they have friends sitting on the same couch as they.
The game takes place as friends take on the role of one of four Bros that are all named after rock and roll icons from over the years. In the game players will find themselves selecting a character to operate as, you can choose their weapons, and even craft gear for them to use later in. Your job in these dungeons? Rescue some rock gods and become rock legends in the end. While this sounds as easy as it is, players will find themselves traversing through numerous dungeons that seem randomly generated, and even varied from one another. In these players will find themselves unlocking new weapons, crafting items, and even more difficult challenges for players to embark upon. The ideal amount of players sits suitably at four, which offers a chance for two close-ranged melee fighters and two long-range base fighters in order to offer up a new approach to combat.

Even with this set up, it’s advised that the long range players carefully choosing what weapons they will use. I personally found myself picking up the crossbow, Pain Hailer, one that offers up a rather bit of fun while offering massive amounts of damage in short barrages. Though the reload time for the bolts can take a few seconds and pit players against increasingly large hordes of enemies, which just like in games such as Diablo 3, could find themselves easily being killed off in a matter of seconds. This was easy to do thanks to the games dodge mechanic, which works quite well, when you aren’t dodging into traps or off ledges to your death, which like classic titles from retro consoles, consumes a life.
Unlike many other games, weapons aren’t the only available arsenal you and your friends will have at your disposal for your bros. Things such as bombs are quite readily available for you to use and will allow you to take out enemy threats quite easily. This is something that can mitigate the need to reload if the terrain and its destructible items are used in your favor. Unless you are like myself and dodging into lightning walls that will zap your bro to death and leave him.. Well dead. But traps worth both ways allowing even enemies to be taken out in the same undesirable manner.
While going solo is certainly possible for those who want to go solo to certainly do so. However, just like in coop, you’ll start out with four lives with additional ones for purchase within each of the caves if you end up going low on them. In these caves you’ll be able to upgrade your HP, refill your health at the hidden shops, and even refill your ultra-attack charge bars in order to have a bit more of an edge in combat. It is possible, if you are wondering, to complete an entire dungeon on your own. Though you will need some skills, upgrades, and plenty of lives in order to do so.
Super Dungeon Bros – PC, PlayStation 4 (Reviewed), and Xbox One
Developer: React Games
Publisher: Wired Productions
Cost: $19.99
Release Date: Now Available
While Super Dungeon Bros is amazingly fun to play alone, it’s even better with friends rather it’s on the same couch or whether it’s online. Just remember, GAME OVER, is just that. It’s done. You have to start your dungeon over and will have to continue digging your way through it as much as possible. However, if you play online, be aware that there are players who will launch you off the ledges just for a few kicks. If you’re fine with that, then this game is enjoyable, fun, and is worth the few laughs it has to offer up for everyone that chooses to play it. If you’re wanting a fun little time, this game is right up your alley, and will offer all the quirks you opt in for enjoying.
Our review is based upon a retail version of the game given to us by the games publisher. For our review, we used a PlayStation 4 Pro with a 7200RPM HDD. For information about our ethics policy please click here.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you

Pros:
+Intuitively designed class-based system that brings out the importance of each role
+Weapon designs are intriguing, creative, and overly fun
+The gore system puts almost every game to date to shame
+Each level has multiple layers, which ensures no fight is the same
+Character personalities are great and wildly amusing
+Team work is an absolute must
+Rock solid control schemes that transition well from PC to console
Cons:
–Needs more cowbell (not really, we’ll pretend this con doesn’t exist)
-Micro-transactions for chest keys could deter some players.
If you’re like me, you’ve begun to groan over the Zombie trope. It’s one that has become overdone across every medium possible. Want to watch a good TV drama with some zombie humor? iZombie has you covered. Want to watch Negan cave in a man’s skull and be grossed out beyond recognition? The Walking Dead has you covered. Want to cooperatively run for your life from zombies? Resident Evil has that covered.
Pros:
+Revisions to the core games mechanics have been heavily improved upon
+Gameplay between both Corvo and Emily offers very different games from before
+Each level feels entirely new, refreshing, and even more exciting than before
+Excellently uses story-archs from the previous title
Cons:
-None at this point

When I first sat at QuakeCon 2015’s opening ceremony with my dad (Vice President), I sat in pure awe as I first got a glimpse of an adult Emily Kaldwin as she moved in on her target, one I would become accustomed to under the name of Jindosh. Over the next year, I began to become a nuisance to my colleagues and friends alike. My excitement for Arkane Studios’ smash-hit Dishonored was well on the way and it would easily sit among my top five most anticipated games of 2016. Soon as the email was received, our review code landed in, I already felt as if my holiday season had started, and Bethesda just happened to be my Santa Clause in disguise.
As I got to my phone, I booted up the PlayStation app, clicked the PlayStation Store Icon, and soon found myself entering my password, and redeeming the code before hitting the “Download to PlayStation 4” button. Within seconds, I easily felt the sense of nostalgia rushing through my veins and the want to get home just as high as my anticipation. Within an hour and a half, I found myself sitting down and starting up the app in order to enjoy the newly released game.

To begin, Dishonored 2 picks up many-a-years later from the original game. Much as one would expect, there’s a few things to look at before wrapping up into a discussion about the story, and the most important part of it is looking at the games core mechanics that have been improved upon. Much like the previous game, Dishonored 2 has managed to improve upon past gameplay mechanics, evolved powers (Emily is an astounding experience to play as). The game works on an almost flawless system that had been developed for the first title, and in-turn, it seems to manage doing so once more in this latest installment.
Unlike her father Corvo Attano, the Royal Bodyguard, Emily Kaldwin is a much different beast in her own rightful nature. With stealth being her emphasis, Emily is all about quick execution in order to provide players with an entirely new experience that Corvo can’t. While his powers remain much the same, his voice actor adds a new element to the title, and even the fresh new coat of paint makes him a viable part of the game itself.
Much like Corvo, Emily comes, as stated, with her own unique set of tools that make her almost, if not more lethal than her father all together. One true showing of this is the fact Emily has an ability that allows her to forgo her fathers approach to combat, allowing her to use abilities such as Domino, which links multiple targets together and causing them to share the same fate as one another. Much like Corvo’s Blink, Emily is also gifted with a similar ability named “Far Reach,” which was presented in the cinematics as Emily quickly moved in on her target. Unlike, Blink, Far Reach leaves Emily viewable while maneuvering till the correct bone charm is equipped, making her unseen as she zips from location to location.
When stepping away from core combat mechanics, which have been fine-tuned to fit both characters, the game has made an example out of what expert level design should be. Maps such as the opening area of Dunwall will serve as an idea of what Arkane Studios has been up to since their announcement of the title just a few short years ago.

If you’ve played Dishonored you’ll be familiar with the approach to the games opening. This time around we are served a delicious treat of seeing Emily and Corvo as they walk through the palace within Dunwall where Emily serves as Empress Kaldwin. Within minutes players are once more introduced to a common theme that may be a staplepoint for the series, another coup. Within a few more minutes of that, players are given the option of whom they wish to play the game as – Corvo or Emily is the choice you are offered.
For the sake of the review, I selected Emily in order to experience the games new approach. Plus, who doesn’t want to see a traumatized woman release her inner rage on her enemies? Due to the treason that has taken place, my adventure began as Emily was forced to once more flee the safety of her own home, and run for the distant lands of Karnaca, leaving only traces of hope that her now statue-esque like father is alive. Without powers, Emily is forced to evade guards, using gutters, drains, and even underpasses to houses as hiding places to evade getting caught.
Much like Dishonored, Dishonored 2 takes on a familiar turn as players find themselves trying to escape. We once more meet the outsider. Here he explains to use the order of things, explaining to Emily the path that lie ahead, and the gift he prepares to offer her. The Outsiders Mark. Accepting his offer, Emily is sealed to a familiar fate like her father, and that is to save the lands from the evil hiding within them. Once done with this, Emily is also introduced to a piece of equipment we are all used to, the heart. Just as before, the heart can be used to allow players to find bone charms and runes, which will serve Emily in many great ways during her adventure to overthrow her betrayers.

Dishonored 2 – PC, PlayStation 4 (Reviewed), and Xbox One
Developer: Arkane Studios
Publisher: Bethesda Zenimax
Cost: $59.99
Release Date: Now Available
Karnaca for all intents and purposes of the game, is a splendidly designed place, from is beautiful city streets to the carefully crafted houses that players can explore – it’s a place worth visiting. It’s massive, it holds secrets, and it offers multiple paths for players to choose from. Want to go whipping from power pole to power pole? That is a viable option for those looking to get through the game while mastering stealth. For those of you who want to go on brutal rampages, the game offers vantage point, and even abilities for you to do so with.
In essence, each map is a cleverly designed area to explore. Let alone does it offer players diversity, the levels all offer unique secrets and journal logs for players to explore. Want a deeper story? You can get that with books, letters, and audiographs that have once more returned from the original game. One of the best things about the game, as stated, is each map is a puzzle. Each one comes with their unique approach and the best place to show this was Jindosh’s Clockwork Mansion. A building that is an ever-evolving puzzle of levers, moving floors, and moving rooms. While I love puzzles, the Clockwork Mansion can prove a formidable foe due to the enemies that lie in wait. Move that room to the left? Well there could be a clockwork soldier there waiting to execute Ms. Kaldwin without hesitation.
While enjoying the mansion as much as I could, the game offers up other challenges such as the Stilton Manor, where the game offers a unique approach while trying not to get discovered by the guards. This is where the largest challenge comes into play as players find themselves scurrying as quickly as possible when it comes to the lands and threats around them. Let alone do you have to worry about being spotted visually, guards will also listen for Emily’s movement, they will search those areas looking for abnormalities in the area around them.
This is what makes Dishonored 2 such a unique game compared to other stealth titles. It’s a game that shows what it’s about, it’s not scared about touting these features in any form whether it’s through promotions or core gameplay mechanics. During my exploration, the music was an entertaining peace that accented the occasions around Emily quite well. It didn’t matter if it was combat, exploration, or even a narrative piece – Dishonored 2 managed to do this quite well during the entirety of my time with the game.

While settling down for the grand finale of my first playthrough, Dishonored 2 offered up something rather unique compared to my previous experiences with the franchise. I’ve spent plenty of time between Dishonored and the eventual Definitive Edition that followed suit not long ago. The original title offered much the same delivery in the long run, it offered up political intrigue, mystical witches, and even decisions that could forever change Karnaca for the better or the worst.
Much as you would expect, the story concludes with the capability of delivering future content and even offering players a chance to explore more side-story based quests. Much as one would expect, Dishonored 2 follows closely in the sense of high-expectations and manages to succeed in filling each of those expectations quite well. Whether it was the characters talking, which was superb, or the narrative being pushed forward for us to enjoy, Dishonored 2 manages to sooth any doubts that players may have and even shows how sequels should be done.
Whether it’s the strong design in each level, the open-world exploration, or the creativity behind Emily’s abilities, Dishonored 2 stands out in many ways unforeseen by players, and shows how creative he developers were behind this game and their want to help press the game forward for players to enjoy. Due to Arkane Studios’ want for players to adapt, to modify, and present their gameplay how they wish, Dishonored 2 proves that it’s a game to be reckoned with and will influence future games quite well in the years to come.
Our review is based upon a retail version of the game given to us by the games publisher. For our review, we used a PlayStation 4 Pro with a 7200RPM HDD. For information about our ethics policy please click here.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you
Pros:
+Nep Nep’s humour is back and funnier than ever
+Sega Hard Girls offer up a breath of fresh air
+The reimagined combat systems are rather enjoyable
+Old areas are back, but with subtle, and enjoyable changes
Cons:
-Rehashed locales
-Difficulty scaling tends to be out-of-wack
-The grind is real, once more, and it’s getting old

Over the years, here at Blast Away the Game Review, I’ve been the go-to-man when it comes to the Neptunia franchise. I’ve played them all, I’ve enjoyed them all, and I’ve invested many heartfelt hours into each title over the years. Whether it’s been a unique strategy game or even a rather fun beat’em’up brawler that ended up to be rather entertaining, I’ve just about seen it all when it comes to each of the titles.
Despite the fact I played them all, somehow Compile Heart’s has kept it fresh over the years, and has somehow kept me coming back for four main entry titles, a dozen more spin-offs (who’s counting anyways, right?), and even the enhanced remakes that landed on the PlayStation Vita. In turn we’ve somehow ended up here where we ended up with another spin-off that just happens to introduce a slightly new cast, and once more brings Nep Nep, Iffy, and friends into the mix. In the mix comes a new group of characters known as the Sega Hard Girls. In this title, don’t expect to see Neptune as she’s turned to relaxing as the backseat int his title (no I’m serious, she’s literally the backseat, just play it and find out!).

This latest introduces us to the misadventures of IF, whom just happens to somehow travel through time only to cross paths with the girls from SEGA Hard Girls. If you don’t know who these gals are, they’re from an anime that imagines the SEGA consoles as Japanese schoolgirls. Yep, that’s right, they’re here. Genesis, Deamcast (who just happens to have a VMU on her face), and the rest of the gang. They’re all there for the benefits of the player.
When getting started, many players will take not of one thing, the game starts off on an extremely strong route, one that puts Neptune in the backseat for the game, one that decides to axe her as a playable character. Later in, however, this changes as players will be introduced to a clone, one that can be used in battle, and unfortunately it puts players into the position of knowing that players are once more playing a Neptunia title. For those who want a story, there’s quite a bit of story that’s once more told in a visual novel like title.

Unfortunately, due to the amount of text, I found myself at times fast-forwarding when the banter became pointless, useless, and didn’t seem to push the story forward. This wasn’t necessarily due to bad writing, which is actually one of the best features of the game, but for the fact that the dialogue would become rather serious from to time. The downside, however, there’s so little character development within all the dialogue, which is strange for the series, none-the-less.
Luckily, the game keeps it rather light as Neptune’s crew manages to deliver a few laughing blows while the SEGA Hard Girls manage to keep the events fresh, enjoyable, and on a more-serious side of things. Something that comes off a bit interesting compared to anything else to be quite honest and even makes this one of the most enjoyable spin-offs in the series, unless you’re all for beating up on zombies that pester the girls in other titles.
When we talk about spin-offs, we’ve found each of them covering place sin different genres, places that extend from RTS, to action-RPG, to simple brawlers that offer a rather enjoyable time. The key differences here are quite noticeable when it comes to combat. Even though the game takes place within an already established system, Superdimension Neptune VS SEGA Hard Girls follows suit in the turn-based RPG element. Except this one is different. Movement in combat eats up your stamina meter, which determines how many times you attack, if you can use items, and even the abilities you can use. This change freshens up an already established system, which is honestly what the series needs, and unfortunately it’s not something we’ll see in Megadimension Neptunia VII, which felt stale after a decent amount of time.

This title also allows players to manage a squad of four gals. This new system also allows players to place the girls how they want in order to establish their place in combat. Not doing so could quite easily determine how quickly you’ll win or lose. This was something that does come with trial and error as enemies can easily swarm players, hitting multiple girls at once, and bringing players down to their knees. While this does determine how delicately you’ll need to balance your placement, it offers a challenge that is enjoyable and even new to the series. This is something that should quite honestly be implemented later in.
The series has been renowned for trying something new. It is a series that has twisted itself across multiple genres to provide players with the best experiences to date. While you tend to go across familiar places such as Virtua Forest, players will find themselves doing as much as possible in order to enjoy the game and do what they must to have an enjoyable experience. The game adds in new segments that weren’t previously available in past titles. This includes climbing walls, moving across rope-lines, and even dashing across the map, which breaks the monotony of revising old segments within the series.
However, as fresh as these changes may seem, there’s a few things that did carry over that probably shouldn’t have from past titles. This includes the atrocious grind to continue forth, rather long hours of exploring dungeons, but even the need to explore side-quests in order to find yourself getting the experience needed to progress from time-to-time. Luckily, side-quests actually benefit players who want to find the powerful bossed named “Time Eater” a bit weaker than they should. It does put some meaning to all those little tedious missions you’ll need to run around and complete, but to some, it’s just a nuance that needs quashed.

Superdimension Neptune VS SEGA Hard Girls PlayStation Vita
Developer: Compile Heart
Publisher: Idea Factory
Cost: $39.99
Release Date: Now Available
Among many of the games new functions added in, players will find themselves enjoying the game the way they should, and they will even find themselves selecting character classes for each character to use. Much like the characters, each of these classes level-up separately from one another. This means classes such as the Nomad, the Noble Thief, and many others as they will become viable later on in the game.
While the game does carry over the problem of grinding from other titles, Superdimension Neptune VS SEGA Hard Girls offers up many changes that the franchise needs, and even attempts to re-invent an already established series with many of its installments that are already out, and the many more to come in the future.
Our review is based upon a retail version of the game provided to us by the games publisher. For information about our ethics policy please click here.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Pros:
+Decent story
+Graphics
+Interesting feature option
Cons:
-Lackluster mechanics
-Stale and repetitive music
-No real direction
-Lack of any back-story
-Over simplified enemies

For fans of Metroidvania style games, Exile’s End has some outstanding environmental graphics for a 2D platformer. The very approach of being a 2D platformer makes you feel as if your playing a retro title. In fact, Exile’s End has one of the most interesting features I’ve seen for the genre it derives from. This happens to be the option to make the game look as if it is being played on an old school tube television.
The story for Exile’s End starts a bit chaotic and definitely a survival feel. Unfortunately, you get a little info on your actually character. But only enough to make you ask more questions and never get answers. As for the story of the game itself it tends to progress smoothly. With that being said that doesn’t mean its easy to progress or even fun. Just like old Metroid and Castlevania games, Exile’s End doesn’t always tell you where to go and what to do. The title also doesn’t even give you a clear sense of direction most of the time. There are pints in the game even early on where after several hours of running around you may still not now what your supposed to do to progress the game. Along with this if for some reason you mess up somewhere even if your far into the game you cannot backtrack at all. This is due to the fact that the game has no true checkpoint/save point system.

How it works is if you enter a room no matter what ,the game will auto-save you at the entrance to that room with everything that is currently going on. So if you finish killing an enemy, but you only lived with one point of health and accidental go to next room, you have that single hit point whenever you reload at that checkpoint. The worst thing about this is the fact that the only way to fix it is you having to start a brand new game. For those in the early game, it may not be such a problem but mid and late game it can cause a real issue for some and even make others not want to play anymore.
The mechanics of game play seem very reminisces of classics but are still a bit lackluster. Due to getting falling damage at the beginning of the game, you are pushed to explore your environments extremely carefully. This entails having to move the camera up and down to look around. However, moving the screen around is terribly slow and takes away from the platforming.

The environmental dangers such as floor and ceiling spikes can feel terribly cheap as you just can’t be bothered to wait for your screen to move up or down to see them so you can avoid them. Another pat of this is the fact that for at least some time in the beginning of the game all you get is a rock as your weapon. This can and usually does cause quite an issue when facing enemies early on. Then later when you unlock bombs, you’re limited to three, and unlike other weapons you obtain these bombs happen to be hot-keyed to a single button. This can cause a major issue due to the fact that bombs can be used accidentally while in combat. Since they are required for certain parts of the game you’ll find yourself farming to restock your equipment if you run out.
One mechanic that seems to overall well done yet over simplified would have to be the enemies for Exile’s End. They are separated into 2 types, ground and aerial units. The issue here lies in the fact that depending on which your facing it doesn’t matter the actually enemies it is they essentially do the same thing based on which type they are. Aerials fly around and dive every so often and then rinse and repeat.

Exile’s End – PC, PlayStation 4 (Reviewed), PlayStation Vita
Developer: Magnetic Realms
Publisher: Marvelous USA
Cost: $9.99
Release Date: Now Available
Not the hardest to deal with and easy to get pattern for most part. Now the ground enemies have a tiny variation but nothing to significant. You have your melee and your melee/range units. The only difference is the fact that the melee/ranged units will fire some kinda range projectile at you every few seconds or so. So definitely could have been more done just so simplified for combat.
The biggest issue with Exile’s End is going to be the music for the game. Every zone or section of the game has its own music theme or as many would refer to it BGM like in the old days. But, each one only has a handful of sounds that make up the songs. This is a major issue cause after several minutes it gets very old and severely repetitive. This can cause you to want to play with the music turned off.
Exile’s End all in all isn’t the best Metroidvania game out there and not necessarily the worst to come from the genre.
Our review is based on a copy provided to us by the games publisher. For information about our ethics policy please click here.
About the Writer:
Chris Adee is one of B.A.T.G.R.’s newest writers who seems to love three things. Sleep, games, and MOBA’s when he’s not goofing around on Warframe and SMITE. He also likes games. A lot. Oh and anime. Did we mention anime?
Pros:
+Takes on the high-paced action of the first title while vastly improving on core mechanics
+PlayStation 4 Pro players will notice a huge increase in performance over standard PS4
+Titans carry their own unique personality, continuing on from the campaign, and bringing more depth to multiplayer.
+Controls are easy, fun, and fresh in an already established mech-filled genre
+Creating communities is easier than ever compared to the first Titanfall
+Insanely fun boss fights within the campaign
Cons:
–Latency issues do appear from time-to-time on Xbox One and PlayStation 4
-Lack of maps can grow tiresome after a few days

October last year is the first time I got my hands on the Xbox One and Titanfall. It was in a few hours that I’d found myself swept away by this game that offered a unique vision of the future. It took humanity beyond the stars, it took us to places unforeseen before in a very real vision, and offered us a story where humanity was falling apart at the seams.
Without proper intervention, it seemed humanity would begin falling apart as it stretched across the Milky Way while trying to ever expand, and move among the stars. However, the title that first launched was riddled with troubles due to its lack of campaign, a solid story, and replayability as it took on a very familiar Call of Duty 4: Modern Warfare feel while combining the amazing things fans of MechWarrior had been experiencing for years on end without a hitch.
Just a few mere days ago, I found myself sitting in front of my Xbox One with a hot cup of coffee in hand, my free hand shaking as I took a sip, and within moments leaning back in my chair as if I’d just been through Hell and back. The truth was? I’d been through an experience that Titanfall hadn’t offered me the first time around. Even with all the ambition it promised from fluid player movement to massive ground battles while giant mechanized machines with their sentient A.I.’s moved across each map to assist their pilots. It’d been an astounding multiplayer experience, but it was only a fraction of what I had hoped it’d be from the former Call of Duty developers Jason West and Vince Zampella who delivered one of the most powerful campaigns ever with Call of Duty 4: Modern Warfare, which to many, is still the best of the games, and will continue being so for years on end.

Want to be dizzy? This games idea of versatility in exploration may just make that happen.
However, they’ve managed to step past that in recent years as they managed to repair the Titanfall DLC and the games general mismanagement that led to players finding themselves despairingly stuck with a dying community. The damage had been done, but after two years, and a few months, I found myself once more sitting in front of the screen staring at a masterpiece, one that had managed to do everything the first game promised, but remarkably better. It offered a single player campaign, which stood out, created a universe that players can easily believe, it created villains that bled amazing honesty to them, but it also appealed to fans of Iron Giant with Jack Cooper, the main protagonist, and his several thousand pound friend B.T.
My adventure began in an earnest faction as many would imagine for a game that follows the sci-fi genre trope rather well. The game begins with players being thrust into a training simulation where Jack Cooper begins his training as a ground soldier, a man who wants to train to be a “Pilot” and become the best of the best. With a war unraveling before the frontier of space, the Frontier Militia have begun fighting back against the Interstellar Manufacturing Corporation, and want to keep peace among the stars as the IMC seek to make money out of it. Our story, as you expect, is very face-forward with what it wishes to do.

Our mentor dies, we are granted a promotion to pilot where we team up with our large and powerful Titan, a mech, named BT-7274, but prefers to go by BT for sure. Their objective is quite simple: Survival behind enemy lines. If you’ve ever wondered what Behind Enemy Lines looks like with Starship Troopers, Titanfall 2 does this quite well as players will find themselves fighting against man, machine, Titan, and even inhospitably vile creatures that would rather see them dead.
Much as you’d expect, the campaign starts out generic, unremarkable, and all so familiar as it is essentially Call of Duty, but with massive robots at first, but eventually finds itself easily trotting a distinctive line of emotional grasp that the writers would ascertain a sense of authenticity to their story. While many could easily compare it to Call of Duty, this title easily surpasses the likes of titles such as Advanced Warfare, DOOM, and even Call of Duty: Infinite Warfare in the sense of a genuine and believable story. It’s one that gives us a feel for what our futures could very well be like if we were to live long enough to see humanity stretch among the stars. Unlike id Software’s DOOM or Infinity Ward’s Advanced Warfare, Titanfall 2 appeals to fans by offering an emotional depth, player control, and a very-real struggle of survival.

It takes influences from multiple games and mashes them together quite well when it comes to its lightning fast movement that is easily comparable to Capcom’s title Vanquish, while borrowing its insane and enjoyable acrobatics from Lost Planet, while managing to offer one of my favorite experiences from the smash sleeper hit Binary Domain. As one would imagine, Titanfall 2 borrows all of this quite well in order to help itself grow for both the fronts of campaign and multiplayer while working to evolve itself into something bigger, better, and stronger than before.
When players aren’t rushing towards an enemy with their CAR throwing out rounds, players can easily find themselves sliding after hitting the crouch button while turning their character to face the other way only to unleash bullets behind them, before finding themselves using a grappling hook to grab onto another enemy before unleashing a mighty-powerful bone-crunching blow that could easily send a man to his deathbed.
These type of combat scenarios are quite common in both campaign and multiplayer, which feel like extensions of one another, but without the annoying PvP aspect (campaign wise) to get a feel for the story. As one would expect, regardless of console of choice or PC, Titanfall 2’s controls aren’t just responsive – they are real, they are breathtakingly accurate, and they offer life-like animations that could leave fans drooling over their realism. They are fluid, they are what you’d expect if you had taken their spot, and with a vast array of weapons at your disposal, Titanfall 2 isn’t short of combat scenario variations.

While combat outside of a titan is fun, the game offers one of its greatest experiences through its combat inside a lumbering hulk of a Titan. This is where the game changes from one experience into another. Much as expected, the Titan vs Titan or Titan vs. Man aspects are much the same in a sense of ferocity and brutal realism. It’s not uncommon to see rocket salvo’s going across the screen, while fellow pilots will lop thermite canisters past you in order to dispose of a possible threat, only to set the battlefield ablaze.
While it sounds as if these massive behemoths are invulnerable, it’s not uncommon to see one go down in a nuclear blast of glory, taking everything near with it, and unleashing a radioactive blast that will take nearby enemies out with it. These lumbering mechs are just as vulnerable as their pilots as each one comes with its own strength, its own weaknesses, and it’s own combat capabilities whether you are piloting B.T. in campaign or say Northstar in multiplayer. The design choices varying between single player and multiplayer offer up a rather intelligent sense of design compared to many games of the genre.

Each piece of the overall design favors the idea between both man and machine, to offer multiple layers to each map to help transition players between their Titan and being on foot as the pilot. Whether it’s running through the games campaign finding yourself controlling time or in multiplayer phase shifting while rushing a Titan, players will find themselves blasting through enemies in multiple pathways. This also can cause some issues with the overall design to the games levels. Players may find themselves looping back around just as I have on more than one occasion. It’s not often that these problems stem from the idea that there are many paths, many ways through each level, and many hidden pieces within each one (want to find all those helmets? Better not backtrack and end up at the end of the level).
Unfortunately, the flaw with this design isn’t the fact it’s not a great idea, in reality, it is. It’s a perfect idea that translates well several times over, but leaves many players such as myself gripping tightly at our controllers as we’ve had a failure of communication with the level design. What way shouldn’t we go? Should I jump over the fallen tree in order to cross the river or should I go straight into the enemy facilities in order to find my new secret area? Oh right, I’ve fallen and died again while bouncing from pipe to pipe or wall to wall. This is common place unless players find themselves being guided to holograms within the game, and finding each splitting pathway as a new opportunity to experience different situations than ever before. Sometimes even offering better flanking positions against enemies compared to ones discovered previously in either campaign or PvP.

Customization is heavily lacking in comparison to Titanfall.
While the true faucet to the games enjoyability is the conversations between Jack and B.T., players will find themselves a bit let down by the games multiplayer. Unlike the campaign, however, the multiplayer suffers from a lack of direction that the campaign does. Maps aren’t as open, forthcoming, and enjoyable as the level designs in campaign. Instead many of them feel as if they are re-hashed Call of Duty maps that offer up a discouragingly poor sense of design when it comes to utilizing the games mechs and weaponry for a better cause. Unlike Titanfall the latest title suffers a bit from its rather dramatic changes to fast-paced and multi-level designs within a singular map. Each one feels as if it has been dumbed down to provide a single-minded vision of combat, allowing for choke-points, and teams to take lock down a single map with a single stroke of Titanfall’s.
Unlike the first game, such a thing is not easy to recover from whether it’s in the games rather enjoyable team deathmatch variant titled Attrition or the variant known as “Last Titan Standing,” which is in essence, a team deathmatch form of elimination where the target is destroying the enemy teams Titans as quickly as possible. Unfortunately, unlike the first game, Titanfall 2 seemingly discourages the idea of large scale Titan battles with increased rebuild timers, which resets during intermissions, and forces players to rebuild them between each point whether it’s the main battle or the games intermission variant known as “Epilogue,” which, once more, allows for teams to attempt an evacuation if they’ve lost the match.

Luckily, all that sounds bad, isn’t bad. Titanfall 2 is seemingly aware of its shortcomings from a developmental standpoint. The gamer designers have somewhat recognized this by separating player, Titan, faction, and even weaponry levels from one another. While some unlocks are only obtained through leveling up, Titanfall 2 offers a modest amount of customization for players to enjoy. While much of it is camo options, banners, or logo’s, players can find themselves enjoying a bit of uniqueness whether it’s the color of their gun, the Titan itself, or even their Titan’s hull sticker, which can be changed as players unlock them.
Unlike past titles that some of the development teams may have worked in in relation to Call of Duty, Titanfall 2 lacks on customization in many ways. Many of the gun trees are limited to 3-4 guns, very few scopes, and very few perks for each weapon, which in many ways, hinder the want for progression or the games “Prestige Mode,” which follows suit of the previously mentioned game quite well. Unlike Titanfall, this sequel does a poor job of also allowing players to have the customization’s we saw in the first game. Want to use that Ogre chasis? That’s not happening. Want to use that 40MM on Scorch? That’s not happening either. Each Titan is a prefabricated class for you to enjoy, which takes away from some of the immersion, and even can leave players cringing a bit at this finalized design choice, which we may never see changed back at a later date. Which is kind of saddening as making your Titan match your player identity was fun, it was enjoyable, and it was something that delivered a true sense of enjoyment within the first title. Plus, who doesn’t want their Titan screaming at them in Russian or German? I know I do.
Titanfall 2 – PC, PlayStation 4 (Reviewed), and Xbox One (Reviewed)
Developer: Respawn Entertainment
Publisher: Electronic Arts
Cost: $59.99 Standard Edition | $79.99 Deluxe Edition
Release Date: Now Available
Despite many of the games flawed missteps, Titanfall 2’s core dynamism establishes a beneficial step for the overall game and allows for chaos to ensue where players deem worthy. Want to jump up and run along a wall, dropping down on an enemy mech, and yanking his core out for your own? That’s rather doable in many of Titanfall 2’s encounters that are commonplace in both the campaign and online elements of the game. It’s one of the many strengths the game offers in a unique fashion.
Overall, the game is enjoyable, it is a nice changed pace from the ever-growing stagnancy that Call of Duty: Infinite Warfare has offered players within weeks of Titanfall 2’s launch, and even offers a campaign that isn’t scared of its own dynamic view. It’s a game that doesn’t just offer immersion, Titanfall 2 is a game that wants players to exchange fire from Titan to Titan, and even encourages them to enjoy its chaotic ways while they play. Even with its shortcomings, Titanfall 2 is quite easily one of this games most enjoyable games, which allows it to almost encompass other titles within the genre, and allows its core design to flow fluidly between single player and multiplayer, without ever losing its identity in the mix.
Our review is based upon a retail version of the game we paid for ourselves. For our review, we also used a PlayStation 4 Pro with a 7200RPM HDD and a standard Xbox One for our review. For information about our ethics policy please click here.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you
Pros:
+Zero-G combat brings in a new breath of fresh air for Call of Duty as a franchise
+80’s retro zombies is a hilarious adventure
+Flying missions are a blast
+Mission selection from Black Ops II is back.
+PlayStation 4 Pro enhancements are extremely noticeable in both 4k and Non-4k
+Operates at an astonishing 60FPS solid on PS4 Pro
Cons:
-Campaign at times feels as if it’s lost telling its story

2016 has been a roller coaster ride for first-person shooters. We’ve been through the Hell of war with Battlefield 1 and through a metal-driven ride through Hell with id Softwares DOOM, which re-imagined the franchise as it should have been. With our review of Titanfall 2 in the works, it’s hard to say that this year hasn’t been busy. It’s been busier than all Hell for many of us. Even though many of the stories we’ve played didn’t touch our hearts in same way like Battlefield 1, which took us on the more human-esque approach about what war is.
Among these titles sits Call of Duty: Infinite Warfare, which I’ve been outspoken about. I’ve been loud, I’ve been negative, and I’ve called it a wretched idea from the beginning. Sure a lot of it was due to the marketing strategy with Call of Duty 4: Modern Warfare Remastered being locked to the disc and the purchase of the legacy edition. However, the inevitable question will be: How does it live up to the franchise? Does it continue on rather well or does it drop us off in the vacuum of space in order to die in-the-end? Does it compete against the titles that are in competition of each other by capturing fans?
In recent years, Call of Duty has seen a steady decline in where the single player narratives have gone, but that has easily changed with Infinite Warfare. The game takes a familiar turn when it comes to Call of Duty. Humanity has moved away from the colonization of our own planet, we have moved past our planet to among the stars. We have risen to the challenges of finding a home among our solar system. As the expansion grew, there was distaste for the stretch of the United Nations themselves. In retaliation to this, a new group had been founded and silently working in secrecy: the Settlement Defense Front or the SDF.

Much to our luck, the campaign takes a narrative focus on this conflict as our game opens up with the SDF attacking a group of the UN’s agents on the Jupiter moon Europa. Soon after they launch a surprise attack on the United Nation’s Fleet, leaving much of Earths forces reeling due to this, and only leaving very few of Earth’s defense forces to protect it. This is where we also enter our leading protagonist, Nick Reyes (Briam Bloom), partners Lt. Nora Salter (Jamie Gray Hyder), ETH.3n (Jeffrey Nordling) and Sgt. Omar (David Harewood) take their parts int he games overall narrative.
Due to the casualties taken in the SDF’s attack, Reyes is thrust into his new position as the commander of one of Earth’s last starships named Retribution, which sustained heavy damages during the SDFs assault. This element is a far departure from Call of Duty’s story elements that took us back to World War II starting back in 2003. Much like Advanced Warfare and Black Ops III the game once more flings us further into the sci-fi fantasy approach than ever before as players, not long after starting the game, are flung into a vast array of missions that come in highly diverse formulas from one another. While the campaign uniquely takes after that of Call of Duty: Black Ops II on how missions work, Infinite Warfare is one that offers up a even more unique twist to how this system worked.

Much as one would expect, Call of Duty: Infinite Warfare follows familiar mechanics that fans should be rather comfortable with by now. With boosters for jump being available, run sliding, and even wall running – they’re all here in their full glory. While it may be discouraging from the fans such as myself who overly enjoyed past titles using the same first name moniker followed with World at War and Black Ops. Both games offered up unique stories, revolutionary mechanics, and even the capabilities of classic CoD games while moving forward in the same fashion.
Here, we’ve got the opportunity to travel across the stars, enjoy aerial space battles, and even see advances in space travel that we would never have imagined. While we do get to see the moons of Jupiter and take to the skies across space stations that serve as a home to millions, sometimes the story feels empty, losing itself in this civil war that spans across our solar system.
While it’s a reasonably long campaign (on Veteran, I’m running 29 hours played before completion) the game provided unique benefits for the franchise to improve upon and returns to the uniqueness that made Call of Duty captivate me the way it once did back in the old days. Hopefully this is a formula they consider in future titles whether it is futuristic or not as having a voiced protagonist inside and outside of cut scenes makes the immersion even deeper than before.
How does the multiplayer benefit from all of this, however? Does it stay alive and fun as ever or does it flush itself down the drain and seal itself away from the rest of the series?

Over the years Call of Duty has been on a steady decline in how the multiplayer feels. It feels as if it has lost its idea of what direction it wants to go through. On one side where we have Call of Duty: Ghosts we got a good feel for a solid title, one that offered a true feel for the franchise by returning to its roots, and even a solid story; to Advanced Warfare, which shed all identity the series had for a futuristic turn where science has advanced technology. Where Call of Duty: Ghosts offered one of the most customizable character appeals in any titles to date in the franchise, it also gave a heavy nod towards combat pacing, which could have easily returned the series to its World at War glory.
So how does Infinite Warfare fit into all this over the years? First, the combat will seem familiar to fans of Black Ops III. It’s fast, it’s furious, and guns are as cool as ever with some able to switch modes from say SMG to Assault Rifle or even as an Assault Rifle to very powerful akimbo SMG’s that will mow anyone in their path down with the right attachments. Weapons now variate between ammo types such as ballistic and energy. It’s a welcomed changed, but it’s not enough to keep Call of Duty: Infinite Warfare in the loop as a major leap for the series.

It fails to deliver a unique trend in a once-always-evolving multiplayer component. While modes such as “Frontline” offers some unique fun, it’s one that is troubled in the long run, and only offers up a “Team Deathmatch” like experience, but with kills helping accrue points while kills don’t mean near as much as before. However, this is the only thing new in the entire game. It re-uses much of the familiar systems from Black Ops III and fails to embrace its new futuristic route. With the chances to use zero-g to its benefit and thrusters, and even outer space maps, Infinite Warfare ignores the one thing it would have benefited from the most, and even fails to apply it deeper within the multiplayer itself.
Sure it’s fun to run across the starboard side of a starship as it’s being pulled into a black hole, the game also forgets several things that would have made this unique: creativity, uniqueness, and a sense of innovation. Sure, it would be easy to compare to Battlefield 1, which embedded the “War is Hell” persona within its very core, Call of Duty: Infinite Warfare doesn’t quite make the push it needs in order to differentiate itself from the past two installments, and drops the ball on this part.

CoD: Zombies in the Scifi 80’s Scene Anyone?
While multiplayer is fast, chaotic, and quite a bit of fun, its only real sense of depth is the customizable rigs, which feature unique traits, much like the customizable characters in Black Ops III. While you won’t see Battery, Prophet, or Seraph; FTL, Warfighter, and even Synaptic fill the empty space not having the aforementioned three leaves. They all offer up familiar abilities with Synaptic using Prophet’s rewind ability while Warfighter’s SMG could easily match that of Battery’s chaotic grenade launcher, and even FTL easily keeping up with Seraph in the essence of map control with his FTL Jump, which easily gives him map control.
While other abilities are present from the past game, Infinite Warfare‘s multiplayer feels like a heavy copy and paste job of Black Ops III and offers little innovation to the ever-growing-stagnancy that surrounds the multiplayer. If you can look past that, however, and enjoy the game – Infinite Warfare is a blast and offers up some amazing gameplay in both 4K and 1080p for PlayStation 4 Pro users. For Xbox One and PlayStation 4 standard users, the game is still a gorgeous example of next-gen graphics while also embracing the Call of Duty “photorealism” that was first introduced in Call of Duty: Modern Warfare Remastered.
Call of Duty: Infinite Warfare – PC, PlayStation 4 (Reviewed), and Xbox One
Developer: Infinity Ward, Raven
Publisher: Activision
Cost: $59.99 Standard | $79.99 Legacy (feat. MW: Remastered)
Release Date: Now Available
Even with zombies (which takes place in the 80’s and features David Hasslehof), much remains unchanged even on that front, except for the card system, which offers up unique cards that benefit the player much like active perks. Even here, however, not much has changed enough to call the multiplayer unique, revolutionary, or even innovative. It’s pretty much the same-old-same-old cliche that the franchise has been on the same route of over the years.
While I’ve been on the steady path of calling the franchise horrible, attrocious, and a marketing ploy – it’s hard to say that Call of Duty isn’t fun. It carries nostalgia, enjoyment, and a unique way to bring friends back together that haven’t played together a while. Even then, however, Infinite Warfare is a tough purchase for those trying to justify the $79.99 just to play Call of Duty: Modern Warfare Remastered and excusing Call of Duty: Infinite Warfare as part of the equation. Even with 150GB’s required with all DLC including the remaster, it’s hard to justify such a thing as games are ever-growing in size, and 50GB’s has become the new norm for many of us.
If this is just too much for you, it’s highly suggested to wait till the sales on it start this holiday season, or just simply stick with Black Ops III, which will offer up much-of-the-same experience that you’ve already become used to over the years. Lets just hope with a years worth the DLC in front of us that Infinite Warfare will be ready to embrace the uniqueness of outer space and this latest installment and make it as unique as ever. Besides, who doesn’t want to see zero gravity battles while floating across space while using asteroids or meteors as fighting grounds? I know I sure as heck would. We can only dream, however, we can only dream.
Our review is based upon a retail version of the game we paid for ourselves. For our review, we also used a PlayStation 4 Pro with a 7200RPM HDD for our review. For information about our ethics policy please click here.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Pros:
+Combat remains strong, fun, and enjoyable as ever
+Musical compositions keep the game fresh, fun, and “cute”.
+Interesting story that follows suit much in the same fashion of the first entry
+Each Criminal Girl has a unique personality that diversifies the cast quite well
Cons:
-Grinding seems as if it was fortuitous to the games design
-Touchscreen motivating of the girls seems… Awkward.
-A bit raunchy for some due to fan service

Last February I was given the opportunity to get my hands on the original Criminal Girls title. Sadly, I didn’t get as far as I had wanted in the game. Whether it was the raunchiness, the sadomasochism or just the tone of the girls, it had been hard to get past since I found myself distracted by the constant “fan service” that seemed to be oozing out from every corner of the game. With a bit of hesitance, I cringed a bit, entered the review code, and waited for the half hour of downloads to proceed.
Much as expected, the game booted up and low-and-behold I was introduced to anime girls who once more welcomed in the games rather sexually crafted girls. However, what I didn’t expect, it doesn’t run through each characters bit of design. While some of the girls have a rather crude and dark tone to them, it didn’t take away from the few minutes of dialogue I came to enjoy before diving face deep into the game. One that influenced itself through a random combat generator that doesn’t just randomly generate the fight, but even the abilities each girl will use, and how they’ll be used in that turn of combat.
As one would expect, the combat is one of the mainstays of the game due to the JRPG elements and the fact it is a dungeon crawler first and foremost. Because of this approach, combat will be at the forefront a will dungeon design. While some may cringe at the idea that combat may appear like a RNG role.

It makes the game interesting, fresh, and quite enjoyable compared to the cookie cutter JRPG’s that we’ve been getting in recent years. This bit of context makes the combat quite enjoyable, unique, and even provides a sense of relief when a major ability would come up in battle and force the player to use them as they became available.
While this can be frustrating as your fate is in the hands of the game, it doesn’t take away the fact that the difficulty of a JRPG is always present, which means the grind is there.This is something that will be a bother to some as they will find themselves constantly fighting to level. Something that also comes in with the game is the “motivation” mechanic, which forces players to “scrub” the girls with their finger on the touch screen.

Doing this takes players in a screen where each girl is in rather provocative positions, which to some, could be a red flag if they are in public (trust me, I got caught playing this in public forgetting about this, and was embarrassed while eating my sushi). These motivations are a way to gain new abilities with each girl, while having healing abilities, and stronger attacks can be wonderful, it doesn’t make this game any more awkward than it already is until you use the motivate option.
With all that aside, Criminal Girls 2: Party Favors is just what one would expect from a dungeon crawler that takes place in Hell. The goal of your adventure is simply: get the girls to the top so they can be rehabilitated. While all this is simple, there’s a small plot twist that twists itself within the game and can make one wonder about the demon attack. The game hints that one of your own just happens to be a demon in disguise instead of a girl needing help.

Criminal Girls 2: Party Favors – PlayStation Vita (Reviewed)
Developer: NIS
Publisher: NIS America
Cost: $39.99
Release Date: Now Available
Sadly the game doesn’t suffer from the rather enjoyable combat or story, but it suffers from something a bit more painful. It suffers from an intensive amount of grinding. enough that many could even find themselves turned off by this turn of events. While it may not bother some at first, it will grow old after a few hours while trying to reach the next save point before heading off to a boss, and beating their head in so they can reach the next check point.
Luckily, if you are accustomed to JRPG’s this won’t be a rather large issue and could lead fans to an enjoyable experience. While finding enjoyment in some of this games most awkward situations can be a bit daunting, it doesn’t take away the fact Criminal Girls 2: Party Favors is a series that is headed in the right direction, and will keep gaining fans over the years. If you can tolerate grinds, embarrassing moments, and questionable situations, Criminal Girls 2: Party Favors is a game that offers a decent challenge while pushing fans into a new PS Vita exclusive series.
Our review is based upon a copy provided to us by the games publisher. For information about our ethics policy please click here.
About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.
Pros:
+Extremely well balanced classes, weapons, and vehicle systems
+Unlock progress smoothly transitions to an era set before previous games
+Vehicles are unique and authentic to their time
+Multiplayer deepens the games story through operations
+Gorgeous graphics and soundscapes (music, ambiance, etc)
Cons:
–Sound performance problems seem to pop up during extremely chaotic moments.

Much like any Battlefield, Battlefield 1 is not a far cry from what makes the series unique among all the competitors out there. For the first time since Battlefield Bad Company, the series finally displays what it is to make a campaign a piece of importance to the overall title. While the series adapted to destructible environments, which is still present this day, the game also followed suit with titles such as Activision’s Call of Duty in the element of including unlockable items.
Since the release of Battlefield 3 the series has been trumped by an rather distinct since of identity conflict due to the direction the series began to take. With the launch of the PlayStation 4 and Xbox One, players whom purchased Battlefield 4 on the next gen consoles (at the time) were plagued with numerous problems. Each of these problems weren’t elusive to just some players, but they plagued all. With game crashes, texture issues, and insane load times, Battlefield 4 put a black mark across the franchises name for many.
For many it would seem as if the franchise was losing its focus, that it was falling apart, and luckily that has changed as they took a bit more time with Battlefield 1. Long had been the days since I thought World War 1 or any other war would have been a viable idea. Games such as Medal of Honor, Shellshock: Vietnam, and Rising Storm 2: Vietnam had proven that wars previous to Desert Storm, Desert Shield, and even Iraq. Setting foot into even older wars, however, had seemed to set things a bit more taboo in modern years. What happened though to DICE? Were they working on anything outside of Star Wars: Battlefront? That was a question much of the gaming community had asked. No, they weren’t, they were focusing on Battlefield 1.

To succeed as a new portion of the series, Battlefield 1 had first wave farewell to the modern day military aesthetic the series has seen for almost a decade. Doing so has allowed the developers to prepare the franchise for something new, something unique, and ultimately something that would help re-define the series as we know it now. The game so precisely and carefully weaved itself into a brilliantly crafted masterpiece, one that has been so carefully crafted that even the developers shared this intensity within the game itself.
Unlike previous shooters, Battlefield 1 brilliantly bids farewell to the one-man-long campaign, and instead, it brings forth multiple stories that across multiple theaters of war with many different tones in narration. Instead of continuing on with the one-man-hero story that Call of Duty has done across multiple installments, DICE approached the game differently by creating a finely tuned anthology, each one telling three completely separate stories across the events of World War I. The game telling the stories of multiple men and women within the theaters of war that take place across Europe.
While many would question how the game offers up a movie-like experiences, it’s quite easy to discuss when it comes to how well the narrative spans across multiple sequences even outside of the campaign. DICE does this quite well by bringing in a new mode named “Operations”. The Operations mode is what one would expect. It’s multiple battles that take place across several scenarios within a single area within a single battle. Each of these ones are told through the eyes of troops or leaders that players encounter within these missions. To fill in the need for cinematics, the game offers this up across multiple occasions to carry on the movie-like experience that takes place across the game.

Much as one would expect, there’s always a question about where a game may go as it begins to unfold. Does it ignore the costs of war? Does it ignore that the terror’s that those in it will not have some mental anguish caused by it? Do they remain silent about what they go through in all tonal challenges made possible by the costs of war? No. In a unique way, Battlefield 1 provides the real-life costs of what such a war would be like.
This move sets Battlefield 1 apart from all the rest. This makes it one of the largest departures within the military genre. The first chapter of the game captures this perfectly as players take on the role of a tank driver in “Mud and Blood”. In this chapter players are forced to enjoy a rather unique trip through Europe in a tank named “Big Bess”. In this mission players are given the option to approach the enemies in two manners. One is stealth, eliminating them with brutal melee finishers, and using silenced weapons that can be found scattered across the battlefield.

The landscape, as you can imagine, is unique as players will sneak across mortar-blasted lands covered in mud that are filled with German forces. In the second story, players will become adept in using the games flying mechanics. In the second story titled “No Man’s Land”, players fly their way throughout the battlefields of Europe before taking to the grounds where machine-guns have cut almost everything down to size, tanks that have been demolished are littered across the trenches, and even mortal created holes that decorate the ground.
Let alone does the authenticity of the stories help portray the realistic costs to each character in Battlefield 1, the weapons help this authenticity seem even more plausible due to how each weapon has been carefully crafted in order to give a realistic response to its uses. Let alone do the weapons look, sound, and “feel” real, they offer a depth of realism never seen before within their customizations. This goes for combat as well in both single-player and even multiplayer.

Unlike previous Battlefield titles, sneaking, maneuvering, and flanking didn’t feel as needed in order to progress through each multiplayer session as it does now. The newest portion of this mechanical design worked well in Battlefield Hardline where players would find themselves cautiously sneaking across each map. They also found themselves using every bit of their terrain to provide themselves a tactical advantage. Much like Hardline sneaking and careful maneuvers serve as an important role to the game. This further proves that the need to shoot at enemies sometimes isn’t quit the best idea.
Unlike previous titles, Battlefield 1 isn’t some dull experience that players will find boring as they find themselves storming across landscapes as a Bedouin horseback resistance fighter, an Italian shock trooper, an ace pilot, or even a tank pilot there wasn’t an inkling of boredom coming from me. While it does suffer from rather well known issues of any shooter franchise, y’know, idiot A.I., players crashing friendly planes into me, and the occasional tank driver who decides to drive us off a cliff. With those issues aside? The game has vastly approved upon many of the underlying issues from previous titles.
Battlefield 1 – PC, PlayStation 4 (Reviewed), Xbox One
Developer: DICE
Publisher: Electronic Arts
Cost: $59.99
Release Date: Now Available
Battlefield 1 is a departure from what we knew the series as. It forgoes the idea of the long ran approach to single character designs. It breathes what the title is through and through. It benefits itself from embedding the games core elements throughout the title. Whether it’s players storming across each map in combat in Rush, Domination, Team Deathmatch or even players storming across each operation that takes place in each multiplayer session. Something I can contest to after the dozens of hours I’ve already put into the game.
The game goes back to the days of what makes Battlefield 1 a classic Battlefield title. While some would assert that the game is slower in many aspects, others would carry on to say that the game is much faster paced in many ways. It serves as a reminder that the franchise has moved to grow as semi-automatic and bolt-action firearms fit perfectly with the era they came from. While the shooter genre moves forth into the distances of humanities future, Battlefield 1 will always be behind them as it remains very alive in its very unique way by departing from the competitive edge in ways the previous titles ventured into.
For now, it’s safe to say that Battlefield 1 pushes the boundaries into emotional depth and grasp. It’s a game that will push the FPS genre in a direction that it needed to go without underplaying the importance of building the single player into all aspects of the game and allowing that narrative to drive the games overall design.
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About the Writer:
Dustin is our native console gamer, PlayStation and Nintendo reviewer who has an appetite for anything that crosses the boarders from across the big pond. His interest in JRPG’s, Anime, Handheld Gaming, and Pizza is insatiable. His elitist attitude gives him direction, want, and a need for the hardest difficulties in games, which is fun to watch, and hilarity at its finest. You can find him over on Twitter, Google+, and or you can find him on PSN with RaivynLyken.