In the Age of the Internet, where we demand everything faster and our attention spans shrink to that of a goldfish, it's interesting that both PES and FIFA are slowing down. It's a trend aimed at making soccer games more realistic, but upto and including FIFA 17, it had caused EA's series to suffer, with every title since FIFA 15 feeling less responsive than its predecessor. Finally, with FIFA 18, the franchise has managed to arrest its decline, and while the series' latest entry still feels slow, it at least feels a little more responsive, and less frustrating as a result. Combined with outstanding presentation and more ways to play than ever, FIFA 18's on-pitch improvements represent the beginnings of a recovery for the series.
FIFA 17's problem, I realized after far too many sleepless nights, was that it slowed players' turning speeds to Titanic levels but left much of the rest of the game at a higher velocity. That meant you could sprint pretty quickly, but would take an age to accelerate or change direction. This is still a problem in FIFA 18, where players' continued slow turning circles and lengthy animations can feel like there's a split-second of input lag--but their slower sprinting does mean the game's speed as a whole feels more consistent.
This results in a more thoughtful game that's less concerned with beating defenders using trickery or pace and more about--as your youth coach probably told you every week--letting the ball do the work. AI teammates now make more frequent and intelligent runs to give you greater options when you're on the ball, and players' first touches keep the ball closer to their body, finally making driven passes a viable option in the attacking third. Unfortunately, however, non-driven passes remain as limp as before: long passes and chipped through balls still slowly float towards their target before inevitably getting cut out, and ground passes are similarly weak, rarely possessing enough zip to carve a defense open.
Many attacks end in your wingers or full backs crossing the ball into the area or an attacking midfielder having a pop from the edge of the box. It's a good job, then, that these are the areas that have seen most improvement. Shots carry a little more weight than before and are responsible for the game's most satisfying moments--seeing a volley fly into the top corner is a great feeling, and it happens far more frequently in FIFA 18 than last year. Crosses, meanwhile, have been reworked, dropping the old low cross in favor of a new three height system: holding R1 / RB while crossing produces a driven, ground cross; L1 / LB creates a floaty ball similar to FIFA 17's efforts; and just the standard X / Square input whips the ball behind the defenders with pace. Crucially, unlike last year, it is now actually possible to score by crossing it into a target man or poacher, and doing so feels better than it has in any FIFA to date.
Players' continued slow turning circles and lengthy animations can feel like there's a split-second of input lag
That doesn't translate to set pieces, however, which are still useless--even if penalties are slightly less complicated than FIFA 17's approach, which felt like trying to solve a Rubik's cube with your hands tied. They're still unnecessarily obtuse, requiring you to be mindful of shot power, direction, and height, as well as your run-up, all at the same time, but at least you now have time to think about your approach, rather than the run-up being mapped to the same stick as shot direction.
Elsewhere, EA has finally got the balance of individuals' pace just right--slow players feel slow and fast players feel fast, and utilizing the latter no longer feels over- or under-powered. However, despite the numerous small-but-important enhancements, there a number of lingering flaws holding FIFA back. Different players still don't feel unique enough: other than Ronaldo and a handful more of the world's elite, every footballer in the game feels roughly the same, the vast majority of them displaying the same animations and only feeling different in their heights and speed stats. This year's gimmick, quick subs--which allow you to press R2 / RT during stoppages in play to substitute a player without having to pause the game--are a nice touch that is limited by the fact you can only apply it to three pre-planned changes organized before the match or go with the game's suggestion. That suggestion is rarely a good fit for the situation at hand, and mapping it to the same button as sprint meant I was constantly activating it by mistake.
If FIFA 18's on-the-pitch showing is inconsistent, its presentation--the area in which the series has progressed most over the past few seasons--continues to set the standard for sports games as a whole. While it may sound like a boring, granular change, the prettier and more versatile lighting really helps make each match feel unique. It's aided by more realistic and enthusiastic crowd reactions, and different kinds of atmosphere depending on where in the world you're playing. Spanish matches are scored with the distant beat of drums and constant, partisan noise, whereas English crowds are more likely to taunt the away team over their lack of support. Club-specific chants are common for the bigger sides, though Liverpool fans may tire after Anfield's 200th rendition of You'll Never Walk Alone.
In addition there's official league-specific branding and graphics, lineups being read out by stadium announcers (even in the lower leagues with less well-known players), and largely excellent commentators discussing real-life transfers and results. Together they make a game that replicates the experience of watching football and interprets the culture around the sport--the media, the fan adoration and anguish, and the obsession with following your team--more immaculately than ever.
FIFA 18 replicates the experience of watching football and interprets the culture around the sport more immaculately than ever
As FIFA continues to almost become a sports channel in itself, it also expands its repertoire of game modes every year. This year sees the narrative-driven Journey mode return for a second season, with Alex Hunter now a world-famous prodigy. The Journey sees few improvements over Season 1 beyond some greater customisation options (you can now change Hunter's apparel and hairstyle, among other minor tweaks), and its cast produces the same mixed performances as last year. It remains a unique mode, but think of FIFA 18's Journey more similar to the second run of a middling TV show than anything else: it's the same, just more of it.
Elsewhere, Pro Clubs remains largely untouched--save for a Journey-style skill tree in which you need to acquire certain traits before others are unlocked--and Ultimate Team's winning formula has also been left mostly alone. The few new additions include Squad Battles, where you play a number of matches against other Ultimate Team clubs controlled by AI, before being ranked against other real-world players for the amount of wins you manage. They're a perfect alternative to the online FUT Champions for those who don't want to brave the wastelands of online multiplayer, or for those who don't have the time to commit to the latter's grueling schedule of qualification rounds and weekend tournaments. Meanwhile Daily Objectives, in which you're rewarded with coins or packs for, say, winning by over two goals or for scoring with a Serie A player (among other challenges) offer welcome new bonuses, particularly for Seasons players who have traditionally been subject to meagre rewards.
Finally, The Journey's influence has spread beyond Pro Clubs and into Career Mode, whose transfer negotiations have been overhauled--aesthetically at least. Instead of submitting your offer as an email, transfer talks are now conducted in real-time through interactive cutscenes. It's a largely superficial change since the only actual new feature is the ability to add release clauses and sell-on percentages to signings' contracts--the rest of the process is exactly the same, except with a human face rather than an inbox in front of you--but it's at least more exciting than seeing the same offer letter template written down for the hundredth time. Otherwise Career Mode is the same as ever, with the player conversation system feeling most stale--the emails players send to you are identical to the ones they've been sending for years now, and there's still no way to reply. It would've been nice to be able to speak with your team in a similar vein to the transfer negotiation cutscenes, though maybe that's a feature for next year.
Career Mode, Pro Clubs, and Ultimate Team's new features are undoubtedly incremental, but that's largely because what was already there was excellent. They each offer an entirely different way to play, with Career Mode offering the chance to control your favorite team, Pro Clubs being a great way to play with friends, and FUT being by far the most addictive and fun--especially for those who collected football cards as a kid.
It's off the pitch that EA excels. From the variety of game modes on offer and how everything's presented, to the constant updates in FUT's Team of the Week, Daily Objectives, and discussion of real-world happenings in commentary, FIFA 18 captures the world of football and confidently translates it into a video game. On the pitch, however, EA's soccer series is still lagging far behind PES 2018's more fluid, satisfying football. This year's improvements are welcome, but more needs to be done in the coming years if FIFA is to be a world-beater once again.
Playing Marvel Vs. Capcom: Infinite reminded me of a scene from Star Trek I saw as a child. It involved Kirk and Spock playing an intense game of chess, but on seven boards of varying sizes, all floating over each other. It was still a game of kings, queens, knights, and pawns strategically moving between colored squares, but the multi-tiered playing field unraveled my understanding of its fundamentals. What was the purpose of the smaller boards hovering off to the sides? Do the rules of movement change? How do you even get a checkmate?
The latest iteration of Capcom's star-studded crossover fighting game is much like Star Trek's three-dimensional chess. It takes familiar gameplay systems and characters but presents them in an entirely new way, demanding players re-examine their understanding of it as a whole. Infinite represents the most significant change to the Marvel Vs. Capcom formula since its creation, and the result is a game that's not only fun and rewarding to play, but also remedies some of the biggest issues with its predecessor. However, like Star Trek's three-dimensional chess boards, it's all held together by a functional but crude frame.
The biggest shakeup in Marvel Vs. Capcom: Infinite comes with the addition of the Infinity Stones, which, in Marvel lore, correspond to a different facet of the universe: Space, Time, Mind, Reality, Soul, and Power. One stone can be taken into battle alongside two fighters, and each of them has a unique ability called "Infinity Surge" that can be used just like any other special move. These abilities open the door to a world of creative combos, setups, and strategies that the series has never had before.
Marvel Vs. Capcom 3 quickly became a game about finding the best teams and optimising their damage output, but this meant everyone largely played the same way. Infinite's Infinity Stones, however, encourage players to make characters their own, and they offer the tools to forge distinct playstyles. A Hulk player is now empowered to negate his slow movement speed by using the Time Stone's teleport function, an aggressive Dante can use the Soul Stone's health-sapping capabilities to mitigate damage from risky strategies, or a Thanos can cover his lumbering approach with the Reality Stone's homing fireball. Despite the attributes the stones bestow, each character still retains what makes them distinct among the cast. So although Hulk might have a teleport, trying to play him like Strider won't work.
The Infinity Stones also have a secondary ability called "Infinity Storm," which is charged by Surge usage. When unleashed, they unlock the full potential of the stone and give its user a big short-term advantage. In the Marvel Universe, the Stones grant immense power, and in the game each one bends a fundamental rule of fighting game design to the favor of its user. Power boosts damage, Mind refills the Hyper Combo meter, Soul revives a fallen ally, Time eliminates recovery on moves so they can be chained together, Space restricts movement, and Reality gives elemental properties to attacks. The Infinity Storm is what replaces Marvel Vs. Capcom 3's X-Factor, which, while an interesting mechanic on paper, often felt like an unfair two-button death sentence. Infinity Storm briefly changes the parameters of battle in favor of the user but still gives the other player the ability to fight on through smart play and strategy. It takes X-Factor's comeback potential, but makes it a possibility instead of a foregone conclusion, and in turn the inherent tension and drama of the moment feels more authentic.
The rabbit hole goes deeper when you factor in the tagging system, and it's here where the series' other big changes lie. Capcom has simplified tagging, but done so without sacrificing depth. At the press of a button, a teammate will sprint into the fray to take over, allowing players to extend combos for greater damage or to set up tricky situations that can potentially penetrate defenses. Teammates will always enter on the ground, which means low-effort health-melting chained air combos are a thing of the past. While it's not impossible to make combos go on for absurdly long, it's hard work since the character being tagged out is slow to leave. This places high-execution demands and strict timing requirements on players, who need to keep the combo going long enough to cover the tag cooldown. It might be frustrating to find yourself on the receiving end of one of these multi-tag combo strings, but you can be sure the player on the other side is putting in the work to make it happen.
Similarly, Infinite doesn't feel like it revolves around "Off The Ground" moves (OTG) as much. In Marvel Vs. Capcom 3, these had very simple inputs and could pop a knocked-down enemy back into the air, leaving them defenseless against a continued barrage of attacks. These moves are a little trickier to pull off now due to a limited window of opportunity. Again, when you see one happen, you know it was well-executed.
Marvel Vs. Capcom: Infinite's story delivers ... [It's] exactly the kind of fun, action-driven romp you'd want from a crossover of these universes.
Infinite feels like a much more grounded game than its predecessors. It moves at a slower pace than series veterans may be used to, but it also feels more honest. The fighting game community referred to Marvel Vs. Capcom 3 as a game about shenanigans; utilising the idiosyncrasies of mechanics and quirks of characters to create situations that often felt unfair. While it's too early to tell whether Infinite's systems are completely free of these, as it stands, the game's mechanics feel much more open-ended. It's less about using communal knowledge to pick the best characters, do the optimised combos, and employ the ideal strategies, and more about treating the game like a blank canvas and its mechanics as the brushes for painting your unique superhero squad.
Of course, there are those that won't think about playing Marvel Vs. Capcom: Infinite with such granularity, and Capcom has implemented a one-button auto-combo system to help the casual player pick up a controller and make cool stuff happen easily. The game's control scheme features two buttons for light attacks and two for heavy, but by repeatedly pressing just the light punch button you can execute a full combo, starting on the ground, launching into the air, and finishing by knocking the target back to the ground. It's a completely frictionless way to execute a full combo loop for those that just want to enjoy the spectacle of it all and have fun. To balance this, the damage these auto-combos do is considerably less than a manual combo, so a serious player shouldn't have any trouble against someone doing auto-combos. The system is a simple and intuitive way to get people started. There were some fears that concessions for the casual player could impact the depth of Infinite, but the limitations of auto-combos and the complexities of manual ones creates a gulf between the casual and hardcore. But those that want to make the journey across are given a path to follow.
Capcom has made digging deeper easy thanks to a suite of training mode options that'll be familiar to anyone who has played a recent fighting game. Infinite features a comprehensive mission mode that will walk players through the basics of movement, attacking, how the Infinity Stones work, and how they can be incorporated into play. On top of that, each character has 10 individual missions that start with basic special moves, but escalate into high-execution combos. At the later stages, these missions can be incredibly tricky, so even veterans are likely to learn a thing or two by completing them.
Capcom's last major fighting game, Street Fighter V, was criticised for its dearth of content at launch, but this criticism can't be levelled at Marvel Vs. Capcom: Infinite. In addition to the training modes, there's a Vs. mode that lets you go up against another player locally or a computer-controlled opponent. There's also an Arcade mode that pits players against a series of teams before ending with a final boss, and a suite of online modes including ranked and casual matches, a beginner's league, and a lobby system.
Marvel Vs. Capcom: Infinite's netcode has shown itself to be reliable in finding matches and, for the most part, those matches are stable in network performance. Matchmaking is speedy, often finding an opponent to battle it out with quickly. And when both players have full connections, it feels as smooth as playing offline. Naturally, with lower connection strengths the experience is more prone to stutter and, on the rare occasion, freeze for a second or two, with some input delay. However, this is at the very low end of the spectrum. Even with middling connections gameplay isn't noticeably impacted.
One of the smarter touches in its online mode is the Beginner's League, which pits players ranked 14th or lower against each other. Wins accrue points and once enough are earned, the player graduates out of the league, making it no longer accessible. This is a great way finding footing in the dog eat dog world of online Marvel Vs. Capcom online. The post match options also make it easy to keep the fights rolling, as they let you rematch or find new players immediately without being kicked back into the online section.
The other big draw in Marvel Vs. Capcom: Infinite is its Story mode, which follows an all-star cast of characters as they travel across around the amalgamation of universes to collect the Infinity Stones and stop the villainous Ultron Sigma, who is attempting to remake all of existence in his own image. Capcom's story modes have always been severely lacking, especially next to NetherRealm's offerings in the Mortal Kombat and Injustice series, but Marvel Vs. Capcom: Infinite's story delivers. It's a narrative that keeps it simple to allow characterization to shine through, and it does. Spider-Man is a wise-cracking goof, Tony Stark always thinks he knows better, Dante is a charming rogue, Hulk smashes, and Cap motivates. There's a light, humorous quality to everything and, in its more absurd moments--like when Frank West, a normal human with a camera, is put up against Thanos, the mad Titan--the story takes the opportunity to poke fun at itself.
The battles that take place within the story are also engaging, often asking players to smash through Ultron Sigma's mechanical robots, which are low in health but great in number. Fights against named characters are much trickier and the game will often layer on an objective, time limit, or have an outside party running interference. A few of the battles even serve as little puzzles, requiring the player to figure out how best to use an Infinity Stone to achieve victory. The Story mode is exactly the kind of fun, action-driven romp you'd want from a crossover of these universes. And there are a few nods for fans of the characters thrown in for good measure.
It's unfortunate, then, that Marvel Vs. Capcom: Infinite is really let down by its presentation. Much has been made of the visuals and, while it looks much better in motion than it does in still images, overall it's inconsistent and severely lacking in pizazz. While characters like Captain Marvel, Thanos, Jedah, and Gamora look vibrant and detailed, the likes of Dante, Frank West, Ryu, and Spencer aren't exactly easy on the eyes. The faces of human characters, specifically, are very rough, ranging from vacant-looking to downright ugly in poor old Frank's case. Infinite swaps out the last game's comic book style for something a little more realistic, which only serves to make the disparity between character models more pronounced. It's a shame because the different arenas fights take place in are a very cool mashup of Marvel and Capcom locales. Capcom has put thought into how it can bring the two universes together and been successful. A.I.M has been combined with Umbrella to form A.I.M Brella, Asgard with Abel City from Mega Man to make XGard, and Monster Hunter's Val Habar and Black Panther's Wakanda for Valkanda. The games various stages carry its all-star mashup ethos through nicely.
The menus in Infinite also leave a lot to be desired. They're a very workmanlike implementation of dreary-looking text on plain backgrounds, jarringly transitioning between each other, so moving around the game's user interface feels dull and lifeless. This might seem like nitpicking at something that, within the larger context of Infinite's experience, is insignificant, but as a fan, it was a letdown. Marvel Vs. Capcom 3 felt like a celebration of the two universes; it's a game bursting with reverence for source material. Its start screen literally screams the name of the game at you like that kid opening a Nintendo 64 on Christmas morning, it plays bouncing beats in the background, its character select is a comic book that you flip through, and everyone makes references to existing relationships or obscure storylines before battle. By comparison, Infinite is bereft of enthusiasm. Marvel Vs. Capcom 3 is that person at a convention wearing an elaborate Dormammu outfit complete with a flaming head. Infinite is that person wearing a plain t-shirt with the Marvel logo on it.
Nevertheless, the mechanics underlying Marvel Vs. Capcom: Infinite make it an outstanding fighting game. Capcom has understood what caused the stagnation of Marvel Vs. Capcom 3's competitive scene and, to some extent, the issues Street Fighter V currently faces. In response it has created a fighting game focused on individuality and expression, with deep systems that reward studious players but also accommodate casuals. As someone who both plays and watches fighting games, I am excited to see what the future holds for Marvel Vs. Capcom: Infinite.
Editor's note: Marvel Vs. Capcom: Infinite's online component has now been tested and this review has been updated to reflect our assessment.
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After stumbling on current gen consoles starting with NHL 15, the NHL series is starting to hit its stride, with a wide variety of improvements and additions to the core game in recent iterations. In NHL 18, most of these improvements are aimed at new or casual players, but hardcore hockey heads haven't been forgotten. From its generous list of modes ranging from full-season to the exciting NHL Threes, to how the action on the ice feels smooth and deliberate, NHL 18 is a fun yet accessible sports game.
When you're out on the ice, NHL 18 feels fantastic. There's a feeling of weight to the players crashing into each other, making each check feel satisfying. Passing and controlling the puck is smooth and fast, and when you outsmart the defense and score a goal, it's a genuine fist-pumping moment. The new dekes open up fresh possibilities of outsmarting your defenders. Passing the puck around the ice, screening the goalie, and then putting a wrister into the goal always feels purposeful and satisfying. There's no button mashing here unless you want it, in which case you can set the game to NHL '94's ultra-simplified 2-button controls.
The new modes like NHL Training Camp, NHL Threes, and Expansion Draft feature in Franchise mode bring new ways to play, but returning gamers will find the core NHL experience familiar. Gameplay is largely the same as it always has been. The commentary is basic, repetitive, and the delivery and excitement don't always match the on-screen action.The soundtrack, too, is limited. There are very few songs, so they repeat on the menu screens frequently. Songs like Kaleo's Hot Blood and The North Panic's Haven't You Heard? become annoying from repetition.
Of the new mode additions, NHL Threes feels the freshest, and controls exactly the same as the rest of the game while keeping an arcade feel, slacking on penalties and rules found in the simulation modes. I enjoyed slamming other players in situations where I'd normally be penalized, particularly the opposing team's goalie for stopping play.
Despite the familiarity returning players will feel with NHL 18, the number of possibilities are impressive and each serves as a hook to get into into another mode. If you just want to smash around the ice, foregoing things like off-sides and icing, NHL Threes is perfect. You can even earn team mascots as playable characters. If you're heavy into the simulation of a season, there's a full-season mode. Hockey Ultimate Team lets you build your own fantasy team using current and past players, and is complex and feature-rich enough to practically stand on its own.
But the beauty of all this variety, besides having something for everyone, is how one mode complements another. Playing NHL Threes is a great way to get a feel for the basics of the game--skating, shooting, and hitting--without worrying too much about the rules. It makes the on-ice time in something like season play that much more dynamically, because it allows you to get a better feel for the way NHL 18 moves and plays. The MyCareer mode lets you start off with your own custom player, and play your way from amateur to professional, building exactly the type of player you want to build. It gets your foot in the door for a full season mode, controlling each team, switching between players on the fly--which hones your hockey skills, helping you dominate NHL Threes. It's cyclical. Playing any single mode makes you better at any of the other modes. It's awesome.
While Madden and NBA 2K have both taken the single-player experience and turned them into compelling story modes, NHL 18 makes no such effort. You set up your player, play in the junior leagues, and move up from there. It's generic. Building on the MyCareer mode would have made a great addition for returning players, but instead it's just more of the same we've seen in every previous sports game for years.
But NHL 18 is welcoming in every possible way to new users. One of the most difficult things about sports games is learning the vocabulary of each title. In the past, jumping back into a series, or starting for the first time, seemed overwhelming. The NHL Training Camp is great for returning users to learn some of the new moves, and invaluable for helping rookies get a feel for the game.
Visually, NHL 18 doesn't reach the same heights as other sports sims on the market right now. The crowds especially fare poorly, looking more like Sims characters than actual humans. When the camera pans the crowd, the animation looks canned and often suffers from framerate stutters. Actual gameplay is fluid, but transitional animations are non-existent. It doesn't look natural in up-close replays when a character goes from skating, to scoring, to celebrating.
New players won't feel lost, as NHL goes out of its way to make sure you get up to speed with training, tutorials, and on-screen hints.
There's still a lot to love about NHL 18, even if the core on-ice experience has only seen minor tweaks. The new modes bring variety to the gameplay, with NHL Threes standing out as a fast-paced, fun way to play hockey. No matter what the mode, gameplay is fast, responsive, and rewarding. And those fresh to the franchise won't feel lost, as NHL goes out of its way to make sure you get up to speed with training, tutorials, and on-screen hints. New players are sure to feel welcome, but for any series veterans, NHL 18 still has some room to improve.
Somewhere, in the infinite void of space, is a planet with a race of transhumans that believes they can bring the dead back to life. A being named En has come here looking for a way to resurrect a loved one currently trapped in a red cube strapped to her back. What she will find is a seemingly endless labyrinth that puts her head to head with the most dangerous enemy: herself.
More accurately, the endless labyrinth of Ultra Ultra's Echo puts you head to head with yourself.
The labyrinth, as it turns out, is a decadent but sterile mansion, reminiscent of the alien hospice where Dave Bowman lives out the rest of his days in 2001: A Space Odyssey. The place is clean, but devoid of life. En eventually gets the lights back on, but activates something else in the process. What first manifests as ugly, malignant blobs on the floor eventually takes shape. Specifically, the shape of En. A labyrinth-wide blackout triggers every few minutes, knocking everyone out for a brief moment. When power and consciousness returns, the clones--called Echoes--reboot on their own. With each reboot, the Echoes become closer to a perfect copy of En, and even more determined to murder her.
Therein lies Echo's biggest, most captivating twist: the labyrinth itself monitors En--her every movement, her every action--recording the data, and feeding it back to the Echoes. When the power reboots, the Echoes will have learned new skills directly from your actions. Use your gun to kill the Echoes, and the next reboot, all of them are suddenly trigger-happy crack shots. Sneak up behind an Echo to take them out with stealth, the next reboot, they will skulk around silently, looking for the perfect opportunity to sneak up and choke En to death. By default, the clones are afraid of water, but if they see you get in, the next reboot, that fear is gone. Echo is an intricate game of cat and mouse where the mouse keeps sharpening the cat's claws.
Fortunately for you, Echo intelligence has limits. Every system blackout wipes the progress of the previous reboot, so it's possible, with patience, for the Echoes to unlearn skills if they weren't used during the previous period of full power. Prior to a full blackout, there's a short period where the lights go out, and the labyrinth is processing the new data, i.e. not recording. These are the moments where En can act with impunity, using all the tools at her disposal to permanently put down an Echo, and traverse the environment freely without any of her movements coming back to sabotage her later.
Even then, En has her own limits. Every action, even the ammo for her gun, is tied to an energy cell system that can be refilled using "Suns" scattered around the labyrinth. But Suns aren't so ubiquitous that one can just spray-n-pray bullets, then vault over a table to hide before a full blackout. A big part of the game's challenge is tied to resource management, plotting a course which will leave En to safety, but with the means to defend herself if necessary, while also taking into account what the Echoes can currently do (and will be able to do) once you've executed your plan. Echo is the child of a little over a half dozen ex-patriates from Io Interactive of Hitman fame, and that pedigree shows itself in the amount of foresight needed to be successful in every stage.
As a whole, the game falters, but only slightly. The core story of En trying to resurrect her loved one is handled with admirable restraint. En herself is voiced by Game of Thrones' Rose Leslie, a subtle performance that has her balancing excitement and determination with just enough doubt to make Happy Ever After for this fool's errand uncertain. That doubt is further instilled by her ship's coldly cynical A.I., London (voiced by Nick Boulton, already having a great year coming off of playing Druth in Hellblade), whose constant questioning and dialogue with En drives the story, and fills in the backstory, albeit to questionable results. The biggest problem is En and London dropping reference after reference to the history, religion, and lore of En's homeworld, but never really stopping to catch you up. It's still mostly comprehensible, but it's surprisingly dense, and much of it is spent filling in backstory, but not really pushing things forward until the end of the game is in sight.
The biggest problem is the labyrinth itself. It's a fantastic, evocative environment unlike anything one might expect to see, but the aesthetic starts to wear thin in the later hours; the only break comes from the occasional transitional maintenance area that separates major milestones. Add in the fact that, with the exception of a late level opponent, both En and her enemies are all the same model, and there's a numbness that starts to sink in after playing the game for extended periods. One type of section, where En must collect dozens of purple orbs to open an elevator to the next area, stretch out far longer than necessary. These are often the sections compounded by the game's sporadic save points, which sometimes drop En a minute or two from the next door, but sometimes don't trigger until you've been running, jumping, shooting for twenty minutes in an area, and all it takes is one Echo's lucky shot to end her, and erase all that progress.
Figuring out how to and how not to teach the game's enemies what to do is a stupendously gratifying process.
Fortunately, though often tricky and uncompromising, Echo never feels impossible, or cruel. However, it does require constant thought and consideration. Figuring out how to and how not to teach the game's enemies what to do is a stupendously gratifying process, in that same magical way a game like Portal rewires the player's brain to think in a whole other dimension than just where to insert bullets. It could benefit from variety, but it's a stellar use of A.I. programming, regardless, one that we will likely--and ironically--see imitated but never duplicated in the future.
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