By Matt Espineli on Oct 06, 2018 12:23 am Assassin's Creed Through The Ages
It's hard to believe, but Ubisoft has released 20 Assassin's Creed games in the span of a decade, and we're about to receive the upcoming Assassin's Creed Odyssey. In the years since the franchise's 2007 debut, we've received a wealth of fantastic games that have each managed to refine the series' classic open-world formula, while at times pushing it in exciting new directions. Of course, not every Assassin's Creed game has met fan expectations, but the franchise is still packed with a ton of thrilling adventures that are well-worth experiencing and even revisiting today. It all began with the first Assassin's Creed, a flawed game that showed great promise with its innovative climbing mechanics and sci-fi/historical drama narrative. This potential was eventually realized with Assassin's Creed II, which proved a remarkable improvement thanks to more varied design and a historical setting that stood out from other open-world games of the time. Its follow-up, Assassin's Creed Brotherhood, remains a satisfying sequel that refined much of what we loved about AC II while giving us new combat and exploration mechanics to engage with. The next major highlight in the franchise came from Assassin's Creed IV: Black Flag, a pirate-themed adventure telling the redemption tale of Edward Kenway, an errant thief soon to be made an Assassin. The game's naval combat and exploration brought new life to the series' increasingly stale urban environments. Rounding out the series' most noteworthy entries are Assassin's Creed Syndicate and Assassin's Creed Origins. Syndicate brought hope back to the series after one of its most debilitating lows, but Origins completely revitalized the franchise while transforming it into an action-RPG series, which now seems to be cemented into its identity with Odyssey. You can experience the highs and lows of Assassin's Creed by checking out our reviews of nearly every single game in the franchise in the slides ahead. It's worth noting that we do not have reviews of lesser-known games in the series: Assassin's Creed: Pirates and Assassin's Creed identity. Though, if you're interested in the deeper cuts of the franchise and want an in-depth look at Assassin's Creed in all of its ups and downs, be sure to watch the video above discussing the franchise's history and its impact on the gaming industry. In the meantime, which Assassin's Creed games do you love the most? Which games disappointed you the most? Feel free to discuss all your thoughts in the comments below. Assassin's Creed -- 9/10
"Assassin's Creed will stay with you long after you finish it. Here is one of the most unique gameworlds ever created: beautiful, memorable, and alive. Every crack and crevasse is filled with gorgeous, subtle details, from astounding visual flourishes to overheard cries for help. But it's more than just a world--it's a fun and exciting action game with a ton of stuff to do and places to explore, rounded out with silky-smooth controls and a complex story that will slowly grab you the more you play. Make no mistake: Assassin's Creed is one of the best efforts of the year and a must-own game." [Read the review] -- Kevin VanOrd
Assassin's Creed: Altair's Chronicles -- 6/10
"You could finish Assassin's Creed: Altair's Chronicles in around four hours, but even the promise of a harder difficulty level won't likely lure you back for a second play-through. It's hardly a bad game; in fact, the final hour mixes the various elements together nicely and hits a smooth stride as a result. Nevertheless, the game offers few surprises, and some sloppy execution problems get in the way far too often to make it outright recommendable." [Read the review] -- Kevin VanOrd
Assassin's Creed: Bloodlines -- 5/10
"Assassin's Creed: Bloodlines doesn't get it. On the surface, it offers many of the features you'd want from an Assassin's Creed game on the PSP. It puts you in control of Altair, the first game's nimble protagonist, and sends you on a mission to assassinate your Templar enemies, who are equally eager to plunge their swords into you. If you delve a little deeper, however, you'll find that Bloodlines skimps on what makes the console games so special. The joy of rooftop running has been diminished by flawed platforming and smaller environments, bustling cities have been replaced by barren districts on the Mediterranean island of Cyprus, and AI problems render the stealthy approach all but irrelevant. Bloodlines still delivers the brief bloody thrills you get from a well-timed counterattack, but on the whole, it is a neutered and unsatisfying adventure." [Read the review] -- Kevin VanOrd
Assassin's Creed II -- 9/10
"At first, Assassin's Creed II might seem as if it has added more than its foundation was meant to handle, but once all the new features are completely introduced, it develops that magic that so few games can cast. This is the rare sequel that offers fans of the original the basics they would expect, while adding and changing so many other aspects that even those who didn't appreciate the first should take the plunge, without hesitation. A few more contrivances notwithstanding, Assassin's Creed II is a better game than its forebear and is a beautiful and memorable experience on its own terms. But it's more than just a game--it's an escape to a place and a time that feel so welcoming, you'll be making return trips even after your initial adventure is over." [Read the review] -- Kevin VanOrd
Assassin's Creed II: Discovery -- 7/10
"In spite of its flaws, Assassin's Creed II: Discovery does a good job of bringing the Assassin's Creed vibe to a handheld platform. The scope is condensed but the spirit remains, thanks to fluid combat animations, familiar sound effects, and little touches, like cowering citizens, that pay homage to the vibrant cities of the console games. It's got its share of quirks, but Discovery is the first right step toward fitting a world of secret assassins and crazy conspiracies in your pocket." [Read the review] -- Kevin VanOrd
Assassin's Creed: Brotherhood -- 8.5/10
"Almost every aspect of the series has seen enhancements in Assassin's Creed: Brotherhood, from travel (you can whistle for a horse and ride it almost anywhere) to value (you can now replay any completed memory). There is joy in leaping across the Roman rooftops, taking in the grand sights in front of you and realizing that it is all your own playground. Stealing a combatant's spear from him and impaling him on it is a brutal pleasure. And the little touches--the way Claudia meets Ezio's stare with one of her own, or the fluid animations that characterize your agile maneuvers--are constant reminders of what makes these games so enchanting. This may not be Assassin's Creed III, but like Ezio's smirk, Brotherhood is too irresistible to ignore." [Read the review] -- Kevin VanOrd
Assassin's Creed: Revelations -- 8/10
"Even the greatest heroes can't live forever. And so it goes for Ezio Auditore di Firenze, who finally steps aside to make room for new champions in Assassin's Creed: Revelations. This is another quality entry in a quality series, and it unleashes you in a visually stunning re-creation of 16th-century Constantinople. Additions to the movement mechanics make exploring the city a joyous exercise in high-flying parkour, with you as Ezio leaping across rooftops and flinging yourself up exterior walls like a Renaissance superhero. Like many sequels, Revelations giveth, and Revelations taketh away, so you lose certain elements (horses) in favor of a slew of new ones (bomb crafting). Lots and lots of new ones. Assassin's Creed: Revelations is sometimes a lumpy Frankenstein's monster of a game, half-formed appendages stitched into place regardless of whether they belong there or not. Thankfully, when Revelations remembers to be an Assassin's Creed game, it soars into the Turkish skies, reminding fans why they fell in love with this freewheeling series." [Read the review] -- Kevin VanOrd
Assassin's Creed III -- 8.5/10
"Assassin's Creed III is a big game that gives you a lot to do, some of which is fleshed out relatively well, and some of which isn't. It is not, however, content to rest on the series' laurels. It takes chances with its opening, with its story, and with its characters. It expands the series' gameplay in enjoyable and sensible ways. As with many ambitious games, not every arrow fired hits the bull's-eye, yet this big, narratively rich sequel is easy to get invested in. Other games stimulate emotion with manipulative music and teary monologues; Assassin's Creed III rouses your mind and your heart by giving you a glimpse into its characters' souls and letting you judge them on their own merits." [Read the review] -- Kevin VanOrd
Assassin's Creed III: Liberation -- 6.5/10
"Though Assassin's Creed III: Liberation toys around with intriguing concepts and centers its story around a character you desperately want to know more about, none of it comes together especially well. Liberation often excels, but it stumbles just as much. The result is a game that fails to bear the standard of quality that has defined this series for years." [Read the review] -- Shaun McInnis
Assassin's Creed IV: Black Flag -- 9/10
"Black Flag presents a world full of adventure and opportunity, where treasures scavenged in a remote jungle can be used to turn the tide in a massive naval battle against mighty Spanish warships. It's a game where you can sail the seas for hours at a time, either hunting great white sharks or simply listening to your crew sing one infectious sea shanty after the next. There's an incredible scope to what you can do in Black Flag, with a level of harmony between its component parts that encourages you to try it all, and a story that keeps you invested throughout the whole thing. If there was ever any question that Assassin's Creed needed something ambitious to get the series back on track, Black Flag is that game and then some." [Read the review] -- Shaun McInnis
Assassin's Creed: Freedom Cry -- 6/10
"With the strongest ensemble cast in the franchise, Assassin's Creed IV: Black Flag wasn't short of assassins and pirates worthy of their own playable tales, DLC or otherwise. Freedom Cry is more than just another Assassin's Creed IV chapter with a reskinned protagonist, but its troubled handling of dark themes makes this a turbulent voyage." [Read the review] -- Miguel Concepcion
Assassin's Creed Unity -- 7/10
"Not all of Unity's more progressive touches are for the best then, but you might spend more time noticing what's old than what's new. The terrific city atmosphere of Paris, the focus on parkour, and the incentives for performing stealthy assassinations, all these things hint at a game that's trying to return to its roots after branching out so wildly in its past two iterations. Yes, Unity is the most ACII-like of the series since, well, ACII, and while it never really hits the dizzying heights of Ezio's jaunt through 15th century Italy, Unity's similarities are comforting enough to take the edge off its less-than-successful changes. But is it the next-gen Assassin's Creed game we've all been waiting for? Not quite. It's very good, maybe even great in places, but the story's smaller focus has come at the expense of its exquisitely rendered backdrop. The grandness and spectacle that so often graces the finest Assassin's Creeds is sadly sorely lacking here." [Read the review] -- Mark Walton
Assassin's Creed Rogue -- 6/10
"Outside of a few additions like an air rifle and grenade launcher (which is used exactly one for mission), there's next to nothing in Rogue that moves the franchise forward. And even if you simply wanted more of Black Flag, that the missions are so sparse makes it difficult to want to drag yourself across the vast expanse of Rogue's oceans. Instead of a rich, fleshed-out game, Rogue is a short, mildly entertaining adventure that's thin on core content, but thick with information. It's intriguing information though, particularly if you're a series fan, just don't expect the best of adventures while you're taking it all in." [Read the review] -- Mark Walton
Assassin's Creed Chronicles: China -- 6/10
"Assassin Shao Jun really wants a box. Apparently, the box holds a precious artifact left from the time of the First Civilization, but it is simply the ultimate in MacGuffins; it's the Maltese Falcon, the briefcase from Pulp Fiction, and the Ark of the Covenant. What it does is irrelevant and never elaborated upon, at least not in this story, for its purpose is to kick an adventure into action--in this case, a beautiful and ultimately boring trek that cribs from Mark of the Ninja but can't capture the earlier game's cleverness or excitement. It's tempting to praise Assassin's Creed Chronicles: China for squeezing the series' signature elements into two-and-a-half dimensions, and for making stealth gameplay more vital than it has been in an Assassin's Creed game for years. But Chronicles rests on being pretty, adding new mechanics over time but flattening the pace and allowing exploits and glitches to suck out the rising tension." [Read the review] -- Kevin VanOrd
Assassin's Creed Syndicate -- 9/10
"[Assassin's Creed Syndicate] is a triumphant return to form for the franchise, and presents a beautifully structured tale with heart and soul to spare. Ziplining through London is thrilling, and the game allows you to organically discover missions and leaves you open-ended solutions lets you to create a meaningful, personal experience within its world. Coupled with strong, loveable leads and a seemingly endless procession of ways to leave your (fictional) mark on London's history, Assassin's Creed Syndicate is a shining example of gameplay and storytelling." [Read the review] -- Alexa Ray Corriea
Assassin's Creed Chronicles: India -- 7/10
"For the mainline Assassin's Creed games, the history and characters are the bones holding the gameplay upright. For the Chronicles series, the curiosities presented by the setting act as a thin veneer that only momentarily distracts from the flaws beneath. Like Arbaaz himself, these great moments have a bad habit of vanishing into thin air when you least want them to, bit there is still a lot of fun to be had in this Indian adventure." [Read the review] -- Justin Clark
Assassin's Creed Chronicles: Russia -- 5/10
"[Assassin's Creed Chronicles: Russia's] art style is ultimately indicative of the problems with the series, in that, even at its most colorful or active, it falls flat. We're given few reasons to care about the story or characters, and gameplay doesn't escalate in a way that make sticking around for the complete three-game journey worthwhile. Newcomers may still find fleeting joy in one of the games for being a bite sized portion of Prince of Persia-style journeys through an exotic land. But the idea of sticking around for seconds or thirds has been proven to be a fool's errand, and that single portion turning out to be Russia would give a lackluster impression of the rest. Chronicles ends not with a bang or a whimper, but a shrug." [Read the review] -- Justin Clark
Assassin's Creed Origins -- 7/10
"While Assassin's Creed Origins reaches great heights in this new setting, it routinely runs into issues that bog down the overall experience. Technical issues make for an inconsistent experience and its new gameplay pillars wobble under the weight of its systems. But despite this, the world of Origins remains fresh and exciting to explore, which is a testament to the remarkable setting and compelling story. Assassin's Creed has undergone many changes in its long and storied history, and Origins feels like the first step in the start of a new journey. It has its fair share of problems, but the vision for its future is one worth pursuing." [Read the review] -- Alessandro Fillari, Editor Assassin's Creed Odyssey -- 8/10
"Despite this, Assassin's Creed Odyssey's ambition is admirable, which is reflected in its rich attention to detail for the era and its approach to handling the multi-faceted narrative with strong protagonists at the lead. While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting." [Read the review] -- Alessandro Fillari, Editor
By Matt Espineli on Oct 06, 2018 12:07 am The Cutting Edge
There's always an abundance of new games that come out every month. Some are incredibly big-budget releases that we've been eagerly waiting years for while others are smaller, more surprising independent titles that no one sees coming. In addition, there's plenty of other games found near and around those releases. You get games from mid-sized publishers and even the occasional remaster or re-release of gaming's most definitive adventures. There's a lot of exciting games coming out in the future. We recently got to see debut gameplay of Cyberpunk 2077, and we already can't wait for it. In addition, Nintendo did a Direct presentation and announced 22 upcoming Switch games. With so many games coming out year-round, it can be difficult keeping track of what's worth playing. To help keep you in the know, we've compiled all the best new games you absolutely need to play right now. The point of this feature is to focus on the latest and greatest games, so the choices you'll find here have been limited to the past couple months. What you'll find in the slides ahead are games rated 7 or higher by GameSpot. However, you'll occasionally find some lower-rated ones that have been chosen to be included by an incredibly passionate member of our team. We won't hesitate to highlight experiences some members of our staff absolutely love--even if there are others who may not agree. The games included in this feature are ones we personally believe you should check out in some capacity. Here's a brief taste of what you'll see. Best Games To Play Right NowCheck out the slides ahead for all the games we've highlighted as the best out right now. And as the months go by, we'll be continually cycling out the older games with the most cutting-edge experiences out now, so be sure to keep checking back as often as you can. Which new games have you been playing recently? Let us know in the comments below. Destiny 2: Forsaken -- 8/10
"There is a lot to do in Forsaken, so much so that it can be difficult to see it all. That also means that, for the average player, this expansion has a much longer tail than previous iterations of Destiny 2. The variety and flexibility of activities established in the base game still work to make grinding a good time, and Gambit adds a consistently entertaining mode to the roster. The endgame, while difficult to reach, is also where the most satisfaction can be found." [Read the review] -- Kallie Plagge Mega Man 11 -- 7/10
"Mega Man 11 is a good action game that you can easily identify with, but it's far too uneven and bumpy to hold up against some of the best installments in the venerable franchise. At its best, it's a terrific retro romp with exciting boss encounters and unique gimmicks. At its worst, it's a frustrating experience whose too-long levels toss out infuriating obstacles to progress at the worst times. But even with these issues, it just feels good to see Mega Man back in action, and Mega Man 11 will hopefully be the start of many new robotic adventures to come." [Read the review] -- Heidi Kemps Fist of the North Star: Lost Paradise -- 8/10
"Lost Paradise may replicate the Yakuza series' format, but it's filled with a passion for FotNS that makes it fantastic all on its own. While previous games based on the property have adapted its story and characters with some success, few have managed to not only nail the style and tone but redefine what's possible with its world and characters. RGG Studios has done a splendid job at evoking the justice-fueled power fantasy Kenshiro represents, succeeding in revealing more about the historic and beloved character in amusing and unexpected ways." [Read the review] -- Matt Espineli, Associate Editor Assassin's Creed Odyssey -- 8/10
"Despite this, Assassin's Creed Odyssey's ambition is admirable, which is reflected in its rich attention to detail for the era and its approach to handling the multi-faceted narrative with strong protagonists at the lead. While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting." [Read the review] -- Alessandro Fillari, Editor Life Is Strange 2 Episode 1 -- 8/10
"As the first episode of Life Is Strange 2 concludes, Sean finds himself driving south, away from Arcadia Bay, the setting of the first game. The references to that town and all that happened within it are few and far between in the sequel, but the excellence in character and worldbuilding remain. Dontnod retains its expertise in depicting a teenager's unique struggles with their identity, relationships, and the way they fit into their world, while adding new gameplay mechanics that lend a stronger emotional investment to your decision-making. Life Is Strange 2: Episode 1 is a triumphant first chapter, featuring a narrative that fearlessly reflects the lives of two Latino brothers living in our politically-charged climate." [Read the review] -- Jess McDonell Forza Horizon 4 -- 8/10
"There's such a diverse range of activities stuffed into every corner of Horizon 4, and meaningful changes contribute to smart driving dynamics and a more consistent sense of achievement. Everything you do in Horizon feels valuable, no matter how big or small--from the basic thrills of speeding a fast car down a gorgeous mountain highway to spending time tinkering with your favorite ride to manage seasonal road conditions to just hanging out with friends and strangers online and goofing off in friendly games. The charm of the Horizon series is as palpable as ever, a winning, all-inclusive recipe that celebrates the joy of driving above all else." [Read the review] -- Edmond Tran The Gadrens Between -- 8/10
"It may only take two to three hours to see everything The Gardens Between has to offer, but the warm and fuzzy feelings from start to finish ensure that your memories of playing it will live on. The expressive faces of the two teens and the relatable memories they share will speak to anyone who's ever had a close childhood friend, and while the puzzles won't go down as the most ingenious or demanding, they nevertheless give you more time to spend frolicking in a nostalgic and heartwarming world where friendship is all that matters." [Read the review] -- Peter Brown, Managing Editor Wasteland 2 (Nintendo Switch) -- 7/10
"Wasteland 2 is still a very special outing. If you haven't spent your time in this irradiated desert just yet, this is one of the best times to do so--especially since the portability of the Switch reissue lets you take the journey on long treks of your own, or as a dense RPG to curl and nestle in with, as you might with an excellent book. On such a screen, the interpersonal dramas feel a bit more intimate, the tension of sneaking your way pay this or that NPC a bit more tangible. Plus, in the Switch's handheld mode, the rather dated-looking visuals aren't so grating. All-told it's a phenomenal port and still one of the better RPGs in recent years." [Read the review] -- Daniel Starkey 428: Shibuya Scramble -- 8/10
"A few bugs, however, don't ruin the game. 428 is a truly rare beast, a special and unique experience that would have once been completely passed over for a Western release. While it's not without its flaws, it's hard to think of many other games that blend text-driven storytelling and well-constructed visuals and sound this well. From the first hour of the in-game day, you'll be riveted by this story's unexpected twists and turns. If you want a story- and character-driven game with a presentation you won't see anywhere else, 428 is a game not to be missed." [Read the review] -- Heidi Kemps Undertale (Switch) -- 9/10
"Three years after its initial release on PC, Undertale has found its way to the Nintendo Switch--and of course, the game is every bit as charming, challenging, and harrowing as it was the first time around. Undertale may seem like a straightforward retro-style RPG, but it subverts player expectations every chance it gets, which never gets stale because of clever writing and an evocative chiptune soundtrack. Thankfully, it plays just as well as it does on other platforms without any performance hitches or bugs after putting about four hours into this version. Like its console counterparts, you can fill the screen with an adaptive border that thematically fits with the location you're in (Undertale plays in a 4:3 aspect ratio). Dodging enemy attacks in the bullet hell-style defensive phase in combat works just as well with the Joy-Con analog sticks. Undertale isn't afraid to break convention, and because it does so in a way that's thoughtful and humorous throughout, the result is an emotional rollercoaster that fills us with determination." [Read the review] -- Michael Higham NBA 2K19 -- 7/10
"It's impressive that the game of basketball has translated to controllers and screens in the way it has. If you want to immerse yourself in the sport and culture, NBA 2K19 has you covered with a breadth of content. But even that has its limitations after several years of iterations. Although those willing to grind for everything will eventually get rewarded, the system of VC still comes off as exploitative. But there's a lot of fun to be had in NBA 2K19 despite its flaws, especially if you have a strong love for the sport." [Read the review] -- Michael Higham, Associate Editor Valkyria Chronicles 4 -- 8/10
"Ultimately, this is a return to form for the Valkyria Chronicles series as a whole. It stays so true to the franchise's first iteration that it'll feel as if almost no time has passed in the decade or so since the original game first came out. In revisiting the concerns and the environments of the first, it makes the most of those parallels and invites comparison in a way that highlights its strengths. Valkyria Chronicles 4 doesn't necessarily tell a new tale, but it doesn't have to; for all of its clichés and expected twists, there's a charm to the game's unwillingness to let up as it drives you and your friends forward at a rapid clip towards its bittersweet end." [Read the review] -- Edmond Tran Frozen Synapse 2 -- 8/10
"It's hard not to be drawn in by Frozen Synapse 2's style, but it's even harder to pull away once the game's combat gets its hooks in you. While the single-player mode ambles through both high and low points, the multiplayer remains a steadfastly enjoyable experience. The anticipation as squads approach in preparation for battle is both thrilling and nerve-wracking, and the ability to switch between multiplayer games on the fly makes tracking multiple games elegantly simple. Technical hiccups aside, Frozen Synapse 2's incredible style and strong tactical combat make it wonderfully gratifying." [Read the review] -- James Swinbanks Marvel's Spider-Man -- 9/10
"Minor shortcomings don't detract from Insomniac's achievement in creating a game that feels like an authentic interpretation of a beloved creation. The feeling of embodying Spidey and using his abilities is astonishing, and the time spent on exploring its major characters help make its story feel heartfelt, despite superhero bombast. There have been open-world Spider-Man games before, but none so riveting and full of personality, none that explore and do justice to this many facets of the universe. Insomniac has created a superior Spider-Man experience that leaves a lasting impression, one that has you longing for just one more swing around New York City, even after the credits roll." [Read the review] -- Edmond Tran, Senior Editor and Producer NBA live 19 -- 7/10
"NBA Live 19 is a capable and competent basketball game that offers a multitude of different ways to play and numerous reasons to keep coming back. Its impressive attention to detail complements the strong foundation set by its presentation and gameplay. However, the AI logic and animation problems are impossible to ignore given they're at the heart of the experience the entire game is based on. These issues, combined with a lackluster franchise mode and a push towards microtransactions, detract from what is an otherwise solid basketball game." [Read the review] -- Eddie Makuch Divinity: Original Sin II Definitive Edition -- 10/10
"From lonely farmhouses through pitched battles with gods in far-flung dimensions, Divinity: Original Sin II is one of the most captivating role-playing games ever made in both its original and Definitive incarnations, with the latter proving that even the most complicated role-players can be ported successfully to gamepad-limited consoles. This immaculately conceived and emotion-wrought fantasy world, topped by brilliant tactical combat, make it one of the finest games of recent years, and it remains an instant classic in the pantheon of RPG greats." [Read the review] -- Brett Todd Planet Alpha -- 7/10
"While there are moments of frustration in its platforming, and the puzzles are relatively unsophisticated, the locations of Planet Alpha will most certainly stick with you. It doesn't matter why you're there, or what it is you're looking for. There's great pleasure in just existing on this planet, in navigating its harsh terrain and admiring its vistas, and the sheer beauty of it all makes the game's shortcomings easy to bear." [Read the review] -- James O'Connor Strange Brigade -- 7/10
"The grand result is an amusing adventure that makes a powerful case for more creativity with level design, setting, and pacing in co-op shooters, without thoroughly capitalizing on all of its own best ideas. Traps and their extensive use within many of the levels are a joy, and the underpinning gunplay is strong enough to warrant a sturdy recommendation, but it all comes to a head well before it should." [Read the review] -- Daniel Starkey Two Point Hospital -- 8/10
"It's remarkable that it's taken so long for a spiritual successor to Theme Hospital to show up, but now that it's here, it feels like it's been well worth the wait. The exaggerated, cartoon look and relaxed approach to management make it inviting enough for most players, while the deeper aspects of its economy are enough to keep seasoned players engaged. Two Point Hospital not only re-works an old formula into something modern and enjoyable, it also iterates on the classic brand of irresistible charm and wit, making something that's truly wonderful." [Read the review] -- James Swinbanks PES 2019 -- 9/10
"For as long as EA continues to develop FIFA and hold a monopoly over official licences, PES will be the scrappy underdog just hoping for a surprise upset, even when it's fielding the likes of London Blue and PV White Red. The lack of licences for top-tier leagues remains a disheartening sticking point, but PES continues to make brilliant strides on the pitch, building on what was already an incredibly satisfying game of football to produce one of the greatest playing football games of all time. It might be lacking off the pitch, but put it on the field against the competition and a famous giant killing wouldn't be all that surprising." [Read the review] -- Richard Wakeling F1 2018 -- 9/10
"F1 2018 is brilliant, and the most complete Formula One game to date. The changes to career mode make it the strongest and most appealing it's ever been thanks to the revamped upgrade system, while the simulation-like additions to the driving model bring you closer than ever to the feeling of sitting on the grid with 1000+ horsepower at your feet, without overwhelming those who just want to jump in and drive." [Read the review] -- James Swinbanks Dragon Quest XI: Echoes Of An Elusive Age -- 9/10
"Innovation in games is talked about a lot, but it's also great to see traditional gameplay formulas that have been around for decades presented exceptionally well. Dragon Quest XI is one of the best modern examples of this; its beautiful presentation, both visual- and story-wise, combines with a tried-and-true gameplay formula for a journey that's full of heart and soul. Once you find yourself sucked into the world of Dragon Quest XI, it's going to be hard to put down until you reach the grand finale." [Read the full review] -- Heidi Kemps The Messenger -- 8/10
"The Messenger takes the best parts of the action-platformers it takes influence from and reinterprets them well. With clever writing, well-designed levels, and balanced difficulty curve, the game continuously hooks you with enticing skill-based challenges and satisfying payoffs. Your character might have an immediate imperative to delivering a world-saving scroll, but the journey there is definitely one to savor." [Read the full review] -- Alexander Pan Into the Breach -- 9/10
"There is so much strategic joy in seeing the potential destruction a swarm of giant monsters is about to unleash on a city, then quickly staging and executing elaborate counter maneuvers to ruin the party. Into The Breach's focus on foresight makes its turn-based encounters an action-packed, risk-free puzzle, and the remarkable diversity of playstyles afforded by unique units keeps each new run interesting. It's a pleasure to see what kind of life-threatening predicaments await for you to creatively resolve in every new turn, every new battle, and every new campaign. Into The Breach is a pristine and pragmatic tactical gem with dynamic conflicts that will inspire you to jump back in again, and again, and again." [Read the full review] -- Edmond Tran Yakuza Kiwami 2 -- 8/10
"The tale of Tokyo and Osaka, Kiryu and Sayama's partnership, and Kiryu and Goda's rivalry remains one of the Yakuza's best stories, and Kiwami 2's minor missteps don't affect the heart of that experience. The modernization of its presentation and its mechanics elevate it, making it absolutely worth revisiting or experiencing for the first time. Yakuza is an exemplary, if flawed series that does an incredible job of steeping you in contemporary Japanese-style crime drama, and establishing an evocative sense of place. Yakuza Kiwami 2 is an excellent example of the series at its best, coupling its most memorable stories and characters with its most sophisticated mechanics yet." [Read the review] -- Edmond Tran, Editor and Senior Video Producer Guacamelee 2 -- 9/10
"Everything about Guacamelee 2 comes off as smarter and more thoughtful than the first game, even while indulging in its self-aware shenanigans and Rick & Morty-esque dimensional hijinks. The game never stops finding new ways to hook you in, to the point that even the most painstaking and intensive playthroughs feel like they just fly by. Saving the numerous timelines in Guacamelee 2 is just as much about partaking in a marvel of devious, meticulous game design as it is about saving Juan and his family from peril." [Read the review] -- Justin Clark Phantom Doctrine -- 9/10
"In spite of the lackluster visuals, Phantom Doctrine succeeds in making an incredible impression with its intricate and engaging mechanics. There is a lot to admire, with a single-player campaign taking about 40 hours to complete, full of varied and interesting mainline missions and procedurally-generated side content. The ability to play as either a CIA, KGB, or Mossad agent (the latter unlocked after one complete playthrough) also offers the tantalizing prospect of different narrative perspectives. Phantom Doctrine takes the familiar framework of isometric turn-based strategy and confidently repurposes it into a unique and satisfying experience. It wholly embodies the paranoia and tension of the 1980's Cold War setting in every aspect of its numerous gameplay systems, and completely immerses you in that all-encompassing state of mind." [Read the review] -- Alexander Pan Flipping Death -- 7/10
"Flipping Death's logic is sometimes too ridiculous for its own good, and frustrating platforming sections add some tarnish. But the game's silly puzzles, self-aware humor, and crazy characters still make a wonderful experience filled with plenty of chuckles, which help to leave you satisfied as the credits roll." [Read the review] -- Seamus Mullins Madden 19 -- 8/10
"Madden 19 is an excellent football game that improves on last year's entry in almost every way. There are problems, but there has never been a football game that more authentically represents the NFL than this in terms of presentation, controls, and depth." [Read the review] -- Eddie Makuch Unavowed -- 9/10
"But Unavowed's greatest strength is that it maintains an admirable focus on incredible characterization that feeds into every quest and conversation. Every question you ask, every decision you make, and every sacrifice you make carries you and your team members on an impassioned journey that epitomizes the best qualities of an adventure game. It never rests on tropes, a strong sense of empathy is present through its entirety, and not only do you come to wholly understand character motivations, the way these people deal with supernatural situations helps to build a bond between them and you as a player. From its wonderfully realized locations and its inviting, three-dimensional characters, Unavowed will have you eager to discover the captivating stories lurking in the demonic underworld of New York City." [Read the review] -- David Rayfield Monster Hunter World (PC) -- 8/10
"Ever since the title was first announced, it was clear that Capcom was gunning for something grander than Monster Hunter Generations. It has succeeded, and this is likely the biggest and best that the franchise has ever been. It's not just the comparative depth of the narrative; it also boasts almost seamless integration between combat systems that were previously incomprehensible for amateurs. The Monster Hunter formula has definitely honed its claws, and all the above factors play their part in making Monster Hunter World a meaningful evolution for the series at large." [Read the review] -- Ginny Woo Overcooked 2 -- 8/10
"Overcooked 2 undoubtedly shines in local co-op and the versus arcade modes. New recipes and obstacles provide a fresh challenge for veterans, but it remains approachable for new players with simple controls and short playtimes. The new throwing mechanic, too, adds a new dimension to both strategy and the inevitable chaos without overcomplicating things. It's a strong foundation, and with the right friends, Overcooked 2 is one of the best couch co-op games around." [Read the review] -- Kallie Plagge, Associate Editor Dead Cells -- 9/10
"Dead Cells is a phenomenal effort to blend together some very disparate genres into a tight, cohesive whole. It's one of the better examples of how to remix ideas without losing their individual strengths." [Read the review] -- Daniel Starkey No Man's Sky Next -- 8/10
"At its absolute best, No Man's Sky is a measured, gentle experience where you are rarely the agent of change, but a perpetual visitor who's constantly dwarfed by the magnitude of a universe neutral to your presence. It is not your job in these stories to colonize the universe. Your job is to comprehend it. Your job is to recognize the spirituality in it. The primary gimmick of No Man's Sky, since day one, has been awe. The best things about the Next update feed that gimmick. While features like multiplayer and base-building certainly put more proverbial asses in seats, they're also the least memorable additions to an otherwise thoughtful experience." [Read the review] -- Justin Clark
By Array on Oct 05, 2018 11:55 pm
After nearly a year and a half since the Switch's launch, Nintendo has finally rolled out the console-hybrid's online service. While it now requires players to pay for online play, you do at least get some nice perks. The most noteworthy among them is access to a library of Nintendo Entertainment System games. What's more: each game now supports online multiplayer functionality, so you won't need a second player to be in the same room with you. Even games that didn't originally come with multiplayer support have been given light multiplayer functionality via the addition of a cursor system where your second player can point at the screen and even applaud. The release of Nintendo Switch Online's NES library got us thinking about all the games we want to be added in the future. After all, more are slated to release in the months ahead. We have our own ideas as to what should appear on the service. In this feature, we've highlighted 13 games we'd love to see appear on the service and talk about how each would benefit from the added online functionality. For your reference, check out our comprehensive list containing all the games in service's NES game library. Like its competitors, Nintendo Switch Online can be purchased in different tiers. A single month costs $4/£3.50; three months costs $8/£7; and a whole year costs $20 / £18. Of course, if you have multiple people in your house who want their own accounts, you can purchase a family plan, which costs $35/£26 per year and allows up to eight people to play online. On top of online play and access to NES games, the service also allows for save data cloud save backup and access to special offers, such as the ability to pre-order Switch-compatible NES controllers. Which NES games do you want to appear on Nintendo Switch Online? Let us know in the comments below. Iron Tank
Iron Tank is a strange game that's evocative of its era. It's not the kind of game you see anymore, and an idea that only seems feasible when costs for games were low and the industry was more experimental. Players control a tank from a bird's-eye perspective, while they slowly progress up a map shooting missiles and their turret at other tanks and enemy vehicles, or running over infantry, which is kind of hilarious. In many ways, the game resembles vertical scrolling shooter games like Legendary Wings or 1942 with various power-ups the tank can collect, but with the action slowed down and multiple paths the tank can traverse (plus the lack of scrolling) this game is its own unique beast. While multiplayer was never implemented into the game, it feels like the perfect game to get a boost from the experience. Adding a 2-player option with two tanks on screen would be an absolute blast in this game, especially with some of the bosses and later missions getting especially challenging. The main gameplay experience is fun to begin with, but an NSO multiplayer boost would be a blast to see. | Dave Klein Bubble Bobble
Cooperative NES games are an obvious choice to highlight the Switch's added online play, and Bubble Bobble offers one of the best co-op experiences of the era. You and a partner play as adorable dragons who blow bubbles to encase enemies--and then pop them. Each stage is a single-screen, and eliminating all the enemies lets you progress to the next one. You can get the standard ending by playing alone, but to reach the real final boss and truly beat the game, you'll need to play with a friend. Oh, and the music is an endlessly looping earworm so catchy it might get lodged in your head forever. | Chris Reed Castlevania
Castlevania is the type of hard-as-nails action-platformer that warrants multiple players working together to complete it. Unfortunately, it was exclusively a single-player affair, meaning that any willing second players were forced to sit on the sidelines. While it would be great to see Castlevania brought to NSO's NES games library for posterity's sake, it would be even better if it included the ability for two players to play the game together and switch off play after death. This would benefit the experience as a whole because let's be real: Castlevania is demoralizingly difficult, so a competitive dynamic between two players would be a great way to keep things going. Those pesky medusa heads and stiff platforming are enough as it is to deal with on your own, so to have a shared bond in that suffering would really elevate the experience. It's a small tweak that shouldn't demand too much effort to implement, and it's one we firmly believe could make this classic vampire hunting adventure even better on NSO. | Matt Espineli Contra
When people mention Contra these days, it's usually in reference to the 30-lives code the game popularized. But the reason people remember the code in the first place is because the game is so much fun to play--and replay, and play again. The controls are tight, with running, jumping, and shooting mechanics that feel pixel-perfect. You can equip a nice selection of weapons that help you defeat the alien threat, and each of the eight stages has a unique look and feel to it. Better yet, you can blast through the entire game with two players on screen the whole time, making it an ideal title to bring to the Switch's collection of newly online games. | Chris Reed Gauntlet
Gauntlet is probably remembered best by fans for its various entries on arcades. However, the series' first entry saw an NES port that became one of publisher Tengen's most popular games. The game itself is a birds-eye view action game, with players stuck in a dungeon they're trying to progress and get out of as hordes of enemies attack them. In true arcade fashion, every monster killed results in the player gaining a number of points, and dungeons themselves are sprinkled treasure for you to pick up. Monsters have items on the screen which spawn them, and in most dungeons, players are required to kill these monster spawns in order to truly progress. While this is all fun to do for the sake of seeing how far you can get, where the game truly shines is in its multiplayer. Players pick from one of four different characters to control, each with their own unique strengths and weaknesses. The arcade version supported up to four, while the NES port had to drop this down to two players. Nintendo Switch Online would be perfectly suited for this game, but Nintendo really wanted to up the ante, re-implementing four-player multiplayer into the NES port would be an amazing way to improve the game for the service and allow NES players an experience they've only dreamed of. | Dave Klein Kirby's Adventure
The loveable pink puffball first debuted on the Game Boy back in 1992 with Kirby's Dreamland, but it was 1993's Kirby's Adventure that would truly turn Kirby into the icon he is today. While Kirby's Dreamland set the stage, Kirby's Adventure would first introduce Kirby's copy ability. The game has a nice, laid back pace to it and which also makes it a great candidate for NSO's multiplayer, as it's one of the few NES platform games that doesn't really heavily on fast-twitch reflexes. If multiplayer were implemented, a second player could control a cret that floats around and drops explosive coconuts on enemies--only with limited ammo. Or, to get really wild, and in the territory of probably not going to happen, the game could take a page out of "Kirby Super Star" and allow a second player helper to be created by the first player. | Dave Klein Legendary Wings
Legendary Wings is one of the earlier games from the vertical scrolling shooting genre of games. However, unlike most of the time, it also contains horizontal scrolling shooting segments, making it somewhat of a hybrid. While the gameplay is fairly simplistic--shoot all of the enemies as you come across them without getting hit--it's that simplicity that makes Legendary Wings such a blast to play, with various power-ups you can get to help along the way. And it's perfectly suited for NSO's multiplayer features since it technically includes multiplayer. While it's a fun game to see how far you can get by yourself, we imagine it'd be even better to play with friends online. | Dave Klein Super Mario Bros.: The Lost Levels
With Super Mario Bros. and Super Mario Bros. 3 already included in Nintendo Switch's NES library, it's only a matter of time before the western version of Super Mario Bros. 2 is also added to the lineup. But while that game is most commonly accepted as Mario's second adventure, the original Super Mario Bros. 2--known outside of Japan as The Lost Levels due to how long it took to release in other regions--also deserves a spot in the library. On the surface, The Lost Levels looks and feels very much like the original Super Mario Bros., albeit with a few notable distinctions. For one, the title only supports a single-player; rather than being able to take turns playing as Mario and Luigi, you'll have to choose one of the plumbers at the outset, and they each now have their own distinct characteristics. The biggest difference, however, is its sheer difficulty. The Lost Levels is much more challenging than any of Mario's other NES adventures; environmental hazards are more plentiful, and hidden blocks are placed fiendishly around certain levels to knock you into a pit when you least expect it. It's this difficulty that would make The Lost Levels such a great addition to Switch's NES lineup. Despite its lack of multiplayer, you can still virtually pass control of Mario or Luigi between each other after the other player loses a life, making it fun to attempt the game cooperatively. You can also simply watch a friend struggle (likely in vain) to make it to the end. As they say, misery loves company. | Kevin Knezevic Mega Man (2 & 3)
While we've had our fair share of Mega Man ports recently with Legacy Collections 1 & 2, Mega Man is such a classic it's hard to imagine an NES collection without it. Mega Man 3 actually had 2-player capabilities with the 2nd player being able to give the first player various abilities, such as a super jump. Bringing this back for Mega Man 3--and introducing it to Mega Man 2--would be a fun way to allow a second player to cooperate in an organic way or to totally screw with the first player. Regardless, these are timeless classics that deserve to be seen on the service, and there would be some fun ways to utilize Nintendo Switch Online's multiplayer functionality to add more value to these already highly recirculated games. | Dave Klein Teenage Mutant Ninja Turtles II
Beat-'em-ups ruled the roost in the early days of co-op gaming, and one of the best examples of the genre on NES remains Teenage Mutant Ninja Turtles II, the home console port of the 1989 arcade game. Unlike Konami's first (and notoriously difficult) stab at the license, TMNT II is a straightforward brawler, trading its predecessor's overworld segments and clumsy platforming for pure, side-scrolling action. At the start of the adventure, players choose one of the four turtles and fight their way through a series of stages filled with waves of Foot Soldiers, Mousers, and other familiar enemies, each culminating in a boss fight against one of Shredder's tougher minions. While TMNT II is certainly enjoyable solo thanks to its snappy action and catchy soundtrack, like most other beat-'em-ups, the game is at its best when another player jumps in and fights alongside you, which would make it an ideal title to add to Nintendo Switch Online's NES library. Whether or not Konami will ever bring it to the service remains to be seen--there are undoubtedly some licensing hurdles that would need to be cleared before the game could be released on Switch--but TMNT II remains one of the turtles' better video game outings and would be a great title to play online with a friend. | Kevin Knezevic EarthBound Beginnings
EarthBound--known as Mother 2 in Japan--is often considered one of the best JRPGs on the Super Nintendo, thanks in part to its modern day setting and quirky sense of humor. However, the series had its humble beginnings on the Famicom with its first entry. The game is infamous for having been fully localized for release in the United States but being dropped due in large part to the upcoming release of the Super Nintendo. Mother was eventually released in western territories for Wii U as EarthBound Beginnings. While it's not the best RPG out there, it would be great if the game was re-released on Switch's NES game library. Despite not having multiplayer functionality, it would still be a great addition for posterity's sake, and with enough support, it might just even lead to the release of Mother 3 on the service when Nintendo inevitably adds SNES games to the service. Keep the dream alive! | Dave Klein Cocoron
Cocoron is a much more obscure game on our list, in part because it was never brought to the States. The game is another NES platformer, this time with players having the ability to customize the main character's look before playing the game, which also affects what abilities they'll have. Players can decide the order in which the tackle the levels, and for defeating bosses, will be able to create new allies they can play as. While it sounds like any other platform game, it was actually created by Akira Kitamura, the main designer of Mega Man. Not only that, but composer Takashi Tateishi, who composed music for Mega Man 2 also worked on the project. It would be great to see games that never came to the states get a release via Nintendo Switch Online's NES library. A game like Cocoron would be a fantastic start, as it would require little translation work. And wIth the multiplayer functionality, it would be great if two players could each create their own characters and take turns playing after one player dies. While only a minor tweak, it would enhance an already amazing game that has for the most part gone unplayed by western audiences. | Dave Klein Punch Out!!
Punch-Out!! Is an absolute NES classic, and one of the defining games of the console, with Mike Tyson's Punch-Out!! being a major selling point for the system in America. While the game hasn't received many sequels, in part due to its simplistic gameplay being hard to adapt into a more intricate game, the original still stands the test of time with its basic reactionary gameplay holding up to this day. While it's hard to imagine multiplayer in the game, there are some ways to get creative with it. On a basic level, a 2nd player could cheer along whenever Lil Mac knocks out their opponent. But a versus mode could be added with players attempting to knock each other out. If they're playing online, they could still both get the same perspective from their boxer's back. Imagine if players could choose different boxers from the game to play as. Of course, all of that sounds like a dream, but Mr. Dream is a part of the Punch-Out!! Series, so we're going to go with it. | Dave Klein
By Matt Espineli on Oct 05, 2018 11:19 pm Preparing For An Odyssey
The Assassin's Creed series has always been known for its extensive storyline and dense lore and mythology. The latest entry Assassin's Creed Odyssey is a prequel to the franchise, but it's useful to learn about key characters and events from past games. To help get you up to speed on all the important happenings in the Assassin's Creed universe, here's a recap of everything you need to know before jumping into Assassin's Creed Odyssey. Be wary, there are major spoilers ahead. Our recap goes over the major events of each game (sorry, no Assassin's Creed comics and books), filling in the back story of the Assassins and Templars, the Pieces of Eden, the Isu, and everything else you may have forgotten about. Odyssey is another great place to dive in even for newcomers, but you might have a fuller appreciation if you're caught up on everything that has happened thus far. Assassin's Creed Odyssey comes out on October 5 for PS4, Xbox One, and PC. As an interesting aside, the game will also be available to play on Google Chrome on launch day thanks to a new test the search giant is conducting to measure the strength of its game streaming technology. However, Google will only be choosing a select few users from those who sign up via its official website. For Assassin's Creed Odyssey guides, be sure to check out our feature highlighting tips you should know before starting. We'll be posting more features and guides in the next coming days. And if you're curious about our thoughts on the game, be sure to read our Assassin's Creed Odyssey review. GameSpot editor Alessandro Fillari said in his review: "While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Assassin's Creed Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting." Those Who Came Before
In the beginning, Earth was inhabited by the Isu, an ancient species of advanced humanoids. They possessed precognitive abilities and were gifted scientists; they also had incredibly long lifespans, though they were not immortal. Their immense power and intelligence lead them to create the human race, whom they designed in their image to be a capable, but docile, workforce. But in order to ensure that humanity remained subservient to their rule, the Isu created several powerful devices--later known to humanity as Pieces of Eden--to enslave their minds. Rebellion And War
When the Isu created humanity, they designed them to be born with a chemical neurotransmitter in their brains that made them susceptible to the Pieces of Eden. However, over time interbreeding between humans and Isu lead to the creation of a hybrid race, who were immune to the effects of the mind-controlling devices of their benefactors. This resulted in an uprising by two hybrids, Adam and Eve, who stole a Piece of Eden known as the Apple to wage war against the Isu. While the Isu were technologically superior to humans, the ensuing war took a toll on them as they were heavily outnumbered; a result of the Isu having produced so many humans to work for them. After a decade's worth of fighting, the conflict came to an abrupt end due to a massive solar flare that devastated the Earth, resulting in heavy losses on both sides. This event became known as the Toba Catastrophe. Last Ditch Effort
During the war, there were three Isu scientists--Minerva, Juno, and Jupiter--who were actually aware of the solar flare that would hit Earth. They endeavored to prevent it by researching six different solutions; however, none adequately provided what was needed. Eventually Minerva created a seventh solution known as the Eye, a device capable of allowing them to manipulate the patterns and equations of existence. With its power, the Isu could deploy a planetary magnetic shield that would deflect the incoming disaster. In the midst of the experiments, Juno developed a deep hatred for humans. She made plans to take over the world and enslave humanity in the solar flare's aftermath. However, Minerva and Jupiter caught wind of this and imprisoned her consciousness. But before Juno could be sealed away, she tampered with the pattern of the Eye, so that it would release her from prison upon its activation. Minerva discovered this and decided that instead of letting Juno get her way, it would be best to destroy the device and let the solar flare occur. Messages To The Next Generation
Before the solar flare arrived to Earth, Minerva crafted a second Eye to relay messages to future generations of humanity in hopes of giving them the knowledge needed to prevent an inevitable second catastrophe. These messages were locked away in vaults hidden throughout the planet. Despite these attempts to help the future of humanity, Juno's evil ambitions persisted. In her imprisonment, she managed to fix the first Eye and used it to commune with future generations in hopes of swaying them towards accomplishing her goals. Reconciliation and The Fall of the Isu
The impact of the solar flare flipped the polarity of Earth's magnetic field and exposed it to the Sun's deadly radiation. While both the Isu and humanity survived the disaster, their numbers began to dwindle. As a result, both species made peace and worked together to rebuild the world. Several Isu took steps to influence the human race, endeavoring to spread their knowledge. Some of these attempts would manifest themselves in superstitions and religious myths passed through the ages across different cultures. Despite their best efforts to preserve their ways, the Isu eventually went extinct. Humanity continued to thrive through the centuries ahead, slowly forgetting the existence of the Isu as they split off into new civilizations and cultures. The Assassins And The Templars: A Battle of Ideology
As the centuries passed, humans began to discover several Pieces of Eden, which had survived the destruction of the Toba Catastrophe. The power the artifacts stirred debate towards how to use them for humanity's benefit. There were many who sought to fulfill humanity's true potential and decided it would be best to use the artifacts to create a utopia. While there were others who stood against their use, opting to give humanity complete freedom where all could live according to their own will. These two beliefs eventually manifested into two respective organizations, the Templars and the Assassins, who went on to wage a covert war spanning most of human history. Enter Desmond Miles
A key player in the Assassin-Templar conflict was a man named Desmond Miles. A modern day Assassin, Desmond was wary of his organization's tenets and lifestyle growing up. At age 16, he fled home and moved to New York City to work as a bartender. However, he could not escape his origins, and was kidnapped by the Templars, who had at this point masked their activities under the guise of a company called Abstergo. The unwilling Assassin was taken to one of Abstergo's laboratories where he was used as a test subject in the Animus, a device that could read the memories of a person's ancestors through the genetic memory encoded in their DNA. Leading the research experiment was a scientist named Warren Vidic and his assistant, Lucy Stillman. Their goal was to discover the locations of the Pieces of Eden. Assassin's Creed -- Destiny
Desmond was made to relive the genetic memory of his ancestor, Altair Ibn-La'Ahad--a member of the Assassin order during the Third Crusade. By exploring Altair's memories, Vidic was able to discover the locations of numerous Pieces of Eden. After finding this out, Abstergo executives ordered Desmond's execution, as he had outlived his usefulness; however, Lucy revealed to Desmond that she was an undercover agent of the Assassins, and promised his safety. Assassin's Creed II -- Becoming an Assassin and a Message From Minerva
Lucy busted Desmond out his cell and the two escaped from the Abstergo laboratory. Arriving at one of the Assassins' hideouts, Desmond and Lucy met with fellow members of the order, Shaun Hastings and Rebecca Crane. Their new goal was to train Desmond to be an Assassin using the Bleeding Effect, a symptom induced by prolonged exposure to the Animus that allowed a person to inherit abilities from their ancestors. Desmond returned to the Animus to experience the memories of Ezio Auditore, an Assassin who lived through the Italian Renaissance. As the group pushed further into the Italian Assassin's memories, they discovered his encounter with one of Minerva's messages, which warned of the impending catastrophe and recounted the story of the war between the Isu and humanity. But what shocked Desmond was Minerva revealing that she was actually talking to him through Ezio. Following this revelation, Desmond was pulled from the Animus, as the Templars discovered their location. Despite an altercation with Vidic and his goons, the group managed to escape. Assassin's Creed: Brotherhood -- Finding the Apple
The group fled north and set up shop at Monteriggioni, the former headquarters of the Italian Brotherhood during the 14th century. Once again Desmond used the Animus to dive into Ezio's memories in hopes of discovering information that could help the Assassins. However, the Bleeding Effect soon began to take a toll on him, as he began to experience more hallucinations. Regardless, Desmond pushed through it and learned that Ezio hid an Apple of Eden under the Colosseum in Rome. At the Colosseum, the group discovered a path leading to an underground chamber where the Apple was held. A hologram of Juno appeared before them to reveal the existence of the Isu's secret vaults. Desmond then grabbed the Apple from its pedestal, but in doing so, the artifact activated, allowing Juno to take control of him and kill Lucy. The shock of the ordeal caused Desmond to fall into a coma. Assassin's Creed: Revelations -- Escape From the Black Room
After the events of Lucy's murder, William Miles--Desmond's father and the de facto leader of the Assassins--dispatched several Assassins to retrieve the group from the Colosseum vault. Desmond was put back into the Animus to stabilize his condition. He awakened to find himself inside the Black Room, a safe mode built into the Animus' programming. There he met a visual construct of Clay Kaczmarek, a man who used the Animus prior to him during Vidic's experiments. Kaczmarek informed Desmond that he needed to keep reliving his ancestors' memories in order to awaken from his coma. Desmond experienced not only the later years of Ezio's life, but Altair's as well. His journey through the memories of both his ancestors allowed him to discover a message from Jupiter, who revealed the location of the Grand Temple, which housed all of the research conducted to prevent the first solar flare. After having discovered this, Desmond awakened from his coma, with Shaun, Rebecca, and his father standing beside him. Assassin's Creed III -- Finding the Grand Temple Key
The group travelled to the Grand Temple where they once again set up the Animus. Entering the Grand Temple triggered Desmond's Bleeding Effect, which revealed that a key was required to unlock its innermost chambers. Instead of reliving the memories of Ezio, Desmond dove into the memories of Haytham Kenway, an 18th-century Templar who once had possession of the key. However, he learned that it was actually Haytham's illegitimate son, an Assassin named Ratonhnhaké:ton aka Connor Kenway, who would later come into possession of it during the American Revolution. As Desmond searched through Connor's memories, he occasionally took breaks to embark on missions to obtain batteries to power the Animus. However, the arrival of the second solar flare rapidly approached, and with no leads on the Grand Temple key's current location, the situation grew desperate. In an effort to maximize productivity, Desmond focused on reliving Connor's memories, while William retrieved a new battery from a museum in Cairo. However, Vidic intercepted William and sent a video message to the group explaining that William would only be set free in exchange for the Apple of Eden. Desmond complied and traveled to the Abstergo facility where his father was being held, but instead of handing over the Apple, he used it to kill Vidic and his henchmen. Assassin's Creed III (Cont.) -- Saving the World
Desmond returned to the Animus and learned that the Grand Temple key was hidden in a grave in Massachusetts. Using the key to open the gate to the Grand Temple's inner chamber, Desmond and the group entered only to be greeted by Juno, who revealed that they could save the world using the Eye. However, Minerva appeared and urged Desmond not to activate the device, explaining Juno's schemes to enslave humanity. She insisted that while the device would save the world from the solar flare, it would also kill Desmond and allow Juno to complete her quest to rule over Earth. Despite Minerva's warnings, Desmond stated that if Juno was released, there could still be a slim chance that humanity could stop her. With his mind made up, Desmond activated the Eye, thus sacrificing himself to protect the planet and freeing Juno from imprisonment. Assassin's Creed IV: Black Flag -- Infiltrating Abstergo Entertainment
With the death of Desmond, Shaun, Rebecca, and William continued the fight against the Templars. However, William eventually stepped down as leader of the Assassins in order to go on a self-imposed exile. Shaun and Rebecca then went undercover as low-level employees at Abstergo, who had managed to create a new version of the Animus that could let people relive the genetic memories of anyone's DNA, as long as the DNA was harvested. With this new tech--which was created using Desmond's DNA--the Templars formed Abstergo Entertainment, a branch of the company that created consumer products using Animus technology. However, Abstergo Entertainment was a front for the Templars to locate and acquire new Pieces of Eden. The Assassins had an informant in the company, named John Standish, who began helping an unnamed Abstergo Entertainment employee (your player character) hack into the company's databases. The employee gradually fed the archived information to the Assassins. Assassin's Creed IV: Black Flag (Cont.) -- The Sage
Juno remained adamant towards advancing her schemes of world domination. However, she could do little without a physical body to transfer her consciousness into. Luckily, Juno had set a plan in motion prior to her imprisonment: she had managed to manipulate the human genetic code, creating a hidden trigger that would alter the genetic makeup of an individual, imbuing them with the memories and appearance of her husband. The experiment caused Juno's husband to be repeatedly reincarnated in human form for millennia. These reincarnations would be known as Sages. Unbeknownst to everyone, John Standish was actually a Sage and plotted to transfer Juno's consciousness into the body of the unnamed Abstergo Entertainment employee. However, the plan failed and Abstergo security guards gunned down John. Assassin's Creed Unity -- The Initiates
As a means of fighting the Templars, the Assassins enlisted the help of players using Abstergo Entertainment's gaming products. Those convinced to join were known as Initiates. With the help of an unnamed Initiate, an Assassin operative named Bishop managed to secure the location of an Apple of Eden via the memories of French Revolution era Assassin, Arno Dorian. Assassin's Creed Syndicate -- Juno's Next Plan
The Templars began using John Standish's DNA to create an Isu from scratch, aiming to explore the genetic memories encoded in its DNA using the Animus. But in order to achieve this, they needed a Piece of Eden known as the Shroud; one was known to be hidden somewhere in London. The Assassins caught wind of this and once again enlisted the help of an unnamed Initiate. By reliving the memories of Assassin twins, Jacob and Evie Frye, the Initiate discovered that the Shroud was located underneath Buckingham Palace. Shaun and Rebecca were dispatched to retrieve it, but were attacked by the Templars, who successfully escape with the Shroud. It was then revealed that Juno had secretly orchestrated the scheme from the beginning, manipulating the Templars into creating a new vessel for her to implant her consciousness. Assassin's Creed Origins -- The Next Generation: Layla the Abstergo Researcher
Sometime after the events of Syndicate, Layla Hassan--a researcher at Abstergo's Historical Research Division--is tasked with finding and retrieving a mysterious artifact in Egypt. This inevitably leads her to finding the tomb containing the mummies of ancient Assassins Bayek and Aya. In hopes of finding information to secure her a position in the company's Animus Project, Layla decides to relive both Bayek's and Aya's memories using her Animus--going outside the jurisdiction of her responsibilities in the company. She secludes herself in a cave in the middle of a desert in Egypt. Layla was inevitably attacked during her time spent reliving Bayek's and Aya's memories. Her best friend and radio support Deanna was also ambushed in the process; though, her fate remains unknown. Layla continued to experience the memories of Bayek and Aya, learning the history of the Assassin brotherhood's origins in the process. Upon awakening from the Animus, she is met by none other than William Miles, whom asks her to work for the Assassins instead. Given how Abstergo enforcers attempted to attack Layla for not checking in, she ultimately accepts William's offer. However, she stops short of actually joining them as a member. Assassin's Creed Origins (Cont.) -- Bayek and the Formation of the Brotherhood
As mentioned, Layla lives out the memories of Bayek, who is a respected Medjay in charge of protecting the Siwan Oasis during the Ptolemaic era of Egypt's history in 49 BCE. The Egyptian sheriff's life is turned upside down when he and his young son, Khemu, are abducted by a group of five masked men. The masked men force Bayek to use a golden orb to open a secret Vault. Khemu helps Bayek escape, but during the struggle to kill one of the masked men, Bayek accidentally stabs Khemu in the chest, killing him. This leads Bayek and his wife Aya on a quest for vengeance. They figure out that the ones who orchestrated Bayek's kidnapping were a part of a much larger organization known as the Order of the Ancients. Bayek fights to take each one of its members down. Meanwhile, Aya assists in killing members of the Order while also working alongside Cleopatra on a separate venture to secure the Egyptian throne from Ptolemy XIII. Bayek eventually becomes involved in this pursuit by becoming Cleopatra's Medjay in order to further root out the Order's followers. However, things go south when Cleopatra cuts ties with Bayek and Aya, instead allying with Julius Caesar and the Order. Realizing their mistake in supporting Cleopatra, Bayek and Aya gather their allies to form a brotherhood to counter the Order and defend the free will of the common people. The two eventually discover that the leader of the Order and the one who was behind Khemu's murder was Caesar's lieutenant, Flavius. Bayek then confronts and assassinates him, finally obtaining the vengeance he and Aya have longed for. Upon returning from killing Flavius, Bayek discovers that Aya plans to head to Rome to assassinate Caesar and Lucius Septimius--the final remaining member of the Order. It's at this point that Bayek and Aya decide to part ways but swear to work together to protect the world from the shadows. After sharing a heartfelt goodbye, Bayek drops the eagle's skull charm, which was once part of a necklace he made for Khemu, into the sand. It leaves an impression that ends up becoming the symbol of their new Brotherhood. Looking Ahead: Assassin's Creed Odyssey
Unlike Origins, the direction of the upcoming Assassin's Creed Odyssey's isn't as clear. It takes place even further back during the Peloponnesian War in 431 BCE and follows the adventures of either Alexios or Kassandra, siblings and former Spartans-turned-mercenaries. Layla returns as the present-day protagonist and is continuing her adventures. She starts the game having discovered the Spear of Leonidas, a legendary weapon that also happens to be an Isu weapon. With the DNA traces left on it, she is able to see the memories of either Alexios or Kassandra using the Animus. The question as to why Layla is going so far back in history remains unclear. She works for the Assassins now so it's possible this latest venture roots from their own goals and ambitions. There's a variety of possible theories, but we're personally thinking that this new story might have to do with the origins of the Templars and the Isu. It's worth noting that the Juno plotline described in many of the past games was dropped in Origins, but we're curious whether or not it'll show up once more in some form in Odyssey. Seeing as the game is likely to deal a bit more heavily with the Isu given the presence of the Spear of Leonidas, there's a slight chance that we could hear more.
By Matt Espineli on Oct 05, 2018 11:17 pm
Throughout your travels in Assassin's Creed Odyssey, you'll no doubt come across many battles and conflicts that will put your wits and reflexes to the test. Taking on the role of a Spartan-turned-mercenary, you'll need to rely on every tool to your disposal to stand a chance against the warring armies and the dangerous cults that seek to rule the known world during Ancient Greece. Much like Assassin's Creed Origins, Odyssey blends together RPG elements within the framework of an open-world action-adventure game, allowing you to explore and uncover resources at your leisure, while strengthening your character in the areas that you wish. But in Odyssey, the level of customization for your character is far more flexible, giving you more room to specialize the protagonist across several different archetypes. Centering around the Warrior, Hunter, and Assassin archetypes, these areas are tied to melee, long-range, and stealth respectively. Each archetype possesses its own set of abilities and passive skills that add new options for you to take advantage of, many of which can be used in clever ways for some effective combos. With the amount of skills to choose from, you're free to respec your character at any time, allowing you to rebuild them to make a stronger and more refined adventurer. In this feature, we've come up with several tips to help you out in battle, and along with our selection of the most useful abilities to overcome the deadly foes of Ancient Greece. Of course, this is all spoiler free, and only focuses on the core skills that can be unlocked from general progression. For more info on the series' new entry, check out our full Assassin's Creed Odyssey review along with our look back on every Assassin's Creed game we've reviewed over its 11-year history. Critical Assassination
When sneaking up on your foe to pull off an assassination, you may discover that they're more powerful than you estimated as they survive your would-be killing blow To avoid this common occurrence, it's good to invest in the Critical Assassination skill. With this enabled, you can spend a single bar of Adrenaline to put some extra force into your silent attacks, allowing you to take out enemies that are more powerful than usual. When fully upgraded, this skill can deal three times as much Assassin damage than normal. Sixth Sense
When performing stealth, there's the occasional chance that a guard may catch you in the corner of their eye. As a precaution, the Sixth Sense ability in the Hunter tree would be a valuable skill to have. With this enabled, you'll be given a short grace period after being noticed by guards, slowing down time and allowing you to get a shot off from your bow. If your aim is sharp, you might be able to land a headshot, keeping you in the clear. Upgrading this ability further can extend the slow-mo duration and increase your Hunter damage. Spartan Kick
As one of Odyssey's most useful and versatile abilities, the Spartan Kick is a fast and vicious strike that can push foes back several feet--and it's also a lot of fun to use. As one of the first abilities you can acquire in the Warrior tree, the kick is especially effective for forcing an overly aggressive enemy back, or sending an unsuspecting foe flying. However, elite enemies are able to resist the pushback from this move, only resulting in normal damage. When upgraded to its max potential, the Spartan Kick will also let out a shockwave, stunning nearby enemies. You'll occasionally find enemies standing at the edge of cliff, and you'll find that it's difficult to resist the urge to kick them off and see them fly off into the distance. Arrow Master
As a hunter, you may find yourself in situations that can make you rethink how you'll want to engage enemies at long-range. The Arrow Master skill will grant you the ability to craft different arrow types, opening up new ways to take on opponents. After the initial unlock, you can create flame and paralyzing arrows. Fire arrow are pretty self-explanatory--they ignite targets. The paralyzing arrows, however, can knock out and stun enemies. This is useful when you want to clear through locations without getting any blood on your hands, or when you want to recruit some elite enemies to your ship's crew. Upgrading the Arrow Master ability will allow you to craft Poison and Explosive arrows, which can be extremely effective in both stealth and combat. Shield Breaker
While you can't use shields in Odyssey, the many foes you come across take advantage of them readily. While you can parry strikes and dodge their attacks, sometimes it's better to get rid of their shield altogether. With the Shield Breaker move, you can yank an enemy's shield out of their hands and bash them with it. However, Elite enemies wielding shields will require a bit more force to strip. Upgrading Shield Breaker to its max will not only deal more damage to the single target, it will also shatter the shield outright--harming nearby foes in the process. Devastating Shot
When using the bow, you're most effective when you can fire off quick and powerful shots. With the Devastating Shot ability, one of the most useful skills in the Hunter tree, you can charge up a powerful shot to take out enemies in a single blow--at the cost of an Adrenaline bar. If you have the Arrow Master skill unlocked, the special arrows will also have increased effectiveness. Upgrading this ability further will increase the damage done from a single shot, with the max level hurling enemies back with incredible force. While this is useful for getting a clean kill while simultaneously pushing a body into some bushes, it's also invaluable during combat when dealing damage from a distance. Second Wind
You'll often come across fights that get overwhelming quickly. With this in mind, it's useful to have a skill at the ready when you need a pick-me-up. As the closest thing to a healing potion, the Second Wind ability will regain a portion of your health at the cost of some Adrenaline. When upgraded to maximum, this ability can restore up to half your life, while also negating the effects of fire and poison damage outright. This is especially useful when fighting against foes that use special elemental weapons. Overpower Attacks
Similar to Origins, you can use up a significant portion of your adrenaline to unleash a deadly attack. By pressing both the light and heavy attacks, the Overpower Attack will cause massive damage to a single enemy, with some light damage done to surrounding targets. This can be especially handy when up against elite and legendary foes with lots of health and plenty of skills to dish out. Depending on your weapon type, you'll see different types of Overpower Attacks. Rush Assassination
During your infiltration missions, there may come a time when you need to take out a set of foes quick and quietly. Using the Rush Assassination, you can launch a series of quick assassinations. You'll immediately take down the first tagged enemy by throwing your Spear of Leonidas which activates a slow-mo effect to give you time to pick your next target. While the first rank of Rush Assassination only allows for two quick kills, upgrading it further can extend the chain to up to four different enemies. Though bear in mind, just like normal assassinations, some enemies are more powerful than they appear--resulting in heavy damage instead of an instant kill. Hero Strike
As a blend between the Warrior and Assassin skill-sets, the Hero Strike executes a fatal multi-hit move. While it seems like a more elaborate version of an assassination (that's not too far off,) this skill is also usable during combat. The Hero Strike is an incredibly powerful ability that gets in quick damage, and when fully upgraded, it uses maximum Assassin strength to deal greater damage--which is especially deadly to foes in combat encounters. Stealth Master
With the amount of bases and enemy compounds you'll need to sneak into, it's important that you know how to move undetected. With the Stealth Master skill, noise made during traversal will be minimized, and enemies will have a more difficult time seeing you while in the crouched position. Upgrading the skill further will make your stealth traversal more efficient and also increase your Assassin and Hunter attack power during night time. Battlecry Of Ares
When you're up against multiple enemies, you may need to call upon your inner strength to even the odds. After you've invested points into the Overpower Attacks skill, you can acquire the Battlecry of Ares ability to amplify your base damage for a short period of time, while also increasing your defense against enemy attacks. As the peak ability in the Warrior tree, this ability is at its best when used with other skills like Overpower, Spartan Kick, and Shield Breaker. When fully upgraded, this special buffs becomes even more useful, with repeated attacks boosting damage power and activation that requires no Adrenaline.
By Matt Espineli on Oct 05, 2018 11:16 pm
Assassin's Creed Odyssey greatly expands upon the RPG-stylings of its predecessor. Not only is the game's world much bigger, but there's a wealth of new mechanics and systems in place to play with. Dialogue choices give you more freedom to guide the direction of your journey in subtle yet meaningful ways. A territory system has you aligning yourself with the competing powers of the Peloponnesian War to carve out the land. And this is in addition to the variety of improvements that have been made to pre-existing systems from Origins. If you're a returning Origins player or a newcomer entirely, a lot of the new features and mechanics may perplex you. To help give you more clarity over all the new systems in Assassin's Creed Odyssey, we've gathered 11 tips that should help you become the best spartan mercenary/proto-Assassin you can be! Assassin's Creed Odyssey comes out on October 5 for PS4, Xbox One, and PC. As an interesting aside, the game will also be available to play on Google Chrome on launch day thanks to a new test the search giant is conducting to measure the strength of its game streaming technology. However, Google will only be choosing a select few users from those who sign up via its official website. We'll be posting more features and guides in the next coming days. Be on the lookout for an extensive guide highlighting the best skills you can unlock, as well as a showcase of all the coolest armor sets. If you're curious about our thoughts on the game, be sure to read our Assassin's Creed Odyssey review. GameSpot editor Alessandro Fillari said in his review: "While its large-scale campaign--clocking in at over 50 hours--can occasionally be tiresome, and some features don't quite make the impact they should, Assassin's Creed Odyssey makes great strides in its massive and dynamic world, and it's a joy to venture out and leave your mark on its ever-changing setting." In the meantime, got any handy beginner's tips you don't see here? Let us know in the comments below. Play Exploration Mode
This isn't so much a tip as a strong recommendation. One of the most meaningful features added into Odyssey is Exploration Mode, a navigation option that strips away markers and quest objectives, forcing you to rely on your investigative and observation skills instead. The mode offers a more challenging experience that's well worth the effort. What Are The Best Side Quests?
Odyssey has some great side quests that offer stories that range from tense and serious, to funny and light-hearted. Some even tie back into the main narrative. With so much content in Odyssey you might be wondering which side quests are worth your time. You'll find two types of quests in the world. First are quests indicated on the map by these gold and black diamonds. These are the major side quests that are the most involved and in our experience are always worth your time. The other kinds of quests are much smaller, usually consisting of a simple task. You can find these on the map with white and black diamond markers or at Message/Bounty Boards. The quality of these quests vary with some being fun small objectives like defending a philosopher, and others being noticeably lame, like this one where you just need to walk a couple hundred meters and talk to an NPC to complete it. If you're the kind of person who isn't interested in doing everything possible and just wants to see the good stuff, we recommend avoiding these smaller quests completely and only doing the major side quests with the gold and black markers. Finding And Upgrading Weapons And Armor
Weapons and armor play an even greater role in Odyssey, allowing you to customize your look. There are several ways to get awesome new gear. Completing major side quests is a pretty straightforward option, and the quest menu even shows what reward you will earn. Mercenaries are another great way to earn loot. You can check the mercenaries menu to see a detailed description of the loot each has, and then track the one you want to find. This is the most reliable way to search for something specific. There are also conquest battles, which reward you with a random piece of Epic loot. If you find a piece of armor that has stats you like or just looks cool, you can always upgrade it at a blacksmith, bringing it up to your current level. This is an awesome way to ensure Legendary gear you get early on remains viable in the late game. You can enhance gear further with engravings, which give you bonuses like increased damage against certain enemy types or boosts to specific abilities. Don't Forget Engravings
The best way to find engravings are from the puzzle tablets that contain riddles on them similar to Origins' Papyrus puzzles. Following the clues to the treasure rewards you with a new engraving. Engravings can be upgraded by completing an associated goal or challenge so keep an eye on those to maximize their potential. Engravings aren't just one-time use items either so don't worry about saving one for later, and just put it on. You can also swap engravings whenever you want, but it will cost you a small fee. Sell Your Stuff And Break It Down
If you're the sort of person who likes to pick up everything that comes your way, you're liable to start stockpiling weapons and armor really quickly. Don't hold on to that stuff! Make sure to break it down for resources in the inventory menu or to visit merchants to sell them for a reasonable profit. You never want to be hoarding items, as you'll need the money and resources from selling or dismantling to better your current loadout and ship. You'll also accumulate a bunch of items that serve no purpose other than to be sold at a shop. Make sure to offload these under the option of "Sell All Trade Goods" in the Sell menu. Get These Abilities!
Unlike Origins, Odyssey allows you acquire and swap abilities. You get a skill tree for Hunter, Warrior, and Assassin, and you start with eight slots to equip abilities--four for ranged attacks, and four for melee attacks. If you're looking for some suggestions, we've got them. Shield enemies can be a real pain in a large fight so pick up Shield Breaker, which lets you rip their shields off and hit them with it for damage. If you want to take care of captains or enemies with large health bars quickly, get Hero Strike, which uses the damage statistic normally used for assassin attacks. If you prefer the stealthy approach, Rush Assassination lets you break the laws of physics by throwing your spear and then basically teleporting next to the target. You can also chain this attack, making it a handy way to take out a base in a quiet and efficient manner. Critical Assassination is also key as it lets you deal more damage, allowing you to assassinate high-level enemies. Finally you should get Spartan Kick, which is perfect for knocking enemies off cliffs or walls and is also just really fun. You Can Restat At Any Time
Being able to respec at any time is a useful new feature that lets you experiment with different character builds. So if at any moment you think you've dumped too many points into one category over another, simply hold down the left stick in the skills menu to reallocate all the points you've earned thus far. How To Get Materials
Collecting resources and materials is a major component of Odyssey. You need them to upgrade your equipment and ship. Thankfully it's not much of a headache to collect these resources. For starters, you always want to dismantle unused equipment for materials. You also have the option to sell equipment to vendors, but the resources are much more valuable than the money, which you'll still earn in other ways You'll find common resources like wood in forests and iron in caves, but you if you really need more, vendors will also sell them. A hot tip is to always loot War Supplies before you burn them in an enemy camp. These carry large quantities of materials and you don't want to miss out on them. Earn Loot With Conquest Battles
As a mercenary, you are a soldier for hire in the war between Sparta and Athens and can use this to your advantage. Every region is controlled by one of the two factions. You'll first need to lower the occupying nation's grip by burning War Supplies, pillaging nation chests, killing their soldiers, and assassinating their leader. Once you've lowered the meter enough, a conquest battle becomes available. You can fight for either side by visiting their camp. Yes, you can side with the army whose supplies you just spent the last few hours burning down--I guess they're a forgiving bunch. Siding with the defending army presents you one piece of Epic gear, while siding with the invading army nets you two pieces of Epic gear, but the battle will be tougher. In our experience it's always worth siding with the invading army for that extra loot. When participating in the battle itself, always keep an eye out on the two meters up top and make sure you're staying ahead. It's best to ignore the basic soldiers and focus on the captains and hero units who show up since eliminating them is the quickest way to win. Because of how easily multiple soldiers can overwhelm you, it's a good idea to pick abilities that deal damage to multiple enemies at once, such as Rain of Destruction. Our final tip is not to wait too long to start the conquest battle once it's available, as the opportunity can be lost if you wait too long. Thankfully, you can repeat this process in a region as many times as you want, keeping the war going forever and your inventory filled with loot. Quick-Save And Manual Saves Are Your Friend
If you're a traditional Assassin's Creed player, chances are you might not notice there are a manual and quick-save options in Odyssey. Given the more pivotal choices you'll have to make as the game progresses, you may want to backpedal a few times. Fortunately, the game is not too brutal when it comes to autosaves, but make sure to utilize this feature in order to give yourself a proper backup plan when events go south on account of a horrible decision you made. A Moment Of Meditation
Like Origins, you can advance time of day by simply holding the map button. Previously this was an ability you had to acquire via the skill tree, but you're given it early on this time around without having to spend a skill point; though, the game doesn't make a big show of it so you might even notice it's there. Regardless, advancing time is handy when you want to attack camps at night since the majority of guards tend to sleep, making it easier for you to sneak about.
By Array on Oct 05, 2018 10:53 pm
New York Comic-Con 2018 is officially underway and the cosplay community has turned out in force. Be sure to keep checking back here to see everything we see, as we'll keep updating this gallery throughout the weekend with pictures of the cosplayers we meet. It wouldn't be a Comic-Con without some serious comic book representation. Already, we've glimpsed a member of the Red Lantern Corps, Supergirl, The Joker, and several different version of our favorite wall-crawler (even Lego Spider-Man). One of our personal favorites is puppy Venom, which might be both the creepiest and cutest thing we've ever seen. Anime characters are beginning to pop up as well. We've seen classic characters from older anime--like Myotismon, the villainous king of the dead in 1999's Digimon Adventure--and more modern characters from anime that's airing right now--like Fumikage Tokoyami, one of the members of Class 1-A in 2016's My Hero Academia. Movie and video game characters make up the smallest number of cosplays we've seen so far, but we have spotted some good ones. We got to praise the sun with Dark Souls' Soltaire, see Kylo Ren meet Darth Vader, marvel as Kill Bill's The Bride strike a threatening pose, and cower in the face of both The Predator and Friday the 13th's Jason Voorhees. We expect to see new trailers for movies and TV series at NYCC too, but quite a few have been released prior to the convention. One of our favorites is the new trailer for Spider-Man: Into the Spider-Verse, which reveals that Peter Parker, Miles Morales, and Gwen Stacy will be teaming up with SP//dr, Spider-Man Noir, and Spider-Ham in the upcoming animated movie. News of The Walking Dead's possible new direction, live-action versions of Mega Man and Lilo & Stitch, and early images of John Wick 3 and the upcoming Star Wars Mandalorian TV show have us excited as well. New York Comic-Con 2018 runs from October 4 to October 7. Kylo Ren Solaire of Astora Venom Myotismon Red Lantern LEGO Spider-Man Fumikage Tokoyami Velma & Shaggy Kylo Ren, Emperor Palpatine, Darth Vader Supergirl Joker Beauty & The Beast Kim Possible Jason Voorhies Keyblade Wielder Venom Zoya The Destroya Predator Judge Dredd Rorschach Kylo Ren & Darth Vader
By Dan Auty on Oct 05, 2018 10:30 pm
We're into the fall now, but there's loads of great TV to come. While fans will have to wait until 2019 before we get more Stranger Things and Game of Thrones, there are still a ton of small screen goodies worth getting excited about. There's more offerings from Marvel and DC (Daredevil, Titans, The CW's Arrow-verse), reworkings of classic and contemporary sci-fi and horror properties (The Haunting of Hill House, The Chilling Adventures of Sabrina), long-running favorites (House of Cards, Doctor Who, The Walking Dead) and a handful of intriguing new titles (Nightflyers, Into the Dark). So here's the biggest TV shows to watch over the rest of the year... Big Mouth, Season 2
Netflix, October 5 Netflix's uproariously funny animated show looking at the trials of adolescence is back for a second season in October. The show is co-created by The League's Nick Kroll, who provides the voice for a fictionalised seventh grade version of himself as he navigates the nightmares of parents, girls, and puberty. The show's gimmick is the foul-mouthed hormone monsters Maurice and Connie (voiced by Kroll and SNL's Maya Rudolph), who appear throughout, occasionally helping but mostly hindering Nick and his friends. Into The Dark
Hulu, October 5 October is, of course, the month of Halloween--and that means horror movies and TV shows. Hulu and Purge producers Blumhouse are marking the season with a new monthly horror anthology show titled Into the Dark. Every month a new feature-length episode will premiere, inspired by a particular holiday from that month. The first two episodes are already lined up--the series opens in October with 'The Body', a Halloween-set tale of a hitman having to dispose of a corpse, while November's Thanksgiving episode 'Flesh & Blood' sees a woman menaced by someone--or something--in her home. Star Wars Resistance
Disney XD, October 7 The hugely popular Star Wars Rebels ended back in March, but fans of Disney's animated Star Wars output won't have long to wait for the next series. Star Wars Resistance has been created by Dave Filoni, the man behind both Rebels and The Clone Wars, so we know it's in good hands. This show is set before the events of the 2015 movie, The Force Awakens, and will focus on a young pilot named Kazuda Xiono, who is recruited by the Resistance and tasked with a top-secret mission to spy on the growing threat of the First Order. As well as a host of new characters, fans can expect appearances from some of the recent Star Wars movie cast members, such as Oscar Isaac (as Poe Dameron) and Gwendoline Christie (as Captain Phasma), plus droid favorite BB-8. Doctor Who Season 11
BBC, October 7 It's always exciting when a new actor takes on the role as the iconic Timelord, but the debut of the thirteenth doctor this October is a really big deal. Jodie Whittaker replaces Peter Capaldi and is the first woman to play the Doctor. Whittaker had a brief appearance at the end of the recent Christmas Special, but fans will have to wait until October to see how her portrayal differs from previous incarnations. There's a new showrunner too, as Broadchurch's Chris Chibnall succeeds Steven Moffat. Finally, the Doctor's assistant is to be played by comedian Bradley Walsh. The Haunting of Hill House
Netflix, October 12 Mike Flanagan (Oculus, Gerald's Game) is one of the best horror directors working today, and 2018 will see him turn his talents to TV. Produced by Steven Spielberg's Amblin TV, this is an adaptation of Shirley Jackson's 1959 novel, which was also turned into the classic 1963 movie The Haunting (the less said about the 1999 remake the better). Annabeth Gish (Sons of Anarchy, The West Wing) stars as Mrs. Dudley, the caretaker of a haunted estate, with roles for Timothy Hutton (All the Money in the World) and Gerald's Game's Carla Gugino. Flanagan has written and directed the whole 10-part series, and this could be one of the year's great horror shows. Titans
DC Universe, October 12 While the quality of DC's movie output has been variable (to say the least), its roster of TV shows remains remarkably consistent. Titans is the latest addition. A live-action version of the Teen Titans, it's been in development since 2014, but shifting channels and cancelled pilots has meant very slow progress to the screen. But it is finally set to premiere in 2018, on DC's new digital service. Australian actor Brenton Thwaites (Gods of Egypt, Pirates of the Caribbean: Dead Men Tell No Tales) plays Dick Grayson/Robin, leading a team of young superheroes that includes Starfire, Raven, and Beast Boy. The Conners
ABC, October 16 The massive success of ABC's Roseanne revival was quickly overshadowed by the actions of its famous star, when a racist tweet by Roseanne Barr's led the network to cancel plans for Season 2. But last week, it was confirmed that the cast (minus Barr) will return for a spin-off show The Conners. Season 1 will premiere in the fall, taking Roseanne's 8 PM Thursday slot, and will run to 10 episodes. It's currently unknown how the show will address Barr's absence, but fans of this much-loved working classic sitcom family will have much to look forward to when Sara Gilbert, John Goodman, Laurie Metcalfe, and company return to screens. Daredevil, Season 3
Netflix, October 19 Although the third season of Netflix's Daredevil series is yet to be given a premiere date, it is still expected this year. A trailer was revealed at San Diego Comic-Con back in July, where Netflix CEO Ted Sarandos confirmed that we'd see it in 2018. It's been well over two years since Season 2, in which time we've had several other connected shows set within the MCU version of New York--some have been great (The Punisher), others less so (Iron Fist). But hopes are high for the return of Matt Murdock, particularly because the villainous Wilson Fisk is making his return. Actor Vincent D'Onofrio helped create one of the most interesting and complex villains in the entire Marvel universe, and it is rumored that Season 3 will be an adaptation of Frank Miller's classic Born Again series from the '80s Daredevil comic book. Legends Of Tomorrow, Season 4
The CW, October 22 The CW's roster of DC shows continues to go from strength to strength. Its most addition was the hugely entertaining Black Lightning, while Arrow, The Flash, and Supergirl all remain extremely popular. Season 4 of Legends Of Tomorrow arrives in the Fall, and with Netflix's Defenders proving to be a boring disappointment, it remains the one TV superhero team-up to watch. Focusing on heroes such as White Canary, Atom, Heat Wave, Vixen, and Steel, this year the team will be join by John Constantine, who is played once more by Matt Ryan. Ryan previously played the character in the now-cancelled show Constantine, as well as in episodes of Arrow and last year's animated movie Justice League Dark. In short, he's really good at playing one of DC's coolest, edgiest heroes, and is a welcome addition to Legends of Tomorrow. The Chilling Adventures of Sabrina
Netflix, October 26 Channeling the success of Riverdale, another Archie Comics story was in the works at The CW. But due to their concern of having too many witch shows--the network's Charmed reboot is still on the horizon--the untitled Sabrina the Teenage Witch series was handed over to Netflix. The series will explore the origins of the half-witch, half-mortal as she battles the evil forces that threaten her friends and family. Tonally, Deadline describes the series as being "in the vein of Rosemary's Baby and The Exorcist." Castlevania, Season 2
Netflix, October 26 Season 1 of Netflix's animated gothic fantasy Castlevania premiered in 2017 and has became one of the streaming service's most acclaimed new shows. Season 2 of the video game adaptation was initially rumored for this summer, but it has now been confirmed that it will debut in October and will run for eight episodes. Not only that, but actor Richard Armitage has also revealed that a third season is in the works. The Walking Dead Season 9
AMC, October 31 While much has been written about The Walking Dead's falling ratings, it remains a hugely popular show, so don't expect it to go anywhere any time soon. The zombie drama returns later this year for its ninth season under new showrunner Angela Kang. Her predecessor Scott Gimple remains involved as AMC's chief content officer, and last month, he told Variety that Season 9 would see the show "evolve in a huge way." Could this mean the two-year time jump that occurred at the same point in the comic books? We'll find out in the fall. House of Cards, Season 6
Netflix, November 2 House of Cards was Netflix's first original production and has gone on to become one of the most acclaimed shows of the past decade. There was much uncertainty over the future of the political drama in the wake of the sexual harassment allegations against star Kevin Spacey, but it returns for its final season in November. Spacey is, of course, no longer part the show. His character, Frank Underwood has been killed off, with Underwood's wife Claire (Robin Wright) now taking center stage as US President. Wright's performances have been incredible throughout the show's run, so expect this modern classic to go out with a bang. Can't wait. Nightflyers
Syfy Long before he created the world of Game of Thrones, author George RR Martin wrote the short novel Nightflyers, a sci-fi horror story about a group of scientists who embark on a mission into deepest space to make contact with alien life. The story was adapted into a movie in 1987 and has now been turned into a new TV show by SyFy. This is one of the network's biggest productions to date, and the first trailer suggests that it will be as much a horror story as a space adventure. Boardwalk Empire's Gretchen Mol stars. Luther, Series 5
BBC Fans of Luther were both excited and dismayed when the series returned for a two-episode fourth season in 2015. With a busy actor like Idris Elba playing the title role, sometimes schedules can be tight. That said, it looks like Elba has donned his signature tweed coat for another go-round as brilliant detective John Luther. We don't know what sort of gruesome crimes he will be investigating, but one thing is for certain: Idris Elba is at his best when the world is at its worst. Right now, John Luther is the hero we need and deserve.
By Dan Auty on Oct 05, 2018 10:22 pm
It used to be the case that Hollwyood studios kept all big tentpole titles for either the summer months or the Holidays. But this is no longer true--you are as likely to see a massive superhero movie arrive in March as in June, and an August release slot is no guarantee of a hit. Venom, which arrives this week, is a case in point. It's a $100 million movie designed to kickstart Sony's universe of connected heroes and villains taken from Spider-Man comic books, but with nothing superhero-related on the calendar until Aquaman in late November, it's a perfect time to launch it. Of course it doesn't hurt, with Halloween around the corner, that it also focuses on a fanged, man-eating alien symbiote. In a classic case of counter-programming, the only competition this week comes from the highly acclaimed musical drama A Star is Born, which stars Bradley Cooper and Lady Gaga and will appeal to a very different audience to Venom. There's also the digital debut of the Marvel sequel Ant-Man And The Wasp, while Sicario: Day of the Soldado and The First Purge are now available to rent. The landscape for consuming movies has really changed over the past few years. The biggest films still debut in the old fashioned-way--in theaters, with home releases still a few months off. But with the rise of streaming and Video on Demand, we are increasingly seeing simultaneous releases for smaller movies, with films getting a limited theatrical release on the same day that they are available to buy and rent digitally. The rise of Netflix and Amazon as major players in film production has also disrupted standard release patterns. Netflix in particular has attracted some major directors, and their movies will bypass theaters entirely and premiere worldwide on the streaming platform. And of course, movies that did get a theatrical release continue to move to digital platforms after a few months. This is a great way to catch up on movies you might have missed on the big screen--or are keen to rewatch. So here's our look at the best and most interesting new movies in theaters and available to watch at home this week. Venom
Watch it in theaters from October 5 Although the deal between Disney and Sony has ensured that Spider-Man is currently part of the former's Marvel Cinematic Universe, the movie rights to the character ultimately remain with Sony. As a result, the studio has launched its own interconnected universe of characters from the canon of Spidey comic-books. Venom is first up, and it hits theaters this week. Tom Hardy plays Eddie Brock, a photographer who ends up with superpowers after he is taken over by the alien parasite of title. It's directed by Zombieland's Ruben Fleischer, and the supporting cast includes Michelle Williams, Woody Harrelson, and Riz Ahmed. The reviews haven't exactly been overflowing with praise, but box office predictions are high, so expect Venom to do well. A Star is Born
Watch it in theaters from October 5 The classic 1937 movie about a rising star who is coached by a fading veteran has been already been remade twice--most famously as a rock musical with Barbra Streisand and Kris Kristofferson in the 1970s--and this week, a fourth version arrives. This time, we have Bradley Cooper as a hard-living musician who discovers a talented unknown, played by Lady Gaga, and helps put her on her way to stardom. A Star is Born also marks Cooper's directorial debut, and the buzz for this one very high, with reviewers singling out the songs, the chemistry between the leads, and Gaga's performance. Expect big box office and many awards. Ant-Man And The Wasp
Buy it digitally from October 2 Ant-Man might not have had the immediate audience recognition of Captain America or Spider-Man, but the character's first standalone Marvel movie was a hugely entertaining hit, and the sequel followed this year. This time, Paul Rudd's criminal-turned-superhero teams up with Hope Van Dyne (Evangeline Lilly) for another adventure in which they must save Hope's mom from the Quantum Realm. In his review for Gamespot, Michael Rougeau said that Ant-Man And The Wasp is "hilarious, fun, silly, self aware, and creative. Filled with pseudo-science gobbledigook, crazy action, and multiple villains all vying for screen time, it's one of the most comic-booky MCU movies yet. The fates of all our favorite heroes after Avengers: Infinity War may still be up in the air, but in the meantime, Ant-Man and the Wasp is a welcome distraction." Await Further Instructions
Buy it digitally from October 5 October is the month of horror movies, and this creepy British movie should deliver enough chills to keep fans happy for a couple of hours. It's actually set at Christmas but has a great low-budget premise--a dysfunctional family (including Game of Thrones/Doctor Who star David Bradley) wake up on Christmas morning to discover that they cannot leave their house. Barriers surround the building, their phones don't work, and they are receiving strange messages through the TV. Await Further Instructions got strong reviews at genre festivals this year, and anyone who has been trapped with their family over the Holidays will appreciate just how horrifying this situation can be. Don't Worry, He Won't Get Far On Foot
Buy it digitally from October 5 Gus Van Sant has made some of the most acclaimed dramas over the past 20 years, including Good Will Hunting, Elephant, and Milk. His latest movie is produced by Amazon and hits VoD this week. Don't Worry He Won't Get Far On Foot stars Joaquin Phoenix (to be seen next year as the Joker) as John Callahan, a real-life man who was both an alcoholic and paraplegic, but found redemption and hope through both therapy and drawing. The movie also stars Jonah Hill, Rooney Mara, and Jack Black, and reviews suggest that Van Sant has once more found that balance between a dark subject matter and uplifting human drama that he is so skilled at. Sicario: Day of the Soldado
Rent it digitally from October 2 The drug cartel thriller Sicario was one of the most gripping movies of recent years, and this sequel continues to deliver the brutal goods. This time the movie focuses on attempts by the CIA to incite an all-out war between rival drug gangs in Mexico, and Josh Brolin and Benicio Del Toro reprise their roles as a shady CIA operative Graver and vengeful Mexican mercenary Gillick respectively. In his review for GameSpot, Michael Rougeau said that Day of the Soldado is "well written, well acted, tense, topical, and complex, and in every way a worthy follow-up to Sicario--even if it wasn't needed to begin with." The First Purge
Rent it digitally from October 2 The Purge series has become one of the most successful horror franchises of recent years--there have been four movies since 2015, and the TV show is currently airing weekly. The First Purge is the latest film and it hits digital formats this week. It's a prequel that looks at the creation of the single night of legalised crime known as The Purge. While reviews weren't as good for this one as previous entries (GameSpot's review said that "Whatever thin veil of subtlety this series ever possessed is gone from this movie"), the series goes from strength to strength commercially and fans will want to check this out.
By Dan Auty on Oct 05, 2018 10:06 pm
The new Netflix Original Series Maniac is one of the most complex, challenging shows of 2018. It's a sci-fi comedy drama, loosely based on a Norwegian show of the same name, with The Leftovers' Patrick Somerville acting as showrunner and True Detective Season 1's Cary Fukunaga directing every episode. Maniac is set in alternative retro-futuristic New York, where advanced technology is realised using designs from the '70s and '80. It stars Jonah Hill and Emma Stone as Owen and Annie, two damaged people who submit themselves to a mysterious pharmaceutical trial for different reasons--Owen needs money, has delusions of grandeur about saving the world, and is looking for anything that will help with his schizophrenia, while Annie is addicted to one of the pills being tested in the trial. The trials involve the subjects entering hallucinatory states--known as reflections and simulations--and almost immediately Annie and Owen's start to overlap, suggesting some unique bond between these two strangers. As the series continues we see them in a variety of imagined situations--from a 1940s heists caper to a Tolkien-esque land of elves and fairies. But the boundaries between reality and fantasy frequently break down, with dialogues, faces, music, and events occurring in different contexts and Annie and Owen attempt to traverse the inner worlds of their damaged psyches. As a result, Maniac is one of those shows that demands a second viewing. The compelling nature of the drama means that it's easy to miss many of the references and callbacks that Fukunaga and Somerville have scattered across its ten episodes. There are many moments that seem strange at first, and only make sense when viewed within the context of later events. But there are also breadcrumbs dropped by the show's creators that can help viewers on their journey through this fascinating show. And there are small jokes that have little to do the with the plot but are highly amusing when spotted--in particular the references that Fukanaga has placed to his other movies and TV shows. So here is our guide to the key callbacks, Easter Eggs, references, and hidden clues in Maniac. This list is by no means comprehensive, and we haven't listed every single actor that appeared in multiple roles throughout the series. And, of course, there are many spoilers ahead. But these will provide a helpful guide if you are going back for a second view of the show. So sit back, take Pills A, B, C--and don't forget to let us know any hidden clues and callbacks that you've spotted. Utangatta! 1. Mantleray's Monologue (Episode 1)
The first episode opens with a monologue from Dr Mantleray: "Two billion years ago, an amoeba..." We hear him begin this exact same monologue at the very end of the final episode. 2. One and nines (Episodes 1-10)
The numbers one and nine are the numbers that Owen and Annie are assigned in the experiment, and they recur throughout the show. References include Owen and Annie's names being anagrams (OwEN and aNNIE), Bruce's car registration plate (O19-A91), the one on Bruce's football shirt, the nine of Hearts that Owen pulls out during Episode 5's magic trick, Bruce and Linda's street number (901), and that of the mobster mortuary in Episode 7 (1101). 3. Bladdergate (Episode 1)
Annie steals quarters from a New York Post box, and we see the front page. It's the Milgrim family, with headline: 'Bladdergate Milgrim Poopbot Empire In Peril', hinting at Jed's court case and revealing that the Milgrim fortune is down to the manufacture of Poopbots, the show's robotic dog poop collectors. 4. Not All Hugs Are Created Equal (Episode 1)
Annie walks past a poster advertising Greta Mantleray's latest book at the same moment we hear her son, in the monologue, say: "It's quite terrible to be alone." 5. Milgram (Episode 1)
Owen's surname is Milgrim, a reference to Stanley Milgram, a social psychologist who performed controversial behavioral experiments in the 1960s. 6. Solving The Cube (Episode 1/Episode 9)
Annie stops outside the Milgrim Industries building to look through a pile of discarded junk. She picks up a Rubik's cube and throws it on the ground. Owen stops to pick it up before headings into the building. He fiddles with the cube throughout multiple subsequent episodes. Finally, in Episode 9, Owen (as Snorri) rescues the test subjects from GRTA by solving a Rubik's Cube-like puzzle. 7. Don Quioxte (Episode 1/Episode 4/Episode 5)
Annie also picks up Miguel de Cervantes' classic book Don Quixote from the junk. References to Don Quixote occur throughout the show. In a recent interview with Time, Fukanaga explains that "Don Quixote does relate to both of [Annie and Owen's] characters. His break from reality and the lessons learned within Cervantes' book mirrors a lot of what we're doing." In Episode 4, we see Annie/Linda reading the book to Nan, while in Episode 5, Annie tells Owen that it was her sister's favorite book and that it led her father to believe Ellie was smarter than her. 8. "Not much of a difference, authority-wise." (Episode 1/Episode 4)
When the Milgrim Industries security guards tries to move Annie along, she asks him if he's a cop. "Not much of a difference, authority-wise," he replies The same actor, Jojo Gonzalez, appears in Episode 4 as a Fish and Wildlife Officer searching for Wendy the lemur and delivers the same line--in two different scenes. 9. Popcorn problems (Episode 1/Episode 9)
Popcorn is a recurring theme. The term "popcorn problems" first occurs as a joke when Owen is on the phone to Neberdine--he asks the woman taking his details to repeat the phrase and she says "prostate problems." Later in the same episode, we see kernels popping as Owen feeds pigeons, shortly after Grimsson tells him "the pattern is the pattern." In Episode 9, the small metal "recall trigger" that Annie removes from Owen/Snori's nose pops into a kernel of corn. 10. Snorri Agnarsson's Icelandic Fish (Episode 1/Episode 9)
We see a neon sign on a bridge advertising Snorri Agnarsson's Icelandic Fish. In Episode 9, Owen becomes Snorri Agnarsson during the Pill C trial. 11. "Exactly Like You" (Episode 1, Episode 4, Episode 5)
We hear this 1930s dance song at several points during the series. It is playing in Episode 1 in the background while Owen walks with his dad, at the end of Episode 4 when Bruce and Linda return to their house, and in Episode 5 it is described as Owen and Annie's song shortly before they dance to it at the seance. It is also the title of Episode 5. 12. Annia and Ellia (Episode 2/Episode 7)
During Annie's Pill A reflection, she remembers the events that led up to her sister Ellie's death. The pair of them are seen watching a fantasy movie, during which Ellie pretends to be an Elf and calls herself and her sister "Annia" and "Ellia". This entire fantasy scenario plays out in Episodes 7 and 8. 13. Dancing Lemurs (Episode 2/Episode 4)
There's a large picture of a dancing lemur on the wall of Annie's dad's house, foreshadowing the hunt for Wendy in Episode 4. 14. Windmills (Episode 2)
Episode 2 is titled "Windmills". This is another reference to Don Quixote, who fights Windmills in the book, believing them to be ferocious giants. In the scene where Annie refuels her car, we see a windmill in the background. 15. Every breathe You Take (Episode 3)
During Owen's possibly-faked Pill A reflection, we see Jed serenade Adelaide with the Police song "Every Breath You Take," which, lyrically, is a very creepy song about a stalker. Muramoto asks Owen "So Sting was at the party?" Owen's mom is played by Trudie Styler, who is Sting's wife in real life. 16. Floppy Discs (Episode 3)
The VR porn floppy discs that Azumi sees in Mantleray's apartment are named after Fukunaga's previous shows and movies, including Sin Number 3 (Sin Nombre), True Erection (True Detective), Beasts of Urination (Beasts of No Nation), and Jane Derriere (Jane Eyre). 17. JC and Lance (Episode 4)
Sebastian's two dancer sons are called JC and Lance--members of '90s boyband *NSYNC. They talk about rehearsals the next day with Joey, another member of that group. 18. Paula Nazlund (Episode 4)
Nan's estranged daughter is Paula Nazlund. She tells Annie/Linda that she is pregnant with a son she plans to call Greg "F*** U Nan" (F.U.N.) Nazlund--which is the name of the truck driver who killed Ellie. As Paula is telling Annie this, an 18-wheel truck thunders by in the street outside. Annie then turns to her and says: "Maybe you shouldn't have children." 19. Olivia (Episode 4/Episode 3)
While Owen/Bruce waits in the car outside the Nazlund house, he starts to read a Greta Mantleray book. We see Olivia, the girl Owen was once obsessed with, that he has told Annie about in Episode 3. Olivia is pictured in the book and described as his "emotional poltergeist." The memory of Olivia will return to haunt him throughout the show. 20. Owen's cars (Episode 4/Episode 7/Episode 10)
Owen drives two cars in separate simulations--Bruce's Volvo in Episode 4 and his flaming gangster Mercedes in Episode 7. We see both of these cars next to each other in the garage towards the end of Episode 10. 21. Searching for Quixote (Episode 5)
Ollie and Arlie Hightower (ie. Owen and Annie) are both searching for the legendary lost final chapter of Don Quixote at the Nerberdine mansion seance. Legend has it, reading this chapter will allow you to live in your fantasies forever. 22. "I don't do partners." (Episode 5)
Olivia is attending the seance as a girl desperate to team up with Ollie/Owen on his missions of intrigue. Owen tells her he works alone and leaves her sadly on the mansion doorstep. "I keep my fantasies to myself," he tells her. 23. McMurphies (Episode 6)
We hear Azumi mention the need to avoid creating McMurphies--ie. test subjects left in a permanently catatonic state. The reference derives from the movie One Flew Over the Cuckoo's Nest, in which Jack Nicholson's character Randle McMurphy is lobotomised near the movie's end. 24. Ceci N'est Pas Une Drill (Episode 7)
The title of Episode 7 translate as This Is Not A Drill. It comes from a painting by Belgian surrealist painter Magritte titled The Treachery of Images. The painting depicts a pipe, under which a caption reads: "Ceci n'est pas une pipe"--translated to mean This is not a pipe. We see a version of the painting on the wall of the basement, with a drill replacing the pipe--the drill being the favoured tool of torture and murder used by Owen's father (in this simulation, depicted as a psychotic mob boss). But of course there's a double meaning here too--the phrase "this is not a drill" can also be seen to refer to the fact the fact that Owen is now onto the Pill C stage of the trial and there's no going back from where it will ultimately lead him. 25. Heatwaves (Episode 7)
In Owen's Pill C simulation, Olivia appears as a waitress who is attracted to his character, a sensitive gangster-turned-FBI-informant. She tells him that she has chronic hyperthermia, with a skin temperature of 106 degrees--the same temperature that the subjects trapped in the testing room by GRTA are currently suffering under. As she stands there, shimmering heat waves are visible all around her body. 26. "Annie, I'm a hawk!" (Episode 8)
If you've stayed to the end of every episode, you'll have heard Owen yell "Annie, I'm a hawk!" over the Paramount logo. In Episode 8 we finally see Owen deliver that line as a hawk, as he races into her fantasy world to rescue her. 27. 5-6-7-8 (Episode 9/Episode 4)
The mainframe code is 5-6-7-8, which is the same number as the updated door code in the fur shop in Episode 4, as well as the count that leads into the brothers' dance in the same episode. 28. Big Hug Mug (Episode 10)
In the pre-trial conference, Jed sits with a Big Hug Mug in front of him. In Fukunaga's True Detective, Matthew McConaughey's character Cohle drinks from the same mug. 29. Signing In (Episode 10)
When Annie signs into the hospital in which Owen has been committed, she enters a pair of fake names--Bruce Marino (Owen's character from Episode 4) and Wendy Lemuria (ie. Wendy the Lemur). 30. "This is it." (Episode 10/Episode 5)
Owen and Annie escape from the hospital, laughing together, which is exactly the fantasy that he describes to her in Episode 5. Owen seems to realise this and joyfully delivers his final line in the show to her as they speed away: "This is it." 31. Movie References
There many movie references throughout the entire series. These include Alien (the clinic dining area, plus the extremely similar ULP/Nostromo patches), The Graduate (Annie's and Owen's final escape), Dr Strangelove (the United Nations scenes), Lord of the Rings (the fantasy sequences), and Raising Arizona (Bruce and Linda's lemur adventures).
By Mat Elfring on Oct 05, 2018 09:00 pm
If you live in North America, chances are you won't be watching WWE's Super Show-Down live when it airs this Saturday, October 6, simply because you're going to have to wake up really early to watch it. Why is WWE's next PPV happening so early? Well, it's airing on the WWE Network from the Melbourne Cricket Ground in Melbourne, Australia, and because of the time difference, it will air at 5 AM ET in North America. Yep, that's early, and it's even earlier for people on the west coast--2 AM PT (check out the show times for each time zone below). Regardless of the start time, this gigantic show from down under will be a big deal, with 10 matches booked as of this writing. Superstars from both Raw and Smackdown will compete. However, there will only be four title matches the entire evening, which is a nice break from the usual "every title on the line" pace WWE has been pulling the past year. The most promoted match on the card is Undertaker vs. Triple H, which WWE has titled "Last Time Ever." This will more than likely be the main event of the evening and is the main draw for the PPV. Additionally, both the main rivalries from Smackdown, Miz/Daniel Bryan and Samoa Joe/AJ Styles, will continue at this event with their own individual matches. Neither of them have any crazy stipulations though. We'd like to think we know how it's all going to go down this Saturday, so we've made a few predictions as to what will happen at this monumental show. Check out the full match card below and the times the show will start and move forward to see what we think. Super Show-Down Match Card:- Cedric Alexander (c) vs. Buddy Murphy (Cruiserweight Championship)
- Asuka & Naomi vs. The IIconics
- The New Day (c) vs. The Bar (Smackdown Tag Team Championship)
- Daniel Bryan vs. The Miz
- John Cena & Bobby Lashley vs. Kevin Owens & Elias
- Becky Lynch (c) vs. Charlotte Flair (Smackdown Women's Championship)
- Ronda Rousey & The Bella Twins vs. The Riott Squad
- AJ Styles (c) vs. Samoa Joe (WWE Championship)
- The Shield vs. Braun Strowman, Dolph Ziggler, & Drew McIntyre
- The Undertaker vs. Triple H
Super Show-Down Start Times- 7 PM AET
- 10 AM BST
- 5 AM ET
- 4 AM C
- 2 AM PT
Make sure to come back to GameSpot on the morning of Saturday, October 5 for coverage of the PPV. Cedric Alexander (c) vs. Buddy Murphy
(Cruiserweight Championship) Having a cruiserweight match to highlight what these superstars are doing is a no-brainer, and this will be an exciting match. However, I don't see the title changing hands that evening, as it may just be more of a promotion for the 205 Live product more than anything else. Prediction: Alexander wins Asuka & Naomi vs. The IIconics
This match is a double-edged sword for WWE. On one hand, you have The IIconics, who are from Australia, on a big PPV in their home country for the first time. Then you have Naomi and Asuka, and WWE has done Asuka no favors since breaking her streak. However, considering how over Billie Kay and Payton Royce are right now, I do not see them losing in Australia. Prediction: The IIconics win The New Day (c) vs. The Bar
(Smackdown Tag Team Championship) The New Day and The Bar are dominant tag teams in the WWE. The Bar hasn't been as active lately, but this latest push for the tag titles puts them back in the spotlight. While the New Day have been champions on and off for quite a while, this current run hasn't even lasted two months. So while The Bar will become champions again, it won't be at Super Show-Down, as New Day's run needs to last a bit longer so the titles aren't bouncing around. Prediction: The New Day wins Daniel Bryan vs. The Miz
It's looking like the Bryan/Miz feud is going to be a long one, and I couldn't be happier. Their mixed match at Hell in a Cell wasn't the best, and fans want to see these two fight each other one-on-one. Luckily, that's what we're getting at Super Show-Down. I'm giving Daniel Bryan the win, hoping it will enrage The Miz to try and get revenge on his former protege. Prediction: Daniel Bryan wins John Cena & Bobby Lashley vs. Kevin Owens & Elias
Yeah, sure, whatever. While Kevin Owens and Elias teaming up has been working, since Owens' return to weekly programming, the addition of John Cena to this match just makes it feel like they're tossing in Cena wherever they can. It feels like it's another attempt to get Bobby Lashley over. Because of all of this, I'm giving Cena/Lashley the win. Prediction: John Cena & Bobby Lashley win Becky Lynch (c) vs. Charlotte Flair
(Smackdown Women's Championship) It's hard to work heel when the entire world loves you, but Becky Lynch is doing her best. This has been a fantastic storyline between two of WWE's top main event women, and this will be a great match. As you can guess--if you've read any of these before--I always pull for Lynch to win, and that's what I'm doing here, yet again. Prediction: Becky Lynch wins Ronda Rousey & The Bella Twins vs. The Riott Squad
Much like a lot of matches on this show, WWE is putting in some of its biggest names to draw crowds to the arena. Of course, that means teaming The Bella Twins with Ronda Rousey against Raw's biggest heels in the women's division, the Riott Squad. It's a classic "good vs. bad" match, and because the Raw Women's Champion is a part of this match, we're giving the good guys the win. Prediction: Ronda Rousey and The Bella Twins win AJ Styles (c) vs. Samoa Joe
(WWE Championship) The feud between AJ Styles and Samoa Joe is intense. Joe has been on a rampage, and it's been mentally breaking down Styles, as the head games are in full effect. Joe will eventually become champion, but this rivalry still has a lot of legs. I don't see a title change coming at Super Show-Down, but it will happen soon, most likely at Crown Jewel or Survivor Series in November, and for that reason, I'm giving the win to Styles. Prediction: AJ Styles wins The Shield vs. Braun Strowman, Dolph Ziggler, & Drew McIntyre
Six superstars in a single rivalry is a bit much, but it's working for this stable vs. stable feud. The Shield has had quite a problem on their hands while facing the dominant team of Strowman and company. This will be a powerhouse battle featuring all of Monday night's top superstars. We already know that Reigns and Strowman's feud will continue into November's Crown Jewel PPV, so I'm giving the win to Team Strowman, with the hopes that the Monster Among Men will then demand a title match next month. Prediction: Braun Strowman, Dolph Ziggler, and Drew McIntyre win The Undertaker vs. Triple H
Closing out the night will be Triple H and Undertaker, bringing closure to a rivalry that fans haven't thought about in years. Again, this match is simply booked to draw people to the gigantic stadium where the event is taking place. Having the Undertaker come back is a huge deal--not as much so for Triple H--so because of that, I'm giving the win to Undertaker. Prediction: Undertaker wins
By Edmond Tran on Oct 05, 2018 03:30 pm Red Dead Redemption 2: All The New Features
A number of GameSpot staff were able to play a near-final build of Red Dead Redemption 2 recently, which releases in a few week's time (October 26) on PS4 and Xbox One. Despite some initial familiarity as a Rockstar game, we discovered a wealth of new features and systems once we scratched the surface. There are a lot of mechanics to tell you about, a lot of stuff that we haven't seen the full scope of, and potentially a lot of things we haven't even seen yet. And that's without diving into Red Dead Online, which largely remains a mystery and won't launch until November (and even then, only as a beta). Rockstar recently released a second gameplay trailer that shows off a few other new features that we didn't get the chance to see first hand, but it's easy to imagine how they might fit into the game based on our experience. We'll continue to update this gallery as Rockstar releases new details up to launch. Please note that due to the limited amount of available media, not all images will be completely representative of the features they're depicting. If you haven't already seen our primary Red Dead Redemption 2 preview covering the story missions we saw, make sure you read: Red Dead Redemption 2: We Played It, Here's Everything We Saw. What do you think of all these new additions? Lets us know in the comments below, and check out all of our coverage through the following links. Red Dead Redemption 2 News And Details You Can Play The Whole Game In First Person
The entirety of Red Dead Redemption 2 can be played in first-person, much like Grand Theft Auto V when it was released on PS4, Xbox One, and later, PC. Like GTA V, this feels like a much more involved first-person experience than a conventional FPS because your actions feel more weighty, and animations are more confronting. We were trampled by a horse at one point, and it felt awful. You Can Disable The HUD
The HUD is minimal by default, only showing the mini-map in the bottom left corner, with meters fading in as it becomes necessary. An expanded HUD option shows you a larger minimap, but there's also the option to turn everything off, as well as an option to only have a compass on the screen. Cinematic Camera Has A New Implementation
If you're familiar with Rockstar open-world games, then you're probably familiar with the cinematic camera mode, which can be triggered while you're driving and activates when you're fast-traveling in a cab. In Red Dead Redemption 2, the cinematic camera will now automatically trigger in certain instances, like the long journey to a mission location, and will frame the journey with a montage of shots that emphasize the landscape and traveling group. You can break out of it at any time, but it's a nice touch, an enjoyable filmic framing of what might have otherwise been a standard journey. As long as you hold X on PS4 or A on Xbox One to keep pace with the pack (like RDR1), you can just sit back and enjoy the naturally-flowing conversation and scenery. This feature can also be triggered manually during gameplay. You Can Inspect Everything
We spent a lot of time in town exploring stores, where items could be examined and purchased off the shelf individually, or via a catalog at the front counter. Switching to first person, you can make Arthur manipulate the object in his hands as he takes a close look at it. This is also how you'll interact with environmental narrative objects like notes and photographs. You can also inspect your weapons, which is great for appreciating any customizations you've made to them. There Are A Variety of Business, Activities, and Secret Stores
We spent time in town browsing the gunsmith and general store, sitting down for a bowl of oatmeal and playing some Five Finger Fillet. Rockstar told us that some stores would have more illicit secret businesses in back rooms. You Can Discover Secret Passages
The latest trailer showed Arthur moving a bookcase to reveal a secret stairwell. Could this be how you get to the aforementioned secret shops, or could it lead to some a secret stash of riches? Your Weapons Are Visible On Your Person
Drawing on learnings from Max Payne 3, all of the weapons Arthur carries will be visible on his body. You'll be limited to carrying two long guns (or one long gun and one bow), two sidearms, a knife, a lasso, and a bunch of throwables. When we switched weapons in the demo, Arthur would carry his rifle in his left hand while he used his pistol in the other. There's A Kill Cam That Changes Depending On Your Honor
Visible weapons aren't the only Max Payne 3 DNA in the game--when you take out the final opponent during a gunfight, a kill cam will frame that final blow. This will change depending on Arthur's moral standing: If you've been a naughty cowboy, these kill cams will be gorier. If you've been upstanding and honorable, they'll be framed in a more heroic fashion. You Can Break Enemy Weapons
Speaking of heroic behavior, if you want to go the more non-lethal route, it's possible to shoot weapons out of enemy hands. Not only that, but you can even shoot directly at their weapons and break them. This seems like a handy technique if you're looking to be an outlaw with a heart of gold as opposed to a straight-up cold-blooded killer. Dead Eye Has Five Levels Now
Red Dead Redemption's version of bullet time-style slowdown returns in the sequel, and it has more levels to it. We were able to deduce that Level 1 allows for slowdown, Level 2 allows you to paint targets and unleash a barrage of shots, and Level 3 allows you to manually pick your shooting points. However, Rockstar also mentioned that you had the ability to highlight critical hit points with higher levels, which will come in very handy for making clean kills when hunting animals. You Can Customise Your Guns
In Red Dead Redemption 2, you're able to examine environmental objects in great detail, and you can do the same to your weapons, by clicking the right analog stick from the weapon wheel. That's handy because it lets you admire the customizations you can perform on them at gunsmiths, like personalized engravings and leather wraps. You Can Craft Weapons
Aside from gun customization, you can craft special kinds of weapons and ammo. For example, you can craft molotovs and split-point bullets. This should make the going easier when caught up in firefights. Your Guns Can Degrade And Jam
You need to take care of your weapon in Red Dead Redemption 2. You have the option to clean it, which is incredibly important to do regularly because guns can rust and jam due to disrepair and environmental conditions. This one's sure to be a controversial feature, if Far Cry 2, which also featured gun jamming, was anything to go by. You Can Fire Warning Shots
By having your gun unholstered and holding Up on the d-pad, you can fire warning shots into the air. This is handy for intimidating people, scaring off animals, or generally being a rowdy buffoon while you're riding around. Shooting Is Not Your Only Option, Try Talking
Aiming at people with your gun holstered will give you access to a contextual menu, which lets you chat to people in the world. You'll often find the option to verbally defuse or agitate situations with other inhabitants in the world, and these interactions seemed quite fluid and natural during our short time with the game. For example, when a carriage rode past us, we had the option to call out to them to stop, greet them in a friendly manner, or antagonize them. We called out to the carriage and were then given the option to hitch a ride among other things, but we took too long to make a decision and the driver rode off. We called out again, and Arthur's dialogue was more unsure and desperate. You Can Donate Money To Those In Need
About halfway through the second gameplay trailer, we can see Arthur donating money to a beggar on the sidewalk, following a button prompt. Odds are that this will impact Arthur in some way, whether it be related to his reputation stats or a potential quest down the road. The Eyewitness System Returns
The eyewitness system means that nearby onlookers to a crime can report you to lawmen, and like the first Red Dead Redemption, the effect of eyewitnesses can be mitigated if you manage to catch up with them and either kill or bribe them before they report the crime. In the sequel, however, you have more options. You can speak to them in various temperaments in an attempt to intimidate or convince them not to report you, or you can beat them like a heartless jerk. Melee Combat Has Been Expanded
We weren't able to get into the mechanical intricacies of this one during our demo, but Rockstar reps mentioned that melee combat had been expanded. We were shown a fistfight where Arthur used grapple moves, blocks, and a variety of different punches to knock out his opponent. Hunting Is More Realistic, Laborious, And Confronting
The ability to hunt animals and sell their meat and pelts returns, but with a more realistic (and therefore more confronting) presentation. Once you successfully kill an animal, you can skin it. But where Red Dead Redemption's skinning animation didn't focus on the animal, Red Dead Redemption 2's most certainly does. You'll see Arthur pull his knife out, get on his hands and knees, plunge his knife into the poor beast, carve the pelt from its flesh, peel it off the body, and roll it up into a bundle. You'll almost certainly wince the first time you see it. Arthur actually carries the pelt now, and he'll need to store it on his horse to free up his hands. Similarly, to get the meat off a hunted animal, you'll manually have to pick up the bloodied carcass and carry it to a butcher. We had to load a hunted deer on our horse and ride it into the nearest town, where we had the option of getting it chopped up into cookable components or simply selling it whole. You Can Fish
If the gruesome realities of hunting and cleaning your kill are too much for you to stomach, you can opt to fish instead. You Can Herd Cattle
Life in the old west isn't all about looting and shooting and running away from bounty hunters. Sometimes you need to take in some fresh air and get to work on some good, old-fashioned chores. Herding cattle could be the relaxing respite from hard livin' we need. After all, what's a cowboy without cows? Time Is Cruel
Rockstar reps wanted us to know that these meat components had an expiration date--time would eventually take its toll and both the fresh pelt and carcass would start to rot and attract vermin, reducing its value and making us generally unpleasant to be around. Time To Shave
Time also has an effect on Arthur's hair, which will grow longer over time. Customizing Arthur's haircut and facial hair styling is also dependent on length since you're allowed to cut things shorter, but won't have access to anything that requires more hair--a more realistic take on personal grooming compared to GTA V. Time To Open
Time will also affect towns over the course of the game. While exploring, we noticed a half-constructed building and were told that these would eventually become new storefronts as days passed. Stay Clean
NPCs will certainly react to the stink of your rotting deer corpse if you've been around it too long, or just haven't taken a bath in a while. Arthur needs to get clean and change his clothes every once in a while, since townsfolk may refuse to talk or serve him based on his appearance--having a lot of blood on your jacket doesn't attract the best reactions. You Can Layer Your Clothes
Rockstar reps explained that the game's clothing customization options will be comprehensive--each character will have different sets to coincide with weather conditions, while customizations would allow layering and minor adjustments, like the option to roll up your sleeves or tuck your pants into your boots. It's unclear whether outfits will have perks like RDR1, but we know that the type of clothes you wear will affect Arthur's performance. For example, if you wear a weighty jacket during a hot summer day, your running stamina will take a big hit. You Get A Camera. Yes, You Can Take Selfies
We started a side quest during our time with Red Dead Redemption 2, and the mission giver handed Arthur a camera. This camera could be used at any time via your inventory, and yes, the first thing we did was take a selfie. These aren't arm-out handheld selfies, though. The mode is titled "self-portrait" and will frame Arthur's whole body as if the camera was set up on a tripod. You'll be able to adjust expressions and poses, too--expect to see a whole bunch of self-portraits depicting Arthur squatting in front of various things. You Need To Eat
Arthur's core meters are health, stamina, and dead eye, and you'll need to keep him fed with snacks and meals to keep his well-being topped up. If your health or stamina falls below a certain level, Arthur will experience dizziness--he'll have trouble walking, and his vision will be blurry. Arthur can carry snacks on him for a quick boost, but eating meals in town areas and in camp are more effective. You Can Gain And Lose Weight
Sure, you need to eat. But don't overdo it! Arthur can both lose and gain weight, much like Carl Johnson in Grand Theft Auto: San Andreas. Presumably, you'll also lose weight by performing strenuous physical activities like sprinting. Get Better By Doing
In our demo, we noticed that stamina limit could be raised by running. This suggests a similar progression system to previous Rockstar Games where your skill with something increases the more you perform that action. This manifests itself in a new way via what's known as the Core system. Although health, stamina, and Deadeye meters are separate from the Cores, how they perform depends on the state of a corresponding Core. For instance, the health Core dictates how quickly health regenerates, and likewise for stamina. If you're low on health but the corresponding health Core has been maintained well, the rate at which you generate health will be increased. To keep your individual cores in good shape, you'll need to level up Arthur's strength, grit, dexterity, and instinct attributes. Leveling up Cores is reminiscent of Grand Theft Auto: San Andreas, which reflected the way CJ behaved on the character itself; if you ate too much junk food, you'd gain weight, or if you spent a lot of time sprinting around the city, you'd have better stamina. Similarly, in Red Dead Redemption 2 there are activities that you'll do simply by playing the game which, over time, will improve your Core. Running, for example, once again improves your stamina, while taking damage and then restoring health will build your Health core. Horses Are Complex Creatures
Your horse will have its own set of health and stamina meters, and like Arthur, you'll need to keep it fed as well. You'll also need to keep it clean and brushed, since it can become less effective, and you can pet your horse, which acts as a mechanism to calm it down after it's been spooked. We were told that bonding with your horse by caring for it and riding it regularly can unlock additional skills and improve responsiveness. During our hands-on, we were able to rear our horse on its hind legs, perform drifts to change direction quickly (apologies to equestrian enthusiasts), and move our horse precisely by performing dressage techniques. You can bond with multiple horses and stable them in different locations around the world, as different breeds will be better suited to certain situations. A Clydesdale warhorse, for example, would be more suitable in a battle than the Tennessee walking horse, which is more of an all-rounder. And yes, they poop. Your Horse's Saddlebags Hold Everything
Because Arthur can only carry a limited amount of weapons, your horse also acts as your storage. Being in close proximity to your horse will give you access to your entire arsenal, but you'll need to transfer guns onto your person if you decide to stray. You can move your horse without mounting it, thankfully, by grabbing the reins and leading it on foot. This gamut of horse interactions is accessed by Red Dead Redemption 2's new contextual menu, by holding L2 with your gun holstered and aiming at your horse. Also, you can also rob other people's saddlebags. Just make sure no-one is watching. Side Missions Are Potentially More Involved
The aforementioned side quest was a multi-part mission that we weren't allowed the time to pursue. In it, a biographer fed up with his drunken subject asked Arthur to track down a number of famed gunslingers to ask them about who was the best, with the strong insinuation that we would have to duel them ourselves. We were handed a number of photographs of the targets, each with some handwritten notes on the back. Physically analyzing these notes and photographs was likely the key to narrowing down our search, reminiscent of the Treasure Maps from the first Red Dead Redemption. Camps Are Complex And Affected By Time
Your camp will not wait for you. We were told that the members of your gang who reside at camp will come and go, and finding out where exactly they've gone from others will be the basis of a number of quests and side quests. We found that the day and night cycle will also affect who you're able to interact with at camp. For example, we looked for our gang's cook to try and fix up some of the deer we had prepared earlier, but he was sleeping, and though we prodded him awake, we didn't feel mean enough to make him cook. The stockpiling of supplies like these is just one of the ways you can affect camp morale. We're told camp morale is an optional mechanic, but keeping this raised can provide Arthur with additional supplies and bonuses. You Can Dance (If You Want To!)
If you find yourself at camp and the mood strikes you, you can break a leg and dance with your gang. The simple moves in the trailer seems fairly traditional, but we'll put good money on there being sillier options whenever Red Dead Online launches. Catch A Stage Show
Assuming he isn't too stinky to make it past the ushers, Arthur can kick back and catch a show at the local theater. Gang Members Can Join You In Free-Roam
Rockstar told us that if available, gang members will offer to join you on free-roam activities, giving you access to the same kind of assistance saw in the story missions, like asking them to go ahead and take out an enemy. You can also spend time talking to gang members at camp, including Read Dead 1 protagonist John Martson, and even butt into conversations midway to add your two cents. Unfortunately, due to the time of day in our demo, we didn't have many of these opportunities to explore. You Can Swim
Unlike John Marston, it's possible for Arthur to swim. Though, it's worth noting that he isn't all that great at it. You Have An Instinct Vision Called Eagle Eye
When you're tracking and hunting animals, you can activate what's called the Eagle Eye system. This displays key details in the environment that can help you close in on nearby game. It can also be used to see the scent coming off your body; a handy detail you can use to determine whether or not you should approach animals who might catch onto your presence. You Can Swap Your Hat
Last, but certainly not least, we noted that while you can easily lose your hat in the midst of a shootout, Arthur can swap his hat for any other hat that just happened to fall off someone else's head by no doing of your own. Because at the end of the day, if you can't wear the hat you want, what is the point of even playing? We'll continue to update this gallery as we discover more things about Red Dead Redemption 2. If you haven't already seen our primary Red Dead Redemption 2 preview covering the story missions we saw, make sure you read Red Dead Redemption 2: We Played It, Here's Everything We Saw.
By Mat Elfring on Oct 05, 2018 01:14 am
The release date of WWE 2K19 is coming up quickly, as it's now less than a week away--or even less if you're opting for a more expensive edition. One of the most exciting aspects of any new entry in the WWE 2K series is its enormous roster of playable characters, and 2K19 will not disappoint in that regard. 2K has announced the majority of its lineup of wrestlers, and it offers a sizable plethora of superstars to choose from when the game releases on October 9, 2018. Last year's WWE 2K18 ended up with over 180 wrestlers--the largest in the history of the series to that point--and 2K19 has already comfortably topped that. Here's a detailed look at every member of the 2K19 roster announced so far. More WWE superstars were added to the roster for WWE 2K19 toward the end of September, as 2K revealed its DLC for the upcoming game. This batch added 11 wrestlers to the game, none of which were playable in previous versions. It includes Raw superstar Bobby Lashley, and NXT superstars Lacey Evans, Ricochet, and EC3. Alongside this news, we were able to go hands-on with MyCareer and found that overall, 2K19 is fun again. During another recent roster reveal from 2K, Rusev and Lana revealed more WWE 2K19 playable superstars with Cesaro and Sheamus, also known as The Bar. The focus for this batch was legendary WWE wrestlers. The large reveal had a few new additions to the game, including Ted DiBiase, who has been only a manager in previous games. Additionally, fan favorites and former WCW stars like Scott Hall, Kevin Nash, and Booker T will be included in the new game. Fans of both Daniel Bryan are going to be very happy as 2K is bringing back Showcase Mode for WWE 2K19, which follows the career of the superstar. From his first match as Bryan Danielson to his feuds with The Miz, it will be covered in the upcoming game. Among the new features are the Million Dollar Challenge, which takes place within the new Challenge Mode. Cover star AJ Styles headlines the roster, while those who pre-order will get bonus characters Ronda Rousey and Rey Mysterio. Additionally, the $130 Wooooo! Edition of the game has been announced which comes with a bunch of exclusives including a season pass, exclusive roster additions, a piece of Ric Flair's robe, early access to play, and more. This year's edition will be skipping Nintendo Switch, after last year's port featured a bevy of problems from frame rate issues to resolution dropping down to 540p, even in docked mode. However, the game will still be released in early October for Xbox One, PS4, and PC. If you're interested in pre-ordering WWE 2K19, check out our pre-order guide, with all the info about what each edition contains, where to buy it, and pricing--including details on how to start playing on October 5. As release approaches, we'll keep you updated with all the newly confirmed superstars in the game, as well as a breakdown of which shows these wrestlers are from and how many new additions will be playable. You can find links to the latest updates below as well. Above, you can find every playable character we know about so far. Confirmed playable characters breakdown (so far): - Total wrestlers: 200
- New to the series: 40
- Raw superstars: 52
- Smackdown superstars: 50
- Legends: 54
- NXT superstars: 28
- 205 Live: superstars: 12
- Men's division: 159
- Women's division: 41
Jump ahead to the latest updates: AJ Styles (Smackdown)
Cover star. Ronda Rousey (Raw)
New to the series. Pre-order bonus character. Rey Mysterio (Legend)
New to the series. Pre-order bonus character. Ric Flair (Legend)
Deluxe edition contains exclusive Wrestlemania 24 attire. Charlotte (Smackdown)
Deluxe edition contains exclusive Wrestlemania 32 attire. Dusty Rhodes (Legend)
Deluxe edition contains '80s-inspired character. "Macho Man" Randy Savage (Legend)
Deluxe edition contains '80s-inspired character in his Wrestlemania VIII attire. Ricky "The Dragon" Steamboat (Legend)
Deluxe edition contains '80s-inspired character. "Rowdy" Roddy Piper (Legend)
Deluxe edition contains '80s-inspired character. 2002 Undertaker (Legend)
Deluxe edition contains the character in his 2002 Bikertaker outfit. Daniel Bryan (Smackdown)
2K announced that the Daniel Bryan's career will be the subject of WWE 2K19's Showcase Mode. There will be 11 different models of Bryan, each with its own unique moveset and look. Additionally, GameSpot talked to Bryan about his longtime feud with WWE superstar The Miz. Randy Orton (Smackdown) John Cena Kane (Smackdown) Kofi Kingston (Smackdown) Tyler Bate (NXT UK) Pete Dunne (NXT UK) Angelo Dawkins (NXT) Braun Strowman (Raw) Finn Balor (Raw) Kairi Sane (NXT) Liv Morgan (Raw) Montez Ford (NXT) Sarah Logan (Raw) Ruby Riott (Raw) The Velveteen Dream (NXT) Adam Cole (NXT) Akam (Raw) Aleister Black (NXT) Alexa Bliss (Raw) Alicia Fox (Raw) Apollo Crews (Raw) Baron Corbin (Raw) Bayley (Raw) Bianca Belair (NXT) Big Show (Raw) Bo Dallas (Raw) Bobby Fish (NXT) Bobby Roode (Raw) Bray Wyatt (Raw) Brock Lesnar (raw) Chad Gable (Raw) Curt Hawkins (Raw) Curtis Axel (Raw) Dana Brooke (Raw) Dash Wilder (Raw) Dean Ambrose (Raw) Dolph Ziggler (Raw) Drew McIntyre (Raw) Elias (Raw) Sasha Banks (Raw) Ember Moon (Raw) Fandango (Raw) Goldust (Raw) Heath Slater (Raw) Jason Jordan (Raw) Jinder Mahal (Raw) Johnny Gargano (NXT) Kassius Ohno (NXT) Kevin Owens (Raw) Konnor (Raw) Lana (Smackdown) Lars Sullivan (NXT) Matt Hardy (Raw) Mickie James (Raw) Mojo Rawley (Raw) Natalya (Raw) Nia Jax (Raw) Nick Miller (NXT) No Way Jose (Raw) Oney Lorcan (NXT) Otis Dozovic (NXT) Rezar (Raw) Titus O'Neil (Raw) Rhyno (Raw) Roderick Strong (NXT) Roman Reigns (Raw) Rusev (Smackdown) Sami Zayn (Raw) Scott Dawson (Raw) Seth Rollins (Raw) Shane Thorne (NXT) Shayna Baszler (NXT) Triple H Tucker Knight (NXT) Tyler Breeze (Raw) Viktor (Raw) Zack Ryder (Raw) Kyle O'Reilly (NXT) Aiden English (Smackdown) Akira Tozawa (205 Live) Alexander Wolfe (Smackdown) Andrade Cien Almas (Smackdown) Ariya Daivari (205 Live) Asuka (Smackdown) Becky Lynch (Smackdown) Big E (Smackdown) Billie Kay (Smackdown) Brie Bella (Smackdown) Carmella (Smackdown) Cedric Alexander (205 Live) Cesaro (Smackdown) Chris Jericho (Legend) Drew Gulak (205 Live) Epico Colon (Smackdown) Eric Young (Smackdown) Gran Metalik (205 Live) Harper (Smackdown) Hideo Itami (205 Live) Jack Gallagher (205 Live) Jeff Hardy (Smackdown) Jey Uso (Smackdown) Jimmy Uso (Smackdown) Kalisto (205 Live) Karl Anderson (Smackdown) Killian Dane (Smackdown) Lince Dorado (205 Live) Luke Gallows (Smackdown) Mandy Rose (Smackdown) Maryse (Smackdown) The Miz (Smackdown) Mustafa Ali (205 Live) Naomi (Smackdown) Nikki Bella (Smackdown) Noam Dar (205 Live) Paige (Smackdown) Peyton Royce (Smackdown) Primo Colon (Smackdown) Rowan (Smackdown) R-Truth (Smackdown) Samoa Joe (Smackdown) Sheamus (Smackdown) Shelton Benjamin (Smackdown) Shinsuke Nakamura (Smackdown) Sin Cara (Smackdown) Sonya Deville (Smackdown) Tamina (Smackdown) TJP (Smackdown) Tony Nese (205 Live) Tye Dillinger (Smackdown) Xavier Woods (Smackdown) Alundra Blayze (Legend) Andre The Giant (Legend) Bam Bam Bigelow (Legend) Batista (Legend) Beth Phoenix (Legend) Big Boss Man (Legend) Booker T (Legend) Bret "Hit Man" Hart (Legend) British Bulldog (Legend) Brutus "The Barber" Beefcake (Legend) Christian (Legend) Diamond Dallas Page (Legend) Diesel (Legend) Eddie Guerrero (Legend) Edge (Legend) Goldberg (Legend) Greg "The Hammer" Valentine (Legend) Ivory (Legend) Jacqueline (Legend) Jake "The Snake" Roberts Jim "The Anvil" Neidhart (Legend) Kevin Nash (Legend) Kurt Angle (Legend) Lex Luger (Legend) Lita (Legend) Mr. McMahon (Legend) Mr. Perfect (Legend) Papa Shango (Legend) "Ravishing" Rick Rude (Legend) Razor Ramon (Legend) Sycho Sid (Legend) Rick "The Model" Martel (Legend) Ricky Morton (Legend) Rikishi (Legend) Robert Gibson (Legend) Tatanka (Legend) Ted DiBiase (Legend) Scott Hall (Legend) Shawn Michaels (Legend) Stephanie McMahon (Legend) Sting (Legend) "Stone Cold" Steve Austin (Legend) The Godfather (Legend) The Rock (Legend) Trish Stratus (Legend) Ultimate Warrior (Legend) The Undertaker (Legend) Vader (Legend) Bobby Lashley (Raw)
DLC Candice LeRae (NXT)
DLC Dakota Kai (NXT)
DLC EC3 (NXT)
DLC Hanson (NXT)
DLC Lacey Evans (NXT)
DLC Lio Rush (205 Live)
DLC Mike & Maria Kanellis (Smackdown)
DLC Ricochet (NXT)
DLC Rowe (NXT)
DLC
By Alessandro Fillari on Oct 05, 2018 12:45 am The Year Was 1998
While the 90s was a decade of immense growth for the gaming industry, 1998 was the year that pushed the medium further than it had gone before. From the rich competitive experiences of StarCraft to the revolutionary storytelling of Metal Gear Solid, several games--some of which became watershed moments for the industry--would go on to set the standard for what games are capable of, and what they continue to strive for. In this gallery, the GameSpot staff will be taking a look back at the biggest games of 1998 that made their way to the Western market, and the impact they left on us in the 20 years since their respective releases. This includes the likes of Xenogears, Resident Evil 2, and the original Half-Life, and our Game of the Year of 1998, The Legend of Zelda: Ocarina of Time. Here's a selection of games--in order of their respective releases--that made 1998 an amazing year. And if you want to see the biggest games that turned 10 this year--and for last year as well--be sure to check out our respective features for both. Resident Evil 2 (January 21, 1998)
For me, Resident Evil 2 is one of the strongest survival horror games of all time and, even today, the way it ebbs and flows between building tension and delivering overwhelming jolts of action is incredibly effective. As a teenager, I was excited at the prospect of seeing the horrors I experienced in Resident Evil's Spencer Mansion spill out into a metropolitan city and, in that respect, the game delivers from the very outset. As rookie cop Leon Kennedy, I was forced to battle through Raccoon City's streets, where a catastrophe had struck and now groaning undead stumbled around looking for flesh to sink their teeth into. Amidst getting to grips with the awkward controls I watched someone get devoured by a zombie and found myself having to battle a group of them in a very small gun store that was, unhelpfully, mostly empty. Though it was only five minutes from the moment you take control of Leon to when you arrive at Raccoon City Police Department, I still remember how nerve-wracking it was, and I'm not ashamed to admit that I had to take a breather once I reached safer grounds. Unlike the first Resident Evil's subdued start, the sequel opted for a high-octane opening, and that sense that had no qualms with pushing me into the deep end without any notice is something that gnawed at me throughout. Once I reached RCPD, things got much worse. What I really loved about Resident Evil 2 was that it took something that I associated with safety and security--a police station--and filled it with horrifying dangers that were lurking around every corner. There was something incredibly unsettling about that, much like the idea of a monster in a closet or under a bed is to a child. The violation of a safe space is a very potent tool for horror fiction, and Resident Evil 2 used it well. Resident Evil 2 is a game that I keep coming back to. Sometimes to relive moments like meeting the Licker for the first time, other times to simply wander its echoey halls and soak in the tense atmosphere. It's a game that really stuck with me in 1998, and continues to occupy my thoughts all these years later. | Tamoor Hussain Final Fantasy Tactics (January 28, 1998)
Final Fantasy Tactics originally caught my eye in an issue of Electronic Gaming Monthly. Fresh off of Final Fantasy VII, I was hungry for another PlayStation RPG, and was instantly taken in by Tactics' colorful presentation. Steeped in an era when publishers focused so heavily on 3D games, those screenshots made me nostalgic for the days of 16-bit sprites, and for Final Fantasy games with a touch of medieval flair. Up until the game's release, I had never really experienced a turn-based tactical game. I had, however, played and enjoyed Ogre Battle on Super Nintendo. When I realized the dream team behind that game--Akihiko Yoshida, Yasumi Matsuno, and Hitoshi Sakamoto--were the creators behind Final Fantasy Tactics, my hype levels were off the charts. Awash in more advanced-looking games, my friends thought I was nuts. Sure enough, my anticipation was justified. Final Fantasy Tactics delivered one of the most complex and dramatic stories I'd ever encountered in a game, with the power balance of a kingdom threatened by subterfuge, powerful religious artifacts, and leaders driven to madness. To add to the intrigue, the story was presented as a series of events that had been wiped from the history books by the ultimate victor in an effort to hide the truth from future generations. Who, or what, were they afraid of? Final Fantasy Tactics expertly unravels the answers. As it was in 1998, Final Fantasy Tactics remains excellent today. The story hasn't lost any of its appeal, but it's the complex job class system and deep tactical considerations that draw me back in time and time again. I've put hundreds of hours into multiple playthroughs, and all it takes is a new set of soldiers and a different mindset to make everything feel fresh. Final Fantasy Tactics is my favorite game of all time, and one of the few games I plan to continue playing for the rest of my life. | Peter Brown Xenogears (February 11, 1998)
While it doesn't have the widespread recognition of some of its JRPG contemporaries, Xenogears is a cult classic whose legacy and influence continues to this day. Its narrative, couched in what a first appears to be a stanard anime mech setup, brings weighty themes of philosophy, psychology, and religion that many games even today can't match. These were risky themes to explore in a video game back in 1998, but it's these choices that ultimately made the game stick with so many people. It's also an excellent JRPG in its own right, using the Active Time Battle system seen in games like Chrono Trigger as a basis, but stands out with its Deathblow mechanic. Learning button combos, not unlike the way fighting game combos work, activates special flashy moves that are satisfying to pull off. Infamously, Xenogears' second disc is unfinished, the story told through cutscenes and narration with little gameplay. That might have ruined the experience of most games, but Xenogears still stands strong due to how compelling and memorable its first disc is. We never got an official sequel to Xenogears, but its legacy lives on in both the Xenosaga and Xenoblade Chronicles series, which continue its narrative ideas and themes. For longtime JRPG fans, Xenogears is a legendary game, one with a weird history worth remembering. | Jean-Luc Seipke
For more info about Xenogears, be sure to check out our video where we dive a bit deeper into this remarkable JRPG. Tenchu: Stealth Assassins (February 26, 1998)
We always knew ninjas were cool. They flip out, they kill people, and they fight all the time. That's what they were spending most of their time doing in video games, and depictions of ninjas in games like Strider and Ninja Gaiden basically had them doing that. But that ain't historically accurate! Enter: Tenchu Stealth Assassins, a game set in feudal Japan that made you embody the true role of a ninja as a covert agent and focussed on espionage, infiltration, guerilla tactics, and killin' folk without being seen. With Thief and Metal Gear Solid to follow later that year, 1998 turned out to be a defining time for the stealth genre. I have distinct memories of playing Tenchu with my buddy, as we each took turns trying get through levels, running across rooftops, executing cool stealth kills like amputating someone's arm or slitting their throat, and getting into sloppy sword fights when we were caught. And we got caught a lot. This was the first ever 3D stealth game, so there was a lot of rewiring that needed to be done in our brains. Combat was possible but clunky, so there was a big motivation to learn how to be real ninjas. And who could forget the cool items? Tenchu was the game where I first learned to love grappling hooks, a vital tool for infiltration and getting the drop on enemies. There were shuriken, of course, but I mostly remember having a ball the first few times we managed to trick a guard into walking on top of caltrops or eat a poisoned rice ball we left on the ground. Tenchu's immediate sequel was pretty good, but the series slowly declined in quality after that, with 2009's Tenchu: Fatal Shadows being the last we saw of the series. There are a few rumors floating around that the upcoming From Software game is a Tenchu reboot, and personally, I'm dying for that to be true. With Metal Gear Solid basically out of the picture, we need another Japanese studio to give us their take on stealth systems, and what better vehicle to do it with than one of the other stealth masterpieces from 1998? Just do a better job than Thief did. | Edmond Tran StarCraft (March 31, 1998)
Blizzard was onto something in the real-time strategy genre with Warcraft and Warcraft 2, but at that point, none of the developer's previous games reached the heights of Starcraft. This science-fiction twist to the RTS foundation introduced more than just a new aesthetic. The nature of balancing imaginative units from the three main factions (Zerg, Protoss, and Terran) led to a wildly popular competitive scene. Strategies ran deep and high-level matches almost played like a game of Chess. I used to rush home from school to play custom games with friends and burn hours tinkering with the endless match customization and user mods. This kept Starcraft constantly fresh and the never-ending one-upping of each other made everyone a better player. We couldn't just master one strategy and hope that'd get us to victory; what would be your follow-up strat if that lightning fast Zerg rush didn't work? My friends and I learned to adapt to new situations in every match. It wasn't just a revolutionary competitive aspect that made Starcraft an iconic game; the surprisingly deep lore in single-player fed into the fanfare and attachment to the three factions. A little backstory went a long way for characterizing the relationships between the Zerg, Protoss, and Terran. Even to this day, StarCraft remains one of the most played games overseas. The recent Remastered version also keeps the spirit alive with gameplay untouched, which is a testament to the greatness of the original StarCraft. | Michael Higham 1080 Snowboarding (March 31, 1998)
Growing up in the midwest, winter sports were huge for me and none of them had more appeal than snowboarding. I wasn't great at it, admittedly, but I had fun while I was doing it. But what does one do when all of the snow is a distant memory melted away by the sweltering heat of the summer season? You stay inside and play video games in the air conditioning of course! I was spending a few weeks during the summer at my grandmother's house along with a few of my cousins as we did for the past couple of years, so this was nothing new to us. We had all brought games with us that we were looking to share with each other and one of my cousins brought along a quirky snowboarding game with a catchy soundtrack, and I was instantly hooked. We all stayed up late into the night playing multiplayer in match races and trick attack events, and it was some of the most fun I can remember having playing a local multiplayer game. Fortunately, for nostalgia's sake, 1080 has been re-released on Nintendo's virtual consoles a few times and I have been able to play it pretty easily recently. While I still have a good time playing now and I still "work my body" to many of the certified bangers on it's soundtrack, I can admit that there have been many better snowboarding games since 1080. It did a great job of paving the way for games like SSX and many others that I also still play even today. | Ben Janca Panzer Dragoon Saga (April 30, 1998)
When Sega launched the Sega Saturn in North America, it simultaneously released Panzer Dragoon. It was a fairly standard on-rails shooter where you rode on the back of dragons, but the world it was set in made the action feel special, like there was a meaningful purpose behind your actions. Not one to leave a good game without a sequel, Sega would refine this formula for Panzer Dragoon Zwei shortly after. But when it came time to say goodbye to the Saturn, Sega decided to go all in: Panzer Dragoon Saga would be one of the last games released for the system outside of Japan, and would be a full-blown RPG spanning four CDs. It was unfortunately also produced in notoriously low numbers--the current estimate is mere thousands of copies, rather than tens or hundreds of thousands. I watched from the sidelines, intrigued but without a Saturn at the time of release. Fast forward to today, and Panzer Dragoon Saga is one of the most expensive games for the system, costing hundreds of dollars even for loose discs without the case. Though Sega would go on to develop another on-rails shooter in the series for Xbox (Panzer Dragoon Orta), people still clamor for a taste of Saga. The sad truth is that the game may never be resurrected. The original source code is confirmed lost, and the series lives on only in the hearts of nostalgic fans and curious onlookers. There was an attempt to create a spiritual successor to the on-rails games for Xbox One in Crimson Dragon, but due to an unfortunate reliance on Kinect, the revival didn't satiate the desires of the target audience. | Peter Brown Gran Turismo (May 12, 1998)
Racing games hadn't really captured a realistic approach to driving before Gran Turismo. In 1998, the progenitor to Polyphony Digital's iconic franchise pitched itself as "the real driving simulator" and it played like nothing else before it. Over one hundred licensed cars filled the roster and each one handled differently. For the first time in video game driving, we had to think about a car's drivetrain to get a grip of its handling, which also changed how you approached the twists and turns of each track. The type of tires, suspension, or gearbox your car used were all factors in how it performed. The rear-wheel Dodge Viper I worked so hard to buy later in the single-player campaign is nothing like the front-wheel Honda Prelude at the start. And I can't forget about that turbocharged 941 horsepower Nissan Skyline GT-R with a red/green bodykit I used for endurance races. So many small touches added up to a bigger experience. As a young kid, my mind was opened to car customization and car tuner culture. I quickly learned about how a cold-air intake and cat-back exhaust system were the initial steps to boosting your car's horsepower. I even looked into what port polishing meant and tinkered with gear ratios for different types of race tracks. My love for Gran Turismo caught the attention of my 3rd grade teacher who thought I'd be a car mechanic or professional race car driver when I got older. She was somewhat right. Gran Turismo set the stage for the simulation racing genre that we now see with games like Project Cars and Forza Motorsport. However, the magic of perfectly executing hairpin turns with a car you put so many credits into with the original Gran Turismo still hasn't been matched. | Michael Higham Banjo-Kazooie (June 29, 1998)
Two years after Super Mario 64, Banjo-Kazooie arrived. As another 3D platformer, it was in danger of being thought of as a Super Mario 64 clone. But its graphics--which utilized more detailed textures than Mario 64--and distinctly more cheeky attitude helped it stand out at the time. While its graphics aren't impressive anymore, its large, detailed worlds filled with secrets and collectibles still stand out. I was five years old in 1998, so I ended up playing Banjo-Kazooie with my mom. She'd tackle the harder sections--Rusty Bucket Bay's underwater Jiggies in particular, which I still don't like doing without her--and I'd take notes in crayon. We had a notebook for Brentilda's facts about Gruntilda so we'd be ready for the quiz at the end, and for the Tiptup Choir memory game in Bubblegloop Swamp (which was hard for me to follow). We played and replayed it, finding new things each time until we'd collected every Note, Jinjo, Jiggy, Honeycomb Piece, and even Mumbo Token. I still replay Banjo-Kazooie at least once a year. The XBLA version saves the Notes you collected each time you leave a world, but I still remember having to start from zero after every death or having left to do something else. I'm still challenging myself to be faster and more efficient each 100% run I do. 20 years later, even though I know where every collectible is, I still feel like I'm finding something new each time. | Kallie Plagge Tom Clancy's Rainbow Six (August 21, 1998)
Tactical military shooters on PC weren't all too surprising by the mid 2000s, but in 1998, the original Rainbow Six laid the groundwork. Author Tom Clancy painted a fairly plain and bleak picture of international relations and counter-terrorism with his book titled Rainbow Six, for which the game was based on. However, it was the ideal premise for an FPS where danger and death waited around every corner. Each move you made had to be carefully telegraphed and planned even before starting a mission, which was both intimidating and invigorating. Setting waypoints on a blueprint map determined the pace of a mission, but was ultimately vital for whether or not you'd accomplish your objectives. With a roster of operatives that made up Team Rainbow, different capabilities had to be taken into account. For one, you couldn't go into any room guns blazing, let alone without anticipating enemies given that one or two bullets could mean the death of a squadmate. Before opening a door, you had to consider breaching or commanding a squadmate to toss a flashbang before moving in and lighting up the room. Throw in the factor of hostages, and I felt even more tension than simply taking down terrorists. I hadn't had that sense of fragility in a modern shooter before Rainbow Six, a breath of fresh air after countless others that served as power fantasies. Many would shy away from its time-consuming, unforgiving nature, but it's how the game carved its niche and influenced the likes of Ghost Recon, Operation Flashpoint, and SWAT 3. | Michael Higham Mega Man Legends (August 31, 1998)
When you compare Mega Man Legends to the other entries in Capcom's action-platformer series, it kind of comes across as one of those weird experiments that a franchise undergoes in order to stay relevant. But in truth, Mega Man Legends offered one of the series' most heartfelt and charming stories, while also letting players explore the world as Mega Man at their leisure. I played this game often back in middle school, and I found myself sort of entranced by how optimistic and cheerful the game was. Despite it taking place in a ruined earth post-flooding, Legends' tone is remarkably upbeat, with a similar vibe to a Saturday morning cartoon--making for a largely welcoming atmosphere throughout the many towns. Playing as Mega Man Volnutt, likely the most chipper and endearing incarnation of the blue bomber, you'll explore the ancient ruins of the old world to unearth their lost secrets. As an adventure game first and foremost, the game tasks you with exploring your surrounding, interacting with several townsfolk, while also fighting off rogue-robots and Tron Bonne's army of comical and somewhat incompetent Servbots (think proto-Minions). Truth be told, I have fonder memories exploring old ruins and interacting with characters in this game compared to Ocarina of Time--which Legends predated by several months. It saddens me that we'll likely never get another Legends game--even more so that the second game ended on a cliffhanger, but I'm glad that the series tried something a bit different. Who knew you could have so much fun kicking a can down a street playing as Mega Man? | Alessandro Fillari Parasite Eve (September 9, 1998)
Parasite Eve acts as a sequel to the novel of the same name by author Hideaki Sena, but this first entry for the game series felt truly unique in its time. Squaresoft (now Square Enix) hadn't gone down the M-rated route before, but didn't waste time showing you what this game was about; the opening scene depicts an opera crowd bursting into flames, which was absolutely horrifying considering I was a kid at the time. Everyone burns to death, except Aya Brea (you, a green NYPD cop) and the performer who transforms into a supernatural monster,, kicking off this paranormal thriller. This is also where you jump into the unique blend of action and turn-based RPG. Aya resorts to traditional firearms to take down terrifying creatures, and you control her from an isometric angle and inspect environments. However, combat works in a turn-based manner with magical "Parasite Energy" capabilities thrown into the mix, and world exploration taps into a traditional RPG structure. Think of it as Resident Evil meets Final Fantasy. As an early fan of both franchises, it was an incredible feeling to see those two worlds collide. The dark, dingy rendition of New York City always gave me chills, but the phenomenal presentation and hybrid RPG gameplay pushed me to overcome the intimidation. Needless to say I loved Parasite Eve, so much that I actually battled through the 77 floors of the Chrysler Building in the new game plus mode and fought the secret boss. | Michael Higham Spyro The Dragon (September 9, 1998)
I'll always remember the first time I played Spyro The Dragon. It was on a PlayStation Underground Jampack demo disc I bought for my oldest brother as a Christmas gift. The moment I booted it up, I was quickly enamored by its fantastical world populated by dragons, gnorcs, and all sorts of mischievous creatures. Spyro was an appealing protagonist, who was unlike any I had encountered in any 3D platformer up to that point; after all, who didn't love dragons as a kid? Furthermore, Spyro was a joy to play as: I loved ramming into unsuspecting enemies, roasting sheep with his fire breath, and gliding across large chasms. Unfortunately, I was only playing a demo of the game, and after a half year of replaying the same levels over and over, I could only bare so much not experiencing the full game. Luckily, I had a friend in school who happened to own a copy of Spyro the Dragon. In exchange for my copy of Crash Bandicoot 1, he allowed me to borrow it for a couple weeks. I played the game to death within that brief span of time, trying to awaken as many dragon statues as I possibly could. Given the constraint of my situation, I eventually had to resort to the game's level select code to experience all that it had to offer. When my time with Spyro the Dragon finally ran out, I was gutted. As a seven-year old with very little money, I couldn't afford my own copy, and any ambitions to purchase it were eventually squashed when games--like Metal Gear Solid, Ape Escape, and Spyro's eventual sequel, Ripto's Rage--were starting to draw my attention. It wasn't until recently that I actually purchased the first Spyro the Dragon for my own collection. To this day, the game still manages to hold up thanks to its quirky visuals and diverse level design. While future entries in the series would iterate upon its best qualities in more meaningful ways, the first still holds a special place in my heart. I'm crossing my fingers that all these rumors about a Spyro the Dragon HD collection are real. Speaking from the Spyro-loving seven-year old still within me, it would be a dream come true. | Matt Espineli Pokemon Red and Blue (September 28, 1998)
Yes, Pokemon's 20th anniversary was technically in 2016. But 1998 was the year Pokemon came to North America and Australia, setting off a global phenomenon that is still going strong. Kanto is a tricky region, filled with annoying Zubat and unforgiving stretches with no Pokemon Centers in sight. The games have since gotten easier, but looking back, we all figured out how to become Champions in Red and Blue somehow. There's just something about that first journey that's never quite left our consciousness, whether it was the fervor over finding the first-generation in Pokemon Go or the excitement about Alola variants of those Pokemon in Sun and Moon. These were the games that got us talking, got us trading, and created lifelong fans, and it's worth celebrating their 20th a second time just for that. I admittedly played Red and Blue late. The anime and card game arrived in the US in '98, and my neighbor got me hooked on the cards almost immediately. But as a five-year-old girl, I straight-up did not realize that it was acceptable play games on a Game Boy. I watched the anime religiously until Crystal, the first Pokemon game where you could play as a girl, came out, and then I fell in love with the games and went back to the first generation only to find that those games were for me, too. Though it didn't seem that way to me at first, Pokemon is special because it really is for everyone. A young kid can jump in and figure the game out and catch all the Pokemon they possibly can, and a more experienced RPG player can find a surprising amount of depth to its systems. You can collect all the Pokemon and only use the strongest in battle, or you can train your favorites just because they're cool or cute. It's cliche, of course, but Pokemon is a world where you can do anything as long as your have your friends with you--and it's been that way since the very beginning. | Kallie Plagge Fallout 2 (September 30, 1998)
Ok, really talk: I'm 25 years old so Fallout 2 came out when I was 5. It was only when Fallout 3 had been announced that I wanted to see what all the fuss was about and played though the original games. While computer RPGs of old feel slower, demand more from the player, or have some archaic systems, the best still hold up in their writing, world building, and role playing. In this regards Fallout 2 held up incredibly well for me. It's with Fallout 2 that the series' post-apocalyptic world really hit its stride. The residents of the wasteland formed full on organizations like the New California Republic or the Enclave, which is made-up of the remnants of the old United States Government. Talking with this faction, learning their ideals and goals, is a major part of the game and plays into the reputation system. It's here in Fallout 2 that the familiar Fallout iconography in Fallout 3 and 4 are defined. Affecting the outcome of the wasteland in both small and large ways feels significant thanks to the game's massive variety of endings. For my money Fallout 2 still stands as the best-written game in the whole series. The disbandment of the original studio, Black Isle, along with Bethesda taking the reins of the franchise left people worried there would never be a true successor to Fallout 2. However its legacy lives on in Fallout: New Vegas, which is in many ways a direct sequel to Fallout 2, and in games like Wasteland 2 that to deliver hardcore gameplay and dense RPG mechanics. | Jean-Luc Seipke Metal Gear Solid (October 21, 1998)
1998's Metal Gear Solid wasn't Hideo Kojima's first game (Metal Gear or otherwise) but it was the game that made him a household name. Though meager, the 3D capabilities of PlayStation allowed him to inject a new grade of storytelling into his team's work, and with great attention paid to frame composition and character dialogue, Metal Gear Solid paved the way for a new grade of cinematic storytelling in video games. Despite owning and enjoying the original Metal Gear on NES, I somehow didn't realize that Metal Gear Solid was shaping up to be the milestone game we know it as today. But, all it took was one lazy afternoon at a friend's house for me to realize what a fool I'd missed: Metal Gear Solid was something new; something that I wouldn't soon forget. It struck a tone that was both serious and absurd, and offered the most refined stealth gameplay on consoles to date. I was immediately drawn to the wide array of tools available to Solid Snake, and of course, the over-the-top cutscenes and codec calls. While impressive, Metal Gear Solid's filmic qualities were but one piece of the overall puzzle. The stealth-focused action game also delivered numerous memorable boss encounters, beit the fight against the memory card-reading Psycho Mantis, or the calculated and exacting Sniper Wolf face off. These larger-than-life antagonists propped up our equally over-the-top hero, not unlike the villains in classic Bond films. Metal Gear Solid was also the debut of Liquid Snake, Solid's clone-brother. This revelation laid the foundation for a tastefully convoluted storyline that would become the basis for future Metal Gear Solid games, and the fact that Liquid masqueraded as a previously known character for most of the game--presenting himself as Master Miller--was an excellent twist in its own right. Metal Gear Solid remains enjoyable today, twenty years after its debut. It's no doubt rough around the edges in some respects, and future Metal Gear Solid games have added layers of new mechanics that make the original look primitive in hindsight, but there's no denying that Kojima and his team were on to something special way back when. | Peter Brown Grim Fandango (October 30, 1998)
It all started with a demo disc my dad received with one of the '90s PC gaming magazines. On that disc was a demo for a 3D adventure game called Grim Fandango. It let you play a small section from the first year of the game. After my first playthrough I was hooked! I had lost count of how many times I beat it and my father had definitely noticed. I came home from school one day to find the full game on our family computer desk and I installed it without hesitation. I played until I woke my parents up at four in the morning and they sent me to bed because I had school in 3 hours. This continued until I had gotten to the end of the game, and a moment I'll never forget. I had gotten up early, knowing I was close to the end of the game. I was not prepared for what I was about to experience. For the first time in my life a video game had made me cry. I had just finished watching the last cutscene and the credits were rolling as my dad came out of his room and he saw me sitting in front of the computer with tears on my face. He asked me what had happened and if I was alright but all I could do was sit silently as the names scrolled by. Eventually I looked at him and said "I am glad they have a happy ending, but I feel sad because I feel like they are gone." That was when it hit me, the time I had spent with the 55 characters on my 4 year journey made me look at all of them as weird, virtual friends that I cared deeply about.
I love that I can visit all of my old friends in Grim Fandango Remastered and everything is as wonderful as I remember it. I will never forget the impact Grim Fandango had on me. It is still one of my favorite games of all time. | Ben Janca Crash Bandicoot Warped (November 4, 1998)
Warped is Crash's third adventure, but it was the first one I played. I've never forgotten the first time I grabbed Aku Aku and heard that signature "oogah boogah!" stinger...or when I almost immediately lost that mask and got cartoonishly chopped in half by a dorky-looking knight. It's humor like this that makes Crash Bandicoot's platforming stand out from the crowd. Challenging jumps can only take a platformer so far: it's the personality I remember, not the layouts of every level. That personality extends to the game's bosses too. Warped is the first time we encounter the flamethrowing Aussie Dingodile, and he's impossible to forget. Warped marries this goofy tone with genuinely great level design. The six worlds are full of courses inspired by the Great Wall of China, Ancient Egypt, and even a crazy techno future. Developer Naughty Dog also managed to nail the actual gameplay in these levels too, more so than it did with the first two Crash games. Mechanically, things just feel right, whether you're leaping over gaps, racing on motorbikes, or steering a submarine. If you were to revisit the trilogy now (the N. Sane collection will do nicely), Warped would stand tall as the Crash that looks, and more importantly, plays best. | Tony Wilson Half-Life (November 19, 1998)
The original Half-Life is a game that was known for its innovative and exciting storytelling. Without ever breaking from its first-person perspective, it gave what would be an otherwise by the numbers FPS alien-invasion story a surreal and weirdly personal experience. It's the one game I wish I could have experienced in 1998. The first time I saw Half-Life was in an issue of Next Generation magazine. Those pictures were taken from an early version of the game which ultimately wouldn't see the light of day. Back then, Gordon Freeman looked more like a bulky lumberjack--complete with a full beard--stuffed into an even bulkier yellow diving suit. It looked dorky, it looked cheesy, but I loved it. During the late 90s, my parents owned a rather basic PC that could go online, read email, and play the occasional videogame--but Half-Life wasn't one of them. Plus, I was only 11 years old and had no business playing a gory video game. Years later, I was able to get my own PC and play the game in all its glory, just in time for Half-Life 2 to release. While it took me awhile to play it--and it really didn't age all that well at the time--I was still engaged and blown away by how well put together the experience was. Even with a rather abrupt ending, playing Half-Life was a great time. One that felt even more satisfying because of how long I had to wait for it. | Alessandro Fillari The Legend of Zelda: Ocarina of Time (November 23, 1998)
The first thing I remember thinking after playing The Legend of Zelda: Ocarina of Time for the first time was, "What the heck...why can't I jump!?" I didn't quite trust Nintendo to actually know when I'd want to jump. I imagined inadvertently running off cliffs or falling into water, but the context-sensitive leaping in Ocarina just worked. When I ran for a ledge, I had to momentarily turn off that internal 2D gaming instinct that wanted to push a button, any button. But once I got the hang of it, not being able to jump felt incredibly natural. It has since become so ingrained that being able to jump at will in The Legend of Zelda: Breath of the Wild caught me off guard. That's a weird thing to call out for a game that had an immense impact on the action-adventure genre. Ocarina was the next chapter in what has always been my favorite franchise, and I still remember the rousing musical score, the screen-filling bosses. And the water temple...I'll never lose those mental scars from the water temple. But I'll also never forget how Ocarina of Time changed up the narrative for the entire world of Hyrule, introducing a larger backstory for Ganon and a more powerful, self-reliant version of Zelda. Ocarina of Time elevated The Legend of Zelda from what was a solid, interesting part of Nintendo's pantheon into the gaming essential today that everyone should experience at least once. And most importantly, it taught me that, even if it seems counter-intuitive and uncomfortable, you can trust Nintendo to turn seemingly quirky design ideas into something extraordinary. | Justin Haywald Thief: The Dark Project (November 30, 1998)
Thief: The Dark Project completely opened my eyes to what a video game could be. It showed me how avoiding conflict could be as heart-pounding as engaging in it. It was the first game that made light and sound important--stay hidden in the shadows, be careful what surfaces you walk on. Watch guard patrol patterns closely, and move only when necessary. It was a game that rewarded you for going out of your way to leave your enemies be, or at worst, use non-lethal techniques and hide the body--a habit that I've carried with me till this day. Its optional tools and multiple solutions taught me to think about things in different ways. If I forgot to bring lockpick with me, I could track down the guard with the key, or maybe I could use a rope and find an entirely different solution to the problem. I could use elements like water to douse torches and create a more advantageous situation for myself, or even use it to clean up the blood of an unfortunate mistake. Playing Thief and seeing these kind of possibilities was a real mind-expanding moment, and it's surprising to think that was twenty years ago. It's hard for me to think of many examples that have had the same level impact on me outside of the Dishonored series (though Deus Ex, Hitman, and Prey scratched some of those itches). It was way ahead of its time, defined what a good stealth game should be, and birthed some genuinely forward-thinking, innovative ideas. Thief and its immediate sequel, Thief II: The Metal Age, are seminal games that should never be forgotten, deserve far more acclaim, and should absolutely be replayed if you have the chance. | Edmond Tran Star Wars: Rogue Squadron (December 3, 1998)
Growing up as a fan of Star Wars, I was always drawn to the various ships and warcraft on both sides of the Empire/Rebel conflict. While there was a time when I could enjoy games like X-Wing vs Tie Fighter on PC, the limited first-person cockpit views made me feel oddly detached from the sci-fi contraptions I'd long admired. But when Factor 5's Rogue Squadron appeared on Nintendo 64, I was all in. The fast-paced flight sim let me marvel at the vehicles I loved while piloting them, too. I got to drive a snowspeeder and take down AT ATs on Hoth, and fly an X-Wing on during the Jade Moon mission, blowing up enemy bases under a blanket of stars. Rogue Squadron made me feel like an active participant in the Star Wars Saga--something no game until that point had actually managed. Though the action is somewhat tame by modern standards, revisiting Roque Squadron today is a reminder of how much the best Star Wars games owe to developer Factor 5's first attempt. It also highlights how much better the team got at their craft. They would go on to develop Rogue Squadron II and III for Gamecube, which, if we're honest, are far and away more impressive, and definitely worth your time if you've got the equipment to boot them up. | Peter Brown Baldur's Gate (December 21, 1998)
When it comes to classic Western role-playing games rooted in Advanced Dungeons and Dragons, Baldur's Gate is the first thing that comes to mind. We've had Dragon Age: Origins, Divinity: Original Sin II, and Neverwinter Nights since then, but the influence of Baldur's Gate is abundantly clear. BioWare was still in its early days, but the developer laid the foundation for computer RPGs with deep character creation and hefty player agency through dialogue options to keep you engaged. Baldur's Gate represents one of the biggest challenges with my time playing cRPGs; wrapping my head around its complex systems and overcoming the worry of min-maxing. And when I was able to overcome that, I found myself hacking and slashing through its sprawling maps and numerous locations. It's a party-based RPG, but its story revolves around you and is heavily conveyed via text. Baldur's Gate is sometimes intimidating for those who are turned off by having to read, but controlling your fate and cleverly commanding your companions throughout Sword Coast made even the less exciting parts worth working through. A re-release called Baldur's Gate: Enhanced Edition came to PC in 2012, and although it has its fair share of shortcomings, it's still the most accessible way to revisit one of the most important RPGs ever made. | Michael Higham
By Alessandro Fillari on Oct 05, 2018 12:44 am Circa 2008
With 2007 raising the bar for what games are capable of, 2008 maintained the momentum that the previous year had, and left us with some fond memories. It was packed with a wealth of high-profile sequels to some of the biggest franchises, including Grand Theft Auto, Fallout, and Metal Gear Solid. In addition, there were notable debuts from unexpected gems, like the EA-produced big-budget survival game Dead Space and indie darling Braid, which each proved influential in a variety of ways. Many of the games in 2008 continued to push the boundaries of gaming, offering experiences that were substantial and memorable in their own right. The GameSpot staff is taking a personal look back at some of the more notable games of 2008, and the impact they've had in the ten years since their respective releases. While some of these games became the stepping-stones for something greater--and others have since fallen into obscurity--the impression they left on us is undeniable, and are worth recognition for their tenth anniversary. Here's a selection of games--in order of their respective releases--that made 2008 a year to remember for us. And if you want to see the biggest games that turned 10 last year, be sure to check out our feature covering the biggest games that turned 10 in 2007. Burnout Paradise (January 22, 2008)
Vehicular free-roaming games had existed long before 2008, but none had so eloquently blended urban racing with automotive slaughter like Burnout Paradise. In a time when quest-loaded open-world adventures on consoles were about to hit their stride, Burnout Paradise was a rare 40-hour non-RPG that warranted the time and attention of completionists like myself. Today's racing market--dominated by Need for Speed, Forza, and Codemasters games--skew toward realistic car performance regardless if you prefer arcade or sim controls. Upon firing up Burnout Paradise today, I'm reminded of how its car handling has more in common with Sega arcade games of yore than with more recent racers--titles that are tied to their respective franchise goals of realism and authenticity. Burnout Paradise never had to worry about that, especially when your audience expects quarter-mile-long leaps over cliffs and destructive car chases that can stretch halfway around its 26 square-mile map. The game's density of goals ensures that the moment you tick off a mission box, you're just blocks away from starting another. The next quest might even come to you, whether a high-value target happens to drive by or someone challenges you to an online match. And the fact that the online servers are still up--rare for a 10-year-old racing game--is a testament to its following and resiliency. Much larger drivable worlds have sprouted up in the last ten years, but none have managed to replicate the happy and balanced marriage of speed and ruination quite like Burnout Paradise, much to the dismay of fans who long for a successor. -- Miguel Concepcion No More Heroes (JPN December 6 2007; US January 22, 2008)
Killer7 on GameCube was the beginning of a continued fascination with the Goichi Suda (Suda 51) for me, but No More Heroes was the game that sparked that interest and set it aflame. It struck at a high point for Wii software; Super Mario Galaxy and Metroid Prime 3 were still fresh in our minds. But No More Heroes stood out because of how abrasively different and boisterous it was, at least on the surface level. Protagonist Travis Touchdown had a raucously ambivalent attitude and an unhealthy obsession with anime girls, and he set out on adventures that were entirely self-serving, involving copious amounts of slaughter and blood. Suda and Grasshopper Manufacture seemed like they were purposefully going out of their way to be lewd on a characteristically family-friendly console. You had to take a dump on the toilet to save your game. You needed to shake your controller vigorously, and suggestively, to charge your beam katana. Double entendres and bad words were doled out like free candy. It was easy to see all that and dismiss No More Heroes as straight-up crass. And though its combat and the open world had some great ideas, they were admittedly repetitive and bland in the long run, which might not have helped its broader perception. But once you looked just past the facade, there was something extraordinary about No More Heroes. The game's attitude housed unique twists that satirised and denounced conventional storytelling structures, and the whole nature of video games and geek culture in general. At the time, I found it completely fascinating. Ten years later, there's a laundry list of things that don't fly as well. And though No More Heroes 2 was great, the rest of Grasshopper's output has mostly missed the mark, especially as our culture and video games have developed. But No More Heroes is still a defining moment for games in my eyes, so I'm hoping that the return of No More Heroes for Switch, Travis Strikes Back, will use its intriguing game-within-a-game setting to positively revitalize its satirical spirit. -- Edmond Tran
Rez HD (January 30, 2008)
When Rez debuted on Xbox 360's Xbox Live Arcade as Rez HD, I was vaguely aware of it--the Dreamcast version never launched in the US, but reading about the Trance Vibrator accessory as a young teen ensured I'd never completely forget the game it accompanied. Early 2008 was still a time where any new XBLA release was an obligatory purchase, and so I somewhat blindly picked up what would go on to become one of my all-time favorite games. My immediate impressions were underwhelming--sure, it had an interesting look and some stellar music, but the basic gameplay conceit of highlighting enemies and launching attacks seemed exceedingly simple. As the minutes went by, I cranked up the volume higher and higher and noticed how the music was morphing based on how I was playing. Stats presented at the end of a stage detailing the percentage of enemies or power-ups I was able to collect tapped into my competitive side. By Area 4--home to one of the greatest songs in any video game--the level of intensity and synesthesia-esque sensation provided one of the truly memorable experiences I've ever had with a game. The ensuing spiritual successor, Child of Eden, offered this to some extent, but it couldn't totally recreate what made Rez special. I found myself returning to Rez HD even years later, believing it to be too niche to ever receive any remaster treatment. Cut to almost a decade later, and Rez Infinite shows up to leverage not only modern graphical technology, but also add a VR mode (which justified a PSVR for me) and a new stage (Area X) that provided a greater level of freedom. Now, a full decade-plus later, I still routinely take the game for a spin, and although I dispatch many of its enemies through sheer memorization, it remains quite unlike anything else. -- Chris Pereira
Devil May Cry 4 (February 5, 2008)
Capcom's popular Devil May Cry series is in a class of its own when it comes to delivering fast-paced action and thrills. As an admirer of the series since the first, I've always had a soft spot for the devil-hunting mercenary Dante and his crazy antics. As the Street Fighter of the action genre, DMC is a spectacle to behold in the hands of a skilled player. And while I was never one of those players who was able to juggle multiple enemies at once and execute style switches in rapid fashion, I still found enjoyment from watching other players make magic happen. The DMC community found a lot to love in Devil May Cry 4, and watching what the top players posted online was just as fun as playing the game itself. When Devil May Cry 4 was announced, Capcom showed brief footage of the game's new main character, Nero, a younger and more gung-ho brawler with a demonic arm that could yank enemies from afar. While I wasn't so keen on this new guy at first, I grew to love his style after getting my hands on him, and he ended up complementing Dante's class-based mechanics. While the community, and its connectedness, came into its own with the fourth game, this particular title was also a bit of a letdown compared to the prequel DMC3. The game featured far more backtracking, and less overall content compared to previous games, which made it the most repetitive of the series. Having said that, DMC4's combat mechanics are incredibly responsive and refined, offering the best action of the series. Not long after, the community went into meltdown when Ninja Theory's DmC: Devil May Cry reboot was announced--and despite the odds, it ended up being one of the strongest games of the series. Still, the fans kept DMC4 alive and well over the last ten years, and even showed the same enthusiasm for the recent Special Edition release. I'd often revisit the game over the years, and while its blemishes are still noticeable, I can't help but smile at all the cheesy bits and pump my fist when I pull off a slick combo. It's been a while since OG Dante's last outing, and with the rumors of DMC5 happening, now seems like a good time for the devil-hunter and his protege Nero to move on and experience something new. -- Alessandro Fillari
Super Smash Bros. Brawl (JPN January 31, 2008/US March 9, 2008)
Since the debut of Super Smash Bros. on the Nintendo 64, I've become hooked on the franchise. Smash Bros. Melee was my favorite game in the series--and one took over my college life. My friends and I would play the game for hours on end, even skipping classes, just so we could get another match in. When Smash Bros. Brawl was first announced for Wii, I knew I was going to pick it up. As the roster was being revealed, I became more and more excited to get my hands on it. This was going to be the largest Smash roster to date with 35 characters, and the idea of playing as Snake, Sonic, Wolf, or even the Pokemon Trainer had me giddy with excitement. Once the game came out, however, my reaction wasn't quite as positive towards the changes made. The characters felt a bit "floatier" and as such didn't feel as fluid as Melee did. The game also introduced a tripping mechanic that I felt took away the competitive feel that Melee had established. As time went on, I did change my tune as I grew to enjoy the game more for what it was. While the new mechanics weren't necessarily to my liking, the game at its core was still undeniably fun, and I've come to appreciate the game for its distinct style and charm. -- Gajan Kulasingham
Valkyria Chronicles (April 24, 2008)
Console tactical strategy games, specifically those with settings grounded in reality, have a special place in my heart. The same could also be said of that part of the mid-'00s Sega that was killing it with new franchises: Yakuza, Bayonetta, and Valkyria. Valkyria Chronicles, the brainchild of the directors behind the Sakura Wars tactics series and the celebrated RPG Skies of Arcadia, remains a beautiful debut. Its seemingly timeless art style, a superb execution of cel-shaded polygons to evoke pencil-drawings and watercolors, is still gorgeous. The setting, a somber, anime-influenced take on Europe during the early stages of World War II, still feels distinct. It tells a sincere story with relatable characters about citizens forced into war to protect their homeland. And its strategic combat system, which mixes top-down, turn-based strategy with third-person, real-time action, is still unique, robust, and satisfying to use. Its sequels, while competent, never quite lived up to the original for me. The PSP failed to capture the beauty of the visuals, the strategy system felt like it was getting unnecessarily complex, and the stories they told started to get too ambitious and unrelatable for me. Every time I played a new Valkyria Chronicles game, I would inevitably hit a point where I would go back and start another run of the original. Valkyria Chronicles was remastered for PS4 and PC recently, and it's very much a game that has held up after ten years. It's the only game worth playing or revisiting in anticipation for Valkyria Chronicles 4, due for release in 2018. The upcoming sequel is set in the same timeframe as the original game, so here's hoping Sega remembers what made the first game so special. -- Edmond Tran
Grand Theft Auto IV (April 29, 2008)
Playing the Grand Theft Auto series felt something like a rite of passage back in my day. When GTA III first came out in 2001, I was a freshman in high school, and this game captured the interest of my fellow students. It was the game that every kid played, even when their parents told them not to. I'd eventually plow through GTA III, savor the '80s bliss of Vice City, and stew in the expansiveness of San Andreas--just enjoying the many ways to explore and cause chaos. When Grand Theft Auto IV came around, it was not only the first game on new hardware--showing off new visuals and more convincing storytelling--it was also the first GTA game I played as an adult. While the previous three games and PSP spin-offs featured a connected story, IV started from scratch. Set in a newly designed Liberty City, it ended up feeling like a reboot for the series. Taking on the role of an eastern-European immigrant named Niko Bellic, the game told a surprisingly subdued and somewhat understated story about an outsider trying to fit in. One of the great strengths of the series is its strong focus on satire, more specifically its critique of American consumerism, greed, and lust for violence. While I caught some of the references and humor in the previous games when I was younger, I'm not ashamed to admit that many of the other critiques flew over my head. While the satire can sometimes have the subtlety of a sledgehammer, many of its jabs at American culture were successful at hitting its mark. Over the course of the game, GTA IV would grow a bit crazier with its escalating story, but it never quite reached the full-blown absurdity of its predecessors. And you know what? That's OK. If anything, the new approach to storytelling made for far more convincing and impactful sequences, which include the infamous bank heist mission, Three Leaf Clover. While GTA IV didn't have as much to do as its predecessors, it did possess a number of ideas forward looking ideas, such as additional playable characters in the following DLC campaigns, a fairly developed online mode, and a mobile phone that yielded opportunities for side-events. All of which would set the stage for what would be core mechanics in GTA V. Still, I have some fond memories of exploring Liberty City. And I wonder to this day if Niko Bellic is still alive and well in the GTA's world. -- Alessandro Fillari Metal Gear Solid 4: Guns Of The Patriots (June 12, 2008)
I never swore at a game as often I as did with Metal Gear Solid 4: Guns of the Patriots. All the swearing was positive, though; every time there was a callback to a previous Metal Gear game, I couldn't help but react with an ear-to-ear grin, an expletive, a fist pump, or some combination of the three. My eyes grew when I saw the Hind-D wreckage, a callback to the first Metal Gear Solid that was all the more poignant since you never saw the ship crash in the original game. The worst and best thing about MGS4 is how it cannot be appreciated on its own. Its variety of finely tuned combat mechanics and its dark theme on the proliferation of paramilitary companies are overshadowed by the abundance of exposition to serve and please its long-term fans. To a newcomer who has no context, hearing Big Mama utter, "That's my boy!" to Old Snake sounds like simple encouragement. To a fan, that line is loaded with 50 years' worth of lore, suddenly connecting two characters who never appeared in a game together prior to MGS4. I get a lump in my throat every time I hear it. MGS4 also exists to tie every major loose end Hideo Kojima unleashed since the original Metal Gear. Resolutions ranged from forced to graceful to inexplicable and many of us fans ate it up, even if we blamed plot issues on nanomachines. In a market where franchises like Halo and Gears of War can potentially outlive its fanfare and leave unresolved narrative threads, it was unreal how many storylines MGS4 resolved. Metal Gear Solid 4 is fan service in its purest form, the likes of which we might never see again. -- Miguel Concepcion Battlefield: Bad Company (June 23, 2008)
It was a decade ago, but I remember playing the Battlefield: Bad Company beta back in early 2008. I didn't have much experience with previous games in the franchise, as they were focused around PC and I was primarily a console gamer. Right away, from the first match I got into, I remember the multiplayer taking my breath away and showing me something I'd never seen before. Using the power of the Frostbite engine, basically everything in the world could collapse and disintegrate, in turn opening up the battlefield in new and exciting ways. No longer could someone camp in a hideout and live to tell the tale. Just blast them away. Seeing a building collapse and crumble completely changes the way you think in a multiplayer shooter. No area is safe. Danger lurks at every turn. Watching the battlefield change around you as a match progresses afforded a level of dynamism that I hadn't experienced before. When the game was officially released, however, it was the campaign that really made Battlefield: Bad Company stand out--and it remains one of my favorite Battlefield games to this day. It was the first title in the series to feature a real campaign, and its characters were some of the more memorable and dynamic ones I can remember in a military FPS. The story was praised for its humour, which was a refreshing change of pace from military games that came before it. A sequel was released in 2010, and it was similarly excellent. While I do also enjoy the mainline Battlefield series and logged many hours on Battlefield 3 and Battlefield 1 (sorry, Battlefield Hardline), I think the time is right for the Bad Company sub-brand to return. The newest rumour is that 2018's Battlefield is Bad Company 3, and I could not be more excited. -- Eddie Makuch Shin Megami Tensei: Persona 4 (July 10, 2008)
When Persona 4 first released, it didn't get much recognition. Sure, it had its hardcore fans, but this JRPG released on the outdated PS2 was overlooked. Only in the years following its release was Persona 4 recognized as one of the greatest RPGs on the PS2, if not of all time. A unique element to Persona is its balance of participating in everyday life while simultaneously dealing with supernatural elements that make up its more traditional RPG gameplay. Participating in every day of a full calendar year lets you experience the daily life of a Japanese high schooler and get an intimate familiarity with the characters. The game focuses heavily on your party member's personal struggles, mirroring what many teenagers go through. Back in 2008, I was the exact same age as the main character, and I was able to see many of my own insecurities represented in the game. In a medium where power fantasies and fantastical heroes are the norm, to see a group of characters go through the same anxiety I had right then created an attachment that no game has ever been able to match. In the decade since its release, Persona 4 has gotten the recognition it deserved with numerous spin-offs and an enhanced remaster for the PS Vita, which would be my recommended version to play. Its sequel, Persona 5, has made vast improvements to the series formula and a cast of characters that stand on their own. But as great as that game is, it's still no Persona 4 for me. The circumstances in which I played Persona 4 will never be recreated. It was there in a time when I needed it, and that's why it's one of my favorite games of all time. -- Jean-Luc Seipke
Braid (August 6, 2008)
Jonathan Blow busted onto the scene as a prominent independent game developer when Braid released in 2008, and for good reason. It was one of the early hits that thrusted indie games into the mainstream via Xbox Live Arcade, but Braid turned out to be much more than that for those who connected with the game's themes and gameplay. Braid plays like a 2D side-scrolling platformer but mixes in the ability to reverse time that affects objects and enemies in clever ways. In your effort to piece together protagonist Tim's past and search for a mysterious princess, you rack your brain to solve the numerous puzzles and execute perfectly timed jumps onto platforms and atop enemies. If you happen to fall to your death, just reverse time and try again in a matter of seconds. As you progress through Braid, the layers of lessons learned along the way stack, and you're constantly challenged to use what you know in new ways. Keys tucked away in hard-to-reach ledges unlock doors to make it through levels, but the collectable puzzle pieces paint the picture of a man who lost control of his personal and professional life. The sparse, yet affecting story is arguably one of Braid's strongest aspects. Storytelling in independent games was still in a sort of infancy in 2008, but Braid set an example for how smaller games can tell bigger stories. The overarching plot is open to interpretations, even with the extensive post-game texts, but in its final moments, Braid subverts expectations to leave a lasting impact. What starts out lighthearted becomes increasingly foreboding as to earn the final twist and completely flip your interpretation of who you thought Tim and the princess were. A beautiful soundtrack that borrows elements of traditional Celtic folk music to drive home the heartfelt journey further supports Braid's tale. -- Michael Higham
Too Human (August 19, 2008)
Too Human isn't necessarily something worth going back to, and it also wasn't exactly praised as a worthwhile game when it released in 2008. It turned out to be a fairly middling third-person action RPG, and in the words of GameSpot reviewer Kevin VanOrd, "It will lift you up only to continually let you down." Too Human tells the story of Norse mythology in a dystopian sci-fi setting, but its threads are wholly incomplete. Regardless, the systems made for fun combat scenarios, and co-op highlighted those moments. So, why is Too Human worth mentioning? Developer Silicon Knights and Epic Games (makers of Unreal Engine) went into one of the more wild legal disputes in modern gaming history. Silicon Knights first sued Epic for "failure to provide a working game engine" in July 2007. However, Epic struck back with a counter-suit a month later claiming that both parties were fully aware that features of the engine were still in development and that Silicon Knights violated the license agreement by modifying the engine and sharing technology with Sega. It wouldn't be until five years after Too Human's release that the case would be resolved; In 2012, Epic won the suit on grounds that Silicon Knights committed "copyright infringement, misappropriation of trade secrets, and breach of contract." As a result, Silicon Knights was ordered to destroy all its tech and code that was derived from Unreal Engine 3 and give Epic access to company devices to make sure this happened. This meant that any unsold copies of Too Human (and other titles using UE3 tech) had to be destroyed as well. The studio went defunct after filing bankruptcy two years later. Luckily, if you really wanted to play this lacking action RPG, used copies are out there for cheap despite the obliteration of copies and its code. It may have been more or less erased from the games market, but the circumstances in which Too Human existed is a story that left a more lasting impression than the game itself. -- Michael Higham Dead Space (October 20, 2008)
The first Dead Space was a bold and unexpected move from publisher Electronic Arts, which was not typically known to dabble in survival-horror games. When I first watched footage of the game on GameSpot back in 2008, it seemed like an Alien-inspired Resident Evil 4 clone, but as I watched further, I was quickly enthralled by its chilling atmosphere, sleek UI, and inventive combat mechanics. As an avid fan of survival-horror games, I knew I had to play it; but after spending all the money I had on Metal Gear Solid 4 and a DualShock 3 controller that year, I was flat-out broke. Luckily, my brother's friend had a copy I could borrow. I have fond memories of my first playthrough of Dead Space; its setting and atmosphere affected me in ways I find hard to forget. I often remember how frigid the USG Ishimura seemed, which felt amplified by the chilly weather outside during the time of year I was playing. A cold sweat covered my hands as I tightly gripped my controller, anticipating how I'd strategically dismember the next necromorph waiting to ambush me. I even recall consciously avoiding playing the game at night; the darkness I'd glimpse through my room's shutter blinds seemed like endless black voids, which made my trek through hallways into the unknown feel all the more haunting. Dead Space was a terrifying survival-horror game like no other in 2008. To this day, the game remains one of my all-time favorites in the genre. While its sequels don't quite live up to its brilliance, don't let that deter you from jumping into this one. It's well worth it for the gruesome frights and action-packed dismemberment. -- Matt Espineli
Far Cry 2 (October 21, 2008)
Today, the Far Cry series revels in allowing its players to explore exotic open worlds in over-the-top fashion--oftentimes with hilarious results. However, there was one game that did something a bit different, telling a story that was tonally unlike the original PC game and its console oriented spin-offs featuring a super-powered Jack Carver. As the first sequel, and also first true open-world game of the series, Far Cry 2 gave off a sense of weight that's still left an impression on me. Focusing on the exploits of a foreign mercenary in the African wilderness, you're quickly caught up in a brutal faction war while on the hunt for an infamous arms dealer named The Jackal--who actively sows the seeds of chaos in the isolated country. Oh yeah, and the main character is slowly dying from malaria. Instead of the B-movie schlockly tone of its predecessor, Far Cry 2's story focused on the hardships of a country caught in a civil-war, offering some of the most harrowing and even nihilistic moments of the series. FC2 would go on to set standard for open-world action in a the series, such as invading enemy bases and taking on missions with your AI buddy character in tow, and it did it in a way that expressed a level of earnestness that the series hasn't seen since. The sequel also added in a stark difficulty spike due to its focus on realism that made the previous games feel like they were on training wheels. In a lot of cases, I was gunned down after forgetting that weapons often jam, and that enemies are far more cunning than in the average FPS. To say that Far Cry 2 sticks out from the rest of the series would be an understatement. Its silent main character has to deal with the reality of existing in a space where the political conflict forces civilians into the crossfire, with many of the most important characters--the ones that can actually stop it all--weighing the cost of their lives over a pile of conflict diamonds. I'd often wonder if I was making this place worse by trying to carry out my own mission, like I was the lever for an ever-turning meat-grinder. At the time of playing this game, I was still in college, and one of my classes brought up the subject of the systemic disruption of Central and Northern Africa's society from outside influences. It didn't take long for me to understand where Far Cry 2 was coming from after its bleak conclusion. And that's really something I haven't really felt from another game since. -- Alessandro Fillari Fallout 3 (October 28, 2008)
Having a video game, movie, or book set in your city is not uncommon, but when you're presented with a post-apocalyptic version of a town you know, the imagery takes on new weight. As a kid growing up in Maryland, I had innumerable school field trips and other excursions into DC, so seeing a bombed-out version of the US capitol immediately grabbed my attention. Museums I had visited, streets I had walked, buildings where my own father had worked--these were shown in a post-war light that rendered them both familiar and unrecognizable. A setting can only get you so far, and that's where Fallout 3's incredibly engaging story and mechanics come into play. An RPG providing you with guns and improvised weapons is nothing new, but the brutality here makes them feel that much more powerful. Mad Max was clearly an influence on Fallout 3, and it shows in the combat and the amateurly constructed weapons you take into battle. It was definitely one of the goriest games of '08--and your view of the blood splatter got almost too close for comfort thanks to the game's VATS system. Outside of combat, your actions and dialogue choices could completely change the course of the story. These branching paths weren't new--BioWare had already done it a few times--but choosing a side is a theme that carried forward into both New Vegas and Fallout 4, growing in scope each time. The open-endedness of quests also blew my high-school mind. On a second or third playthrough, I stumbled into Raven Rock hours before the story had intended me to, effectively cutting the main quests in half. You wouldn't know any better if it were to happen on your first experience, but having been through the game before, I was amazed that it allowed for such exploration. To this day, exploring every interesting-looking corner of the map is a habit I happily cannot break. -- Tony Wilson Call of Duty: World At War (November 11, 2008)
Call of Duty: World at War is my favorite COD game. It's almost certainly not the best--its campaign could not match the thrills of its predecessor, Modern Warfare, and its multiplayer was a little unbalanced--but it's my favorite, because it brought so many of my friends together. I was still in school in 2008, and a large portion of my friends group had bought PS3s and Xbox 360s, so I frequently had a dozen or so friends online at the same time, all playing the latest Call of Duty. Luckily, World at War was also the first in the series to include Nazi Zombies--the perfect, ridiculous mode for a group of teenage boys to bond. We bought all the map packs, played every night, and had an amazing time doing so. As Call of Duty got bigger and we got older, people started dropping off, foregoing Black Ops or Modern Warfare 2 in favor of, I don't know, alcohol or something. Despite this, World at War will forever be cemented in my memory as a magical time in my life, where socializing was frequent and easy, and included pack-a-punched weapons and exploding zombie heads. Doesn't it just bring a tear to your eye? -- Oscar Dayus Mirror's Edge (November 11, 2008)
The original Mirror's Edge was a critical hit when it landed in 2008, but sadly, its striking presentation and unique gameplay didn't translate to commercial success. Nevertheless, soaring stories above city streets from one alabaster rooftop to the next was a thrill no other game could match, and for many of us, our memories of Mirror's Edge feel just as fresh today as the day we made them; neither time nor an open-world sequel could make us forget the first time we took a leap of Faith. I came to Mirror's Edge during my first year covering games, back when I was an assistant video producer. I had the simple job of capturing gameplay video of EA's experimental parkour game, but what began as a routine capture session grew into a short-term obsession, and a long-term appreciation for Mirror's Edge's unique accomplishments. Far more for my own satisfaction than my manager's, I couldn't rest until I'd perfected the few levels I set out to capture. Run after run, I continued to identify and fix flaws in my approach, and take advantage of new opportunities that revealed themselves to my ever-more trained eye. I was already impressed by the first-person platforming and the clever ways one high-flying maneuver connected to the other, but after coming to grips with how Mirror's Edge worked, I was able to define my own approach to virtual parkour, and appreciate it on an entirely different level. I look back on Mirror's Edge as a game that was far ahead of its time, but one that came at the right time for me. Whether or not the sequel from a couple of years ago proves that the concept was nothing more than a one-hit wonder, I'm okay if EA puts the series to bed indefinitely. I don't need a new Mirror's Edge, I only need the Mirror's Edge that struck a chord with me, the unsuspecting player, ten long years ago. -- Peter Brown
World of Warcraft: Wrath of the Lich King (November 13, 2008)
It had been four years since I was introduced to the world of Azeroth, and Blizzard's MMO wasn't showing signs of slowing down, especially after the release of its first expansion, The Burning Crusade. Even after defeating Illidan Stormrage, I was definitely not prepared for what was around the corner with the game's next expansion, Wrath of The Lich King, which gave me and everyone else a shot at Arthas still sitting high atop his frozen throne. Once I managed to wait through the server queue and the crashes, I was finally ready to take my Night Elf Rogue, Philanthropy, and board the boat from Stormwind to the Borean Tundra. I didn't realize it at the time, but more was changing than just the expansion for me. I ended up transferring servers later that week. This expansion ended up being one of the more interesting times in my Warcrafting career. The biggest changes were leaving my guild of 300+ active members (we had two 40- raids back in vanilla; it was nuts), transferring to a different server, and undergoing a faction change/realizing my full potential and becoming the world's edgiest Undead Rogue. It was a whole new experience that showed me a side of World of Warcraft I didn't know existed. Even with all the changes I still had a great time clearing through dungeon and raid content with the new friends I'd made. I still look fondly back on late-night runs of Naxxramas, defeating the Old God Yogg-Saron in Ulduar, and eventually getting taken out by the Lich King and watching Tirion Fordring steal our kill. It's these memories and many more that make me realize just how great Wrath of the Lich King really was. It was the height of the game's popularity for a reason. -- Ben Janca
Mortal Kombat vs. DC Universe (November 16, 2008)
Many remember Mortal Kombat vs. DC Universe as the game that toned down the series' iconic violence, but when it launched in 2008, it gave the series its groove back. Sure, fatalities and over-the-top gore are an integral part of the Mortal Kombat formula, but this was the first time in years where I felt like I was playing a classic Mortal Kombat. It was still on a 3D plane, but for the most part, it felt like those first three games. As a Scorpion player, I was ecstatic to see the return of back, back, low punch (only '90s kids will remember this). Additionally, seeing some of my favorite superheroes stand in for some of my favorite Mortal Kombat characters was an absolute treat--Batman used his smoke bombs and disappearing act as if he was Smoke, while The Flash tripped up his opponents with his Kabal-like speed. In addition to the excellent fighting gameplay, Mortal Kombat vs. DC Universe was the first to feature NetherRealm's trademark story template. For those who aren't familiar, it's basically a movie in which you take part in a couple dozen fights with gameplay and cutscenes transitioning seamlessly between each other. It kicked off a period in which NetherRealm not only made my favorite fighting games, but also some of my favorite single-player experiences. On top of that, it's used the story template in every one of its games since and has even pushed other fighting game developers to follow suit with cinematic story modes now being featured in games like Street Fighter V, Marvel vs Capcom: Infinite, and Tekken 7. The Mortal Kombat series may not have regained all of its footing until 2011's simply titled Mortal Kombat, but it was Mortal Kombat vs. DC Universe that planted the seeds for that comeback. And despite NetherRealm putting out four arguably better fighting games since then, I'll still go back from time to time to play a few matches and remind myself of how it all started. -- Mat Paget
Left 4 Dead (November 18, 2008)
While the zombie apocalypse is a bit of a passé setting, even back in 2008, Valve's Left 4 Dead went about it in ways that weren't immediately apparent at a first glance. Like many other Valve games, Left 4 Dead was in development for quite some time, and the early trailers showed off a more somber and serious take on the game. The game we got, however, was a little more of a lighthearted and self-aware romp through the zombie apocalypse. Despite the surprising sense of humor, Left 4 Dead still offered a lot of scares and tense moments. Releasing a demo about two weeks before the release, my friends and I would replay the same levels, and found different encounters and death traps in each run. Focusing on the trials of four unique protagonists--a biker, a vietnam veteran, a college student, and a retail salesman--the group would travel through several zombie-infested cities that offered randomized encounters thanks to the game's AI director. While players came in expecting a fun co-op zombie-shooter, my friends and I ended up getting an intense online bonding experience. Playing through Left 4 Dead's stages, which switched up set-pieces depending on your performance, resulted in us watching everyone's back closely to ensure we were in good shape. Because if it wasn't the AI zombie horde that got us, it'd be the cunning special monsters controlled by enemy players, such as The Smoker, a hacking and wheezing undead, who'd tangle survivors with its tongue and drag them into a dark alley to be swarmed by other zombies. By far, the most iconic level of the series is No Mercy. This first stage was the most pure and representative of what people can expect from the game. Starting out on the roof of an apartment building, you'd slowly work your way down through its many rooms to the streets below. Your only hope for survival is a helicopter located on the rooftop of a nearby hospital. Making it there alive would be an exercise in teamwork and patience, while also keeping a quick finger on the trigger. For me, Left 4 Dead wasn't really about the action in a zombie shooter. Rather, it was a more affecting and tense experience to see if you could work well with others under pressure--something I still admire about the game to this day. -- Alessandro Fillari
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