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WWE 2K22: Early Release Date and Undertaker Pre-Order Bonus

Feb 27, 2022
World Wrestling Entertainment star The Undertaker makes his way to the ring during a match at the World Wrestling Entertainment (WWE) Super Showdown event in the Saudi Red Sea port city of Jeddah late on January 7, 2019. (Photo by Amer HILABI / AFP)        (Photo credit should read AMER HILABI/AFP via Getty Images)
World Wrestling Entertainment star The Undertaker makes his way to the ring during a match at the World Wrestling Entertainment (WWE) Super Showdown event in the Saudi Red Sea port city of Jeddah late on January 7, 2019. (Photo by Amer HILABI / AFP) (Photo credit should read AMER HILABI/AFP via Getty Images)

WWE 2K22 from developer Visual Concepts and publisher 2K Sports is an attempt at a major comeback for the dominant WWE presence in the video game landscape.

The last time would-be players saw WWE 2K, it was with WWE 2K20, a messy launch to the point all involved called off a 2021 version of the game.

More than two years later, WWE 2K22 will hit shelves March 11, with modern legend Rey Mysterio starring on the cover. That's for the standard version—players who pre-order the nWo 4-Life Edition or Deluxe Edition will have access March 8.

It would only seem fitting that WWE 2K tries to make its big comeback with a heavy dose of The Undertaker, one of the greatest of all time. Pre-ordering players will net the "Undertaker Immortal Pack" that includes three extra personas and MyFACTION Undertaker EVO cards.

The pre-order bonuses get more complex beyond that.

The nWo 4-Life Edition will let players unlock nWo versions of "Hollywood" Hulk Hogan, Scott Hall, Kevin Nash, Syxx and even Eric Bischoff. The bonuses extend to arenas and belts too, with two unnamed WCW pay-per-view venues and the nWo Wolfpac Championship Belt topping the other notable extras for that edition.

Both that edition and the more standard-sounding Deluxe Edition will get a Starrcade '96 Rey Mysterio pack that includes that version of the playable character and a MyFACTION card, though this bonus is exclusive to next-generation consoles. Both versions also get access to the season pass.

That's a whole lot of detail for a few versions of the game, but it's not totally unorthodox for a sports game, and this year is sort of a big deal, both for the series and would-be players.

One can feel the sense of urgency with the list of upcoming features too. WWE 2K's MyCareer mode gets a facelift, rebranded as MyRISE. It promises, besides general improvements, differing story arcs and experiences for male and female Superstars.

As has been the case in the past, 2K Showcase will go in depth to showcase the legendary career of Rey Mysterio. Universe Mode and MyGM make returns, the latter for the first time since 2007, as the game attempts to lure in simulation-minded players.

Maybe most notable for the broadest spectrum of players is a new mode called MyFACTION. Those familiar with Madden, FIFA or other sports titles might know where this is going. Players will get to collect cards from throughout wrestling history while building and managing factions. In the background, daily, weekly and other activities will provide the core gameplay loop.

Understandably, though, it's the sudden return of MyGM that has made the biggest splash before release. WWE 2K22 creative director Lynell Jinks outlined some of the core features for the comeback during an interview with Games Radar's Ben Wilson:

"MyGM has been the most requested addition to the franchise for the better part of a decade. You can expect to draft superstars, book matches, manage contracts, and prove you have what it takes to manage the most successful brand in sports entertainment, progressively working your way up from high school gyms to prime-time TV."

Keep in mind that extra time in the oven for 2K22 means more attention to detail and a freshening up of presentation, be it camera angles or general fluidity of crowds.

Plus, extra time and the presence of next-generation hardware has led to what has been described as a reworked gameplay engine. Early returns and video footage appear to show less emphasis on an often-confusing, bogged-down grappling system and more freedom for the player to make the in-ring action match the real thing as much as possible.

Whether the extra time off leads to a big rebound for the series is something fans will start to find out on March 8.

Grid Legends Review: Gameplay Videos, Story Mode Impressions and Esports Appeal

Feb 25, 2022

After brief pitstops with a pair of F1 games and Dirt 5, developer Codemasters returns to one of its greatest feats with Grid Legends.  

The first entry in the series since 2019's Grid, Legends retakes the scene of an industry dominated by Forza and Gran Turismo hoping to catch attention with a deep, narrative-driven story mode and some innovative features to go alongside fun racing. 

No easy feat, but Legends offers enough for solo players and others atop to command its own niche and stand out from the pack.

                       

Gameplay

While the series has waffled between simulation and otherwise in the past, Legends leans into the arcade feel like its predecessor. 

The result is slippery, arcade-styled action, albeit a little stickier than Grid. But veering off a track still isn't always a major ordeal, and contact with other drivers is almost encouraged, as it can aid in making a tough turn. 

It provides a fun, responsive time on a variety of tracks with wildly different vehicles. There's the typical Forza-styled guiding line to help with braking (tweakable in the menus alongside droves of other assists) but also the understanding that experimentation and risks are key to winning. The game rewards drifts, drafting and the usual arcade-styled moves. 

It would appear smart that Legends opts for the arcade route, too, because some of the ideas it permits are a blast. The best example is boost gates. If players can string a few of those together, they get a boost. But they sit well off the necessary path, so it's a big gamble. Hit the gates and profit, but things could spiral out of control quickly in failure. 

Grid (2019) worked hard to implement a feeling of randomness too. A.I. drivers aren't merely set pieces accompanying the player to the finish line. They each have their own personality and behavior that is responsive to other drivers—the player chief among them.

The Nemesis system returns and, while it doesn't appear to be changed much from 2019, still feels fun. Slamming into an A.I. driver will have that opponent looking to swap paint again, whether it's outright ramming, slamming on the brakes while in front or otherwise.

This sort of rivalry, while not necessarily triggered by more nuanced maneuvers besides notable contact, can span several races, not just one. It does feel a little dated now that it's been done before, but it's better than nothing at all. 

Different classes of vehicles indeed feel notably distinct. Still, within those classifications, everything does feel a bit samey, though it's hard to complain too much with the game boasting 48 different car classes. 

Written another way, Legends slots meets expectations in most areas of gameplay. That's not a bad thing, but it does rely on its surrounding features to really stand out. 

               

Graphics and Presentation

It's a similar story for the immersive elements flanking the gameplay. Legends looks good standing still or in motion, and the sound design is top-notch, be it voiceovers or the distinct sounds of engines, screeches of tires or thumps of impacts between vehicles. 

The expected greatest hits are here. Indianapolis Motor Speedway is the heavy hitter of a list of notable and colorful locations. 

San Francisco street tracks especially highlight that this is a next-generation racer. Bystanders pepper the sidelines, and the roar of crowds and speakers comes and goes based on a player's position on the track. Beautiful vistas paint the backdrop of most locales, too, such as the skyline-dominating landmarks of Paris or London. 

One notable point of flexing for the game's visuals, and especially the lighting system, is a night track in which drivers pass through consistent pale ovals from lights overhead. 

While Legends doesn't look bad by any stretch, it's starting to pale in comparison to some of its contemporaries. Every game, be it Forza or otherwise, has evolved into the level of vehicle damage players seem to seek these days, for example. Legends does some of this, but it's the frontrunner of days past. 

Still, Legends' vehicles look good. The real visual treat are the happenings of the tracks themselves and dynamic weather. Storms look good, but so does trying to combat a colorful lens flare on a sunny day, which realistically disappears behind buildings or while passing under bridges. 

Maybe the highlight is how good everything looks in the rain, with slick pavement or, ducking into first-person mode, the raindrops hitting windshields. Speaking of that perspective, the cockpit itself is, as expected, a treat to take in that adds to immersion. 

        

Driven to Glory, Esports and More

Driven to Glory is the biggest talking point around Legends. 

Inspired by Netflix documentary Formula 1: Drive to Survive, the narrative-based story focuses on Seneca Racing and the team's uphill climb.

It hits on the expected tropes, but kudos goes to the creators for really leaning into the documentary style. Even the opening cutscene blends in interview segments from after an event with several racers, getting their thoughts on what transpired. Then, it shifts to the track itself, where players seize control in the aftermath of those events to continue. 

There is a bit of a disconnect between the narrative of the story and the on-track results at times. No matter how a player seems to finish, even if it's a win, the driver and team is still positioned as the underdog. It's also hard to buy into that underdog status when a race goal could be simply to finish in the top three. 

But the blend of presentation styles, some heartfelt performances and a fun overall tale over the course of a rather lengthy campaign are worth a look. It might not have the never-ending checklist of things to do like some open-world racers, but it's unique enough to warrant a run-through. And truthfully, the documentary style with real actors is something annual sports games might want to learn from for their story modes. 

Like most racers, Legends runs through a gamut of other modes and options. There's a traditional career mode, multiplayer with functional lobbies, as well as garage and team sections. The former is exactly what players have come to expect from racing games, while the latter is a renewal of the must-see feature from Grid.

Like back in 2019, getting into the nitty gritty of fine-tuning an entire team (not just vehicles, for once), is a little RPG-lite mechanic that only deepens immersion. Players can level up teammates and the garage's mechanics atop things like managing team sponsorships. Even if the mechanic skill tree splits off into things as simple as "upgrades are x percent cheaper" or "prize money is boosted by x percent," it's a nice system to have for those who want to take a deeper dive. 

One particular mode that sticks out again is Elimination, which is exactly what it sounds like. Trying to stay ahead of the cutoff point, not just coasting along in hopes of a checkered flag, creates race-long tension that other modes don't typically match. 

Race creation lets players control the weather, time of day and even boost gates and jumps. Given the wealth of vehicle classes and customization options, it should be interesting to see what the most popular modes and races end up being online. 

Elsewhere on the multiplayer front, it's nice to have the option to join a friend's live event thanks to a hop-in feature. Players can seize control of an A.I. in the race as opposed to just waiting around in a lobby.

Overall progression uses a standard credits system. Earn those, unlock more cars. That, or use a loan system to borrow cars for an online match at potentially reduced reward rates. Either way, the progression system, like a lot of things, feels fair. 

On the esports front, Legends probably isn't going to be the main home for simulation-only players. There's enough in the gameplay and the basic functionality like server browsers and match creation to make it work. 

But Legends will make its headway on the esports front with a more diverse crowd of all skill ranges to match its gameplay. That could easily mean plenty of brackets, tournaments and staying power on streaming over the long run despite stiff competition from the usual suspects. Cross-play will be a major factor, too. 

   

Conclusion

These days, even after the arrival of the next generation, it seems there are very few guaranteed things in gaming.

Codemasters making a superb racer is still one of them. 

As expected, Legends is a brilliant blend of arcade and simulation that should appeal to as broad of an audience as possible. While other racers have made open worlds or unabashed simulation-only experiences their thing, Legends excels in whatever the player wants it to be, which can be the highest praise of all. 

While the racing or presentation will feel like well-trodden ground at this point for some players, it's done so well that it's hard to complain, and Driven to Glory is a feat more sports games should look to emulate, and quickly. 

Duke's Paolo Banchero to Be Featured in NBA 2K22 Season 5: 'Power Within'

Feb 23, 2022
Duke forward Paolo Banchero (5) dribbles during the second half of an NCAA college basketball game against Florida State in Durham, N.C., Saturday, Feb. 19, 2022. (AP Photo/Gerry Broome)
Duke forward Paolo Banchero (5) dribbles during the second half of an NCAA college basketball game against Florida State in Durham, N.C., Saturday, Feb. 19, 2022. (AP Photo/Gerry Broome)

Paolo Banchero will be the first collegiate player featured in an NBA 2K season in the newest launch of NBA 2K22.

"Season 5: Power Within" is headlined by Kevin Durant, Rui Hachimura and Banchero, the latter entering MyTeam mode with a 95 overall rating.

The forward is in his first season at Duke, averaging 16.9 points, 8.4 rebounds and 1.0 blocks per game. Banchero has been a go-to option for a 23-4 squad that is considered a top contender for a national title, while he also has a bright future at the professional level.

Bleacher Report's Jonathan Wasserman lists the 6'10" player as the No. 4 overall prospect in the 2022 draft class.

Gamers can get an early look at the "future NBA superstar" even before he reaches the league. 

Elden Ring Review: Gameplay Impressions, Videos and Speedrunning Tips

Feb 23, 2022

The ascent of brutally difficult games from developer FromSoftware has naturally led to an evolutionary step in the formula that is Elden Ring, a full-blown open-world RPG. 

Built atop a familiar, gloomy and taxing foundation, Elden Ring boasts lots of noteworthy names attached to it. Game of Thrones author George RR Martin played a role in crafting the world, and its predecessors include the Souls series, Bloodborne and Sekiro: Shadows Die Twice. 

It's not hard, then, to see why Elden Ring is one of the most anticipated games of 2022. Unshackling the smash-hit formula and setting players loose in an open-world setting is both tantalizing and, for those familiar with the prior third-person romps, intimidating. 

Granted, open-worlds are all the rage today, and with that comes hesitancy on the part of players, as well as the expectation that the usual trappings of the foundation will also take a noteworthy step, too. Whether FromSoftware makes it all work could decide much about the future of its games and how Elden Ring compares to giant-sized expectations. 

    

Graphics and Gameplay

Elden Ring is very Souls-esque in the presentation department.

That's to say, player design and the general environments won't blow anyone away. They don't look bad, either, but Souls players know what to expect over the six overworld areas. The same certainly doesn't apply to enemies. Standard-fare baddies, giants and more all the way up to bosses are littered with grotesque detail, and that includes some harrowing sound design, whether it's voiced or the gurgles and screams that come with encountering monstrosities. 

In past Souls games, the vistas outside the playable area would look gorgeous but merely function as a pretty backdrop. They're still as gorgeous as it gets, but now they're reachable, too. 

On that same note, general exploration and how it ties to gameplay has evolved. Past games made players mostly stick on a linear path and struggle against bosses until they finally beat them. Thanks to a smartly crafted open world, players can literally find creative ways around entire dungeons and bosses and into new areas. 

That said, the open world is a bit of a psychological beatdown. There are rarely friendly faces, and the somber music, color palette and overall sense of dread make the whole thing both immersive and, at times, tiresome. 

Thankfully, it's clear this was at least somewhat anticipated or intended because Sites of Grace litter the landscape, and players don't usually have to travel far to find another. There, players can save, level up and more. These can double as an objective marker that points the way players should be going. 

Players also get a mount early on that is both fast and comes equipped with a useful and often hilarious double jump. 

Elden Ring introduces mounted combat and a stealth system, too, a pair of must-have items in open worlds that players will use quite often. The former is fun and can make tough baddies easier, while the latter is nice to have and mess around with, oftentimes helping player survival in situations they'd otherwise have to run for their lives.

For the most part, combat is just like Souls with more animations and freedom. Players can throw out light and heavy attacks, and block and parry with a number of different weapons and items. New to combat is the ability to break an enemy's stance, just like in Sekiro. It's all backed by a typical health and stamina system. 

Players will get to decide the how and why of what weapons and loadouts they use. But it's very RPG-esque in that they can attack from range with weapons and items, then get closer and either two-hand a weapon or even use the returning power stances with a weapon in each hand. 

There's an expected magical side to combat, too, employing focus points (think, magic or mana) on spells, skills, throwing tools or summoning spirits to aid in combat. It won't be for everyone, but it's as refined and effective as the more standard builds. 

As a whole, combat can feel clunky. The camera placement becoming awkward or enemy-lock-on disappearing at times can create major frustrations. Some of the difficulty seems to stem from not-so-great controls, too—needing to hit "Y/Triangle" and then both "RB/R1" and "LB/L1" at the same time just to put both hands on a sword is a bit much. 

Granted, that sort of complaint, as well as clunky menus and item management, is one that can fade over time as players climb the steep learning curve. That doesn't mean every boss will feel fair or consistent, but the game is far less punishing about players experimenting with their loadouts and approaches to situations than in the past. And for solo players, there are discoverable NPCs players can summon for help during boss fights, which is a welcome accessibility feature that should help newer players feel at home.

No matter where one falls in opinion on the game's difficulty and mechanics, it's clear Elden Ring works hard to mix up enemy variety. There's no auto-piloting through mobs of enemies, and with the risk of losing runes (experience points that function as upgrade points and currency) upon death, it creates a rewarding gameplay loop. Those enemies out in the wild also subtly tend to train a player for what they'll encounter from bigger bads in the area, too. 

   

Story and More

While Elden Ring rightfully carries an RPG tag, it isn't overtly in the player's face with the story. There's an intro cutscene, but there aren't major conversations with dialogue options or ensuing scenes that explain a ton, leaving players to fill in the gaps as they go. 

The short of it? The scene is the Lands Between, where the destruction of the Elden Ring has created something of a power vacuum in which shards of it called the Great Runes rest in the clutches of demigods. 

The player character is a Tarnished who sets out to become the Elden Lord by seizing all of those runes. It's simple enough, though the brief friendly characters and bits of lore players will stumble upon help flesh things out respectably. 

There are 10 different character classes to start. One is a Wretch, who starts with a loincloth and evenly spread stats. Magic and/or Faith users will gravitate toward classes like Prophet, while a melee-minded user would be Hero. 

No matter the choice, Elden Ring is a little looser in customization and player agency than similar games, which makes sense given its more RPG-like nature. Players will find ample weapon skills called Ashes of War that they can apply to certain weapons. Some of these, for example, let swords do ranged or magical attacks, while others simply permit a spinning slash. They're easy to equip or take off at minimal cost, encouraging experimentation, especially against bosses.

Along those same lines, magical items for non-magic users persist, either as craftable, discoverable or purchasable. 

Classes, by and large, are merely pre-determined starting points for skill dispersal, but players can apply level-up stat bonuses to whatever they choose while making a character fully to their liking. 

Those bemoaning another open-world game certainly won't be alone. But Elden Ring, impressively, manages to avoid most of the typical complaints. There aren't dozens of same-y outposts to clear for a forgettable reward while an overall completion percentage ticks up slowly. There is a ton of unique, handcrafted encounters, as well as secret bosses, dungeons, rewards and even straight-up funny stuff to find. 

The nature of the game helps those with open-world fatigue, too. Every fight, even with the lowliest of NPCs, matters, both because players are trying to gather as many runes as possible to level up and because one mistake means death and attempting to get back to recover the lost runes. 

Exploration is especially encouraged because it plays into the crafting system quite well. Finding little shrubs and pots might not seem like much, but being able to craft items as opposed to spending hard-earned runes on them means putting more runes into leveling up. 

Multiplayer is back on the menu in almost identical fashion to Souls games. Players will see white-outlined avatars of other players fighting in the world. They can check notes left by other players, and clicking a bloodstain will show a red-outlined avatar and how another player died in the exact same spot. 

Co-op play and hostile invasions are back as well and perform just as expected. It won't be for everyone, but it's a nice thing to have that should help the game's longevity. As always, the interaction with player notes left on the floor can be hilarious—that note about treasure ahead could be a troll job leading to a boss fight, instead. 

    

Speedrunning Tips

Souls games haven't had a hard time keeping a healthy speedrunning playerbase because of the high skill ceiling required to achieve world-best times. 

Elden Ring, though, is a bit of a twist on the speedrunning formula because of the implementation of an open world. 

On one hand, the fact a speedrun might cut out a huge chunk of the world's content might actually position it in a worse spot than some of its predecessors in this regard. Counterbalancing that, though, is the unprecedented level of player control and experimentation when it comes to skills and builds. 

Either way, some of the tried-and-true mechanics of Souls games will apply. That means skipping cutscenes and dialogue and most combat that isn't essential. Players will need some runes to pour into level-ups, but not a ton. Prioritizing the health pool and strength in order to inflict more damage upon level-up is the smartest way to go because a seasoned runner will know all of the animations to avoid attacks, anyway.

Generally, most necessary fights with a melee build can—besides memorization of enemy animations and how to bait certain attacks—focus on getting help from summonable NPCs and spirits. Between fights, heavily leaning into fast travel when not on a mount and memorizing Site of Grace locations will make for quick runs. 

     

Conclusion

Elden Ring is often as difficult as any Souls game. But its open-world nature means that, instead of slamming one's head against a wall at a dead end, be it boss or dungeon, one can simply turn to the weary atmospheric vastness, pick a direction and guarantee new discoveries and ways to progress. 

Even without the presence of an open world, though, Elden Ring would be a smash success for the way it improves upon its predecessor's tried-and-true tropes. The across-the-board improvements are necessary to keep things feeling modern but distinct enough to stand out. 

It should go without saying, but Elden Ring won't be for everyone given its grinding, difficult and abrasive nature. While an RPG, it's one would-be players need to understand more so than most in order to properly adjust expectations. 

But as a standalone title, Elden Ring is the best place for players new to the Souls-like formula. As a whole, it's also cemented as one of the year's best releases. 

Luka Doncic, Darius Garland Headline NBA 2K22 Player Ratings Update Ahead of ASG

Feb 17, 2022
Dallas Mavericks guard Luka Doncic (77) shoots during the fourth quarter of an NBA basketball game against the Los Angeles Clippers in Dallas, Thursday, Feb. 10, 2022. (AP Photo/LM Otero)
Dallas Mavericks guard Luka Doncic (77) shoots during the fourth quarter of an NBA basketball game against the Los Angeles Clippers in Dallas, Thursday, Feb. 10, 2022. (AP Photo/LM Otero)

Luka Doncic is inching closer to the top players in the game in the latest NBA 2K22 update.

The Dallas Mavericks star is now listed as a 95 overall in the video game, after jumping from a 94 in the last update. He is tied for the seventh-best rating in 2K22, with everyone trailing 97-overall Giannis Antetokounmpo.

Doncic earned a boost after a red-hot start to February, averaging 34.4 points, 10.0 rebounds and 9.6 assists per game in seven appearances. He has scored at least 40 three times in this stretch, including a 51-point effort in a win over the Los Angeles Clippers.

Golden State Warriors forward Andrew Wiggins has jumped two points to 85 overall as he prepares for his first All-Star Game. Two more first-time All-Stars, Darius Garland and Dejounte Murray, also moved up in the latest update and are each rated 87 overall.

Garland has especially impressed this season, keeping the Cleveland Cavaliers in playoff contention with a team-leading 20.3 points and 8.0 assists per game. A back injury has limited the 22-year-old in recent weeks, but he has scored at least 27 points in three straight games when active.

The update wasn't kind to everyone, including Los Angeles Lakers star Russell Westbrook. The guard dropped two points to 79, continuing a decline while his efficiency remains an issue for his team.

James Harden is down to 90 overall following his trade to the Philadelphia 76ers, falling one point. A hamstring injury has kept the guard off the court since Feb. 2, but he will likely reestablish himself once he suits up for Philadelphia.

Another prominent player who lost one point after a trade was Kristaps Porzingis, who is an 85 on the Washington Wizards after moving from the Mavericks.

Meanwhile, the New York Knicks continue to fade from playoff contention, and their biggest names are struggling, as Kemba Walker dropped two to 78 and Julius Randle fell one to an 82.  

Horizon Forbidden West Review: Gameplay Impressions, Videos, Speedrunning Tips

Feb 14, 2022

Horizon Forbidden West is a rare chance for a relatively new series to become a juggernaut in the video game space.  

A sequel to 2017's Horizon Zero Dawn, developer Guerrilla Games has gone all-in on expanding the game in every sensible direction. 

It starts up front with main character Aloy and the jaw-dropping setting, a post-post-apocalyptic world where humans aren't necessarily atop the food chain thanks to the presence of animalistic machines of all sizes. 

An open-world backdrop that takes the stage alongside a heartfelt story with unforgettable characters and places, Forbidden West's stellar across-the-board execution and sheer fun factor make it an early, obvious Game of the Year contender. 

   

Graphics and Gameplay

It's almost cringe-worthy these days to hear a video game described as "breathtaking," yet it feels like the only applicable term for Forbidden West. 

This is perhaps one of the first times it has ever been able to tell what is actual game footage and just a cutscene. Seeing Aloy crouch in some underbrush that gently sways the same way her hair does while she scouts out massive enemy machines is stunning, if even for a moment. 

Forbidden West really excels in contrast. The beastlike machines found throughout the world, and certain technologically advanced locations, are incredibly distinct compared to human settlements that have been knocked back to tribal ways. Even the coloring—bright yellows and blues on the animal machines compared to muddy, muted textures in human settlements—is striking. 

There are little treats and attention to detail all over the place. We've seen some before, like footprints left in the sand. But seeing everything in motion with the accurate physics system, a lighting system that just flexes its muscle (bright blues and yellow lights bouncing off floors is always a treat) and how it all blends makes for the most visually impressive open-world we've seen. 

Forbidden West also boasts probably the best set of facial animations and lip-synching we've ever seen from a game. Even NPCs that don't have a major part to play are strikingly animated with mostly proper mouth movements. It can look awkward in some places, but there's a very real sense this is the best a game can achieve right now. 

There's a similar give-and-take with Aloy's hair, weird as it sounds. It's a stunning feat of technology to see it in action and in cutscenes, almost a braggadocious flex from those that made it happen. But there are isolated incidents where it goes absolutely bonkers, or shifts around in a way that doesn't make sense. We're a long, long way away from when companies used to avoid long-haired or deeply animated hair on main characters because of tech limitations. 

But even the presentation of conversations is splendid. Where most games zoom in on faces during talking, Forbidden West opts for a farther-back approach, which lets them animate the character's bodies and mannerisms as they talk, pace around, etc. It's a low-key thing that adds not just realism and reliability but makes it feel all the more next-gen. There's an emotional weight added to seeing the characters act so human, going from pacing to sitting down next to someone in an effort to comfort them. 

Sound design is amazing, as expected when looping in superstars like Ashly Burch (Aloy) and Lance Reddick (Sylens). But that's an across-the-board thing, as again, even one-off NPCs turn in splendid performances. Sound out in the world can range from terrifying to downright wondrous and is never not immersive. 

Exploring the world is, in a word, a blast. Much of the world is climbable vertically in an Assassin's Creed sort of way. And players won't have to spend lots of time trying to figure out what they can and can't climb because one click of the right stick helpfully highlights climbable surfaces in yellow. 

There's a grappling hook (Pullcaster) and glider (Shieldwing) for the expected traversal mechanisms. And of course, there are mounts, which even early in the game, are easy enough to obtain. They, like the tools, control well. So too does underwater exploration. 

There are a few hiccups here and there in traversal. It's not always going to be super obvious what Aloy can or can't do while climbing or what mounts will or won't go over. And hitting the square button to hop on a mount will never not feel weird for the sake of being different. But as a whole? Forbidden West is on par with any other game trying to do as much at once. 

Where Forbidden West also happens to set itself apart is in combat. Aloy has an array of weapons and tools in her arsenal. How players choose to employ those is part of the fun, but a bevy of playstyles and approaches to any situation exists. 

Chief among the things that separates the game from the rest here is the "Focus" mechanics and how it interacts with the machines. 

Using the "Focus" scan on the right stick to get info on a machine before or during battle is a little akin to chess. After the scan, players can flick through the machine's different sections and get extensive info on each of the parts. They can highlight the machine as a whole, its tracks on the ground or even individual parts. They can also click a different button to pause the game and dive into the menu specific to that machine, getting droves of info. 

From there, it's a laundry list of options. Aloy can use her staff, shoot bows, sling around different types of bombs or set traps, to name a few ways players can go. It all feels surprisingly good too. Melee strikes, especially while undetected stealth, feel weighty and inflict serious damage. The bow is as good as it has ever felt in a game, and the other weapons aren't far off, either. 

The clever trick comes from figuring out how to tackle a certain encounter, if at all. A quest might ask the player to bring back a very specific part from a beast. That means scanning it to identify that part, then dissecting how to detach it. After detachment, it's a matter of figuring out how to get to the dropped part. 

Overall, combat in Forbidden West is very strong as a great-at-everything experience. It feels good, and there are so many unique trappings baked into the experience that it never gets old to venture out and tackle some of the unique world's enemies. An applicable skill gap to climb only makes it more rewarding, too, because the scale and size of objectives to tackle only gets bigger and more awe-inducing. 

    

Story and More

Players join Aloy's journey six months after the first game's events as she's tracking down a way to stop an ever-spreading Red Blight poisoning the land. 

The game gets clever with nods and explanations toward the first game's events, but it's a little bit of shell shock for those unfamiliar with the world and characters. Still, it's hard not to get wrapped up in the intrigue of it all, especially when the characters are so good

This isn't one of those games where players will have a hard time connecting with the main character, let alone the supporting cast. Aloy's got friends, and even the apparent enemies are engrossing. Much of it is the impressive mentioned technological feats and design decisions. 

But some of it's just plain great, heartfelt writing. There are little characterizations that make Aloy and even one-off appearances by others incredibly endearing to the point of emotional investment. Her relationships with different people are incredibly varied and meaningful to the plot and understanding her, the protagonist. 

It sure doesn't hurt that there are little RPG-lite dialogue options at times. They don't seem groundbreaking, but having a little sway over how Aloy reacts to a situation is a smart bit of player agency that doesn't hurt her overall characterization. 

This extends to out in the world during routine, expected gameplay. Aloy will say things aloud based on the player's gameplay that make plenty of contextual sense. When she comes up out of cold water, for example, she drops a funny "That'll keep me awake" one-liner where other games might just keep things silent. 

Beyond the main quest, the world has plenty of in-depth characterization and world-building of its own. A refreshing, measured pace to side stories and explorable areas on the map is a highlight of the experience. One early side quest features full-blown cinematics and story beats for just-met characters that feels worth the time investment for the story itself, not just the end reward for completing it. 

That world isn't the typical apocalyptic video game setting either. Humans have advanced back out of the apocalypse in captivating ways, though Aloy will come across the tattered remains of certain real-world landmarks from the American West along her journey. 

Towns and settlements themselves are also their own little characters. One place is a bustling market strife with political squabble. Another is merely rebuilding from the ground up slowly, eyes toward a potential enemy outside the walls. Dipping into a tavern, armorer's shop or something else, seeing all the NPCs, the attention to detail and hearing the background noise gives off a vibe of what a next-generation Witcher game could feel like. 

Those towns house some of the usual open-world trappings, like a Gwent-styled game called Machine Strike, as well as fight pits. And going out into the world, players will find vistas to uncover, towers to climb, salvage to unearth and other open-world tasks that will feel familiar, but with a unique Horizon flavor. They're there if players want to do them and rewarding and unique enough to not get tedious, but players are also free to just mainline the story mode, too.

The progression system in the game is thankfully player-friendly. There's a rarity system like most games nowadays, but it respects the player's time. Upgrading weapons, crafting items, etc., requires parts from machines out in the wild, which encourages exploration and non-essential combat. There's a deep RPG system across six skill trees, too, giving players their choice of how to improve Aloy's skill set to a preferred playstyle. 

While Forbidden West does give players nigh-endless options in combat, not every weapon feels equal. Taking the time to shoot the Tripcaster and set traps doesn't usually feel worthwhile, for example. 

No matter what a player decides to use, the haptic feedback on the PlayStation controller is amazing and one of the best implementations we've seen. The sounds it makes aren't noisy and intrusive either, which is a plus. 

All that aside, the game isn't without some issues. There are very rare graphical bugs, such as hair textures not loading properly. In one isolated instance, a body went haywire glitching all over the place next to a dead machine, which carried on in the background behind an otherwise serious cutscene. There would appear to be some missing sounds at times too, like when Aloy nearly loses her grip on a ledge. But these are small things, as overall, Forbidden West launches in a much, much better state than most games nowadays. 

Kudos also goes to the developers for organically baking in a tutorial process that doesn't much feel like a tutorial at all. And for those entirely new to the franchise, in the menus, there's an extensive notebook section where players can review the how and why of pretty much everything in the game.

    

Speedrunning Tips

Horizon Zero Dawn was an unexpected speedrunning hit in large part because of the varied ways in which players can tackle the main story, never mind at a variety of different difficulty levels. There's a reason speedrunners are still posting world-record runs within weeks of Forbidden West's launch. 

Early in Forbidden West's lifecycle, some of the strategies are as basic as it gets (for now). That means skipping dialogues and cutscenes. It also means making a habit of avoiding unnecessary fights, which is advisable in part because the player doesn't end up feeling too crunched for resources as they progress. 

In time, good speeds will come down to a player properly memorizing the how and why of most missions and encounters. That's not as easy as it is in most games—they'll have to study up on which parts on which machines are vulnerable to what, which, extrapolated over a massive game, will be no easy feat. 

But for now, obtaining a mount as often as possible and booking it to the next mission site is the objective of runs. There aren't a ton of reasons to engage in exploration or side quests that give out rewards that have little to do with how a player will tackle a given run, anyway. 

    

Conclusion

There's very little to dislike about Forbidden West. The story or setting might not be for everyone, sure, but the surrounding characters, design decisions and sheer impressiveness of it all make it captivating nonetheless. 

It's also just a breath of fresh air to see a game launch without major issues or controversies when players have started to get conditioned to expect a "fix it later" approach to releases. 

Forbidden West is confident in what it is, unapologetically. Even players who have open-world fatigue could have a hard time staying away from this one once they get their hands on it, and for good reason. 

At its core, Forbidden West is full of heart, top-of-the-industry trappings and an obvious boon of a release that paints a good picture of where the industry continues to head. 

Bengals Beat Rams, Joe Burrow Named MVP in Madden NFL 22 Super Bowl 56 Sim Video

Feb 7, 2022
Cincinnati Bengals quarterback Joe Burrow (9) holds the Lamar Hunt trophy after an AFC championship NFL football game against the Kansas City Chiefs, Sunday, Jan. 30, 2022, in Kansas City, Mo. The Bengals won 27-24 in overtime. (AP Photo/Charlie Riedel)
Cincinnati Bengals quarterback Joe Burrow (9) holds the Lamar Hunt trophy after an AFC championship NFL football game against the Kansas City Chiefs, Sunday, Jan. 30, 2022, in Kansas City, Mo. The Bengals won 27-24 in overtime. (AP Photo/Charlie Riedel)

Spoiler alert: The Cincinnati Bengals are winning Super Bowl LVI—at least if Madden 22's simulation proves accurate.

EA Sports released the result of its annual Super Bowl simulation Monday, with the Bengals coming away with a 24-21 win over the Los Angeles Rams.  

Joe Burrow captured MVP honors, throwing for 317 yards and two touchdowns against an interception. Tee Higgins (10 receptions, 119 yards, one TD) and Ja'Marr Chase (six receptions, 88 yards, one TD) came through with huge games for the Bengals offense.

In a result that epitomizes the postseason he's had, rookie kicker Evan McPherson sealed the title for the Bengals from 49 yards out as time expired.

The Rams fell just short despite a strong effort from their own passing game, with Matthew Stafford throwing for 280 yards and two touchdowns against a pick. Cooper Kupp closed out his historic season with a 12-reception, 102-yard performance, while Odell Beckham Jr. also hauled in seven passes for 89 yards and a score.

EA Sports will be looking to get back to winning ways after last year's projection had the Kansas City Chiefs defeating the Tampa Bay Buccaneers. Since the developer began releasing official Madden simulations with Super Bowl XXXVIII, the game is 11-7 in picking the winner.

However, after correctly predicting eight of its first 10 Super Bowls, Madden has gone 3-5 over the past eight years.

The Rock Reveals Custom 'The Foundation' Skin Available in Fortnite Chapter 3

Feb 4, 2022
SANTA MONICA, CALIFORNIA - DECEMBER 07: Dwayne Johnson attends the People's Choice Awards at Barker Hangar on December 07, 2021 in Santa Monica, California. (Photo by Kevin Mazur/Getty Images for DJ)
SANTA MONICA, CALIFORNIA - DECEMBER 07: Dwayne Johnson attends the People's Choice Awards at Barker Hangar on December 07, 2021 in Santa Monica, California. (Photo by Kevin Mazur/Getty Images for DJ)

Dwayne "The Rock" Johnson revealed his Fornite skin dubbed "The Foundation" on Thursday night. He will be available as a playable character in Chapter 3 of the game.

"We kicked off this new era of Fortnite by learning the mysterious masked stranger assisting Jonesy was none other than The Rock, the WWE wrestling legend and action film star," the press release stated. "Now Fortnite players can finally play as him, assuming you bought the Chapter 3 season 1 battle pass."

The addition of The Foundation brings new cosmetic items players can earn by completing side quests. The Rock's character comes in three variants: unmasked, steel blue helmet and black helmet.

The press release also laid out the rundown of challenges players will have to do to complete the side quests for The Foundation.

Tom Brady Put in Madden NFL 22 99 Club After Buccaneers QB's Retirement

Feb 3, 2022
FILE - Tampa Bay Buccaneers quarterback Tom Brady (12) waves toward the fans as he leaves the field after an NFL preseason football game against the Houston Texans, Saturday, Aug. 28, 2021, in Houston. Tom Brady has retired after winning seven Super Bowls and setting numerous passing records in an unprecedented 22-year-career. He made the announcement, Tuesday, Feb. 1, 2022, in a long post on Instagram.  (AP Photo/Matt Patterson, File)
FILE - Tampa Bay Buccaneers quarterback Tom Brady (12) waves toward the fans as he leaves the field after an NFL preseason football game against the Houston Texans, Saturday, Aug. 28, 2021, in Houston. Tom Brady has retired after winning seven Super Bowls and setting numerous passing records in an unprecedented 22-year-career. He made the announcement, Tuesday, Feb. 1, 2022, in a long post on Instagram. (AP Photo/Matt Patterson, File)

EA Sports announced Thursday it has returned Tom Brady to the Madden "99 Club" following his retirement from the NFL after 22 years with the New England Patriots and Tampa Bay Buccaneers.

Brady joins a select group of players to hold the highest rating in this year's game:

The seven-time Super Bowl champion announced his decision Tuesday after a few days of intense speculation about his future following reports his retirement was imminent.

Brady, 44, wrote he could no longer make the "competitive commitment" necessary to perform at his highest possible level.

"I have loved my NFL career, and now it is time to focus my time and energy on other things that require my attention," he said.

His placement in the 99 Club could be viewed as a lifetime achievement award of sorts, but it's also a deserved honor based on his play during the 2021 season.

The 15-time Pro Bowl selection led the NFL in passing yards (5,316) and passing touchdowns (43) while guiding the Bucs to a 13-4 record, which was tied with the Green Bay Packers for the league's best mark.

That continued success made his decision to walk away something of a surprise as it appeared he could have pushed to play until age 50, but he'd previously noted the importance his family's opinion would have on his final decision.

All told, Brady has been one of the best quarterbacks in Madden for well over a decade, and his final year in the game as an active player will conclude with him as a 99 overall.

Dying Light 2 Review: Gameplay Impressions, Videos and Speedrunning Tips

Feb 2, 2022

There's going to be a lot of "not a typical zombie game" analysis thrown at Dying Light 2 Stay Human. 

And it's well-deserved praise.

Dying Light 2, from developer Techland, is a sequel to 2015's Dying Light and again embraces an interesting niche within an otherwise oversaturated genre, asking players to survive in an open world from the first-person perspective while placing an emphasis on parkour and melee combat.

While doing so, DL2 pushes hard in some of the areas where the original fell short, emphasizing characters, deeper gameplay systems and other expected modern trappings.

The result is certainly worth a look, even for would-be players tired of dealing with undead hordes in all sorts of media.

                    

Graphics and Gameplay

DL2 isn't a slouch in the presentation department, and some of the creative decisions with the city of Villedor make for quite the immersive experience.

The first game was captivating in the sense it replicated the real world well. While trying to simulate known locations, it didn't have its own identity per se, but it was both incredible and well-constructed in a way that let players lean heavily into parkour action.

In this way, Dying Light 2 hops out of its shell in emphatic fashion.

This sequel takes place 20 years later, which means more artistic freedom to forge that identity. There's a somewhat medieval twist to the modern world this time, and it's almost enough for it to steal the show from the characters and storylines outright. Humanity has been set back dramatically by the outbreak, and that detail is baked into every possible crevice.

Now, is an apocalyptic setting unique in video games? No, but it's fun to zip through a church-turned-base that has farms around its exterior and huge markets inside the reinforced walls, for example.

DL2 also goes heavy on the verticality side of immersion. The farther one travels up skyscrapers and such, the more greenery and untouched cleanliness players encounter, which is in stark contrast to the dull browns and grays below.

Which is to say DL2 looks great for the most part. There are a ton of little details that will wow, such as pieces of fabric or greenery just swaying in the wind. Scraps just floating in the breeze, superb shadow work and a colorful, almost Last of Us feel to environments keep things interesting at all times.

However, things aren't perfect. Players will notice glitches like weeds sticking through boxes or something, but it's clear DL2 is working its tail off behind the scenes to present one of the better-looking and -feeling worlds we've seen.

And it needs to—getting through that world in a variety of ways is one of the game's biggest selling points.

Jumping is admittedly a little floaty-feeling, but that's clearly a design choice meant to aid players in making precision jumps. The idea of first-person platforming challenges and parkour isn't a good one for most gamers because most games that have attempted it haven't come close to getting it right. DL2 does it better than anyone else.

Thankfully, combat also loops in the parkour in interesting ways, removing the robotic feel of the gameplay loop from the first installment. Skill unlocks that permit chaining parkour moves into melee attacks keep things fluid and reward staying on the go.

Also famed for its melee combat, DL2 sticks to a basic stamina system in which dodging, blocking and parrying also play a role. Why change what works? The real seller is the weight, physics and visceral, gory nature of it. Deceased enemies tend to fly off wildly into the air at times, but for the most part, it's a rewarding, responsive combat loop that keeps things fun.

Elsewhere on the modernization front is the upgraded day-night cycle. Both feel distinct now and come with differing challenges and rewards. Zombies take cover inside buildings during the day for obvious reasons, making it brutally difficult to explore them. At night, zombies take to the streets, offering fun interior exploration options.

One would think this sort of cycle and the surrounding circumstances would punch the frantic button enough. But players can also only spend so much time out in the world before needing to either eat something to stave off infection or to get back under ultraviolet lights.

Those UV lights are a fun mechanic in and of themselves. Darting across rooftops while being chased by a horde is indeed a good time.

Overall, DL2 looks great and plays mostly great. The traversal isn't nearly as fluid as some of the well-crafted trailers might lead would-be players to believe, but that's not really a slight. There's a fun-feeling gameplay loop backed by smooth systems, interesting characters and more.

                   

Story, Multiplayer and More

If nothing else, DL2 works hard to get players invested in the world and story right out of the gates.

The short and sweet of it? Aiden Caldwell is a pilgrim and runs into a group dubbed the Peacekeepers while pursuing a personal thread throughout the world. He's eventually tasked with infiltrating Survivors, which forms the crux of the game's story backbone: Peacekeepers or Survivors?

That's nothing too wild by modern video game storytelling standards. But some of the cutscenes that offer hints at Aiden's past and relationships intensify the player's feelings for him. And even in the game's first hour, some of the characters Aiden runs into are well voice-acted and leave players wanting to know more.

It helps that DL2 goes as far as having dialogue trees that give the player some agency in how conversations go. These don't feel overly effective—picking the non-highlighted one just leads to the highlighted one, it seems—but giving players the option of fleshing out characters and background context is always a good thing.

The game also touts the impact decisions can have on the world, and that's mostly true—from minuscule things to some bigger-ticket items. Siding with the Peacekeepers, for example, unlocks more offensive-minded weaponry, skills and more. Going with the Survivors leans more into, well, survival-based items such as easier ways to navigate the city and more mattresses to land on from great heights.

Players can mix and match between the two, though it does feel like straddling the line could limit the chances of maxing out some of the unlocks (a problem that will seemingly get solved by playing with a friend or two in co-op).

Either way, it's admirable how DL2 tries to implement RPG-like systems compared to the barebones feeling of the first game. Every little parkour action players make builds experience for that skill tree, and the same applies to combat. Gradually improving Aiden's skills while progressing through the game is incredibly rewarding.

Inventory systems will be a little more polarizing, though, depending on how taxed players are over the standard "common (white), rare (blue), etc." rules that apply to gear and weapons. Modding weapons, at least, is a fun way to craft a unique arsenal in a diverse range of classes, whether its archery for ranged or something bigger for a tank-styled role.

As an aside, one might think a game without guns (which, by the way, is pretty well justified by the story and setting) in a zombie setting would feel rough. But the bow and arrow is so much fun that it's almost easy to forget there aren't traditional guns.

This leaning into the RPG side of things applies to combat as well given the number of different zombie types. Diagnosing what Aiden encounters on the fly and equipping the right weapons and strategies is one of the keys to success and in a good way.

One feature sure to be a tad divisive is the inclusion of something similar to towers in older Far Cry games throughout the open world. These come in the form of deactivated windmills that, when reactivated, provide more UV lights. They are all jump puzzles and, as mentioned, jumping is fun in this game, so it's not too much of a drag.

As a whole, the game encourages exploration, and it's often worth a player's time, whether it's uncovering useful gear or getting tidbits of world context. Parkour challenges, camps to clear out and other expected open-world trappings keep the variety at a fun level.

Of course, it wouldn't be a Dying Light game without multiplayer. Players can add up to four teammates to a lobby. Everyone joins on one player's instance of the world, but anything they earn carries back to their own save files. It's probably the best way the game could have handled co-op, and it is indeed a blast.

Kudos also goes to DL2 for the solid set of item menus, skill trees, crafting screens, behind-the-scenes options and even a library of collected hints to pursue. It's a modern-feeling game in these regards, as the UI is very strong and easy to understand, and as a whole, the game plays well at launch, which isn't something every game can claim these days.

                    

Speedrunning Tips

Thanks to the versatile nature of the gameplay, plenty of speedrunning techs and even some glitches, the first Dying Light had a healthy speedrunning community.

So much so that, as of this writing, world-record runs under the two-hour mark have gone down within the past month.

Rest assured, DL2 should have a speedrunning lifecycle that extends six-plus years too. The skill it takes to traverse the world, never mind excel in combat, will make for some interesting runs that keep the ladder battles engaging well before any DLC comes out.

As for basic speedrunning times at the game's launch, the tried-and-true method of running past as many enemies as possible applies, especially early in the game. There's a radius in which zombies will chase after the player before losing interest (outside of chase modes or triggers by special zombies).

Otherwise, simple memorization of where to go, when and most efficiently is key. So is leaning into fast travel whenever possible. Skipping dialogues and cutscenes is a must too. Repetition will iron out a player's skills, allowing for mostly error-free combat and an ability to chain parkour into a near-endless combo.

On the skill trees, most things unlock organically as a player gets through the story. Prioritizing bow skills means an easier time picking and choosing targets from range to make encounters easier, and the perfect parry skill can stun enemies to provide much-needed breathing room. On the parkour skill tree, slide jump and wall-run jumps unlock an even faster way of chaining together moves that get the player from one point to another hastily.

                  

Conclusion

DL2 has a big thing going for it: It's really, really fun.

While it does feel like DL2 is running unopposed in this fun niche genre of first-person parkour and melee combat in a zombie apocalypse, the fact that it's fluid and enjoyable is what sells the whole experience.

Add in some big emphasis on interesting characters, a story worth exploring and a borderline show-stealing world, and DL2 has all the ingredients of a megahit.

Whether it has the legs to last as a long-term single or co-op experience will hinge on post-launch support and the enjoyability of the endgame. But based on its predecessor and the love and care put into this sequel, that's not much of a concern.