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Halo Infinite Review: Campaign, Multiplayer Gameplay Impressions, Speedrun Tips

Dec 6, 2021

Halo Infinite marks the return of one of gaming's giants for the first time in six years.  

Since the last outing in the series, 2015's Halo 5: Guardians, the gaming landscape has changed dramatically. Infinite aims to modernize, splitting its solo and multiplayer offerings. The former is a Halo campaign experience, while the latter is a free-to-play romp complete with a battlepass and other modern online trappings. 

It's a critical moment for the series, as well as gaming as a whole. Developer, 343 Industries, alongside publisher Xbox Game Studios, will hope the free-to-play nature of multiplayer brings more players than ever into the tried-and-true gameplay.

But with core features like co-op and a Forge mode missing from the campaign at launch, plus some notable hiccups with multiplayer already, Master Chief has much more than the Banished and other familiar big bads to overcome to earn staying power in the landscape it helped create. 

    

Graphics and Gameplay

Halo never has an issue sitting at the forefront of the industry. 

That's true in fun and new ways with Infinite, too, as Halo takes its first serious dive into a semi-open world with this trip to Zeta Halo (Installation 07). 

Infinite looks amazing. The vistas and draw distances are bigger than ever, fully flexing the hardware of next-generation consoles. A bright, varied color palette keeps things visually interesting, while notable lighting and shadow work breathes life into the world. The detail packed into even a multiplayer map, from an arcade machine making noises in the background and beyond is impressive. 

Sound design, specifically in campaign, is a treat. The voice acting is splendid, the overarching soundtrack brings back some pulse-pounding favorites to mix with the new, and enemy chatter ranges from serious to laugh-out-loud hilarious thanks to the Grunts. The trash talk Grunts throw out that is context-specific to what the player is doing (calling out Chief is hurt, talking about what he's driving, etc.) is amazing. 

Master Chief hits on a wide range of emotions despite keeping a helmet on throughout, and the cutscenes starring him are some of the best in gaming. 

Out in the open world, seeing so many enemies off in the distance on such a massive structure like a Halo ring really paints the picture as to the challenge Master Chief faces on his own. Ditto for the breathtaking scale to the mysterious, cavernous interior structures the player explores.

Chief is small by comparison, but only in physical size and the way most enemies frightfully react to his arrival deepens the impression of the lethality he offers. 

If there's a downside to the graphics on multiplayer, it's that most of the maps feel too industrial. Even a map featuring city streets feels more like a warehouse in many respects. This is something players who spend most of their time in ranked will feel the most on the smaller, more tense launch maps. 

This is very much a Halo game—which means it's about as good as gaming gets. Weapons are snappy, pack a punch and the variety of the arsenal between human and alien weapons offers a thrilling gamut of experiences. 

In campaign, it's a joy to be confronted by a variety of enemies and need to change up the arsenal to survive. True to his reputation, and in a testament to how great the weapons pool is, Chief can pick up pretty much anything when ammo is scarce and come out ahead with a little thought before pulling a trigger. 

Of the gadgets, Grappleshot has redefined Halo, likely for good. It is fluid and a blast to use, speeding up movement in solo play. It's also got some amazing potential for players who get creative in multiplayer sessions. The other gadgets, like Dropwall and a dash, aren't bad, but it's the Grappleshot that stands tall. 

Multiplayer has that same Halo feel fans love, and that will assuredly be appealing to the newcomers looped in by the free-to-play model. Battle Rifle battles are a thrill, where the most accurate once a shield pops wins a one-on-one. And the fact the sidearm pistol can gun down an assault rifle user with their accuracy is skill-gap heaven. 

A lower time-to-kill means it's not like Call of Duty, where the first person to get a sight on an enemy almost always wins the engagement. A more methodical, measured and team-based approach still reigns supreme in Halo multiplayer, which sets it apart from most other competitors on the market. 

If there's one part of gameplay that is a big whiff, it's the way melees in multiplayer feel. Unlike in past Halo games, there's no collision between players. That means wading through teammates and more confusingly, doing the same with enemies. This creates awkward, everybody-loses melee battles where you can come out the loser despite having the drop on an enemy. Why Infinite went this route, or whether it's unintentional is hard to say, but it's not better. 

The game runs well on consoles, though better optimization for the PC side will be a welcome addition. Infinite leaves no stone unturned when it comes to giving players a wealth of options. Whether it's accessibility, fine-tuning graphical settings or remapping buttons across the board, Infinite leaps nearly any bar set by another game in this regard. 

    

Campaign, Multiplayer and More

https://www.youtube.com/watch?v=d7-iz_uLV-E

If longtime fans think Halo multiplayer is back to its best shape in years, rest assured the campaign story mode also is. 

Infinite doesn't waste time getting the spartan known as John-117 back into the fray. He's got some interesting new allies and enemies to balance, while the series mostly picks up where it left off. 

Infinite's ability to tell a heartfelt story and make the player care for characters—A.I. or otherwise—still doesn't have many equals. And that's despite Chief's monotone gravelly voice and the fact players only ever get to see his visor. 

Little about the campaign falls into the unexpected category besides the semi-open-world. It hits on familiar beats, has serious, memorable moments and breaks up the pace with some funny stuff, too. Infinite does a stellar job of painting world-building context far beyond the Master Chief himself, looping in other Spartans and nods to other things. 

On paper, a semi-open world Halo sounds amazing. An open-world on a Halo ring sounds amazing. But it almost feels like it's a decade too late. Open-world games aren't uncommon anymore, with games that don't even need one...doing one. They're done better elsewhere and the allure of it being in the Halo universe isn't as impactful as it would've been in the past. 

That's not to say it isn't fun. And the open sections feel pretty populated with enemies in most places. But those enemies aren't doing much outside of standing around waiting for a certain Spartan to roll through. And side activities—like saving a group of imprisoned marines—isn't particularly innovative. 

This semi-open-world, at least, isn't a very big one. And it's going to feel much better with a friend in co-op, as messing around in the sandbox will be a good time. That said, co-op isn't ready for launch and won't be until at least May 2022

There's a concerted effort to have some mission variety, which is admirable. But it's standard-fare, even with some boss battle encounters easily cheesable. 

Along the way, players will encounter some RPG-lite elements by earning upgrade points, which improve some of the gadgets available to Chief and fuel unlocks. Checking things off the open-world checklist such as freeing FOBs unlocks fast travel for that area and reveals things on the map, too. Those areas offer unique bonuses in the form of spawnable weapons and vehicles. 

It's all standard and feels non-essential at times. But the fact options are there isn't a bad thing. The real focus should be the excellent campaign missions that feel like a high bar for the series while weaving a gripping narrative.

Infinite, admittedly, didn't need to do much to get the feel for multiplayer right. The four-on-four on small to medium-sized maps flows incredibly well, as expected. And the size and feel of the 12-on-12 modes in Big Team Battle are chaotic enough to be a blast while not feeling overwhelmingly big like in Battlefield lately. 

The only thing that feels overpowered are the power weapons. That's critical to the Halo experience—a single match is all about map control. 

Even then, it doesn't feel unfair. On some maps, the power weapons (such as a sniper) are mirrored on both sides of the maps at set timing intervals instead of just a single rocket launcher. And considering snipers require major accuracy to be effective, even losing the map positioning battle doesn't mean a team can't dig its way out of a hole. 

At launch, players can load into a quickplay playlist, which features slayer and team-based modes like capture the flag and oddball. They're all tried-and-true spectacles that feel amazing within this ecosystem of new maps. There's not really anything that feels unbalanced about multiplayer. Naturally, many players will gravitate toward the ranked playlist, which thankfully again boasts the BR start and a ladder to climb (though more explanation as to how a player's rank gets calculated would be welcome). 

Two of the most notable multiplayer issues come in the form of sound design and radar. Despite tweaking many settings, enemy footsteps aren't up to par with other modern shooters, especially when behind the player. And while radar isn't even active in the ranked playlist (thankfully), where it does show up, it doesn't give off enough warning. The sound engineering of multiplayer and actual range of radar will undoubtedly show up in future patch notes. 

Likely anticipating that this will be a first Halo for many players thanks to its free-to-play nature, there's a robust Academy mode and ability to train against bots. That Academy does a stunningly good job of walking players through the game's full arsenal, to the point even veteran players might learn something. 

Player concerns about monetization once it was announced multiplayer would be free-to-play have unfortunately been proven true. 

The intimate marriage between a poorly constructed challenges system (which asks players to accomplish specific feats in specific game modes) and being unable to choose which game modes to play means players quit regularly. And while playing certain game modes, players are incentivized to cheese whatever they need to finish challenges instead of actually winning the games. 

The backdrop to this is a standard-fare battlepass that is overly grindy with minimal rewards. Unlocking an item for one "armor core" doesn't let it be applied to another. A full-blown microtransaction store atop the option to buy a premium battlepass offers to sell players core-specific items and basic colors like shades of blue. Compared to the near-endless customization offered in past Halo games, it's understandable if players are bemused, especially since customizing a spartan has been such a staple of the series.

Other free-to-play games are infinitely more generous to their players, and things like server costs fall short for a game backed by Microsoft horsepower (ditto for occasional latency and connection issues). 

There's also zero excuse for a Halo game—or any arena shooter—not launching with a slayer-specific mode in 2021. While there are undoubtedly playlist balancing concerns (slayer is much more popular than objective modes, which means unhealthy objective lobbies for players of all skill levels due to smaller player population), being unable to pick team slayer in a Halo game is baffling. 

As it stands, it sounds like Infinite will launch without the ability for players to pick what game modes they actually want to play while being asked to grind experience for a battlepass that doesn't have much benefit. It was a hurdle longtime fans could only grimace and hope Halo could clear properly, only to see some of their fears realized. 

The sloppy, questionable handling of Halo going free-to-play doesn't take away from the gameplay. On the multiplayer side, it's the best competitive Halo has felt since Halo 3. It's brilliant fun and a testament to just how right the series got a first-person shooter all those years ago. 

   

Speedrun Tips, Esports

An open-world Halo was always going to make for interesting speedrunning fodder. 

As of launch, gunning through Infinite as quickly as possible is made easier by the Grappleshot, which has a quick recharge and lets players find their own routes to objectives. Over time, routing the best possible path via knowing where the next missions will be should let runners unlock only the necessary fast-travel points as they go. 

For now, it doesn't feel like runners will need to interact majorly with side content out in the open world, especially since none of the upgrades boost overall health. Still, Legendary-difficulty runs should require plenty of skill with weapons, vehicles and navigation, making it fun for runners and viewers alike. 

As for esports, it's a no-brainer that Infinite will live a healthy, long life as a top-tier competitive game, with BR starts, map layouts and balancing so strong. Over time, it would be nice to see more maps added to the pool, but the game's fully-equipped online suite will be great for pro leagues, never mind the health of the ranked playlist. 

     

Conclusion

It's easy to fall into a like-dislike feeling with Halo Infinite. This is the best Halo has felt in maybe a decade or more. It's excellent in-game, which is most important. 

So it's an exercise in frustration that surrounding, fundamental systems put such a damper on what should be the top gaming release of the year. The gameplay feels like a love letter to the series and fans, while the surroundings feel as tailored as possible toward grind and monetization. Seeing as Halo is the Xbox brand, fans weren't unreasonable to hope it didn't shake out like this. 

That seems to be the give and take on the campaign, where an amazing solo experience with unforgettable moments featuring iconic characters we've invested decades into loses some shine without the presence of co-op or Forge mode. 

The good news is Infinite gets the most important things right. It's easy to fall in love with Halo again, and gaming desperately needed an arena shooter to freshen up the scene. The king is here and deserves to stay because it's one of the best shooters released in ages, though how long his reign lasts will hinge heavily on the updates and support it gets to surrounding systems, and how quickly they come. 

Trae Young, Draymond Green Headline 3rd Update to NBA 2K22 Player Ratings

Dec 3, 2021
Atlanta Hawks guard Trae Young (11) dribbles up court during the first half of an NBA basketball game against the New York Knicks Saturday, Nov. 27, 2021, in Atlanta. (AP Photo/Hakim Wright Sr.)
Atlanta Hawks guard Trae Young (11) dribbles up court during the first half of an NBA basketball game against the New York Knicks Saturday, Nov. 27, 2021, in Atlanta. (AP Photo/Hakim Wright Sr.)

Atlanta Hawks guard Trae Young and Golden State Warriors forward Draymond Green were among the players to have their overall rating increased in the latest NBA 2K22 update.

2K Sports announced Friday that Young's rating was increased one point to 90, while Green jumped three points to 83:

Search every roster in the NBA and you'll be hard-pressed to find a player with a higher basketball IQ than Draymond Green. For many years, Green played the role of the enforcer for the Warriors, and in many ways he still does. But now more than ever, the former Michigan State Spartan is facilitating and orchestrating head coach Steve Kerr's system to perfection. Statistically, Green won't blow you away with his numbers, but his value isn't in the stat sheet. Even without Klay Thompson to start the 2021-2022 campaign, Green and Steph Curry have hoisted the Warriors to a sterling record of 18-3, and look like title contenders.

New York Knicks forward Julius Randle headlined the players who saw their overall rating drop in the video game's new update. He fell two points to an 84.

Young has carried the Hawks offense in the early stages of the 2021-22 season. He ranks fourth in the NBA in scoring (26.3 PPG) and third in assists (9.1) while shooting a career-best 38.8 percent from three-point range.

The 2018 fifth overall pick is also on quite a roll as of late with five consecutive games with at least 30 points as Atlanta starts to climb the Eastern Conference standings.

Green has taken on a complementary offensive role for the Warriors in recent years, a trend that's continued this season as he's averaging 8.2 points, but there are still few players who make a larger all-around impact. He's the Dubs' defensive stalwart while also helping run the offense.

The 31-year-old Michigan State product has averaged 8.0 rebounds, 7.7 assists, 1.1 steals and 0.9 blocks while shooting 55.1 percent from the field in 20 appearances this season.

Meanwhile, Randle has taken a slight step back from his breakout 2020-21 season, but he's still playing a critical role for the Knicks. He's putting up 19.9 points, 10.2 rebounds and 5.2 assists per game amid the team's 11-11 start.

2K Sports predicted a bounce back from the 2021 All-Star:

Since arriving in the Big Apple, Julius Randle has been the King of New York—but lately the Knicks have struggled. Randle is oozing with talent and is a proven playmaker, so his rating deduction says more about the current state of the Knicks, rather than a major drop off in his game. Head coach Tom Thibodeau is experimenting with the lineup at the moment, but fans should expect Randle and company to get back on track soon.

NBA 2K22 was released in September and is available on PC, PlayStation 4/5, Xbox One, Xbox Series X/S and Nintendo Switch.

Ex-Saints, Titans Safety Kenny Vaccaro Retires from NFL to Start Esports Organization

Dec 1, 2021
Tennessee Titans safety Kenny Vaccaro (24) drops back into coverage during an NFL football game against the Indianapolis Colts on Sunday, Nov. 29, 2020, in Indianapolis. (AP Photo/Zach Bolinger)
Tennessee Titans safety Kenny Vaccaro (24) drops back into coverage during an NFL football game against the Indianapolis Colts on Sunday, Nov. 29, 2020, in Indianapolis. (AP Photo/Zach Bolinger)

Former NFL safety Kenny Vaccaro has officially retired from the league to move into the world of esports. 

Per a statement released by Vaccaro, he is teaming up with professional gamers Hunter Swensson and Cody Hendrix to launch G1, also known as Gamers First:

Per the Gamers First website, the organization's mission is to "prove that character, drive, passion and energy far outweigh the importance of talent alone."

https://twitter.com/kennyvaccaro/status/1466078373386543107

Speaking to ESPN's Turron Davenport, Vaccaro did note he is "technically" still a free agent. 

"But this is where my mind has been the past six months," he said. "I'm happy where I'm at, doing what I'm doing. I just really felt like this was something deep down inside that I wanted to do."

Davenport noted Vaccaro has recently received offers from multiple NFL teams, including Super Bowl contenders, but he bypassed those opportunities to play in the Halo World Championship. 

G1 is based in Austin, Texas, and has already signed eight professional gamers. According to Davenport, the organization's first full roster will be announced on Dec. 8. 

Vaccaro was a first-round draft pick (No. 15 overall) by the New Orleans Saints in 2013. He spent the first five years of his career with the Saints before signing a four-year deal with the Tennessee Titans as a free agent in March 2019. 

After starting 29 games for the Titans over the past two seasons, Vaccaro was released by the club in March.     

Battlefield 2042 Review: Gameplay Impressions, Videos and Esports Appeal

Nov 19, 2021

Battlefield 2042 is an apt name for the latest effort from developer DICE as the series attempts to seize the future.  

The vaunted first-person shooter franchise returns to a modern backdrop after 2018's Battlefield V dabbled in the World War II setting and struggled out of the gates with issues.

But that's the least notable change in 2042. DICE has gambled with the removal of the traditional player classes that have defined the franchise, instead leaning into bits and pieces from other shooters with interesting results. 

There's also nothing to the 2042 package besides multiplayer. But the three hubs found within the release offer dramatically different experiences and, on paper, could classify as whole games themselves. 

Released with some of the launch issues that have come to define the series recently, 2042 gambles on the innovations keeping players around while some of those problems get ironed out post-release. 

      

Graphics and Gameplay

Battlefield 2042 is a treat from an immersion standpoint, mostly thanks to jaw-dropping draw distances across a variety of locations that serve as hubs for all-out war. 

When taking into account some of the classic maps added to the Portal section of the game, 2042 runs the gamut of beautiful locales. There are a lot of modern settings, but also more nature-minded romps through lush foliage and even a trip to a vast desert. 

As a whole, visuals are stunning in most respects, with weather effects particularly good. Sheets of rain, sandstorms and actual natural disasters like tornadoes change the complexion of a battle at a moment's notice. As usual for the series, so does the destruction of environments once vehicles start blowing holes in walls. 

At times, though, the size of some maps is a negative, as wild as that might sound for a game that can lobby 128 players together. But gameplay as ambitious as this needs to walk a fine balance, and some maps are too big with so little in the way of cover, making it feel like a battle royale as opposed to what it really is. 

But it's clear 2042 attempts to mitigate this issue some with the arrival of a tablet feature that lets players summon vehicles on the fly, which makes things flow a little better. And in a testament to some solid map design, clusters of buildings are smartly positioned to let players maximize new abilities like grapple hooks and wingsuits. They generally work well as, say, attackers progress across a massive patch of land in a mode like breakthrough. 

If there's a big negative at launch, it's the sound design. Something is off. Directional audio is nearly impossible to rely upon, with teammates' footsteps too loud, far-off gunshots sounding very close and the actual direction of those hard to discern, even with headphones. 

That puts a (likely temporary due to patches) damper on the expected superb gunplay. The arsenal at a player's fingertips offers great feedback and punch with realistic recoil patterns to master. Weapons are realistic in the sense a player won't be getting long kills with close-quarters weapons and sniping long distances has bullet drop to consider. 

Unfortunately, that is easy to overlook because time-to-kill seems almost random. Whether it's a glitch, connection issues or something else is hard to say, but players are often left feeling like opponents take a long time to kill, while the player seems to die instantly. 

There's a very real PUBG (PlayerUnknown's Battlegrounds) feel to the attachment system, which is brilliant. Clicking and sliding new attachments onto a weapon on the fly is a no-brainer for the series. Fighting from elevated range with a scoped rifle, only to swap the scope for a holo sight while working down toward a mess of buildings and close combat is a real *chef's kiss* moment of evolution for the series. 

Player movement is smooth and the new use of things like grapples to navigate the maps is helpful. Movement abilities from specialists feel like a natural progression to the gameplay. 

It wouldn't be Battlefield without an array of vehicles to choose from. Jets, helicopters, tanks etc. all feel great in a difficult-to-learn-rewarding-to-master sense. It's a thrill to practice and eventually master an attack helicopter and go on a massive spree in a 128-person lobby. It's unparalleled in gaming, though it continues to be a game of chess as other vehicles and any players with anti-air equipment can counteract it quickly. That said, some post-launch tuning might be necessary with how overpowered a good player in a vehicle can feel at times. 

As a whole, what 2042 brings to the table in this area is both expected but welcome. Those who want a more bird's eye take on a war compared to Call of Duty will love what's presented here. 

     

Specialists, Multiplayer modes and More

The biggest talking point for longtime fans will be the removal of the typical four specialist classes that made the series what it is: Assault, Support, Recon and Engineer.

Support players, for example, used to be critical to a squad and overall team's success. They were the only players able to throw down healing packs and break out the defibrillators for a revive. And while some of the medic-based specialists have special perks in 2042, all players can equip a healing gadget now or revive players.

Engineers used to be the only players capable of healing vehicles, but now anyone can equip a repair tool. It's a paring down of what made squad-building and communication so important for the series in exchange for some almost Call of Duty or Overwatch-styled individual characters with personality, which includes quips and postgame scenes for MVPs now. 

The other problem is that some specialists will end up more popular. The one with the grapple gun, which lets players zip around the map and come up with unexpected firing lanes, ambushes and more, is sure to be a favorite. The character with the wingsuit, which allows unprecedented movement for the series when mastered, has already dominated the game during early access. 

Making matters worse (besides the lack of factions, which means both teams get the same recognizable characters now), the specialists invite some second-hand embarrassment, especially in postgame scenes. The series, and even 2042's opening cutscene, paints a realistic picture of war. Yet these characters are goofy with odd quips that are out of place. They belong in Apex Legends or something where, tonally, the happy-go-lucky "Come on, this is too easy!" quotes and expressions make more sense.

Players will use this revamped approach to specialists across three main pillars of game modes. One is All-out War (128 players on PC and next-gen consoles), which features series classics Conquest and Breakthrough. 

While the former is more recognizable (capture and hold the zones to bleed enemy resources), it's the latter that really shines. It can, at times, capture the ebb and flow of an actual battle, where one side goes on the offensive and attempts to push through a series of enemy strongholds across a battlefield, while the defenders get more and more desperate at each point. 

The game drops bots into these matches to fill out lobbies if necessary. And while they're not groundbreaking by any means, they flesh out the gigantic battles in a way that most games never achieve. 

That said, the move to 128 players doesn't do much. There's often too much downtime on maps that are too big. It might leave players yearning for past releases where cutting the player count back by half on smaller maps flowed so well. 

The second pillar is Hazard Zone, an innovative take on a battle royale mode. It features 32 players split into squads of four. Unlike other modes, 2042 restricts squads to one of each specialist in Hazard Zone, which makes squad composition and communication critical. 

Those teams search for data from crashed satellites while fighting A.I. soldiers and other players. There's an element of battle royale loot systems here. Team Redeploys (revives) have to be earned, and the goal is to escape at the extraction point with as much of the data as possible. Seeking out that data while sparring with other squads and enemy A.I. is a blast.

There's a solid progression system. It doesn't do anything majorly new—earn credits in a run that means purchasing better items and perks for the next run—but it makes sense. There's no grander progression system or customization though, so earning more money to keep playing is the cap. It's not a new player-friendly mode, though, and this probably won't change the minds of players who don't like battle royales.

The third and maybe best pillar is Portal. It's where longtime fans of the series might spend the most time. There, classic modes and maps from past greats in the series are available on servers for players to hop into at any time. 

It's great to load up Battlefield Bad Company 2 Classic Rush and enjoy it again. Or Battlefield 3 Classic Conquest. The classic specialist systems, maps and everything else are in place, albeit with the upgraded visuals and presentation from 2042. 

The game also gives players an unprecedented level of developer-stylized tools to mess with while creating custom games and lobbies. 

There will be very creative lobbies that become favorites of the community. The list of customizable options is immense. You can tweak headshot multipliers, starting weapons (rockets only in a small space, anyone?), when and how a player can reload, etc. 

Of course, when leaving things in the hands of players, it's not all good. Early after launch, it wasn't hard to find any number of simple XP farming servers that let players slam through progression levels quickly. 

Overall, though Portal is surely going to be the place most players land and don't stray from too often. Having the tried-and-true classics (surely with more on the way) and must-play favorites developed by the community in one place makes Portal an almost standalone release.  

As for the negatives, the list is extensive out of the gates for the early access period, starting with performance. The game struggles to keep a consistent framerate on PC and will stutter randomly, even on medium settings.

And the list of glitches is massive, whether it's bodies zooming off awkwardly after death, the game spawning players in restricted areas that will kill them, guns not loading in the arms of characters in postgame scenes as well as visual and sound bugs. Dead bodies that can't be revived and teammates in rare instances spawning looking like enemies that creates friendly fire situations popped up, too. 

The game is missing voice chat with DICE planning to add it at a later date. That's fine for players who can pop open a Discord channel to work around the issue, but it's otherwise a big red flag for a game that excels when players are able to openly communicate with one another on a...battlefield. 

Rocky launches are nothing new to the series at this point, and many of the issues will likely get ironed out over time. But it's unfortunate the trend continues here, as the package is a strong one otherwise. 

      

Esports

The Battlefield series has always had a smaller, competitive esports scene, and that won't change with 2042. Whether it was smaller skirmishes with intense teamwork and gunplay or grander battles, past games like V have put on entertaining showcases over the years. 

There's a bit of a give and take with 2042, though. At launch, the game doesn't feature an esports or ranked mode. That means a competitive ladder that could end up supplying an actual esports scene just isn't there. 

But there's also Portal mode. 

The freedom Portal mode allows within custom lobbies would only require an esports league to oversee organizing tournaments and the like. And with some of the best old-school esports games, maps and loadouts already available, a would-be competitive scene could lean into some of the greatest hits of the past. 

With Portal offering "arena-sized" sections of maps with each of the bigger maps, it would seem to hint that developers wanted to give esports some love. Those could be a proving ground for an eventual long-term scene that draws plenty of eyeballs because the communication and skill needed to excel would be fun to watch. 

If nothing else, 2042 has the most esports appeal of any Battlefield release to date thanks to Portal. Whether it realizes that potential will hinge on continued developer support and a healthy community making the most of the tools. 

      

Conclusion

Battlefield 2042 has a serious identity crisis. The removal of series-defining characteristics leaves it feeling like any other shooter in most respects besides player count. And the strange tone of characters and lack of non-Portal game modes almost makes it feel like the game originally started out as a battle royale. 

Not that the Battlefield series is new to chasing trends in the industry, as Call of Duty has done the same in recent years. But it always managed to keep its identity intact at the same time, giving players a reason to seek it out. 

While 128-player lobbies can be fun at times, it's a fleeting thing. There are just two game modes there, one battle royale-lite and a Portal section that brings back multiple classic experiences. 

The expected solid gunplay returns and some of 2042's innovations stick the landing—like the new attachment system and being able to call up a vehicle on the fly. But old adages like "less is more" and "if it ain't broke, don't fix it" come to mind for the latest effort in the series. 

Stephen Curry, Kevin Durant Headline 2nd Update to NBA 2K22 Player Ratings

Nov 18, 2021
BROOKLYN, NY - NOVEMBER 16: Kevin Durant #7 of the Brooklyn Nets talks with Stephen Curry #30 of the Golden State Warriors during the game on November 16, 2021 at Barclays Center in Brooklyn, New York. NOTE TO USER: User expressly acknowledges and agrees that, by downloading and or using this Photograph, user is consenting to the terms and conditions of the Getty Images License Agreement. Mandatory Copyright Notice: Copyright 2021 NBAE (Photo by Nathaniel S. Butler/NBAE via Getty Images)
BROOKLYN, NY - NOVEMBER 16: Kevin Durant #7 of the Brooklyn Nets talks with Stephen Curry #30 of the Golden State Warriors during the game on November 16, 2021 at Barclays Center in Brooklyn, New York. NOTE TO USER: User expressly acknowledges and agrees that, by downloading and or using this Photograph, user is consenting to the terms and conditions of the Getty Images License Agreement. Mandatory Copyright Notice: Copyright 2021 NBAE (Photo by Nathaniel S. Butler/NBAE via Getty Images)

If you were looking for a metric to determine whether the Golden State Warriors' Stephen Curry or Brooklyn Nets' Kevin Durant is having the better individual season, then NBA 2K22 isn't providing much help.

The game's developers dropped a new set of player ratings Thursday, and Curry and Durant are now the highest-rated stars after their overall ratings were bumped up to 97.

Curry is the NBA's leading scorer at 28.7 points per game, and he has powered the Warriors to the league's best record at 12-2.

Durant, meanwhile, is shooting 56.7 percent from the field and averaging 28.6 points and 7.9 rebounds per game. Despite missing Kyrie Irving, the Nets are second in the Eastern Conference at 11-5.

Both Durant and Curry are assembling MVP-caliber resumes.

https://www.youtube.com/watch?v=pVvOhtqq8cU

While they have a lot of ground to make up on the former Warriors teammates, Ja Morant and Rudy Gobert entered a distinguished club. The Memphis Grizzlies playmaker and Utah Jazz big man both moved up to 90 overall.

Los Angeles Clippers star Paul George, on the other hand, fell out of the 90 club after losing one ratings point. In the initial batch of ratings, George gained two points but now sits at 89 overall.

Likewise, the Dallas Mavericks' Luka Doncic (minus-one to 93), the Nets' James Harden (minus-two to 92) and the Portland Trail Blazers' Damian Lillard (minus-four to 90) lost ground.

Pokemon Diamond, Pearl Review: Gameplay Impressions, Esports and Speedrun Tips

Nov 17, 2021

Pokemon goes back to its classic roots with Pokemon Brilliant Diamond and Shining Pearl on the Nintendo Switch.  

A remake of the Pokemon Diamond and Pearl classics from 2006 on the Nintendo DS, the pressure on the updates is immense. It's not only a winter release on a system with a staggeringly amazing library, but those classics also redefined and reshaped what we know as Pokemon today. 

Not only is this is the first mainline offering in the series since 2019's Pokemon Sword and Shield, they are the first mainline games not developed primarily by Game Freak, with Nintendo giving the duties to developer ILCA. 

With such a resoundingly strong base and some smooth modernized decisions by the team behind it, Brilliant Diamond and Shining Pearl offer up a must-play experience for series veterans and newcomers alike. 

    

Graphics and Gameplay

Brilliant Diamond and Shining Pearl offer a breathtaking trip back to the Sinnoh region.

It's simply outstanding to see some beloved areas recreated with the power of the Switch. Whether it's Floaroma Town's breathtakingly colorful landscapes or trudging through chin-high snow up north, each of the unique locales from the original is stunning, even if it isn't punching the nostalgia button for newcomers. 

In fact, it still stays 100 percent true despite translating everything to 3D. The camera angle, speed of travel and even memorable soundtrack for each area gets presented in the most modern way possible within this gorgeously selected art style. 

The overworld art style, especially in terms of characters, might be divisive. The smaller, short-armed and short-legged look will be off-putting to some, especially when those same characters are drawn normally in battle sequences. But it keeps some of the spirit and feel of the original.

Back in the day on handheld systems, that's truly how characters looked in the overworld as 2D sprites while also being drawn normally otherwise. It just feels right, and trying to go uber-realistic with character models would probably look terrible in the Pokemon world (where houses are too short and skyscraper-tall monsters aren't actually presented that way, anyway). 

Battles use full 3D models for all involved, including the star of the show—the Pokemon. The move to 3D and modern attack effects on the screen are a welcome addition to the otherwise classical-feeling experience. 

Trainers also get the 3D treatment to more iffy results. It's funny to see a duo of trainers from the same team have the exact same defeat animation one after another. But it's charming rather than prompting the feeling that "this is glitchy and should get patched." 

Elsewhere in battle, move lists for each Pokemon now describe how effective the move will be, if at all, against an opponent. That seems to unlock after trying it at least once and is another modernization that helps speed things along at a fun pace—no more putting a console down to Google what the heck Lucario is weak against. 

Unlike Pokemon: Let's Go, Pikachu and Let's Go, Eevee, the battles with random monsters aren't avoidable because players can see them walking around the overworld. The game thankfully keeps the original, tried-and-true method of random encounters in grassy areas. 

Maybe the most controversial feature is the Exp. Share, which can't be turned off. It lets all of the Pokemon that didn't even participate in a fight or capture earn experience, too. Back in 2006 and earlier, in order to train up a team, players had to grind out fights with each team member at the front of a battle. It would seem like this sort of feature removes some of the grind and difficulty. 

But the team behind the game has done something right from a delicate balancing standpoint because it doesn't trivialize the difficulty by any means. In fact, some of the nostalgic roadblocks remain—a certain early gym leader's Pokemon is still giving out massive beatdowns and sending teams back to the Pokecenter free of charge in 2021, and it won't take veteran players long to figure out who. 

Not far behind in importance, though, is the shakeup to HMs. Instead of slapping as many HMs on one Pokemon as possible (come on, everyone had an HM slave in past games), moves like Fly, Surf, etc. that navigate the world now have "wild" Pokemon come and do it for the player when prompted. It's a smooth way to modernize the mechanic and, in most player's cases, frees up move slots, if not provides a sixth Pokemon on the team. 

In attempting to weave in some of the original's features, these updates offer up the Poketch. It's an emulation of what the second screen on the DS used to look like, letting players fire up HMs, check friendship statuses and more. It's a little silly, if not intrusive in 2021. A touch screen and the features presented were a big deal back in 2006—not so much now. 

Note that this doesn't touch much on the how and why of overworld progression. The same path, pacing and fun gym puzzles from the original releases make it in and were part of a classic set of games for a reason. This is a fun romp on the gameplay side that is smartly balanced and great looking, perhaps more so than it was during the original release. 

     

Grand Underground and More

https://www.youtube.com/watch?v=jXfkBnKC6jo

Beneath Sinnoh's surface is the Grand Underground, an updated take on the original games' Underground. 

It's a sprawling area with different biomes and Pokemon that appear in the overworld, just like in the newer games in the series. Players can build bases, unearth items that help certain types of Pokemon spawn in the tunnels and it and boasts online play, too. 

If players weren't a fan of Raids and the mini-open worlds in more modern releases, they probably won't be in love with this, either. But it's a nice thing to have that is totally skippable. It's hard to complain about having an entirely new world to explore underneath the main game itself, especially for those desperate to carve out the most robust Pokedex of all. 

Speaking of the Pokedex, the list of included Pokemon feels expansive, but not overly so. There will be a vocal portion of the fanbase that decries the lack of including every single Pokemon ever, but it's safe to say this feels manageable and fun to collect. That serves as a backdrop behind the same old story, where the team of baddies tries to pull off a master plan at the same time the player's character leaves their small town in an effort to tackle eight gym leaders. 

These remakes are also just a breath of fresh air in this department besides simply having a manageable collection task. Players who yearn for the classic feel of the series and aren't big on all of the complex things added as of late like Gigantamax forms and Mega Evolutions will feel right at home with the simplicity of it all.

Or, for players who don't want it simple, there's still a complex and surefire competitive scene brewing once again. Back in 2006, while major online games like Halo 3 were blowing up at the time, paving the way for what we have today—not to mention streaming platforms like Twitch—the original Diamond and Pearl releases were right there. Which is to say, online battles on the Switch are sure to be a big part of the gameplay loop. 

These remakes also heavily lean into customization while harnessing the upgraded graphics. 

Ball Capsule customization stickers are back and earnable for accomplishing various feats. These actually produce new animations when throwing out a ball in battle. 

There's also a shop that lets the player change their appearance, which gets reflected in the minimal animations they appear in during battles. Side activities like Super Contest Shows and romping through Amity Square with a player's team following behind return as well, giving immersive things to do in the world besides grinding levels and collecting things. 

As expected, the game runs great in handheld mode or up on a big screen. And a laundry list of modern-feeling options lets players tailor the experience to their needs, such as text scrolling speed and whether battle animations play at all. 

   

Esports and Speedrunning Tips

https://www.youtube.com/watch?v=hjuMJBWHA5E

It's only fitting that remakes of these classics produce a massive competitive community. 

The original Diamond and Pearl, besides being the first to have online battles and trades, introduced the physical/special split, which was a groundbreaking innovation for the series that jump-started the uber-competitive battle scene that still continues to this day.

And continue it shall, as thanks to services like Discord, platforms like Twitch and so much more, the esports scene is sure to be booming quickly after release. The simpler mechanics compared to modern games—but with the same depth that made the classics hotbeds for competitive scenes—might bump viewership more than the modern games. 

As for speedrunning, the obvious applies. Cranking up the text speed, turning off battle animations and spending nearly every bit of currency earned on repels and health items is the key to a fast time. 

Granted, players will need to memorize where to go when and how (though the pause screen does just straight-up tell the player, too), plus how to tackle puzzles quickly. But mandatory trainer battles will provide enough experience necessary to beat the whole game, so the trick is otherwise finding the right team and using repels to avoid random fights while also ignoring non-essential buildings scattered throughout the world. 

Serious runners will eventually need to get into the nitty-gritty to compete for world-record times, such as using a specific Pokemon with a specific move (example: paralyze gym leader's final Pokemon on first turn) in certain spots. 

But when first starting? The basics above will actually produce a pretty shocking time. The trick is to master the rest—world records from the original games check-in just under the four-hour mark

      

Conclusion

https://www.youtube.com/watch?v=FFYWqO-kGOE

Pokemon Brilliant Diamond and Shining Pearl are just great Pokemon games. 

It helps that the source material changed the iconic series forever, of course. But this is a really smooth retelling of the tale, with just enough in the way of modernization to make things feel great without going overboard and muddying the experience. 

While the art style might not end up being for everyone, it's hard to imagine most players revisiting these games won't have an ear-to-ear grin once the soundtracks get pumping and the gameplay loop kicks into full gear. 

Maybe more so than modern releases like Pokemon Sword and Shield, this is the perfect jumping-on point for new players, too. It's showcasing where the series has been and where it's going without getting bogged down in the complexities of experimental additions to later games. 

Simple but deep as a player wants it to be, Brilliant Diamond and Shining Pearl are remakes done perfectly and, though it might take a long time given the wealth of content here, it should end up having fans demanding even more revisited classics just like this. 

GTA Trilogy Definitive Edition Review: Gameplay Impressions and Speedrun Tips

Nov 16, 2021

Revisiting all-time classics like Grand Theft Auto III, GTA: Vice City and GTA: San Andreas on modern hardware with likewise modern upgraded visuals and controls seems like a dream for gamers everywhere. 

That's just what Rockstar and developer Grove Street Games attempted to do with Grand Theft Auto: The Trilogy – The Definitive Edition, bringing the trio of PlayStation 2 classics to modern and next-generation consoles.  

Promising overhauled presentation features like lighting and infusing modern designs like minimaps and improved shooting controls, the GTA Trilogy had the blueprint to be something special. 

At times, it truly is, as the games stand the test of time and look spectacular in motion. But some major hiccups that at least in part contributed to the game already getting pulled temporarily from PC casts a wide shadow on an offering that seemed hard to mess up. 

    

Grand Theft Auto III

GTA III changed the gaming industry forever in a multitude of ways, so it's an absolute blast to see it revived with some upgrades all these years later. 

This is where the new lighting system developed for the trilogy really shines. For those who have experience with the older versions of GTA III, their jaws hit the floor. Better lighting means more dynamic shadows, whether it's shadows cast from a streetlamp, headlights or something else. 

It's clear there has been a texture bump across the board, too. And sound design, including music, now comes through with modern delivery for a more immersive experience. 

Otherwise, and this applies to the entire trilogy, the visuals are a serious give and take. It's amazing to see some of the revamped interiors to inaccessible buildings that give the world a lived-in feel. But contrasting with that, some absolutely botched character models somehow manage to look worse than the originals. 

As a whole, GTA III and the other two games look stunning within their cartoonish art style thanks to some modern technology. They mostly look great in motion, too. But there are so many noticeable issues that it makes for easy screenshot meme material and gives off an unpolished feel.

One area without that sort of give and take is the souped-up gameplay. GTA III, and in the case of the two other offerings here, gets a new checkpoint system that removes frustration and wasted time. The inclusion of a minimap that lets players set waypoints sure doesn't hurt, either. 

Gunplay also gets a modern boost with the ability to free aim or use the lock-on feature. It by no means feels as good as GTA V, and enemies sort of just stand there in a stupor without reacting to the lead getting pumped into their bodies before collapsing, but it's still quite a bit better than the original.

It's a similar story for driving vehicles, with gas and brakes helpfully placed on shoulder triggers instead of face buttons. This doesn't mean shooting and driving aren't still clunky by modern standards, but it's certainly the best this game has ever felt from a gameplay perspective. 

GTA III is still a fun romp. The story itself still pales in comparison to the next two, and the missions rely on a frustrating timer far too often, but that it can still be enjoyable speaks to just how great it originally was all those years ago. 

     

Grand Theft Auto: Vice City

Tommy Vercetti's wild trip through the 80s enjoys many upgrades and suffers similar setbacks. 

A funny drawback? The sun glares too brightly at times in a way that just doesn't mesh well with the new lighting work. As great as the new lighting system is, Vice City shares the same visual mishaps as the other two in the package. Namely, things seem to oddly go in the other direction. Many areas are just too dark—ducking into an alley, for example, is like somebody flicked a light switch. 

What damages the experience from a presentation standpoint, at least for those who have played it in the past, is the lack of all the licensed music. There are some critical missing pieces that hurt the game's identity. 

Still, the vibe the original game set remains, and Vercetti's journey is still a blast to play. It's remarkable to see how the mission variety and options presented to the player built so strongly upon the base of its predecessor. 

Vice City expanded on the arsenal and, well, pretty much everything from GTA III, so now is a good time to mention the upgraded weapon wheel. Instead of spamming the swap-weapon button like in the original release, players can now pop open a weapon wheel (while time gets slowed) and quickly cycle to what they want. 

Also new is the ability to restart a mission. Back in the day, if players failed, they had to hoof it back to the mission marker from the hospital. 

While Vice City still has pitfalls visually and in terms of bugs, it's still the top way to experience the game for the first time, and returning players will find far more good than bad. 

    

Grand Theft Auto: San Andreas

San Andreas is the game in the trilogy that needed the least help. 

Even so, romping through Los Santos as CJ is a wow-worthy moment for players who have done so before. The lighting is mostly excellent, and the first serious trip to more nature-minded places for the series has clearly seen some trees and shrubs swapped out for much better-looking offerings. 

One thing players will notice right away, though, is that visually, San Andreas appears to have lost some of its fog, which hurts immersion. Going to the top of a skyscraper lets players see the entire city, and it comes off as comically small by modern standards without a shroud of fog or mist to give off that sense of scope. 

That sounds really silly, but it's just the knee-jerk reaction. By that same token, though, it's clear the game has superb draw distance. And where these games used to suffer gigantic pop-in issues on much older hardware, there isn't nearly as much this time out (it's hard to justify any for a PlayStation 2 upgrade, but it's still an improvement). 

Weather as a whole isn't kind to the game, though. There are rainstorms in San Andreas that are especially problematic, as the sheets of white buffets the screen and largely ruin visibility.

Like the other two, CJ's arsenal feels better than ever before to use, and fun minigames like dancing, weight management and otherwise still offer hints of what Rockstar would include in future releases like Red Dead. 

    

Speedrunning Tips and More

This trilogy of games has a longstanding speedrunning community that will only get more interesting in 2021 because these remakes might have an impact on what routes and strategies actually work—or provide new ones to freshen up the scene. 

GTA III, for example, has plenty of run submissions over the last year, with the world-record numbers checking in around the one-hour mark. GTA San Andreas' top run happened just two months ago, coming in at just under three hours and 40 minutes. 

It should go without saying, but getting a top time in any of these speed runs hinges on repeated trial and error for routing, memorization and massive technical skill. While the game employs auto-aim, navigating it properly, so quickly and while perfectly executing a number of different moves in aerial vehicles makes for thrilling runs—for runner and onlooker alike. 

Generally speaking, the basics are pretty simple for all three. Skip cutscenes (and later learn glitches to skip unskippable ones), dialogue and beeline it from objective to objective. Some things will just come down to RNG (traffic, cars that spawn), but generally, aiming to steal something fast like a motorcycle or understanding when and how to grab aerial rides will dramatically chop down times. 

Also, in a funny note—especially early in runs for all three games—it's much faster to just...run over enemies instead of sparring with them. That engages the game's finicky auto-aim and brings in time-wasting things like reloads. 

But, again, much of what makes runs in these games so special is the repetition that goes into practicing each mission individually, then stringing them all together in one single-hour (or three) epic. 

At this point, the focus has to be on where a trilogy falls short. Graphically, the game has all sorts of texture issues and odd hiccups that shouldn't have made it to release. Popular images that keep making the rounds are typos on storefronts and the wrong number colored over a different number on a jersey. 

While the art style won't be for everyone, some characters emerging looking worse is strange. 

GTA III is especially notable for having overworld errors where what's presented visually just doesn't match up. A good example is being able to walk through a barricade but being blocked by an invisible wall near the end of it.

It's also surprising that the game stutters and/or has blips in performance on a PlayStation 5 console. Ditto for the PC release, as we are talking about former PlayStation 2 games initially released in the early 2000s. 

    

Conclusion

GTA Trilogy works loosely with the word "definitive." The number of graphical and performance issues on multiple platforms hurts what should have otherwise been a slam dunk of a release that offers up three classics.

Still, these classics qualifying for the moniker at all means they're still wildly enjoyable despite the issues. Hiccups and all, this is by far the best entry point for newcomers. That said, players expecting a stunning offering akin to the likes of GTA 4 or 5 will leave disappointed. In 2021, these are more rough blueprints that preceded the modern classics of recent years. 

On paper, this is still one of the best values in gaming out there given the titles included. It mostly looks great, took some serious anti-aging upgrades to improve the experience and is a great way to play some of the best games of all time. The hope has to be that, with time, some of these unfortunate black eyes at launch get cleaned up with patches.  

Shin Megami Tensei V Review: Gameplay Impressions, Videos and Speedrunning Tips

Nov 4, 2021

Turn-based RPGs have gotten increasingly stronger in recent years with the likes of the Persona and Dragon Quest series, and Shin Megami Tensei V is the next big release on tap. 

Shin Megami Tensei isn't as well-established as Persona, but it's a long-running, successful and traditional turn-based RPG with extremely deep systems in and out of battle.

This Nintendo Switch release from developer Atlus again tackles major themes in religion, mythology and beyond while tasking players with recruiting demons and navigating an apocalyptic setting.

Unveiled in 2017 as part of the big rollout of the Switch console, Shin Megami Tensei V has had a long route to release, and with that comes major expectations. Whether the game can match those will dictate how prominently it can stand out among a stacked overall Switch library of games.

                      

Graphics and Gameplay

Like any major Switch release, Shin Megami Tensei V manages to catch the eye whether in docked or handheld mode.

Granted, it's operating within its own art style, so it makes use of the Switch's power to maximize the looks of the artistic flair the series is known for. Characters look great within that style, and it feels like the game goes out of its way to hit on a huge range of colors so that nothing is ever boring and the varied environments have a sense of depth to them thanks to scale, draw distance and shadow and lighting work.

The best example? It's fun to explore the post-world-ending event Tokyo early in the game. A sandy environment like that could be boring, but the game manages to make it work, with whispers of the submerged city sticking up, ready for the player to navigate.

It helps that the soundtrack is solid too. It won't blow veteran RPG players out of the water with some of the rock and other tunes that play away in the background, but the way the music crescendos as the action gets tense is splendid.

Actual in-battle presentation is exactly what JRPG players have come to expect. Some stunning summons, such as crashing a tidal wave down on to enemies, look superb. The colors and creativity of demons and all manner of monsters never fail to capture the eye, and moves generally look effective.

Besides the usual array of in-game moves players can make on a given turn, negotiating is a big part of the experience that sets apart the series from the rest. It tasks players with trying to say the right things to a certain demon to get it to join the player's party rather than attack. This can feel totally random and can backfire, though, and mechanics such as the phases of the moon can influence how these play out.

Still, it's fun to attempt to build the right team and strategy for an upcoming challenge. It's not Pokemon by any means, but it is a fun subsystem players will get better at as they progress.

Team construction can play a big role because of the expected importance of the elemental weaknesses system, which is exactly what it sounds like. Exploiting that is the key to success, never mind building a Magatsuhi gauge that lets players unleash a timely ultimate ability that will be critical for boss fights and tough encounters.

The nature of the series shines with its actual handling of turns. Successfully hitting an enemy with their weakness or scoring critical hits grants additional turns. Getting the weakness wrong or outright missing an attack, though, subtracts from turns.

This is basic in nature, but it also develops a fun momentum to combat. Just keep in mind these same rules of momentum apply to enemies—and things can go horribly wrong quickly. That's part of what makes the combat system so engaging. Defense is just as important as offense. This isn't one of those turn-based games wherein players can effectively ignore what the opponents do during their turns while hammering away on the offensive.

Shin Megami Tensei V can be brutally difficult. It's blatantly proud of its old-school RPG designs (in a laudable way), and that same approach is clear when it comes to the challenge. A group of enemies can wipe out the player's party in one single turn, sending them back to the title screen. No revives. No checkpoints. Just done.

Admittedly, it can feel overwhelming, if not unfair. The game wants players to learn from losses, though striking the balance with something like this is a balancing act most games never get right.

To its credit, Shin Megami Tensei V mostly gets it right. Players will learn what elements and such work in a certain area, only for a new enemy or area to blast them back to the title screen with a smirk. This quick understanding that a new enemy type or area can do this to the player at any time adds a pretty good sense of tension to what would otherwise be a standard-fare, grind-the-mobs JRPG experience.

Exploration is a big plus that might go unnoticed by players at first. Even in past games in the series, in true JRPG form, players would simply navigate from basic dungeon to basic dungeon. Not here. Even the game's first major area is downright gigantic and has an open-world feel to it. There are secrets to uncover and even some verticality to explore.

It helps that getting around is fun. Where other RPGs have tried things like mounts to mix up the big journeys of late, the player's character here is quick and boasts an unlimited dash. Platforming-like challenges while seeking out hidden items feel good too.

               

Story and More

Shin Megami Tensei V weaves a dramatic, sometimes confusing tale.

Those familiar with, say, Persona 5 from Atlus will feel right at home with the silent protagonist. But those who dislike that sort of leading character will have a hard time with this one too.

Early in the game, a tunnel collapses on the protagonist and he's inexplicably transported to another dimension, one wherein angels and demons flit around a post-apocalyptic setting. An entity fuses with the player's character, enabling it to become a Nahobino, and away they go.

That's where there's bound to be a divide for players. On one hand, the lack of info regarding pretty much anything—but primarily the reason for the world becoming a wasteland—can provide a sense of urgency or mystery. But on the other, it's also just confusing and can leave players feeling like they have missed out on information.

Character development, at least, is a massive strength of the game. Small details about characters and the world are there for the taking if players pay close attention to conversations and more. The game starts on this march upon its launch by introducing classmates and important characters and giving them some stage time and doesn't let up throughout the game—in a good way.

Over the course of the story, players will align with one side of the moral conflict. It does raise some interesting questions and focuses on topical things like unemployment, albeit with an angels vs. demons flair.

As mentioned, exploring the world is an important part of the gameplay loop, and there's a big reason as to why it's so critical: stumbling upon key items.

There aren't just health orbs and the like scattered about, as there are sidequests to tackle, abscess to clear on the maps, vendors, save points and an important detail called Miman, which are discoverable and let players build up a currency that eventually unlocks Miracles.

Miracles are a critical progression point for the player's character, as each one acts as a major buff. A simple one to point out is the buff that permits even more demons to join the player's party. These range all over the place, though, suggesting that two players could have wildly different playthroughs based on how much they explore and which buffs they choose.

Ditto for Essences, cores found on demons throughout the game that the player can fuse with their main characters or other demons in the party for buffs.

This system, by the way, takes place with an NPC named Gustave, who is a sight to behold and one of the game's most memorable characters. Let's leave it at that.

As touched upon, party construction can be critical to success. But so can taking that construction and using the fusion system to make even stronger demons. It's a trial-and-error thing for players early on but will become second nature in time. Combining upward of four demons to make a bigger, badder one is a quick way to get an advantage so long as players keep a close eye on affinities and elementals.

While we've harped on about Shin Megami Tensei V being brutally difficult at times, it's important to note that the game does a great job of slowing things down and explaining every little gameplay system. So much so that it feels like players get stuck in a tutorial for a pretty long time.

Atop that, there's a solid menu system and set of options, including different levels of difficulty if things do get too hard. The easiest mode lets players mostly just explore the story, so it's not as if the game isn't accessible to players of all skill levels.

               

Speedrunning Tips

Shin Megami Tensei V should be interesting to watch from a speedrunning perspective.

There's always room for an RPG like this to have serious legs as a speedrunning game. Persona 5, for example, has had plenty of entries near the top of the leaderboard this year, where a time hovering around the 15-hour mark is tops.

It's easy to see this game taking that long for a speedrun, and it should make for a great viewing experience simply because of the skill runners will need to juggle all of the game's intricate systems, from fusion strategies to chaining together huge turns against the biggest of bosses.

As far as tips at the game's launch go, typical ones to check off the list include skipping dialogue and cutscenes. Knowing where to go is a big part of the battle for a top time too, so making a few runs all about optimal routing is a must.

In terms of collecting and exploration, the minimal amount of mob grinding will be best, but it will also be important to properly recruit and fuse with certain elementals in order to exploit the weaknesses of a big boss who serves as a roadblock.

Organically grinding currency can also lead to purchasing items that can assist in the journey, whether it's simply loading up on heals, revives or something more complex. As with everything else here, it should be downright thrilling to see how would-be runners will manipulate all of the systems here in order to achieve the quickest possible time.

               

Conclusion

Shin Megami Tensei has always had a unique subset niche in the RPG world, so it's only right that the series gets well-represented on the Switch.

This latest offering makes for a strong onboarding point for new players to the series. Extensive love and care clearly went into explaining the gameplay systems at a player's hand, and they are truly enthralling to dive into, even if the overarching story isn't of interest.

Whether this is the offering that makes Shin Megami Tensei a breakthrough hit like Persona is hard to say given how the stories and subject matter differ. But it's a distinctive twist on RPGs and a throwback of sorts that will seriously scratch the itch of anyone looking for a classical experience in that regard.

Forza Horizon 5 Review: Gameplay Videos, Impressions, Car List, Tracks, More

Nov 4, 2021

In many respects, the arrival of Forza Horizon 5 means the king is back.  

Or at least, that's the expectation going into the latest effort from developer Playground Games in a storied franchise that just keeps getting better. This one has to follow up on Forza Horizon 4 from 2018, which continued the ascent for the series with a 92 Metacritic rating. 

Complicating the challenge is the fact that this is the first next-generation effort for the storied series, which only creates more hype for a game that prides itself on being a superb open world with photorealistic immersion. 

This time, Horizon tackles the setting of Mexico and, with the benefit of an extra year of development, soups up not only the breathtaking visuals, but the gameplay and slate of modes, too. 

    

Gameplay

Like its predecessor, Horizon 5 can be the strictest simulation experience players desire. 

But it's the most flexible racing game out there. 

Whether it's twisting tight turns through city streets, drifting through a jungle or mixing it up in the mud during a fun arcade-styled minigame, Horizon again offers a "something for everyone" approach.

Players who want to turn off any or all assists and bask in the glory of the faithfully recreated gameplay on a vehicle-to-vehicle basis, braving the various track environments as they go, can 100 percent do so. But Horizon is just as capable as an arcade-style title—to the point of racing along a volcano and just having a blast. 

Like last time out, the shared world will boast changing seasons (that change weekly for all players) and the surfaces again alter a car's performance based on the weather. We're talking massive downpours of rain that slicken roads, to sandstorms that dramatically alter visibility and so much more. Hitting a patch of leaves in the fall season, once again, sends things into a tailspin. 

Similarly, just as it did for the UK setting of the last game, different seasons tend to open up maps more, whether it's making frozen bodies of water driveable or snowbanks melted. While players across the board maybe don't universally like the seasons system, there's no denying it freshens things up in an interesting way on a weekly basis. 

On the tracks (or off-road, you get the idea), Horizon overall feels like more of the same from the last game—and given how that one felt, it's quite the compliment. Handling is tight and weighty, and the A.I. is again very fair and smart, though higher difficulties do seem to feature a ton of contact while making passes. 

But there are smaller tweaks to point out. Braking is more refined this time out. Instead of an instant application, there's gradual braking allows players even more control. Slowly depressing a trigger to ease into a brake is more applicable than ever now. 

As always, the standard-fare Forza simulation is all here for players who want to seek it out. Fine-tuning every little aspect of a ride before a given event is a game in itself. And it all matters dearly if that's the path a player chooses. Compensating for the weekly seasonal weather at a given moment for a certain style of event isn't simple, but it is stunningly in-depth and important in a way that shows up on final leaderboards. 

Really, it's incredibly impressive how much the gameplay side can change to fit a given player's need or desires. A player who wants to skip the wealth of tuning, roll with a simple control scheme and assists and just have a blast will get exactly what they're looking for. And the simulation-seekers won't find a better experience and reflection of skill, either. 

    

Graphics and Presentation

In Horizon 4, popping into a photo mode was darn near something capable of being its own standalone release—things looked that good and the immersion as a whole was that deep. 

Horizon 5 just amplifies that through natural, expected upgrades for a new release with a dash of that next-generation horsepower. 

Once again, the "Horizon" car-and-music festival is the backdrop for the whole ordeal, though this time it all goes down in Mexico. The opening drive, a staple of the series now upon initial bootup, is again jaw-dropping. But it also makes a point to showcase a verticality element to the world that is simply staggering and fun to toy with while out exploring. 

Most of the time, Horizon 5 is a showcase of what the next generation can really do. It's not an exaggeration to suggest the eye candy and immersion will sometimes steal a player's attention and cause a mishap (thank goodness for the rewind feature, which Forza made a genre staple years ago).

Each event or moment in the open world feels like the game is just bragging about what it can do. Maybe it's billowing smoke off in the distance from a different biome. Or maybe crossing a river shoots up a stunning display of water to both sides of the vehicle and briefly splashes the camera following it, too. Or maybe it's seeing the first wisps of sand flit across the dashboard, signaling an incoming, towering sandstorm that forcibly shoves the vehicle back and blinds the driver. 

Like any game touting an open world these days, it offers the gamut of environmental experiences. We're talking lush jungles, stretches of desert and yes, those mountain ranges off in the distance are indeed reachable. There are a touted 11 biomes, and they're all stunning in their own right. More populated areas feature some detailed city blocks, while more nature-esque trips offer impressive depth that encourages exploration. 

Perhaps more important than anything else is stressing the impressiveness of the vistas—the draw distance is maybe one of the biggest we've ever seen in a game, so it's pretty thrilling to see something so far away, gun for it and actually reach it. This always takes place under some wow-worthy skyboxes with natural weather patterns that really just make for an "experience it to believe it" showcase for the new consoles. 

It is a little noticeable how few regular cars populate the explorable environment. Ditto for pedestrians/general human life. But it's not necessarily an immersion-killer as players can justify it by way of the festival itself—folks are excited and tuning in to the events. And indeed, there are a ton of onlookers at the starting line for big events. 

Vibration is where some of the cars really separate themselves in terms of feel. But more notable on the presentation and immersion front is the again incredible sound design, with all sorts of different classes of vehicle well represented. The directional sound work, such as only having a cheering crowd on the right side of a vehicle, is downright impressive.

It's hard to stress just how impressive this area is across the board. Even ducking into first-person mode from inside a vehicle at a moment's notice realistically muffles all sounds. A fitting soundtrack based on the game's themes just tops off what feels like a really underrated part of the immersion. Little video game-isms like displaying notable player stats, like number of wins, occurs during loading screens. 

                   

Features and More

The Festival backdrop again weaves in a campaign mode framework, though that too is all about mostly letting players handle it however they see fit. 

Over the course of gameplay, players will unlock Horizon Adventure Chapters while their created avatar pursues a Hall of Fame. The task confronting them is six festivals aimed at player agency—players can choose when and how to tackle the six. 

While basic-sounding, which is borderline expected for a racing game campaign, the world isn't without its story, and it's worthwhile seeking it out.

The aptly named Horizon Stories flesh out both the cast of characters and the extensive world itself. This can be as simple as something akin to an escort mission where the player takes a friend to a destination on the map. Along the way, said friend gets a ton of characterization while explaining things about the world, such as details about the country itself or background story expanding on the festival. 

Players can also choose to go on Expeditions, which are really just an excuse to go on a massive road trip across the countryside. It's a tour de force of the impressive transitions between biomes and relaxed fun. 

Overall, there's a solid gameplay loop here that works with the foundation provided by past games and others outside of the racer genre. 

Pop-up races and challenges come across the radio for players to tackle, and popular favorites like Speed Zones and Speed Traps return. There are also public events, like collaborating with a matchmade lobby to knock over pinatas on a course. 

And one of the big-ticket items is EventLab. Think of it like Forge mode from the Halo series. The community will pop in there, create custom game modes, tracks and more and share them online. It's already fun to browse the custom selections and is sure to be just another thing that keeps the game's player base healthy for a long, long time. 

Overarching progression feels more like a video game than ever, which isn't such a bad thing. By collecting all of a certain brand or category, for example, players will unlock some sort of mystery reward. It's just another nice little added incentive for players to go out collecting one of the game's 400-plus cars beyond just doing it for the sake of doing it.

And on a car-to-car basis, skill trees for each vehicle again return. It's not too dissimilar from a familiarity feature with guns in a first-person shooter, where more time spent with a particular car means unlocking bonuses like more points from skill chain combos.

As for online competition, it's housed in a mode called Horizon Open. This time out, skill-based matchmaking is out, with the goal being a more accessible online mode for all players. That, so far, doesn't offer too big of a shakeup, as uber-competitive players are going to seek each other out anyway.

It's clear some of the next-generation juice went into expanding customization for a player's created character. There is an expanded list of items across the board during avatar creation, whether it's pre-made faces or a laundry list of items. 

And while avatar creation got a mention as an upgraded element to this year's game, it doesn't even come close to competing with vehicle customization. 

As it shouldn't. 

Forza fancies itself a love letter to car aficionados, and it is. There is a dizzying number of customization options for the game's 400-plus cars, and we could list off endless examples that would stretch longer than this entire review. Just know that if a player wants to dream it up, it's probably possible. Everything from swapping out entire engines to cosmetic flairs that can impact on-road performance are there for the using. 

Rest assured the options are just as in-depth as the tuning or customization menus, too. 

Forza Horizon 5 is a massive game with its open world and plethora of features, but also in install size crossing the 100GB mark on console. However, Xbox has launched console cloud gaming for Xbox Game Pass Ultimate subscribers. For gamers who want to maximize their storage space and don't want to stream their games using the cloud, the official Seagate expansion card is available. Considering games such as Forza Horizon 5, Gears of War 5 and soon Halo Infinite are designed to keep gamers playing daily, every bit of storage space is crucial. That's why options like console cloud gaming and the expansion card are proving to be essential for gamers. Xbox makes it extremely easy with the cloud, plus the expansion pack is effortless with its plug-and-play design.

Horizon 5 is approachable as any other thanks to a set of gameplay customization options that continues to set an industry-wide standard. Players have free reign to control the difficulty of the opposing A.I., as well as display options like suggested path lines and near-endless assistance options, from stability controls to assisted braking and beyond. 

Conclusion

In the wake of Forza Horizon 4, it was fair to wonder how Playground Games could improve upon the formula. 

Now we know. 

Again leaning into modern video game progression systems with quick-hitting activities, tight controls and a suite of options and control styles to fit any player's need, Horizon 5 is the most accessible racing game on the market. 

It doubles as the deepest. That awe-inspiring recreation of literally hundreds of vehicles with staggering tuning and customization options makes it a simulation in the strictest sense of the word, too. And thanks to smooth design that eases players into relying on fewer assists as they continue, those casual fans lured in by the world-class presentation and just plain fun could develop into hardcore simulation players in time, too. 

As ambitious as ever and leaning heavily into the power driving the new consoles, Horizon 5 didn't need long to feel like one of the best new next-generation releases out there—and it's a crown other racers can only hope to steal.

Riders Republic Review: Gameplay Impressions, Features, Videos and More

Oct 31, 2021

On paper, Riders Republic from developer Ubisoft Annecy sounds like the perfect experience.  

That paper has Ubisoft, open-world extraordinaire, tackling extreme sports by letting players flip through mountain biking, skiing, snowboarding and wingsuit and jetpack flying at a moment's notice in the middle of a massive multiplayer sports game.

And despite some big faults, Republic sticks the landing while effectively being the first game of its kind. The action is fun at every turn, and thanks to some smart overall systems, the game could develop a massive community that lasts for a long time.

Republic isn't going to throw its weight around in Game of the Year conversations, but sleeper hit of the year seems within range.

              

Gameplay

Republic will earn a "jack of all trades, master of none" reputation, and that is 100 percent fair.

That doesn't mean it isn't a blast to play, though.

Players drop into the world and get to traverse a wicked combination/mashup of seven national parks on bikes, through snow or even through the air. The game begs the player to do whatever they want in the process, whether it's jetpacking as high as possible and performing a ton of BMX tricks on the way down or skimming mountaintops close enough to get a shave like Iron Man.

Luckily, it's easy to switch between activities. In fact, it's pretty much like pulling up a weapon wheel and picking a new gun or item in any other game—pop open a wheel and swap out that bike for, say, a jetpack. Boom. Done.

If there's a setback, it's that the control schemes and overall feel aren't always the tightest, especially on bikes. An average rewind feature doesn't help things, as the amount it rewinds (while nobody else in a race rewinds) feels finicky.

But after some getting used to the controls and responsiveness of it all, Republic is still a blast. Yes, other games have done these individual parts much better, but nothing has ever let players do things like this.

Republic starts small, letting players unlock little winding courses for snowboarding and bike paths, plus some of the jetpack-based stuff. But before long, it unearths a staggering amount of bigger, wilder events that open up the game and massive world in impressive, if not intimidating, ways.

Difficulty ticks up the more a player progresses, though it's never too much. This is very much a casual game where luck tends to play a role in events much more often than outright skill.

Republic gets creative with difficulty for an individual event too. Players can choose from one of four levels of difficulty, and based on that, the game will populate the event with ghosts of players from the appropriate skill levels.

And while individual events are fun, especially when they ask a player to hop between modes of transport on the fly, the mass races might be the highlight of the game.

These gigantic events happen every 30 minutes and leave players scrambling to get to them within minutes. Then it's off to the races in a hilarious, wacky event boasting 64 players.

Fair warning: These won't be for everyone. They're chaotic and messy and reminiscent of big-player events in Grand Theft Auto Online. It's nearly impossible to see where a player is at the start of one of these amid 63 other players, and the game's collision design sends the player flying off in unpredictable directions.

The key, of course, is to be laidback. That applies to the entirety of gameplay too. Even the more competitive players will probably ease off in this one, as the game never takes itself too seriously and effectively nudges the player in that direction too.

                        

Graphics and Presentation

Republic is bright, colorful and downright outrageous. It's somewhat reminiscent of the color schemes found in Far Cry New Dawn, and that's not a bad thing.

The world itself is as varied as it gets given the whole national-park mashup thing. In a matter of minutes, players can go from canyon-lined deserts to lush forests and right up to bright, snow-capped mountain peaks. It all looks great and has the necessary audio complements to make for a great experience.

But if there's a recognizable Ubisoft color scheme for these sorts of things, there's also a well-established, expected bit of corny dialogue to go with it. The chatter from characters is straight-up banal, and the soundtrack, boasting loads of Green Day and The Offspring, is outdated, to say the least. The saving grace is the option to loop in Spotify.

The implementation of other real players in the world is inherently cool and immersive. While the biggest race has a 64-player cap, there are hundreds of players (or their ghosts) in a player's session. So while participating in a snowboarding event, for example, players will see others ripping overhead in a jetpack event, giving serious depth and immersion to the whole world. In what might otherwise feel like slapped-together events for the heck of it, the so-called Republic does end up feeling like a real, lived-in place.

This has another important detail to consider: There are no massive waits in a lobby or sitting around waiting for other players. Player population of the game as a whole shouldn't be a problem. If there aren't enough real players for a race, the game will drop in some player ghosts. The difference between real person and ghost is negligible, all things considered.

Each race is peppered with details like a real spectator sport. While flying fast and high during a rocket race in a canyon, for example, players will see and sometimes come close to on-foot onlookers along the ridges.

There's also a wealth of presentation options. Chief among them is a first-person mode. Hopping into first-person does create one of the best senses of speed found in video games today, especially during things like downhill events on bikes or skis.

On the presentation front, it isn't all perfect, which is to be expected from a world this gigantic. There is a ton of pop-in, especially when traveling at high speeds. But again, if that's the one big hiccup in this category—and it's a minor one that doesn't typically affect gameplay—it's hard to complain given the scale of this game.

The gameplay is so fun, the ability to switch between modes of transport on the fly is handy and the world is so impressive that fast-traveling to a destination never crosses a player's mind. It's sort of like the web-swinging in the spectacular Spider-Man games of the past few years—players can fast-travel, but when the transportation itself is this fun, why would they?

                 

Features and More

Republic is swimming in a ton of features and menus that will feel intimidating. But luckily for it and its players, most of it can go ignored for the sake of the fun out in the actual world.

Mission (race) variety is a huge plus, at least. Even in the BMX section, there are traditional races, trick events, stunts, downhills and funny side missions. Players can spend a lot of time in menus trying to plot out what to unlock, how and what to do next or they can just go with the flow.

Variety is also the name of the game when it comes to track design for events. Keep in mind that the early hours of each career path feature pretty vanilla tracks. Think of it like a tutorial of sorts—Republic starts to take off the proverbial gloves once it feels like players have progressed enough. That's when some of the best, most challenging and most memorable tracks start to feature in events.

Progression is handled well. Players can and will tackle achievement and unlocks for, say, biking specifically. But they will also pour experience into overarching career and season-long progression systems along the way too.

Republic doesn't force players into doing any one particular thing or penalize players for choosing how they want to play. It's nice to have that recognized—some players might love the biking and snow events but hate the flying—and vice versa.

There's plenty to do out in the world that will keep a player's attention away from all the menus too. As they progress, players will stumble upon collectibles, photo opportunities, stunts and quite a bit more to fill their time outside of merely racing events.

That said, it's easy to fall into a habit of checklisting off as many events as quickly as possible. But that's a testament to how fun they are—and the game design and technical performance itself. Load times are small, if there at all, and there's little wait for other players because of the ghost system.

For those who do want to dive into the menu stuff, players can fiddle with sponsors, season-long goals, tracks and other items to buy. There is, as expected, a hefty microtransactions store for cosmetics. It does feel like Republic gets stingy with the cosmetic rewards, which creates a pretty disappointing outlook on that front given the game leans so heavily into making unique characters to complement this wacky festival.

But also impressive on the technical front is that the game features not only crossplay but also cross-progression. Picking up on a console where a player's character left off on PC or vice versa will come in handy, and this will only help with player count over the long term.

Republic figures to have long legs. The immediate population of events with ghosts is a big reason why. But even bigger, perhaps, is the community creation tools that let players dream up their own events throughout the world and then share them online. Given the world and tools available, it won't be long before the creative side of the playerbase comes up with some jaw-dropping events and routes.

                 

Conclusion

Riders Republic is one of the most interesting games to come out in years.

It's a delight to pick up and play for any and all skill levels. So strong is the gameplay loop, so lived-in is the sense of immersion, that many of the faults go long forgotten while out just having fun in this massive world.

Thanks to some creative design decisions, there's a strong foundation for Republic to quickly develop a large community that sticks with the game for years. Some of the biggest complaints are easily addressed over the game's lifespan too. And as it undoubtedly dominates its new-found niche, it's bound to spawn at least a few copycats.