Thursday, October 1, 2020

Crash Bandicoot 4: It’s About Time Review – Precision Platforming

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Publisher: Activision
Developer: Toys for Bob
Release:
Rating: Everyone 10+
Reviewed on: PlayStation 4
Also on: Xbox One

The early Crash Bandicoot games of the ‘90s were partially experiments in how to navigate 3D space. Crash didn’t freely traverse an open world; he marched down tightly designed digital tunnels. The camera zoomed in and out of the action and panned around the character, which seemed novel at the time. However, Crash’s movement was limited in ways that seem restrictive by today’s standards. In some sense, Crash Bandicoot’s gameplay was a product of those limits of technology as much as it was any single creative vision. And yet, those limitations helped produce one of 1996's most memorable platformers. Crash Bandicoot 4: It’s About Time proves the classic formula still works in 2020.

With Crash 4, developer Toys for Bob sends Crash and his sister Coco on an adventure through space and time. In one set of levels, I battled seahorse-like pirates while dodging cannon fire. In another, I bounced off dinosaur heads and over creeping lava flows. In yet another, I navigated a busy skyway, miles above a futuristic metropolis. Every level is full of wacky sights and sounds that made me smile, and I couldn’t wait to see where I was headed next.

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However, this experience is more about the journey than the destination, and Crash’s platforming remains faithful to his early adventures in ways both good and bad. On one hand, the controls are more responsive than ever, and I loved bounding from one precarious platform to the next while smashing crates full of Wumpa fruit. On the other hand, Crash 4's precise platforming sequences demand practice. The thrill of mastering Crash 4’s most challenging levels is rewarding, but some of the deadliest pitfalls come out of the blue, which means you have to replay sections over and over again to memorize each level's layout. A “modern” difficulty allows you to play with unlimited lives, which removes some of the sting, but distant checkpoints still tested my patience, as they forced me to routinely jumped through a familiar hoops in order to return to the platforming section that tripped me up.

While Crash’s platforming feels like it fell out of a time warp, this bandicoot does have a few new moves. Throughout his journey, Crash collects a handful of Quantum Masks that grant him new superpowered abilities. For example, one mask allows you to invert gravity so Crash can run along the ceiling, while another lets you transform into a spinning vortex that floats over large chasms. I especially liked the Kupuna-Wa mask, which slows time, so I could platform across falling objects and dodge fast-moving projectiles. These masks pop in and out of the game at predetermined times, so you can’t access them whenever you want, but I was always excited when one showed up. Even more, I'm impressed with how the Quantum Masks add new wrinkles to Crash’s classic gameplay in a way that feels true to the spirit of the franchise.

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In addition to the Quantum Masks, Crash and Coco are joined by a few unlikely cohorts, such as Doctor Neo Cortex, Dingodile, and Tawna. These new characters have their own unique movesets, which they display in a handful of dedicated levels scattered across the game. These special levels offer a refreshing change of pace. For example, Cortex can’t double jump, so his levels center on using a gun to transform enemies into spongy platforms that launch him into the air. However, my favorite newcomer is Tawna, an alternate-reality version of Crash’s love interest from the first game. Tawna comes equipped with a grappling hook that allows her to zip across massive gaps and smash crates from a distance, and I always jumped into her special levels the second I unlocked them.

In many ways, Crash Bandicoot 4: It’s About Time feels like a game that shouldn’t work. Single-player, mascot-driven, hardcore platformers are few and far between these days. Moreover, most franchises born in the mid-‘90s have had to continually reboot themselves to match the tastes of an ever-changing market. At its core, Crash 4 remains rooted to the old way of doing things, but that’s not a bad thing. The visuals are cleaner now and Crash has a few new gimmicks, but if you squint, Crash 4 looks like the same old platformer you’ve always loved. 

Score: 8.5

Summary: A return to the unique brand of ‘90s platforming that put Crash Bandicoot on the map.

Concept: A return to the unique brand of ‘90s platforming that put Crash Bandicoot on the map

Graphics: The vibrant, colorful visuals really pop, and enemy designs are goofy in a charming way

Sound: This energetic soundtrack is fun and upbeat, which is good since you’ll be listening to some tracks on loop for a long time

Playability: Controls are tight and precise, which is necessary given the pinpoint maneuvering required in some levels

Entertainment: Mastering Crash’s aerial acrobatics is highly rewarding, but the journey to get there is occasionally frustrating

Replay: Moderately High

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Keanu Reeves Wants You To Buy Cyberpunk 2077

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Cyberpunk 2077 needs no introduction if you're plugged into the gaming world; you probably already know that it's the latest the open-world RPG from CD Projekt Red, the studio behind The Witcher 3. But what about people who don't follow upcoming releases closely? Who will ensure that they know more about this exciting game? The answer is simple: Keanu Reeves.

The Hollywood actor known for starring in Point Break (1991) and The Lake House has a featured role in Cyberpunk 2077 as the character Johnny Silverhand, and he steps into the spotlight to promote the game in the commercial above.

Reeves' part in the project made a huge splash when it was revealed, and it's still fun to see him involved. Even though the footage in the commercial doesn't give us any new info about Cyberpunk 2077, you can learn more by diving into cyberspace, reading up on the weapons, and checking out our full exclusive cover story.

Star Wars: Squadrons Single-Player Review

[Editor’s Note: This review is just for Star Wars: Squadrons’ single-player campaign. We’ll have a review of the PvP multiplayer once we’ve had a chance to properly try it out after launch.]

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Like the Force itself, the Star Wars: Squadrons single-player campaign is a balance. The balance between playing as both the New Republic and Empire, between arcade and simulation-style controls, and between fun and flashy action and blunt exposition dumps. It’s full of great references for fans and charming (if ill-used) new characters alike, all crammed into a series of cockpits that are accessible to jump in and pilot without dogfights feeling mindless.

Squadrons has found a sweet spot between the point-and-shoot simplicity of the classic Rogue Squadron series and the insanely detailed simulation of Elite: Dangerous. You can, for the most part, just pick up a controller and start chasing down enemy ships – but there’s also a nuance to adjusting your throttle for better turning, swapping power between engines, weapons, and shields in the style of the grand old X-Wing games, and countering missile locks. Things like that make flight more engaging and give good pilots a chance to shine without requiring you to literally learn how to fly a spaceship in order to play.

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The Empire Strikes Back

The campaign spends its roughly seven-hour run of missions jumping between the dueling perspectives of a crumbling Empire and a freshly formed New Republic just after the events of Return of the Jedi. The way it weaves the stories of two rival squadrons together sets up clever scenarios, sometimes letting you spring ambushes on your other half only to have the next mission swap perspectives so you can deal with the aftermath of your own actions. It’s very cool, and developer Motive Studios continues to prove it knows how to make a game fit seamlessly into the Star Wars universe.

Part of that comes down to its cast of interesting characters, primarily made up of your squads on either side of the conflict. Whether it’s the war-torn Imperial Shen with a battle-scarred helmet he never takes off or the mildly Force-sensitive former racer Keo on the Rebel side, each one is distinct and well-designed enough to stand out in their own way – so much so that I could see any one of them as a Knights of the Old Republic or Mass Effect companion without them feeling out of place at all.

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In fact, I hope they do appear in an RPG some day, because they aren’t used very well here. Learning about them and their backstories is almost exclusively limited to optional conversations in your hangar between missions, which frequently feels ham-fisted for a getting-to-know-you exposition-filled info dump. Those stories are well written and acted, but they are just sort of inconsequential in the course of Squadrons’ events. I always enjoyed listening to them, but it’s unfortunate that you could skip every single one and it wouldn’t affect your experience of the main story at all.

That story is an entertaining one though, centered around the New Republic’s development of a new type of warship and the Empire’s hunt to stop that weapon from joining the fight. It’s undoubtedly amusing the whole way through, but it doesn’t strike me as especially memorable. Neither side really makes much of a point about the greater conflict, you aren’t asked to make any choices or even really question anything they do, and your two rival squads never even directly clash like I so hoped they would – now that would have been fascinating. It just seems like a missed opportunity not to do something more interesting with this unique campaign format, where we have perspectives from both sides of the conflict.

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That said, it does provide more than enough reason to hop into the cockpit and fly some very fun missions. Most objectives do boil down to “you’re in space and you need to shoot X thing,” (which is the entire premise) but the story’s setup for each one makes them feel more diverse than that – especially when you’re hopping between good guy and bad guy every stage or two. One mission sees you hijacking a Star Destroyer, while another has you weaving in and out of ship debris while using old power cores as a triggerable mine field. The dogfighting itself is so good that it never got dull, even if I did occasionally wish there was a bit more objective variety here – for example, it would have been cool to see more scenarios centered around piloting through tight spaces or maybe set closer to the surface of a planet (or moon-sized space station, though the galaxy is short on those in this time period).

Thankfully, the places you do go always show off how incredibly gorgeous Squadrons is. Even if objectives start to feel similar, weaving through cloudy nebulas or around shattered moons differentiates them in stunning fashion. Missions are action-packed, but most smartly start slow and give you a chance to take in some of the grandiose sights they have to offer before the turbolasers start flying. That spectacle is present in cutscenes as well, which frequently upstage those optional hangar conversations and make them feel like an afterthought by comparison.

Climbing Into the Cockpit

Those decadent sights and sounds extend into the cockpits too, with each of the eight ships (four for each side) sporting a completely custom and impressively detailed interior. The UI is even built directly into the actual console of the ship, meaning you have to get comfortable reading each new interior when you first use them. I promise that’s more fun than it sounds though, thanks to the intuitive visual language that’s established for things like radar, power distribution, and throttle control. All that detail rocks, and goes a long way toward making each ship feel distinct – for example, the Imperial Support ship, the TIE Reaper, has you sitting on the left of a cockpit designed for two, initially causing me to have some minor collisions with things on my right as I got used to the fact that my view wasn’t centered.

And while the four ship classes – Fighter, Interceptor, Bomber, and Support – are shared between the Empire and New Republic, each faction has its own twists that go beyond cosmetics. The biggest is that the TIE Fighter, Interceptor, and Bomber have no regenerating shields whatsoever but generally make up for it with more hull strength and agility than the shielded New Republic fleet. Each ship also has different weapon, hull, shield, and engine options to further differentiate them, though what you can or can’t pick is up to whatever mission you are on at the time.

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There’s no progression or actual unlocks throughout the campaign – that’s left to the multiplayer – but it was still nice to have the reins slowly loosen as more options were introduced for me to choose from. Tweaking your loadout can have a drastic impact on the performance of your ship, and the normal difficulty allows for plenty of room for experimentation without being pushover easy. That means there’s not much in the way of replayability here beyond trying higher difficulties or different loadouts for your own amusement, but each mission does also have some basic achievement-style objectives to stretch for – there’s always one for not dying during a mission, one for completion time, and two for special mid-mission side objectives that can bring a neat bit of added challenge (though not a whole lot of it).

To Infinity and Beyond

Squadrons also has full VR support on PC and PS4, as well has full HOTAS (flight stick and throttle) support on all platforms, which is extremely impressive. I used an Oculus Quest with a link cable on PC, and apart from having to awkwardly watch cutscenes in 2D (which I imagine is partly why the hangar conversations are setup the way they are) it’s just a phenomenal way to play. You can take in every inch of its detailed ship interiors, track enemies with your head, and more easily marvel at the lovely space around you. The fact that you can play this entire game in VR is just incredible, easily earning it a place as one of the best VR games available.

Add a HOTAS into the mix and it gets even more impressive, and I almost never want to go back to a controller. It sounds cliche, but the immersion of slamming the throttle and twisting the stick to weave in and out of Star Destroyer debris is exhilarating. I’ve had a chance to try three common flight stick options out on PC with various effectiveness: The Logitech Extreme 3D Pro, the ThrustMaster T.Flight HOTAS 4, and the Hori HOTAS Flight Stick (the latter two of which were provided to us by the manufacturers for this review). Regardless of your choice, you will probably have to fiddle with remapping controls a bit, but Squadrons makes that pretty painless to do.

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Using the T.Flight was just incredible for this, with more than enough buttons to comfortably map everything important – Squadrons doesn’t have nearly as many inputs to manage as a sim like Elite: Dangerous – and compatibility on PS4 and Xbox One as well, depending on the model. I also loved that the throttle notches into place in the center position, which is important in Squadrons to let you turn tighter faster. The Extreme 3D Pro was a similarly solid option, though its small throttle and button layout does make it a little awkward to use. The Hori HOTAS, on the other hand, doesn’t feel suited for Squadrons at all. It doesn’t have that crucial stick twist you need in space flight, and too many of its inputs are mapped to double button presses seemingly designed with only Ace Combat 7 in mind (which it sort of was). To be fair, this is a stick primarily meant for PS4, and it even only showed up as a gamepad on my PC, so I’ll need to give it a shot on PS4 post-launch too.

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And for those who really want to get into the nitty gritty of their Star Wars sim dreams, you can extensively customize what UI elements do or don’t show up, tuning exactly how much you want to rely on your own eyes and the readouts of your dashboard. It’s the added touches like this – alongside a host of wider accessibility options – that make Squadrons feel like far more than the quick and dirty Star Wars-themed dogfighter it so easily could have been.



source https://www.ign.com/articles/star-wars-squadrons-single-player-review

Star Wars: Squadrons Review – Roaring With Excitement

Publisher: Electronic Arts
Developer: Motive Studios
Release:
Reviewed on: PC
Also on: PlayStation 4, Xbox One

A hail of green laser fire rips dangerously close to my X-Wing’s cockpit as I rocket through the debris of a downed Star Destroyer. A TIE Fighter gives chase, and my astromech unit alerts me that a missile strike is imminent. I put my X-Wing into a spin and dive through a narrow gap in the wreckage, narrowing scraping a wall. In this moment, the Star Wars fantasy of piloting an X-Wing screams with excitement, showing how thrilling the dogfighting between the Rebellion and Empire can be. Developer Motive Studios has created a fantastic multiplayer experience that has the visual detail and edge-of-your-seat thrills of Star Wars’ epic space battles, but only fires direct hits in the online space, struggling to captivate with both its single-player content.

Star Wars: Squadrons is set after Return of the Jedi, with the second Death Star scattered to cosmos and the Empire retreating while looking for ways to strike back at the Rebels. This era gives us the cool ship designs from the original movie trilogy, but with more firepower than Luke Skywalker had at his fingertips. Whether I was in an A-Wing in a hunter role against a TIE Interceptor or a Y-Wing on a bombing run against an Imperial flagship, each craft feels distinct and is a blast to control. The movement is so smooth and precise that you can skip along the surface of an asteroid and safely snake through a space station’s interior without dinging the hull. And even if you do, the game is forgiving in damage, allowing you to quickly correct the flight path.

Unlike most space shooters, Squadrons is only playable from the first-person perspective. This is an odd design given just how iconic these ships are, but the locked viewpoint makes sense given how many systems the player has to monitor at any given time. Rather than littering the HUD with these meters, most of them are visible within the ship’s cockpit, and they all function admirably, allowing for quick reads on ammo, radar, and most importantly, how power is balanced throughout the ship. With a click of a button, the player can adjust the power to favor shields, weapons, or speed. I was constantly switching for various needs, and it always feels great to get that extra boost in the thrusters or to rattle off more laser blasts to down a TIE or A-Wing.

The loadouts of each of the eight ships can also be tweaked in a number of ways, such as switching a steady laser to burst fire or giving up hull integrity for shields. The number of components that can be swapped is fairly deep, allowing the player to tweak performance in a number of strategic and satisfying ways.

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No matter what ship I was piloting, the one-on-one battles against other player-controller ships are almost always intense. These duels can be quite long, as the targeted vessel can make a run for it, dance every which way through cluttered airspace to dodge laser fire, and perhaps get the upper hand and start firing back. If an opponent is shielded and at full health, you’re in for a good fight. Missiles will be dodged with countermeasures, and repair kits used to get health back. The maps are also nicely designed, providing surprisingly cluttered areas for the harrowing chases and open space that can be used to lure enemies into traps if you are coordinating with your teammates.

The online multiplayer in Squadrons is limited to just two avenues of play: Dogfight, which is wildly fun and is determined by kill count, and Fleet Battles, the heart and soul of this experience that delivers awesome wars of attrition. Fleet Battles flow to a moving front that forces you into offensive and defensive positions. Victory is achieved when your opponent’s flagship is destroyed, which takes time; victory can come down to barely visible slivers of health on both opposing flagships.

Both multiplayer modes are 5v5 conflicts. The small number works well for dogfighting, since the maps accommodate it. Fleet Battles could use more players, but the scale feels massive thanks to the healthy presence of A.I.-controlled ships, many of the larger variety. Both modes deliver plenty of exhilarating dogfighting moments, gorgeous backdrops to fly against, and iconic Star Wars music and sounds to set the tone.

After a match concludes, experience points are accumulated and currency is handed out to purchase new cosmetic items for both your ship and pilot, including goofy bobbleheads which are always viewable in the cockpit. The player can use a different earned currency to buy new ship components to add even more depth to the loadouts.

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I love EA’s stance of not having microtransactions or DLC, but the well of unlockable cosmetics is surprisingly shallow, and relies too heavily on alternate colors for the same item. I only had my eye on around a dozen items, and the unlock time isn’t extensive. While multiplayer is great on its own and has depth in just being fun to play, not having that carrot dangled in front of you to get new stuff you care about hurts the drive to play more.

While Squadrons’ single-player campaign introduces a number of cool Star Wars characters, most of the story is told as they stand around in a hangar or at the briefing table. It doesn’t have much of a pulse, even though the narrative setup of a mysterious “Starhawk” project is quite good and remains an intriguing focus point for the entire arc. When plot is delivered mid-flight, the dialogue is rough and lacks impact, and certain moments could be framed more clearly.

Flying all of the ships in the single-player experience remains enjoyable, but the enemy A.I. doesn’t put up a good fight, and is the worst part of the entire game. The A.I. pathing is also a mess. Watching a TIE Fighter fly directly into an asteroid and then slowly spin on its axis to get free made me cringe. Some of the set pieces are good, but most of the campaign missions play out like mini tutorials, teaching new tactics even late into the game.

All of Squadrons’ content is fully playable in VR, and is a perfect fit for this medium. Through a headset, the battles feel like they are much larger in scale (even though they’re exactly the same as on TV), and I loved being able to sneak a quick glance at my astromech unit whenever it chirped. A variety of flight sticks are also supported, though I did not play with one for my review. EA included a full suite of accessibility options, and crossplay is supported for all systems, including VR.

Squadrons’ single-player may fizzle out frequently like a malfunctioning hyperdrive motivator, but the multiplayer continually impresses and is worth the price of entry alone. Flying in formation with a group of friends put a smile on my face, and that was just the calm before the storm. When the lasers start flying, Squadrons’ multiplayer can be nothing short of exhilarating and a great test of skill, pushing players to be clever in the cockpit to outthink and outmaneuver opponents. Given just how enjoyable it is to pilot an X-Wing or TIE Fighter, this is a multiplayer experience I will continually go back to, even if EA doesn’t support it with new content. It’s just fun to play, providing something different compared to most of today’s competitive games.

Score: 8.25

Summary: The multiplayer delivers huge thrills, while the single-player struggles to hit the target.

Concept: Set after the events of Return of the Jedi, this space-combat game tells a new story, and wows with its multiplayer

Graphics: Even though it’s all set in space, each map has plenty of variety in the backdrops and navigational spaces. The amount of detail in every object is excellent

Sound: The iconic soundtrack and effects cannot be beat and are in full force. Some of the voice acting is a little overblown, especially when trying to sell drama from the cockpit

Playability: Dogfighting with an enemy and lining up that perfect shot feels fantastic. The controls are excellently crafted, and the ships are all powerful in different ways

Entertainment: The single-player campaign teaches you the ropes, but achieves little else. Multiplayer is always fun and is exactly what it needs to be to wow Star Wars fans

Replay: Moderately High

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