WHAT i’M PLAYING/iReview – Massive Chalice

Massive Chalice, a Double Fine Production, on a long enough timeline, is a lot like Game of Thrones, and that’s why it’s a lot of fun to play, and this is my review in progress.

Title: Massive Chalice
Developer: Double Fine Productions
Platform: Linux, Mac, Windows, Xbox One
Publisher: Double Fine Productions
Reviewed on: Xbox One

photo-originalSimply enough, it starts you out with not a lot of explanation. Two narrators located inside a chalice speak to you about the world we’re in and the impending doom. We then pick our 5 Vanguard families and are shown our partitioned island and sent on our merry way.

The goal of the game is to build Keeps on the islands, among other buildings, and fight off the encroaching doom through individual battles with the enemy, while we wait for the Chalice to power up. That process takes 301 years. The battles come on multiple fronts and only one side can be defended at a time. Battles are also 10-20 years apart.

The gameplay of the battles is a lot like X-Com. We choose our 5 warriors and send them into the blind battlefield, and we must explore the terrain and remove the enemies in our path. Once you start the mission, you have to see it through to his conclusion, or die trying. It’s a turn-based strategy game, and easy enough to pick-up, but difficult to pull off each battle successfully. I would suggest you utilize the save function frequently.

Each Vanguard type as two skill points per turn, that can be spent on moving or attacking. Movement is restricted to a zone – per turn – and attacking is by line of site, and accuracy depends a lot on distance. You have your 5 characters in the mission to move around, and then it’s the enemy’s turn to do their thing, rinse and repeat until you’re dead or they’re dead.

MASSIVE CHALICE IS MORE MELEE BATTLES THAN THE FIREFIGHTS IN XCOM

Outside the battles is where the game is interesting. Each Keep built take approx 10-12 years, and you have to assign a Regent, and their partner. The goal is to setup strong bloodlines that will produce many children to increase your Vanguard army for future battles, and generations to come.

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I found the bloodlines portion of the game to be the most interesting part, battles second. Aligning families, assigning regents and marrying them to other strong lines to produce kids year after year. And because the timeline of the game is so long, you’ll see whole generations come and go, and watch the regent’s kids take over, and then their kids. The purpose is to marry well, to keep the bloodlines going throughout the story of the game as strengths and perks get passed down. It reminded me of Game of Thrones, as the many families vie for the crown. I had a 12 year old regent married to the daughter of another strong family at one point, and had to wait for them to come of age. Boy King, right?

My first play-through didn’t go as well, as I played it uninterrupted, without saving. I did last for 150 years, idly watching, as my towers crumbled and lands fell to the darkness. But it was a learning expedition mainly. I vow to do much better the 2nd time through.

-iRogan

iReview – THE CREW – We’ve Got A Secret Weapon. God is Our Co-Pilot

When you’ve been driving around the United States for a couple hours, visiting all the 242 country landmarks, do you get a sense of overwhelming joy, wonder, or fatigue?

Title: The Crew
Developer: Ivory Tower
Platform: PC, PS4, Xbox 360, Xbox One
Publisher: Ubisoft
Reviewed on: Xbox One

The Crew in one word: expansive. On its own, it’s a decent racer, featuring a wide array of vehicles from many different brands and classes. It also displays a huge map of a contiguous United States. The world is massive, open, and persistent, for both racing, and free-roaming. As a multiplayer racer, it enjoys its always-online connection, reinforcing the idea that this game should not be played alone.


When the game Fuel was released, the map was colossal. One could probably claim that it was too big. It was mountainous and rocky and barren of anything interesting. Hardly any roads and terrain that wasn’t really fun to drive on. Forza Horizon 2 was immense as well, featuring highways, and forests, and farming fields, and a scaled down version of some of the popular European destinations. Test Drive Unlimited 2 brought us to Hawaii and Ibiza, full coverage of the two islands, landscape and cities.

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The Crew brings these similar concepts, however this time, of an authentic re-creation of the major cities across the United States. The map is broken up into 5 regions: The Midwest, East Coast, Mountain States, West Coast and The South. Each region has 1-2 main cities, various other large cities, and then 30 odd, smaller cities and towns spread out. All the major US landmarks are view-able, and attainable as collectibles.

The game map takes approximately 45 minutes, in real world time, to cross from coast to coast, depending on your vehicle of choice. Some of the races themselves may even net you a 2-3 hours dedicated game session, as they take you on a tour of the US.

“REINFORCING THE IDEA THAT THIS GAME SHOULD NOT BE PLAYED ALONE”

The map is filled with landmarks to visit, hidden busted up car parts to collect, satellite towers to unlock, and pedestrians and wildlife aplenty to swerve around, as you weave in and out of oncoming traffic. From coast to coast, the world is also littered with challenges. These are little mini games to help unlock upgrades for your respective vehicles: Drive fast while on the road, drive through the marked gates, slalom, jump distance, etc. Each has a bronze, silver, gold and platinum trophy and unlocks car parts. And each of these challenges just requires the vehicle to drive through the marked zone to initiate. Then the only loading is when you equip the part after it’s won. The seamlessness is appreciated.

Each region of the map is the home to its specific class of car, and these are unlocked as we progress through the story. Each major city has its own Garage, Tuner, and Showroom for buying new cars.


The Story of The Crew is commonplace to any typical driving game or driving movie: a family member is killed, and you need to infiltrate the ranks of the rival street gang to ruin their day and potentially get revenge for your family. It’s tired and predictable. Need For Speed in a nutshell.

Our protagonist, Alex Taylor, looks like Morgan Freeman. He’s a street racer, as is our older brother, Dayton, big surprise. Our brother is the leader of the 5-10 motor club. I guess street racers don’t hold down real jobs anymore. After winning a race, hanging out by our cars, our brother is shot by an eager up-and-comer, wanting to move up the ranks. As our brother dies in our arms, in the middle of the street, the mysterious driver gets away, and the police arrive, suspecting us of the killing, and we get put in jail for 5 years by a crooked FBI agent.

“THINK OF THE FACT THAT THERE’S NOT ONE STATE IN THE 50 THAT HAS THE DEATH PENALTY FOR SPEEDING…”

After 5 years, we get released by another FBI agent, a new face, incorruptible probably. She knows that we were put away wrongly, and has given us the task of tracking down our brother’s killer, the new leader of the 5-10 motor club and the crooked FBI agent, in return for our freedom. All we have to do is infiltrate the ranks, and work our way up through the 5-10 motor club, and get a few permanent tattoos along the way. The deal is that we get our brother’s killer; she gets the crooked FBI agent. Everyone is happy.

What follows is about a 20 hour campaign, working our way through the 5-10 ranks through a series of races, starting in the Midwest, in Detroit, progressing down to The Big Apple, across through The South, all the way to The West Coast, Los Angeles. We start with a functioning car, upgrade it for off-road Dirt races, then Raid class, advance onto Perf, then Street, and finally Circuit. Race types include: A to B style races, checkpoint, lapped races, and even some collection style races.

We meet many different allies, and bad guys along the way, and have to out-run the cops, to remind us that street racing is illegal. But in the end, we finally meet up with our brother’s killer, force him to crash his car, and let the police take him down.


The visuals of the game are impressive, considering the scope of the game. Cars are detailed inside and out, and the map is alive with pedestrians and civilian cars in the city, and many different kinds of wildlife outside. Luckily a lot of the environment is destructible. The one downside of Test Drive Unlimited 2 was its indestructible fences and lamp posts. Luckily The Crew fixed this, as all poles and fences can be driven through without much friction. As mentioned already, the map is large and very diverse, with a full day and night cycle, so it is a joy to drive across the large expanse of country side.

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The Tuner shop features a very robust car detailing and upgrades section. This area will allow you to modify the car parts currently assigned, as well as style, colour, and body mods to each. These are all purchased with in-game currency which is earned through races and challenges.

All this, and the game functions with very minimal loading, which is a blessing. When accessing the map, the zoom feature allows you a view right down on top of your car and shows a real-time view of the streets, down to the minor details of any recent tread marks left in your wake, and any crew member who happens to be doing donuts around you. The map also allows the player to fast travel to anywhere they’ve already been, and with only seconds of loading.

That said, the frustrations start to pop up as we try to work within the menu structures. It’s not always readily apparent where to find information about factions, or challenges, or what winning Reputation even means. And trying to access the in-game start menu is all through a cell phone that houses the games settings, vehicle changer, and radio. All of this, while driving? Don’t text and drive kids!


Lastly, the multiplayer and co-op components are what make The Crew worth picking up. Test Drive Unlimited 2, and to an extent, the Forza Horizons twins, introduced us to a social, persistent driving game, where you could road trip with friends. The Crew takes these ideas and puts some weight behind them.

Your crew supports up to 4 drivers, including you, and with these friends, you can enjoy the full campaign, as well as PvP events. The co-op crew functionality includes a shared waypoint indicator for meet-ups, and everyone will be able to participate in campaign events and faction missions. You can also see your friend’s location on the map, and on the horizon. Only downside is you can’t challenge your friends to any spontaneous point-to-point races like some other online racers.

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The shared multiplayer world hosts 5 factions. You choose one, and all faction races you take part in will benefit the overall community experience handed out daily. Sort of like a global competition. Faction choice can be changed at will, but not constantly, as there is a delay before switching again.

“-HOW LONG BEFORE WE STOP?
-EIGHT HOURS!”

The multiplayer also supports PvP free-for-all and crew vs crew. The online community, sadly, is lacking, so it might be difficult to find races consistently.

All the campaign races, challenges, and faction events can be replayed endlessly to get a better ratings and trophies. Once the player reaches the level cap of 50, the platinum trophy is unlocked, and this will provide huge boosts to your car parts.


Overall, the crew is a worthy driving game contender. Its map is huge, diverse, and robust with distractions (last bit a staple with all Ubisoft games). It’s satisfying as a racer, if not a little frustrating sometimes with its forceful ground magnets ensuring your vehicle is always right side up, to the sacrifice of any semblance of control, on occasion. Challenge menus, settings, and map quirks aside, the co-op element make up for the shortcomings, and ensures that any friends are welcome to come along for the ride.

“For those who like driving from the Pacific Ocean to the Atlantic in 45 minutes, near misses with wildlife, or for those who thought that Battlefield Hardline’s story would have been better served in a driving game. Bonus: for those who like Gordon Freeman.”


Achievements aplenty, but these are mainly collectibles. Finding all the landmarks, hidden cars, or getting gold on the 500 skill challenges. Drive forever in one car? Blegh.

Give me those multi-hour races, test-driving expensive cars, or breaking sound barriers on the Salt Flats. Thanks.

Notable Achievements
Coast to Coast (Complete the Faction Mission Coast to Coast in a Crew (2-4players)) – 15G
Salt Rocket (Achieve a speed of over 236 mph on the Bonneville Salt Flats) – 15G
-iRogan

iReview – BADLAND GOTY Edition – Get Squished

It’s that kind of game that just scrolls from left to right and plays for you, while you try to avoid obstacles. Like Flappy Bird. Only deadlier.

Title: BADLAND Game of the Year Edition
Developer: Frogmind
Platform: Mobile, Windows, PS3, PS4, Vita, WiiU, Xbox One
Publisher: Flogmind
Reviewed on: Xbox One

BADLAND starts off straightforward enough: you play a little flappy, fluffy hedgehog-like creature with small feeble arms/wings, attempting to navigate through this left-to-right side-scrolling world. Like Flappy Bird, where you need to flutter your way through the stage, only if you hit anything, or the ground, you don’t necessarily die immediately.


The game plays akin to Limbo, as the stages are silhouette in design, with background level design that will barely even register, and ominous, atmospheric music in the backdrop.

The goal of each stage is to get to the end, which is a large vacuum tube. There is no story. The stage itself is the main obstacle, as it moves left-to-right, and it may eventually push you off the screen, ending that run, if you get snagged. The levels, except for the speed runs (needing to be completed in one life), will have checkpoints if you do happen to die.

“AND YOU WILL DIE. LOTS.”

As a physics platforming puzzle game, aside from the navigation alone, with the constant threat of the left hand side of the screen, there are spiky plants, lasers, bombs, and blades all trying to ruin us. As with other platformers, there are occasional switches. These activate walls, or turn off the blades, or switch the gravitational pull, and sometimes, these switches are on different paths. Later in the levels, portals will also be introduced.


This brings us to the main power-up: cloning. Throughout each stage, there are plenty of grab-able power-ups. The main one is the clone function, but others will increase the speed of the stage or slow it down, will make our little fluff ball tiny, or heavy and huge. Some will make us sticky to the level, or bouncy, or even turn us square. Others will make us automatically spin, continuously, as these will help us navigate through circular mazes or roll along speedy parts of the stage, so that we won’t get left behind.

What doesn't kill us, definitely reduces our numbers.

What doesn’t kill us definitely reduces our numbers.

All the power-ups are appropriate to that section of the stage, never going unused. Cloning is by far the most important though, and most impressive part of the game. As we start with one, the stage can quickly get populated upwards to 2, 5, 20, 30 of us, trying to navigate the minefield of death.

The main purpose of the cloning is not necessarily to get them all to the end of the stage – although that is, unto itself, a goal to get as many as possible – but as sacrificial fodder to get through the next section of awful. Strength in numbers, as only one lucky flappy ball needs to make it through. Some stages will involve clone puzzles, where there’ll be 4 paths, each ending in a switch that will open a door for one to make it through. Sacrifice is key in these cases.

“SO MUCH . . . NOPE”

The game really comes together in an impressive feat when you have 30+ clones on the screen, in slow-motion, getting bounced around and shot at by cannons, surrounded by spinning blades, just trying to survive, slowly watching our many, many clones explode into feathers. Even the slow-motion sound effects add to the awesome.


The game has four worlds: Day I, Day II, each made up of 40 levels, and a Daydream world, and a Doom world, each made of 10. Each level also has 3 missions. These are similar to the stars in Angry Birds. These level specific challenges mainly require getting to the end of the stage in one life, or with a specific number of clones.

Day I and Day II are split into 4 zones, 10 levels each: Dawn, Noon, Dusk, and Night. Each section displays different background art styles, introduces new power-ups, and harder puzzles. And the Daydream and Doom levels really mix it up, with modifiers to either the flappy hedgehog, or the whole stage, and increase the difficulty ten-fold. For example: some stages will have light timers or light switches.


“YOU’LL WATCH YOURSELF DIE – OR YOU’LL WATCH A LOT OF YOURSELVES DIE.” 

Each world is also available as a couch co-op mode. In co-op, there are slight modifications to the puzzles, but these are barely noticeable. Playing in co-op, the puzzles are sometimes easier, as you can play with up to 4 players. So, for example, when you start to come up upon a path split, you can communicate, instead of trying to manage 4 spinning monsters simultaneously.

Other times the stage gets complicated, as we’re bouncing off each other, crashing into walls, and losing, or getting stuck, jammed against one another in a tiny gap, and losing.

So, yes, sometimes co-op can be a hindrance. Communication and sacrifice is key, as certain parts of a stage is timing related, and it’s meant for one flappy hedgehog only. If your buddies do die, the cloning power-ups will bring them back to life.

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Lastly, there’s a couch multiplayer mode as well, which is survival of the fittest. Whoever makes it longest, through the stage, wins the most points. Again, supporting 4 players.


BADLAND is a lot of fun. It’s satisfying, and equally frustrating at times. It’s a great multiplayer platformer that doesn’t require too much brain work to figure out the puzzles, but you’ll watch yourself die – or you’ll watch a lot of yourselves die. A lot.

“For those who liked Flappy Bird, Limbo, or the Slo-Mo guys.”


Many of the achievements are completionist achievements: completing each level/world, saving clones in single-player or co-op, and completing the stage specific missions. All of these will require many, many playthroughs . . . but the secret achievements are where it’s at.

Notable Achievements:
Besserwisser (Miss 20 clone power-ups while some player is dead in coop) – 10G
Friendly Fire (Lose 500 clones in Co-op) – 10G

-iRogan

iReview – UNMECHANICAL: EXTENDED – It’s Lonely In Here

Unmechanical is a 2.5D puzzle video game about a robot that gets sucked underground into a new mechanical world, and the goal is to escape. It’s a lonely game.

Title: Unmechanical – Extended
Developer: Talawa Games & Grip Games
Platform: Xbox One, PS4, PS3, Vita, PC, iOS
Publisher: Teotl Studios
Reviewed on: Xbox One

Originally released in 2012 on the PC and iOS, Unmechanical has now been updated and extended, and released on the consoles, with the help of Grip Games. The extended version includes new levels.

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Unmechanical is a physics puzzle game. You play as a little robot with a propeller attached to its head, that can propel himself around the levels, and is equipped with a handy short-range tractor beam to carry objects to assist with the puzzles. Just grab stuff, no need to talk about it.

You do occasionally come across another mechanical robot that is usually hindering your progress, or setting up the next puzzle, but these interactions are sparse.

Made on the Unreal Engine, the game is nice looking enough. As a 2.5D side-scroller, the game features a nice array of different looking levels, usually with interesting background and foreground detail. You’ll mainly just find lots of rocks and metal framing. The visuals are quite muted though, as you are underground for the duration of the game.

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The puzzles of the game start off pretty easy: simple, switches, or buttons to press. The physics portions of the game usually involve carrying a rock to hold down a button, or a metal beam to stop some gears, positioning these things to solve puzzles and open doors.

Later on the puzzles become more challenging, utilizing lasers and reflective mirrors. Some of the areas are quite large, with multiple exits and entrances, so it can be hard to keep track of where you left from and where to go to next. You’ll really only find where to go next by process of elimination. Luckily the game features a hint system, for those that need a little extra nudge.

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The puzzles are challenging to the point where they’re not frustrating, and some are quite enjoyable and clever, and will make you feel a sense of achievement when you move on to the next area.

The extended levels are more of the same, if a little more difficult. The addition is about 1/2 the length of the main game, and that’s because you spend a large portion of it in disrepair, unable to fly for more than a couple seconds at a time.


The game is a fun way to spend an afternoon, taxing your brain, as you navigate our little adorable robot around underground. First play-through might net you 3-4 hours, but the 2nd time, knowing the puzzles, might only take you an hour or so to sweep through and grab those remaining achievements. It’s easy enough to 100% this game.

Notable Achievements
My one complaint about the achievements is that most of them end in a non-even 5 or 0, potentially messing up my clean gamerscore. Is that OCD?

Inner Peace (Balance on object on your head for 10 seconds) – 30G
That’s Why Helicopters Need Elevators (Some things are just way too heavy) – 76G

-iRogan

iReview – CALL OF DUTY: GHOSTS – Stop. Shoot. Stop. Shoot.

How many Call of Duty games have come out before Call of Duty: Ghosts? How many will come out after?

Title: Call of Duty: Ghosts
Developer:Infinity Ward, Raven Software, Neversoft
Platform: Xbox One, Xbox 360, PS4, PS3, Wii U, PC
Publisher: Activision
Reviewed on: Xbox One

Call of Duty is Activision’s most profitable IP. A new version of this first-person shooter is now released annually, and it’s hard to say if this train will ever end. You’ll be hard pressed to find someone who hasn’t heard of Call of Duty.

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What is it that makes the brand so recognizable, let alone appealing?

This wasn’t always the case, and Call of Duty wasn’t always a household name. That trend started around 2007 with Call of Duty 4: Modern Warfare, the franchise’s first step out into the modern world of war, leaving the World War II era behind (like everyone else). This was also at the time that Activision started releasing annual editions of the series, with a two-year development cycle, and two developers concurrently working on titles. With the next-gen, this has been bumped up to 3 developers, with a 3 year dev cycle. Spin-cycle, initiate.

All that notwithstanding, this franchise has always been popular, with its engaging, sometimes confusing, yet linear story, that pushes you along large action set pieces at breakneck speeds and controls every step of your experience, lest you start to think you have any semblance of authority. You don’t really play, you’re along for the ride. So strap in!

CALL OF DUTY’S MULTIPLAYER FAN BASE IS NOTHING IF NOT PASSIONATE

Call of Duty’s true bread and butter is, for some reason lost to me, the multiplayer. This keeps the people coming back. Typically portrayed as the scum of the internet, Call of Duty’s multiplayer fan base is nothing if not passionate for their Doritos and Mountain Dew infused FPS. The fan base has become so large and rabid, that these games are typically world record setters on launch – usually selling over a billion dollars worth of units each year, and most of these gamers won’t even start up the single player campaign. 

So if that’s been the case for 12 years now, why change what’s clearly not broken.


Call of Duty: Ghosts introduces us to a new story arc. Over is the Modern Warfare days, about to start is the Advanced Warfare future, and in a separate arc entirely, we have the Black Ops story. 3 different story arcs for 3 different developers.

Everything is exactly the same!

Everything is exactly the same!

Developed by Infinity Ward, with assistance from Raven Software (multiplayer) and Neversoft (Extinction), Ghosts is technically Call of Duty 10, and the 6th title developed by IW. And for all the experience therein, it seems to be the least innovative title to date.

Partial blame would be leveled at the restructuring of IW itself. After Modern Warfare 2, and the very public firing of IW’s CEO and Creative Lead, Vince Zampella and Jason West respectfully, IW has never really been the same, and has since required the assistance of other developers to pad their games, notably Modern Warfare 3. Another blame can be the result of the conversion to the next generation of consoles, as Ghosts marked the first launch title for the Xbox One and PS4, and first of its kind on the Wii U. So a butchered team, the shell of its former self, coupled with new, next-gen hardware leaves Ghost as a game that tries nothing new.


SO IF THAT’S BEEN THE CASE FOR 12 YEARS, WHY CHANGE WHAT IS CLEARLY NOT BROKEN

The story is set in a time that follows the nuclear destruction of the Middle East, and the formation of a global superpower, in South America, called “The Federation”.  The Federation captures an American Orbital Defense space station and uses the weapon to destroy the southwestern United States.  The surviving American astronauts self-destruct the space station before it can fall into the enemy hands permanently. America, Fuck Yeah!

10 years later, the war continues between the Federation and the remaining United States, as the game follows the Ghosts, a force of U.S Special Ops personnel trained to conduct secret missions behind enemy lines. The Ghosts are tasked with operations to take out key sites to turn the war in the favour of the Unites States. These elite few discover plans for a new Orbital Space Station designed by the Federation, and as a result, all remaining forces are pooled together in a synchronized assault on the enemy space centre on the ground, while a smaller team attempts to take over the Federation’s satellites in space.


The gameplay follows the same format as previous games, with the story told mainly through the perspective of one character.

...Only now they've added a dog!

…Only now they’ve added a dog!

This Call of Duty iteration, however, does add a few changes to formula. We’re given a German Shepherd companion for a portion of the story, and there are a few stealth levels where we play the dog, and take down enemies. The game also features underwater levels and missions in space, mixing up the run, crouch, shoot, run tactics, but the segments are still very much: stop, shoot, stop, shoot.

All the multiplayer modes are back with some new mechanics that allow certain areas of the maps to be altered or destroyed, not unlike Battlefield 4’slevelution”. There is a new nuke-like kill streak perk, and the sniper rifle now features dual-render technology, which allows the player to see around the outside of scope, although blurred, when zoomed in. Was this not around before?

STOP. SHOOT. STOP. SHOOT

Lastly, in a new co-op mode called “Extinction”, has 4 players pitted against aliens in a horde-type base-defending survival mode. The main goal, besides surviving, obviously, is to destroy all the alien hives scattered around the map, and escape. Players get to choose from 4 different class types with unique traits and loadouts.


While not a bad game by any stretch, the run and gun gameplay mechanic is predictable. The quick-time prompts during the story events are frequent, and laughably unoriginal – Press X to feign interest.

Call of Duty: Ghosts can be commended for its action sequences, as they are visually impressive – always throwing larger and louder destruction our way – but a lot of time there isn’t a lot of interaction required from the player. We’re essentially along for the story/ride IW wants to tell/drive, and the game will just sit and wait for you if you try to be difficult, and decide to pout in the corner.

You WILL play the game like we want you to play it, and you WILL like it.” – Somebody within IW, probably.

With Call of Duty's new engine, you'll have fish move away from you when you get close to them.

With Call of Duty’s new engine, you’ll have fish move away from you when you get close to them.

The next-gen editions are a step up in the graphics, but nothing notable. The lighting, character modeling and animation is the only true difference, but its hard to notice it with the same blurry screen-shake mechanics trying to infuse realism into the experience.


For those who like linear first-person shooters, German Shepherds, or pressing “X” to have the game played for them.

Notable Achievements:
Blimey O’Riley (Pounce on 10 enemies whilst controlling Riley) – 10G
End of your rope (Cut a grappling hook rope with an enemy on it) – 20G

-iRogan