iREVIEW – Metal Gear Solid V: The Phantom Pain

Metal Gear Solid V: The Phantom Pain

Publisher: Konami Digital Entertainment
Developer: Kojima Productions
Platform: Xbox One, Xbox 360, PS3, PS4, Windows
Reviewed On: Xbox One

  

I’ve probably started and re-started this review half a dozen times. Not knowing where to even begin describing a game like Metal Gear Solid, but also not wanting to disappoint. Intimidated, I suppose, would be the best way to describe my feelings towards this review. Intimidated. I’ll briefly touch on the story, but I’ll be spending the bulk of the review discussing what mechanics worked and what didn’t.

I won’t be discussing Kojima’s falling out with Konami, as I’ve written about it enough already, and I don’t want it to tarnish the review.

“Started from the bottom, and now we’re here”

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Metal Gear Solid V: The Phantom Pain is a sequel to 2014’s Ground Zeroes. Ground Zeroes as a game was very short, and acted very much as a tech demo, or introduction to the full-fledged release. Really it was just released to whet our appetite, and to stop our complaints about the widening gap of time between MGS 4 and 5.

At the end of Ground Zeroes, Punished “Venom” Snake’s base of operations is attacked and destroyed after an ex-filtration mission, and the captive we extracted during said mission was a bomb in disguise. These simultaneous events have left Snake broken, and in a coma for nine years. The opening of MGS V: The Phantom Pain has us waking up from our coma, coming to terms with the aftermath of the events from nine years ago, and escaping the hospital during an assassination attempt on our life.

“WE HAVE NO TOMORROW, BUT THERES STILL HOPE FOR THE FUTURE”

We establish a new base of operations and begin our revenge story, going after those that came close to killing us in the prequel.

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Metal Gear Solid V: The Phantom Pain, like its predecessors, is a game that works really well on so many levels. Hideo Kojima in the realm of attention to detail, has no equal. Doing the game no justice at all, it would best be described as an open world action stealth game, and Kojima’s most ambitious project to-date, but the game is so much more, so deeply detailed, so mechanically sound, so engaging.

As the MGS series creator, director, writer, and designer, Hideo Kojima tried something very different with the latest outing. Prior MGS games were solid in gameplay, but relied heavily on story and lengthy cut-scenes to tell the tale. With MGS V, these cut-scenes are pretty much completely eliminated, with the player left to tell their own tale through the open world missions and exploration. Granted, there is still a ton of voice-over narration, and audio tapes to be listened to.

The open world is broken up into two locations, Afghanistan and the Angola – Zaire border region of Central Africa. Afghanistan being very dry with desert terrain, and sand storms, and Africa more lush, with jungles and rain storms. Each area has significant, key enemy bases and small towns related to the story missions, connected by dirt or muddy paths, and the rest of the map is peppered with small enemy outposts. The third area is our operating base, which is an off-shore oil rig. This is our base of operations where there are multiple platforms attached, each catering to a different type of support group. There is the Command Platform, Combat Unit, R&D, Resource Development, Support, Intel, and Medical. Upgrading and expanding these throughout the game gives us access to more advanced tech, mission intel and assistance, and weapons. The fourth and final area is our helicopter, which acts as our transport between the base, and either Afghanistan or Africa. The helicopter also acts as a mobile operating base, where we can upgrade our equipment or initiate the next mission.


While in the field, we can extract enemy soldiers or equipment to help bolster our off-shore base. This is through a device called a Fulton, which is basically like a parachute that picks up the soldier and shoots them up into the sky to be picked up by our helicopter. The enemy soldiers get placed into the teams that suit their skill set and extracted vehicles and weapons can be used in later missions.

MGS V is not a true open world game, and its world not entirely seamless like a Grand Theft Auto or Far Cry. The game is broken up into missions and side missions. Missions need to be selected from our iDroid, and in a means to progress the story, we need to stop back at the off-shore base to check in. When selecting the mission, we can pick the drop-off point, and select our gear and buddy for the trip. At any point during the mission we can select weapon or vehicle drops, or exchange buddies. Before the mission can be completed, an extraction is necessary, either by means of helicopter or exiting the conflict area. Just call the helicopter from our handy iDroid, and meet up at the nearest drop point, and mission complete. We then get the mission’s spoils, and notification of the next mission.

Between the main missions, there are side missions, which can be initiated at any time, in any order. Completing some of these is a requirement before advancing the story, but the rest are available to help grow the base’s resources or involve an especially skilled soldier that needs extraction to help with the bases future upgrades. These missions are less strict and can be started from the ground through the iDroid, and are completed by just finishing the objective, no extraction required.

The downside to MGS V’s mission structure design is it ruins the seamlessness and immersion of the story. For example, some of the later story missions end with a cliff hanger and “to be continued”. And then we find ourselves back in the helicopter, ready to pick the next mission and load out. We can go back to our base, or explore the side missions. But then re-initiating the story where it left off, everything is hectic once again, as if there was no interruption.

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The story missions are a little boring or repetitive at times. There are a few spread out across the two part campaign that are one hundred percent story dedicated, either boss fights or missions that truly drive the story. The rest are either infiltration or extraction based, or intel gathering. These missions provide little tidbits of story and background information, but are more purposed towards learning the world and mastering the game mechanics, both action and stealth.

As stated, the campaign is split into two parts, part one being the bulk of the story, and part two feeling like it was tacked on, meant as an expansion. But part two is where the story concludes for each of the secondary characters, and has the final mission, which is a replay of the game’s first mission. Part two is primarily composed of replay missions from part one, just augmented to play a specific way: mandatory stealth, no load out, extreme difficult, etc. These are not a requirement to complete the story, and are just for those who want to test their skills in a tougher field.

Part two just felt messier, incomplete. The story is solid but the presentation feels raw. Possibly at this point Kojima was already on his way out and was feeling the pressure from Konami to wrap it up and ship the product. There’s even an incomplete chapter cutscene on YouTube, a cut ending.

The game’s mechanics are truly its strongest feature, and this has been the case throughout the entire series. I can’t stress this enough. In MGS V’s case, it’s especially notable due to the open world. The player is left to their devices when infiltrating an outpost. Snake is more nimble than ever with his smooth transitions from stealth to action poses; gone are the days when we were tied to a rigid camera.

Our mission buddies include D-Horse, D-Dog, or D-Walker. Or we can have Quiet, a story character, available later on in the campaign. D-Horse is primarily used for navigating the vast terrain, D-Walker is a small mech that we can ride, and is helpful with navigating and is useful when engaging an outpost gets hairy, D-Dog and Quiet are good for stealth engagements and highlighting enemies and objectives, and at any time we can swap out one for another.

However the player wants to attempt a mission, that option is available, full assault or sneaky, and the game permits many a failures before its game over – reload checkpoint?

“YOU’RE FACE TO FACE WITH THE MAN WHO SOLD THE WORLD”

If you get spotted, the game time will slow down, allowing the player to locate the threat, and eliminate the threat before they announce your position, alerting the base. If you get spotted, or an enemy thinks they’ve spotted you, they will then alert the base through their radio, and they will check your last known position, or call for backup. Assuming you still have your wits about you, you can take out any enemies quietly, or vacate that area and hide. The enemy will eventually give up, and continue their routine, just on a higher alert. Its only when you’ve alerted the whole base to your position, and you are unable to escape, and end up getting killed, that the mission will end in failure. The game is very forgiving. That said, the enemies will adapt to your chosen gameplay style throughout the campaign. You’ll start noticing more helmets if you’re adept at headshot, or night vision goggles if you prefer excursion under moonlight; the enemy will even start setting up dummy soldiers to reinforce their numbers.

“WORDS CAN KILL”

Your intel support team back at home base will suggest you scope out a town or base prior to infiltration. Find a high spot, and use the binoculars to tag enemies to watch their route. You can even advance time while in-game if you prefer daylight to night, or reverse. Guards will finish their shift and go to sleep, but others will likely take their place. I didn’t have the patience for this feature, and instead would always infiltrate at my earliest convenience, and roll with the punches as they came. Just note, when extracting a prisoner, sand storms are your friend. On numerous occasions I was able to infiltrate a base completely unseen without removing any enemies, and extract my target. I’ve also had missions go so sideways that enemy helicopters were searching for me with troops on the ground. Its instances like these where a mission can play out so different each time, that makes the Metal Gear Solid game what it is – unmatched free-roam, free-form experimentation.

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The weirdest feature in the game has to be the ability to play a mission as any of your Combat Unit’s staff. Male or female. They’re just Boss. Everyone you meet thinks they’re Boss, and will treat them as such. Boss can literally be anyone.

And the infamous cardboard box is back, and better than ever. It’s tougher, and has a more robust feature set, including allowing the player to stand while in the box. A funny feature with the box is the ability to attach a guard image poster to the top and standing in front of enemy guards. They will salute you as their commander.

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The game’s whole presentation is near-perfect. The story, while lacking focus at times, tells an emotional tale of loss and recovery, of deceit and love. Kojima’s storytelling and direction has never been better.  While some of the missions seem tedious, the actual story driving missions are powerful and will truly keep you engaged. Kojima has a way of including current events and melding them into his fictional worlds. Last generation is was micro technology and private militaries. This generation child soldiers in Africa, nuclear warheads, war-time interrogation techniques, and the diversity of language around the world.

“I WONT SCATTER YOUR SORROW TO THE HEARTLESS SEA, I WILL ALWAYS BE WITH YOU”

Kojima has created two believable, living, breathing areas filled with enemy encampments and wildlife. He’s placed us in the center of these war torn countries and given us a home base to manage, that requires resource and staff management far too detailed and involved than it ought to be. He’s given the tools to play out the missions with freedom and experimentation. He’s made a sand-box world, given us Snake, and told us to go play – be nice or be deadly. Kill or extract. Snake even has a shrapnel horn stuck in his forehead that will grow to mimic a demon if you’re evil enough.

And the game is gorgeous looking to boot, with Afghanistan’s hard rocky valleys at sunset even surpassing Red Dead Redemption’s brilliant vistas.

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In the realm of achievements, considering the unique type of game, and imagination of Hideo Kojima, the achievements are pretty unimaginative. There are those dedicated to completing the main missions, some side quests, and completing the bond with your three breathing buddies. The rest are completionist – bleh.

For those that like stealth incursions, horses, e-cigs, or snake. Snake? SNNAAAAAAKEEE!!!

Notable Achievements
To the Rescue (Extract a female prisoner) – 15G
Man’s Best Friend (Raise bond with D-Dog to the maximum) – 15G

-iRogan

Slow News is Not Always Bad News – IDL NEWS

XBLA Creator Thinks Microsoft Should Bring the XBOX Arcade Back

Creator of the Xbox Live Arcade, Greg Canessa believes that Microsoft should bring back the XBLA name and brand for the Xbox One. I think this is actually a good idea. I don’t think they should keep the same achievement rules or size restrictions of the games, but I do believe a separate hub for these type of games is warranted. The game store is overloaded with smaller or indie games, and they don’t belong in the same lists as the AAA titles. It would be easier to spotlight some of these if separated and they could bring back the Summer of Arcade.

Quantum Break

Coming off the news last week about the simul-release of Quantum Break on Xbox One and PC, and the cross-platform cross-buy, Microsoft has confirmed that the game will be a Windows Store exclusive on Windows 10, and won’t be available via Steam.

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New Releases – Feb 16-17

Kinda a weak week on both news and new releases

Street Fight V (PS4)
I’ve never really been a fan of fighters, but the street fighter series has been huge. The art and design has always been very impressive, so I’ll probably do up some new SF throughout the week, to honour the release.

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TRON RUN/r (PS4, Xbox One)
A new, fast, action adventure runner game in the world of TRON. We can use it to help absorb the shed tears surrounding the “no Tron 3” news.

Rocket League (Xbox One)
I am kinda excited about this game. looks fun. Fast team sports. Soccer, but with cars.

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See, kinda slow day. Thursday I have a lengthy review for Metal Gear Solid, more news before the weekend, and then an art dump, plus Achievement of the Week, if I play any of the games listed above. I’m currently playing Call of Duty: Advanced Warfare, Mad Max, and just started up Assassin’s Creed: Unity. I’ll have my first impressions for Assassin’s Creed Unity up over the next few days.

Take care,

-iRogan

ACHIEVEMENT OF THE WEEK – Saints Row IV

Not a Valentine’s Day Special unfortunately…

Saint’s Row IV is definitely not the most relevant game of choice, but ILLESTRADER and I recently got the weekly game nights running again, which has been nice. It’s given us the chance to re-visit co-op games we hadn’t completed while we wait for some new ones to come out (Dying Light).

One of the games that we have re-visited is Saint Row IV, since we haven’t completed it yet. After Saints Row The Third, being as spectacular as it was, I had high hopes for IV. But for me it was very disappointing. They took the one zany portion from III where you have super powers and turned it into a full game. Same city, just everything is a simulation, with hacking, and glitches. It just felt like they took all the bugs, texture popping and left over ideas, and added them as features. The game does have its notable moments, and some of the missions are very unique in design. It’s a breath of fresh air over some other co-op games, and I guess that’s what they were actually going for.

We’ve been playing on the Xbox 360, and may end up getting the Xbox One Re-elected version with Gat Out of Hell expansion afterwards.

The achievement I’m choosing was just a coincidence, and played nicely into the re-grouping of friends for game night.


 

Achievement of the Week – Saints Row IV

5+f6J6DOAbout Time – 30G
Completed “Welcome Back” and got the gang back together at last.

This achievement is story related, and can’t be missed. The beginning half of the game is about infiltrating the simulation city and extracting your friends from their respective predicaments, and getting them back to the ship. Kinda like The Matrix.


 

Last week I finished Rise of the Tomb Raider, and will be writing a review for that, and over this past week, I also tried out Styx: Master of Shadows, started and finished Beyond Good & Evil HD, and have been playing EA SPORTS Rory McIlroy PGA Tour religiously, or at least until the EA Access trial runs out.

Sunday Feb 7 – Saturday Feb 13: 635G

Saints Row IV

  • About Time (Completed “Welcome Back” and got the gang back together) – 30G
  • Maximum Stopping Power (Completely upgraded one of your weapons) – 20G

Beyond Good and Evil HD

  • Hovercraft (Power up the hovercraft) – 5G
  • Gamble King 2 (Win 3 times in the pellet game against Francis) – 15G
  • Gamble King 1 (Win 3 times in the coconut shell game against Peepers) – 5G
  • Kicking *** (Kill 10 Alpha Section guards) – 15G
  • Bounty Hunter (Chase down all 4 looters) – 20G
  • Racing Champion (Score 1st in all 4 hovercraft races) – 20G
  • Big Heart (Get 10 hearts for Jade’s HP) – 15G
  • Moneybags (Discover 80 pearls) – 20G
  • Project Apollo (Pilot the spaceship to the moon) – 10G
  • Beyond Good and Evil (Complete the game) – 40G

Styx: Master of Shadows

  • Born in the shadows (Extinguish 30 torches) – 15G
  • Reminiscences (Finish the introduction) – 15G

EA SPORTS Rory McIlroy PGA TOUR

  • Graduation (Earn your PGA TOUR card) – 10G
  • Pin Seeker (Hit the flag stick) – 15G
  • Ace Andrews Special (Get a hole in one) – 75G
  • Nothing But Cup (Hole a shot from over 100 yards) – 50G
  • Daily Competition (Play in a Daily Online Tournament) – 30G
  • Weekly Competition (Play in a Weekly Online Tournament) – 30G
  • The FIX is in (Win the U.S. Open with Rory vs Martin Kaymer) – 15G
  • Seeing Stars (Earn 3 stars in a challenge) – 10G
  • Feeling Boosted (unlock your first boost) – 10G
  • Now you’re golfing with Portals (Hit through a portal for the first time) – 15G
  • Battle Begins (Unlocked Parcel Storm Challenges) – 25G
  • Playing For Rank (Play in a Ranked Online H2H Game) – 30G
  • Playing For Fun (Play in a Unranked Online H2H Game) – 30G
  • All I Do Is Win (Win a PGA TOUR event) – 15G
  • Invitation Only (Win the EA SPORTS Spring Invitational) 30G

 

Back to news and new games on Tuesday, and a review lined up for Thursday. Enjoy your Valentine’s Day.

-iRogan ❤

Revisted iReview – BEYOND GOOD AND EVIL HD

Beyond Good & Evil HD

“The weak, the wimps and the wussies still have three seconds to get the hell outta here, and get back to their knitting!”

Publisher: Ubisoft
Developer: Ubisoft Montpellier
Platform: Xbox 360 reviewed on Xbox One Backwards Compatibility
Availability: Ps3, Xbox 360

Playing older games is like visiting old friends. Those that you haven’t seen in a few years, but still think about from time to time, or come up in conversations when visiting others. It’s a great feeling to reminisce, but a greater feeling to actually see that friend again, and catch up.

In somewhat of a personal new-games rut, I settled and gave the Xbox One Backwards Compatibility a try. Since Call of Duty Black Ops 2 has yet to be made available, I booted up Ubisoft’s Beyond Good and Evil HD remastered release.

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I played the original back in 2004 on the Playstation 2, and it’s always been a mainstay on my list of great games I remember having played during that generation. In 2011 a HD re-mastered edition was released on the Playstation 3 and Xbox 360 which included improved textures and character models, as well as an updated soundtrack, achievements and leaderboards.

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Beyond Good & Evil is an adventure game about an alien invasion and the conspiracy surrounding the involvement of the planet’s military dictatorship. In the game, we play as Jade, a photojournalist and caretaker of a home for orphaned children. Jade, I believe, is the primary reason I fell in love with the game eons ago. She’s a character with a lot of heart, but can hold her own when pressed. Her character design was very spunky, with her baggy pants, white tank top, jet black hair with a headband and green eyes and green lipstick. If one could fall in love with a video game character… Alongside Jade is her uncle, and guardian figure, Pey’J, who is a boar-like creature. Only Jade is playable, but large portions of the game have Jade being paired up with another character to solve puzzles and help in combat situations.

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The story of Beyond Good & Evil takes place on a small mining planet called Hillys, with its population a mix of humans and anthropomorphic animals. The local town has been under attack by aliens called the DomZ, who have been abducting and enslaving the civilians. The planet’s military, Alpha Section, has promised to defend the population, yet have been unable to stop the alien attacks thus far. An underground resistance group called IRIS Network believes that the Alpha Section is actually working with the aliens, and are working towards uncovering the truth. IRIS enlists Jade’s photojournalist skills to reveal Alpha Section’s true motivations. Once proof has been obtained, IRIS will provide the evidence to the Governess and create promotional material to gain favour with the citizens and help overthrow the military dictatorship. On the side, to help fund her adventure, Jade is also a freelance photographer, taking pictures of all the species on Hillys for a science museum. This photography gameplay mechanic is part collection, finding all the species throughout the game, but also provides the player with currency, allowing them to buy health restore items and upgrades.

“ITS A GOOD THING I’M HERE, OTHERWISE THIS WHOLE PLACE WOULD FALL APART”

The majority of the game takes place in a small floating town built around canals, and small surrounding islands. Primary mode of transportation is a hovercraft that allows the player to navigate the open, but modest, world. The main city serves as the hub, where we meet vendors, and visit the Akuda Bar which is the headquarters for IRIS. The Alpha Section’s many headquarters are also found in the city, and can be unlocked and accessed throughout the game for more collectibles. The city also hosts 2 hovercraft races.

The closest island boasts a lighthouse, and is our protagonist’s home, where she lives with her uncle and orphaned kids. The game starts on this island as the focal point of the initial alien attack, and jump starts Jade’s adventure. Other nearby islands include caves and a volcano, and the final large island is the slaughter house. This final island also hosts 2 more hovercraft races. Each area gets unlocked as we progress through the story and unlock new items for the hovercraft.

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Aside from taking a break and admiring the local beaches in said hovercraft, Beyond Good & Evil’s other two gameplay mechanics are Combat and Stealth. On our missions to unlock the truth we come across many different types of creatures while exploring the islands, some are not so friendly. Jade is equipped with a staff to help her in fights, and more often than not, paired with a companion in Pey’J or an IRIS operative named Double H. With their help we can fight off any baddies that come our way. They will also aid with navigating the islands’ inner workings and cooperative puzzle areas. The other bad guys we stumble upon are the Alpha Section’s elite. Most of these sections require stealth to navigate around, as this enemy has strength in numbers and Jade is ill equipped to deal with them on high alert, especially later on in the story when breaking stealth is an instant fail.

The pacing of the game is its notable weakness. There are only a few proper missions involving the Alpha Section investigation, and these are quite bloated, but afterwards we always have to run back to the town to turn in our findings. We then have to re-explore the town and its new available areas to collect the required amount of Pearls (in-game currency to upgrade our Hovercraft) to advance. It feels like, as Jade, we have to do a lot of unnecessary leg work just to help the resistance complete their story of corruption. They’re very thankful for our assistance, but I don’t feel that we are properly compensated, aside from a few donated Pearls from the resistance supporters.

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Story gripes aside, the game is just as enjoyable as I remember, if not a little weak on the writing – some of the one liners from Pey’J are groan-worthy. The HD re-mastering is also not a huge leap forward in visuals, but the game is much brighter and more colourful. The water reflections are most noteworthy, as some times it looks like we’re hovering across glass.

The camera was my biggest complaint. When piloting the hovercraft in tight corridors, or as Jade when in a combat situation or hugging the walls in stealth, the camera was very difficult to wrangle into the ideal direction, and sometimes left me turned around, or having to restart the segment.

I did also notice a few points where the game hung between gameplay and cut-scene and quite a few instances where the dialogue audio was not synced with the character’s facial animations. These could be chocked up to the HD re-mastering with new frame rates, or even the Xbox One Backwards Compatibility emulation.

The game is still fun to play, the puzzles fairly smart, and since it’s been 16 years since I originally played it, everything felt fairly fresh.

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Achievement-wise, the game is quite light, as it was released as an Xbox Arcade game. So it only had 200G worth, mostly item collection oriented, and the standard “introduction” and “beat the game” achievements.

-For those who talk to animals, enjoy photography, or always fall in love with the first video game female they meet.

Notable Achievements
Wildlife Photographer (Take 6 film rolls of animal photos) – 20G
Racing Champion (Score 1st in all 4 hovercraft races) – 20G

-iRogan

 

2016 and all that jazz – IDL NEWS

Hello, once again, internet.

Rocket League’s Xbox Release
Rocket League will finally make its debut on the Xbox on Wednesday, February 17th. Bundled with the game will be the three previously-released content packs: Supersonic Fury, Revenge of the Battle-Cars, and Chaos Run. The Xbox One will also include two unique vehicles inspired by Halo’s Warthog ad Gears of War’s Armadillo.

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Rocket League Hype Everywhere

Star Wars Battlefront Double XP Weekend
Star Wars Battlefront will host a double XP weekend February 12-14 after the SWB community successfully completed the recent Community Challenge.

I’ve found the game to be quite fun, and will try to log sometime this weekend to help rank up.

Tom Clancy’s The Division Umpteenth Beta
Ubisoft has announced another Division Beta, this most recent one running Feb 19-21st. I played the closed Alpha, and enjoyed what it had to offer, but NDA prevents me from discussing it further. And unfortunately I slept through the most recent closed beta, but I heard that it included the same missions and Dark Zone. I will try to take part during this new window to see where the game has improved, this close to release, and then share my opinions.

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Titanfall Sequel Will Have Single Player Campaign/Multiplatform
The sequel to 2014’s Titanfall, expected to release late 2016/early 2017 is confirmed to have a single-player campaign and will no longer be exclusive to the Xbox One.

“One of the shortcomings of the first game was we just did not have the mechanism to tell everyone ‘here’s who you are, here’s where you are, and who’s around you,'” Stern said. “We knew all the answers; we just could not deliver it.”

I loved Titanfall, and still play it from time to time. I felt that its lack of solid single-player was its only lacking element. That being said, I wouldn’t have played the online component as much as I did, if it had.

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New Releases – Feb 9

Assassins Creed Chronicles – Russia (Xbox One, PS4)
Wrapping up the trilogy, Russia has come out, just a few weeks after part two, India, came out. I played ACC China, and thought it was a unique 2.5D game, beautiful art and fun runner sequences. As I progressed through the game, it did become quite difficult in parts with a couple insta-fails parts. From what I’ve read India and Russia is very similar, but Russia has some unique sniper gameplay mechanics and a 2nd character, so I am looking forward to giving both of them a try. Here were my initial thoughts on China: ACC CHINA

Unravel (Xbox One, PS4, PC)
Unravel caught a lot of eyes at E32014 as this little indie darling being revealed by a very nervous dev showing off his baby for the first time, and not really know what to expect. The game has garnered quite the emotional response over the year that followed with fans sending in photos of their own little Yarny dolls. The game is finally out and I got to try the first two levels last week and found that the game was very pretty with some unique puzzle ideas. Excited to play through the full release.

Firewatch (PS4, PC)
Locked away as a PC and PS$ exclusive right now, Firewatch looks like a unique story driven game with brilliant voice acting. Not my typical genre but I’ll keep my ears peaked to news of any Xbox ports. One of the unique features of the PC version is you can order physical prints of the photos you take in-game.

Dying Light: The Following Enhanced Edition (PS4, Xbox One, PC)
Dying Light’s big expansion is here – The Following – and alongside it, comes the full Enhanced Edition package. Myself and Illestrader will be picking this up as we’re in need of another lengthy co-op game.

Lovers in a Dangerous Spacetime (PS4)
Lovers makes its PS4 debut. Here’s my impression, for the Xbox: Lovers in a Dangerous Spacetime

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In somewhat of a gaming rut, trudging through some and hesitant to start others, I recently sat down and played through the Beyond Good and Evil HD re-release. This was in-part because I wanted something fresh, but also because I wanted to give the Xbox One Backwards Compatibility a try, as I hadn’t to date. I’m going to put up a review for it later this week.

I’m also still working on the website re-alignment to include art and other projects. It’s been slow as other priorities have shuffled my website obligations some.

-iRogan