The Mummy Demastered Review (Switch/PS4/X1) – “Mummyvania”


The days of movie-based games releasing on consoles have certainly become a dime a dozen nowadays. Years ago, almost any movie that could be made into a game was made. Universal has rebooted one of their monster franchises a few months ago, The Mummy. The movie was poorly received, but shockingly there is a game based on the property itself, releasing just in time for Halloween. Thanks to developer WayForward, we have The Mummy Demastered. So does the game succeed at the rare feat of besting it’s movie counterpart?

Let’s get this out of the way now…this is very much superior to its film counterpart. That being said, The Mummy Demastered (cleverly titled) is a 16-bit, 2D-style Metroidvania game, playing much like a mixture of their previous titles like Shantae and even more so like TMNT: Danger of the Ooze. Naturally though, the closest comparison would be Super Metroid more than anything. 


The Mummy Demastered has you playing the role of an elite agent part of the Prodigium Unit, a group specialized in facing supernatural elements. Princess Ahmanet has been resurrected and it’s up to your unit to put a stop to her before she regains full power to transform the world to her liking. You will be in communication with Henry Jekyll as he provides you updates to the whereabouts of Princess Ahmanet, as well as hints to certain equipment in the area.

As mentioned, this is a 2D Metroidvania game, with a twist (more on that soon). You will explore various areas interconnected throughout London: graveyards, sewers, caverns, ravaged city streets, and a clocktower. Naturally at the start of the game, you’re only equipped with a standard automatic rifle, but as you explore the world, you will come across a variety of weapons like flamethrowers, machine guns, harpoon guns, etc. These will certainly give you an edge with more challenging creatures, and each weapon may be more powerful against enemies versus other weapons. Some areas and rooms will be blocked and require backtracking with proper projectile weapons or artifact abilities. Artifacts hidden in the world will grant your agent a special ability, such as phase dashing or running at faster speeds. You will be able to extract to different locations based on areas where helicopters are on standby. This is certainly helpful when backtracking and trying to access areas previously blocked.


Mechanically, there’s a twist that will keep you on your toes throughout the journey: dying. Sure, that sounds obvious to avoid, but if you die, your character will become an undead soldier of Ahmanet and you will play as another agent from your last save point. The catch here is that you will have none of the upgrades or weapons that you acquired with your now undead agent. You will need to hunt down the undead agent (thankfully displayed on your map) and take them down to acquire all the upgrades and equipment earned throughout the game at that moment in time. Oh, and don’t think you can just quit the game and reload your save to avoid this…the game saves automatically the moment you die. 

The game will certainly provide a challenge, as enemies will not drop many health items. As the game does try to push the concept of dying and retrieving your equipment from undead soldiers, health is scarce. Health items dropped will only replenish a minimal amount. Ammo is not as scarce to maintain, but even if you run out, you can always utilize your default rifle which has unlimited ammo. Speaking of weaponry, you can carry up to two additional weapons to swap between. Figuring out which weapons to carry in your loadout is essential to survival, as you will quickly realize that your default rifle is quite weak. Loadouts can be changed at any of the ammo cache locations throughout the areas. 


There are bosses to face in each area as well. Boss battles are large in scale, and gradually get more intense with each battle. The bosses are well designed and really add to the intensity of the game. Whether you face off against a giant scarab, or giant spider, or the other vile creatures that await, the bosses will certainly keep you on your toes. By the final boss, you really need to have as much equipment as possible, as you will truly be tested.

WayForward has Metroidvania platformers under their belt, and The Mummy Demastered is no slouch. Level design is very well done for the most part, aside from a few rooms where platforming could’ve been a bit more refined. There are numerous times where enemies will be an obstacle while carefully jumping, but getting hit will knock you back. Enemies occasionally throw projectiles and seem to do so before they fully appear on-screen, leading to a few cheap shots. Additionally, flying creatures such as birds and bats may have infinite spawning, leading to a bit of frustration trying to climb your way to the top of rooms. Outside of this though, the overall level designs really nail atmosphere and are laid out quite well.


As always, WayForward excels with their ultra-smooth animations and 60 FPS (for the most part). The game really captures the feel of a 16-bit game, with nice pixel art, and nicely layered backdrops with parallaxing. Even the foreground elements of fog add to the game’s overall atmosphere. It’s as smooth as a 16-bit looking game gets, given the HD coating for modern consoles. While the framerate is hitting 60 FPS, there were several instances of framerate drops. While this was tested on the Switch, both docked and undocked experiences saw the frame drops based on the number of enemies on-screen. In terms of music, composer Monomer has provided a truly superb soundtrack that easily stood out throughout the entire experience. Each area has music that hits all the right notes. The atmospheric and upbeat tunes engross you immensely and cannot be praised enough. By far, one of the best gaming soundtracks I’ve heard this year. Yes, it’s that good. Sound effects also pack a punch, with each weapon sounding powerful and creature noises fleshing them out. 


The Mummy Demastered is a 16-bit Metroidvania done very well. While the property it’s based on may not have the best track record, the game itself certainly evades the curse of subpar movie-based games, and provides a rich experience. The superb pixel work, silky-smooth animations, tight gameplay, and sublime soundtrack really round out one of the best movie-based games, let alone an all-around great game, in quite some time.

Overall Score: 8.0 out of 10 = BUY IT!

A special thank you to the publisher for providing us a review copy for The Mummy Demastered! Copy reviewed on Nintendo Switch.

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Has-Been Heroes Interview: Switch Development “a lot smoother” than Wii U

We had the opportunity to interview Kai over at Frozenbyte about their upcoming release, Has-Been Heroes. In this interview, Kai was able to share their experiences developing for the Switch, what kind of game Has-Been Heroes is, some tips about the game, if the Trine characters would appear, and much more.

Marcello: First off, thank you for taking the time to answer some questions about Has-Been Heroes! Let’s begin with the game’s origins. How did you guys first think of the idea for this game?

Kai: We went with a team-based approach for this, so we initially had a small group that we put together who just wanted to make something totally different from our other games. They had a challenging game in mind, and the roguelike elements started fitting into place very early on. At one point after a few prototypes we really had something click and the gameplay started feeling really addictive.

The story and characters were pretty similar throughout the development, but naturally evolved a bit to the current humoristic setting as we refined the concept. So now we have the old, retired Has-Been Heroes that are sent to take the king’s daughters to school!

Marcello: How long has the game been in development for?

Kai: We started development around 2.5 years ago.

Marcello: Now this game is releasing on multiple platforms, but clearly the Switch version is the one most are intrigued about seeing since it’s in the console’s launch window. What has it been like developing for the Nintendo Switch? Any comparisons to the Wii U when you guys brought Trine to that platform?

Kai: Switch has been a real pleasure to work with, no complaints at all. Nintendo has really learned a lot from the Wii U times and developing for the Switch has been a lot smoother. They’ve changed around a lot of things, and really thought of the whole process from a developer standpoint. Our programmers have loved it.

Marcello: Does this game have any form of co-op multiplayer? It seems like it can get really intense!

Kai: No multiplayer, Has-Been Heroes is single-player only. But with a game like this where every move and decision with items/spells matters, there’s a lot of room for people to shout instructions from the back 🙂

Marcello: The game’s art-style is certainly a departure from that of the Trine series, but it certainly has a clean, smooth art-style nonetheless. How did you guys decide on the game’s art direction?

Kai: The drawn 2D style was something we had in mind from the beginning for Has-Been Heroes. It’s there to give you some comical relief to soften the blow from dying a lot in the game 😉

Marcello: Does the game run at 60 frames-per-second?

Kai: Yep!

Marcello: Can you use the Switch’s touch-screen for any gameplay when playing off-the-dock?

Kai: No, just for the menus.

Marcello: Will the Trine characters make a surprise cameo appearance in the game? Maybe we’ll be able to play as that team in-game?

Kai: No, they are busy fighting evil in another dimension!

Marcello: The Trine games had a very serine soundtrack from composer Ari Pulkkinen. Did he return to compose the soundtrack to Has-Been Heroes?

Kai: Ari will make some tracks for our other game Nine Parchments (which is set in the Trine universe by the way!), but the soundtrack for Has-Been Heroes was composed by our in-house audio team consisting of Sauli Lehtinen and Jori Kemppi.

Marcello: Any tips players should be aware of when starting this game?

Kai: You can pause the game (and you should) at any time with the left bumper on your controller. Use it to your advantage to plan your moves and cast spells when they’re off cooldown. Also try to match your heroes’ melee attacks with enemy stamina counts in order to stun them.

Marcello: Anything you would like to add to the readers of this interview?

Kai: We’re just a couple of weeks away from the launch of Has-Been Heroes, so if you’re into roguelikes and enjoy a challenge, look out for it!  It’s a rare game for Frozenbyte since it becomes so challenging that only a handful of people here have actually beaten the game, but that’s really what makes it so addictive and fresh for a long time 🙂

Marcello: Thank you so much again for your time! We’re excited to get our hands on Has-Been Heroes!

Kai: Thanks!

Has-Been Heroes releases on Nintendo Switch, PS4, Xbox One, and Steam on March 28th for $19.99. It will release both physically and digitally, with the physical copy being available exclusively at Gamestop for $19.99.

Are you looking forward to this title? Sound off in the comments below!

Microsoft’s E3 2014 Press Conference Live Blog

Xbox One Console

Worried you might not be able to watch Microsoft’s E3 Press Conference live on June 9th at 12:30 pm EST? No worries, we’ve got you covered here on Gamers Xtreme! We’ll be live blogging the whole event and you, as the community, will be able to interact with us throughout the whole conference! The blog is also mobile friendly so for those of you with smartphones, you’ll be able to still catch every minute of the conference through your phone. Enter your e-mail address below to be reminded of when the event is about to go live and get involved with E3!

Thief Review (PS4/X1): “Something lurks in the shadows, perhaps it should stay there”

Thief Wallpaper

Thief launches the series into a next-gen experience; adding to its quiver everything that goes along with a complete rejuvenation of a series: new graphics, a fresh story, clever designs and a whole new world to call your own. But just because something is new doesn’t always mean it’s better – does this new Thief properly pay tribute to the past entries in the ever popular series? Or should it just cower in the shadows, dwelling in the shame of being “just another game”?

Story: 1/5

Instead of reviving an old storyline from previous entries in the series, Eidos Montreal took a classic move and started from scratch; giving main character Garrett a new background with a new reason to be the master thief (as well as a killer new look). Thief takes place in a busy setting simply called “The City”: an almost middle-aged, steampunk, “we just discovered electricity” kind of place. This means that modern-day locks, contraptions and security systems haven’t been invented yet, which is all the better for us. It’s also around the time where sorcery and a hint of mysticism can viably make an appearance. For an agile spirit in both mind and body, this makes for a pretty attractive place to set up camp and reap the benefits of the ever abundant shadows.

At the start, the city is booming, meaning plenty of heists to pull off with a plethora of back alley deals going on. Garrett accepts a job working with an old student of his and you both head out to steal a valuable artifact. However, when things don’t seem quite right, Garrett has the smarts to turn away; but an overzealous “co-worker” thinks she has what it takes. A few miscalculations and an interruption or two and we wake up a year later with no idea what happened to her or what happened to our beloved City. What once was thriving with markets and healthy people has now descended into the depth of purgatory, with sick filling the streets and an overruling government squeezing the City into submission with a clenched fist.

Thief Gameplay 4

Garrett decides he needs to figure out what’s been going on for the past year and what happened that fateful night. What starts as a few simple inquisitory jobs evolves into something much deeper… and darker. Garrett soon finds out that he may be the only one with the ability to save the City he calls home.

Thief takes off with a pretty rough start. With what can only be described as a pre-rendered unsynced mess of a first cutscene, it’s pretty hard to get involved in the story. To be completely honest, every cutscene is this way, and to truly enjoy and take the story for what it is, you’ll need to distance yourself from the quality and focus on the hard facts. Sadly, that still won’t do you much good. While the story seems to make sense in the end, it relies on what I like to call “accept-a-scene’s”. These are events that take place without any previous or further explanation, forcing the player to just accept what has happened as practical and move on. While some games may have one or two of these events, Thief will have about one major event a chapter, really adding some suspicious loopholes to the story as well as incomplete connections, leaving you with a cheated feeling.

The story takes a few winding turns in an attempt to make it more interesting, but in the end with only one decent (though poorly followed through) twist, you won’t end up remembering much of what happened.

Thief Gameplay 1

Gameplay: 3/5

If you can get past the choppy cutscenes and poorly strewn together storyline, you can find a mildly addictive game to enjoy for a while. The City is a large arena filled with loot for you to steal. Sadly, many of the areas are patched together with loading screens, making the game feel unconnected and as choppy as the cutscenes. Luckily, none of the chapter missions will put you through this waiting period, allowing you to roam free and interact with the world as you like… well sort of. While the game originally boasted near-absolute freedom, you’re really quite limited. You have a clever arsenal of arrows at your disposal, but really only a handful of ways to use them. Wander through an area in a mission and you can clearly see how the developers wanted you to play it, which honestly makes you feel like some entity is watching you play, constantly forcing your hand to interact with the world the way it has intended you to.

Nevertheless, there is still a large amount of satisfaction in uncovering hidden passageways and alternate routes, and that’s really where the game earns its keep. Unlike many other stealth games, Garrett is not a force to be reckoned with. Facing one guard is challenging enough but when you’re pit against multiple enemies, your best bet is to run, hide, and survive. You have a small amount of self-defense, with the ability to dodge and weaken enemies enough to a finishing blow, but this takes time and will definitely cause attention! This is something that is highly appreciated, really capturing the feeling of being an actual thief, and it will make you play the game that much more skillfully. Utilizing no real powers or abilities other than a swoop action that dashes you forward a few meters, you’re left to use your wits.

Thief Gameplay 2

Different environments make sneaking around more difficult. For example: carpet will mask your footsteps, but be careful on wood, and God forbid you happen to step on any perfectly placed broken glass! This concept is strung about through the entire game as the AI is keenly aware of what happens around them. Sure, you can distract a guard with a broken bottle to make them wander over, but land that bottle too close and they’re on full alert, quickly searching every nook and cranny! Your only option is to stick to the over-protective shadows as much as possible. You can put out candles (when no one’s looking) or swoop across lighted areas to avoid detection, but you still need to be aware of everything that is going on in your surroundings. You may not have noticed the traps set up in that hallway, or the guard on patrol around the corner. It’s best to take it slow, using the incredibly smooth peak/lean function or utilizing your mystic focus ability to highlight objects of note. Sticking to your skills and being alert will allow you to cruise through the missions with ease; pulling off huge heists without anyone even knowing you’re there.

While story missions are long and well-thought out, it’s good to get some diversity in the game. That’s where miscellaneous jobs and client jobs come in. In between story missions, you can peruse the town in search of specific loot to steal. Most of the time this involves a drawn out and repetitive sequence to open a window and pick a lock with no threats around, but once in a while you will have to avoid a resident or guard. The real challenge is usually finding how to get to the said window, as the city can be a tempting puzzle. The client missions are a little different however. Locate the specific waypoint in the City and you’ll be ported to a small section to carry out your mission. These are a pleasant change of pace as the venues are small enough to tackle quickly, but complex enough to take your time and practice to perfection. It’s a shame there aren’t more of these as it would really add to the game’s replay value. Much like each story mission, there are collectibles to find, loot to steal and threats to avoid. At the end you’ll get a nice report screen detailing your actions and how you performed and what you should do to improve. These, combined with the story missions, will give you plenty of time playing to become the master thief. However, if that’s not enough for you, there is a challenge mode which puts you in a map (albeit a small number to choose from) and gives you new objects to steal. You can choose to alter how the game is played, possibly giving you more points when the job is completed, and then you can compare to your friends’ scores on the leaderboards. While these challenges will take some time to master, the real meat lies back within the City.

Thief Gameplay 6

Graphics: 4/5

It’s a rare occurrence when cutscenes are the weakest point of a game visually. However, Thief really showcases this conundrum well. Luckily, that means that the rest of the game looks stunning. During gameplay, you’ll constantly find yourself stopping to appreciate the textures and lighting effects, and how those light effects affect the textures and how the textures texturize the lighting effects! With a game almost entirely set at night, it’s an impressive feat that Eidos has been able to make the world stand out visually. Fog and visibility has been expertly created to make you feel like you truly can hide in the shadows, if only the same effort was put into the dreadful, yet somewhat infrequent game events.

Thief Gameplay 5

Sound: 4/5

Thief knows you need to concentrate, and that means silence. You won’t often notice music or background ambience unless it’s absolutely needed. One of the things Thief helps you with is knowing when you’re being spotted. An eerie atmosphere of voices will kick on when someone is contemplating if they see you or not, and music will drastically appear if they decide that you’re not actually a shadow. This allows to you focus on the environment as a whole when planning your next move. Realize that your footsteps aren’t so silent? Probably shouldn’t swoop then. Hear a guard walking around the corner? Maybe he’s sleeping quietly – best to peek and check it out. Thief also takes a new approach to sounds alerting threats by adding birds and dogs. Move too fast by a bird and they’ll act like an alarm. Dogs will smell and see you in the shadows so you need to consider your routes carefully! Sadly, not everything is balanced in the world. People talking will carry without drop off for a long distance! This truly creates a poor experience when you’re trying to sneak around a 3rd story building but you head the guards on the 1st floor by the gate as clear as day as if they were in the next room! Not to mention that in the City you’re constantly barraged by a mess of different people talking, it’s almost enough to make you want to sit through an unsynced audio session in the cutscenes!

Thief Gameplay 3

Overall Score: 12/20 = 6.0 out of 10

Overall, Thief is a rather unpolished attempt at a next-gen revitalization of a classic stealth game. Freedom isn’t truly free and while the in-game graphics will keep you mesmerized, the repetitive nature of the in-City jobs can feel like a chore after a short while. The City itself has some addictive puzzles and alternate paths if you can get past the loading screens, and the gameplay can be highly rewarding if you let yourself get into the mindset of a shadow-walker. However, in the end, if you’re looking for a stealth game, you should probably purchase Dishonored.

Pros:

+ Some pretty neat and clever paths in/out of missions

+ Awesome in-game graphics

+ Clever strategies to progressing in missions

Cons:

– CUTSCENES?!

– Loading screens all over the place

– Story is filled with “accept-a-scene’s”

– Same cool paths feel like you’re simply being guided

– Repetitive nature of out of mission heists

Thief was purchased by the reviewer and tested for the PlayStation 4 system.

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Call of Duty: Ghosts Review (PS4 / Xbox One / PS3 / Xbox 360 / Wii U / PC): “Not Giving Up the Ghost Yet”

Call-of-Duty-Ghosts1

Call of Duty: Ghosts marks the second generation leap in the series’ history, making expectations for the newest iteration even higher than usual. Ghosts was released for the 7th generation consoles ahead of the next-gen versions, with the PS4 version now out and the Xbox One version serving as a launch title. Ghosts takes a trip back to Infinity Ward’s more current-day time period seen in the Modern Warfare series, but with a major twist: playing the losing side. Being a Call of Duty title, a high-budget campaign experience, riveting and addictive competitive multiplayer, and a co-op mode are assumed to be the standard fare. But is Call of Duty: Ghosts an exceptional entry in the series, or just a ghost of its former self?

graphics

Story: 3/5 

The first step to answering that question would be to tackle the game’s single-player campaign mode. Despite its title, Call of Duty: Ghosts has nothing to do with Modern Warfare 2’s Simon “Ghost” Riley or its storyline; instead, Ghosts takes place in an alternate timeline in a similar time period as the Modern Warfare series. The campaign starts out with the Walker family, consisting of Logan (you), his brother David “Hesh” Walker, and their father Elias taking some R&R on the San Diego coast. A series of tremors cause the Walker family to head back home; however, to their horror, they find the streets and homes along the way being torn apart, with the pavement being shifted into rough crags and homes being tossed about like toys. A quick flashback to 15 minutes prior shows that an earthquake wasn’t the cause of the destruction, but rather a hostile takeover of the U.S.’s ODIN Satellite, loaded with deadly tungsten rods designed to level any threat on the ground on a massive scale. A couple of NASA-trained American soldiers are able to call off the attack and destroy the ODIN, but not before several major American cities are utterly destroyed. Back on the ground, Logan and Hesh link back up with Elias and evacuate the town on a truck, but not before seeing the results of the ODIN strike below, leaving several gigantic craters in the ground.

From here, the game skips forward 10 years and involves America’s war with the South American Federation, a coalition of countries responsible for the ODIN attack. American is battered and broken, but not beaten, as you and Hesh work with Elias to commence surgical strikes against the Federation forces occupying the U.S. You’re joined by your Army-trained German Shepard, Riley (likely a homage to Ghost himself), and through a series of circumstances and missions gone sideways, meet up with the titular Ghosts themselves; a cadre of elite, special-forces-trained soldiers, and work to take your place amongst them.

While Ghosts’ story certainly sets a good enough stage within the first 30 minutes of play, there really isn’t the personal connection that was present in previous titles, like Black Ops 2. Raul Menendez is a constant thorn in your side, and makes it clear he has a personal vendetta with the Masons and Frank Woods. His followers play mostly a supporting role; the whole time, your mission is to take Menendez down. That sort of connection is lacking in Ghosts. For the majority of the game, you’ll find yourself facing a faceless enemy in the Federation, pulling off surgical strikes that seemingly lack any sort of overarching goal or reason; it’s just taking what you can, where you can. While this certainly fits the scenario of the game – placing players in the losing position from the get-go – it really has a negative impact on the game’s story and makes it hard to care about the missions you’re carrying out. It’s also jarring that the story simply skips forward 10 years after the first level, with you and Hesh suddenly committing surgical strikes against the Federation occupation forces, along with your dog Riley in tow; it’s all very sudden. When did Logan and Hesh join up? Where did Riley come from? These are simply questions you’ll have to leave on the back burner.

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Call of Duty finally makes its way to space.

Character development is another mixed bag with Ghosts. The Walker brothers – yourself and Hesh – have a constant and unbreakable bond throughout the game, and this really does come through a lot of the time. Whatever happens, you can count on Hesh being there to support you. The father, Elias, is another story – while he talks about his pride in his sons and how much he cares about their training and development, he comes off as a rather cold character in spite of what he tells his sons. It feels odd to have Hesh refer to Elias by rank one minute, then segue immediately to calling him “Dad” when there isn’t any warmth to warrant it. Then there are the Ghosts themselves, Merrick and Keegan being your most constant companions. Early on in the story, they come off as condescending and superior, basically telling you that you can tag along if you do “what I say, when I say it”. Over time, however, they learn to respect you and Hesh, until an eventual camaraderie builds. Other than their titles, however, I didn’t feel particularly moved or awed by their skills or behavior. Ghosts are near-legendary in the game’s universe, but to me, they felt like just any other soldier you’d find in a Call of Duty game. Perhaps that speaks to the strengths of the series’ characters, but I expected a little bit more from them.

The linchpin that brings the squad together is, without a doubt, your dog Riley. You learn to work with him very early on, and he proves an invaluable ally throughout the campaign. More than just an extra soldier in the squad though, it’s clear that he shares an extremely personal bond with you and Hesh. Logan is there with a quick pat on the head for a job well done, and Riley returns this affection by remaining faithful and loyal to you and your squad, ready to attack anyone who poses a threat. Riley’s welfare was constantly in the back of my mind, even when we were separated between missions, and when Riley was in danger, I found myself getting increasingly anxious, even being pushed to anger against his attackers whenever he got wounded. I even found myself emptying entire magazines into his attackers, more than enough to put them down, after Riley was attacked. It really speaks volumes about Riley’s design and integration into the story when you can say that he has a profound emotional reaction on you, and without him, Ghosts would have been a vastly different and shallower experience.

Of course, no modern Call of Duty game would be complete without a face for your enemy, and Ghosts has one in Gabriel Rorke. A former Ghost himself, he now finds himself working with the Federation, and a big part of the story involves you trying to find out why. I know I mentioned before that the Federation is a faceless enemy, and that still holds true – while it’s clear Rorke is meant to be the big bad of the story, he’s not really around enough to reinforce this fact. After encountering him early in the story, you spend a good half of it trying to track him down, and he really doesn’t take a personal stake in the campaign until later, towards the end. Most of the time before this is fighting hordes of nameless, uninteresting Federation soldiers. When he does appear, though, he makes for a stellar antagonist. He’s voiced extremely well, has all the snide confidence of an enemy who always thinks he has one over you, and knows exactly where to hurt his victims the most. If the story had involved him more, it would have made for a more accurate depiction of the situation you find yourself in, with the Federation working for him, not the other way around.

Overall, the game’s story comes up a bit short compared to games of Call of Duty’s past. It starts off sufficiently, and ramps up towards the end, but there’s a large swath of the middle of the campaign that will be an absolute drag, making missions feel hollow and pointless without a gripping story to motivate you. There’s also just too many questions left unanswered.  The campaign should take around 5-6 hours to complete on normal difficulty, making the story small enough to digest while still having some depth to it, but those of us used to the blockbuster thrill rides of Black Ops I & II and Modern Warfare 3 may feel a bit cheated this time around.

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Underwater too.

Gameplay: 4/5 

At this stage of the game – no pun intended – most of us know what to expect from a Call of Duty game. The mechanics have remained largely the same from year to year, and most could say that the series is afraid to take risks, but the mantra Infinity Ward and Treyarch seem to embrace is, “If it ain’t broke, don’t fix it”. Yet again, this stance seems to have been mostly successful in Call of Duty: Ghosts.

Solid, fast-paced gunplay is at the center of the Ghosts experience, as it has been in all Call of Duty games. Aiming down your sights and taking shots at enemies downrange is extremely fast-paced and responsive. Infinity Ward have replaced the “dolphin dive” mechanic – sprinting to prone – with a new sliding maneuver, where your character will slide for a few meters into a crouched position if you go prone while sprinting, or straight to prone if you hold the button down. This feels like a nice change, and makes dashing into cover much easier than in games past. It’s also now possible to lean around corners when aiming down your sights. A yellow arrow will show up on your crosshairs when this is possible. Infinity Ward have expanded our options a bit in terms of weapon variety, now introducing a new weapon category, Marksman Rifles. These weapons aren’t totally new to the series, as many long-range single-shot assault rifles and semi-automatic sniper rifles (such as the M23 EBR) have been present in games before. However, they now get their own category, and perform largely similar to each other, bridging the gap between the balanced performance of Assault Rifles and the long-range per-shot killing power of Sniper Rifles. Each come fitted with a scope and usually fire semi-auto, but other options exist. Players will also find that many weapons feature unique qualities built into the gun, like the Honey Badger’s integrated silencer or the bolt-action Sniper Rifles’ recoil compensators, which reduce kick after each kill.

Perhaps one of the biggest changes to the Multiplayer formula this year is Infinity Ward’s take on the Pick-10 system. However, rather than letting you spend points on every piece of gear and perk in your loadout, players have access to a primary weapon with two attachments, a secondary with a single attachment, a lethal grenade, and a tactical device for free, along with 8 “perk points” by default. This makes sense, as the game is extremely perk-focused this time around – there are 35 to choose from in all, from 7 unique categories. Some are returning favorites, others are weapon attachments seen in Black Ops 2 in perk form, while yet others provide completely new benefits, such as providing extra lethal or tactical grenades or providing a random extra perk at spawn. Each of these perks has a point cost in line with their power, and players can earn extra perk points by removing a secondary weapon, lethal, and/or tactical grenades from their loadout. This new system is an interesting take on the now tried-and-true Pick-10, but it can’t help but feel a little overwhelming at first. 35 perks in all is a lot to choose from, and using squad points – the new unlocking currency present in Ghosts – can feel risky when you’re not sure where to go first. Luckily, the game gives you a strong head-start by letting you pick a pre-set package when you first create a soldier. Whether it’s a weapon-focused Assault or Rush build, a stealthy silencer build, or a long-range Marksman Rifle package that you pick, the game will start you off with a weapon, two attachments, a secondary, lethals and tactical devices, and a selection of perks to compliment the playstyle you choose.

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The game’s new-found complexity really comes through when considering that weapons are no longer unlocked as you rank up anymore; squad points need to be spent to unlock them, but on the plus side, you can unlock them in any order you like, with some weapons costing more than others. You can also elect to use squad points to unlock perks early, otherwise a new one will be unlocked every other level or so. Finally, these squad points can be used to unlock additional members of your Squad – more on this below.  It’s definitely a less accessible system than Pick-10 was, but with some practice, players can come up with interesting loadout choices that make use of a variety of perks and equipment choices. Squad Points are also awarded at a more rapid clip than Black Ops 2’s unlock tokens, given that there are a variety of ways to earn them, including ranking up, completing assignments, and achieving field orders. In this way, it doesn’t hurt so much to drop 6 points into unlocking a new weapon to try when you can easily earn them back in just a couple of games.

Ghosts brings back the “Strike Package” feature present in Modern Warfare 3, allowing players to choose from an Assault or Support strike chain of killstreaks, or the Specialist package to earn more perks as they achieve more kills. Thankfully, taking an objective counts towards earning killstreak rewards, as with Modern Warfare 3’s Hardline Pro perk, but now available to everyone in the baseline. This was a huge plus for me in Black Ops 2; making killstreaks based on score, not number of kills, encouraged more objective play, and bringing this sort of reward system into what was already present in Modern Warfare 3 helped to keep this team-based feel intact. As in Infinity Ward’s last game, Assault streaks are designed to kill or hamper your enemies, while Support streaks are meant to support and strengthen your own team. Newer players who don’t feel confident in their skills may want to stick to the Support streaks at first, since your progress up the strike chain doesn’t reset on death. There are fewer lethal options in Support this time around, though, so players will want to commit to a team-player mindset when choosing this strike chain.

Speaking of strike chains, two very large changes have made their way into Ghosts. First, the fan-favorite  UAV has been replaced by a killstreak called the SAT COM. Rather than launching them in the sky, SAT COMS are placed on the ground, and function a bit differently from their last-gen cousins. SAT COMs provide stronger and better effects the more that are simultaneously deployed on the field at once. With one SAT COM up, enemies will only appear on your team’s mini-map when within line-of-sight of a teammate. With two, your team gets the traditional sweeping UAV scan. With three out at once, the sweeps occur more frequently. Finally, if you can manage to deploy four SAT COMs at once,  the sweeps will occur extremely quickly, and enemies’ directions will be displayed on the map as well. They still last for a limited time like UAVs, so it’s now extremely important to communicate with your team and ensure you’re getting the biggest benefit from your SAT COMs. Additionally, you’ll find that the Care Package is no longer a selectable killstreak; these are instead earned by a new gameplay mechanic called Field Orders. Enemies will sometimes drop light blue briefcases when they die; pick these Field Orders up, and you’ll be given a challenge to complete, such as getting a kill while prone or killing someone from behind, before dying. Achieve this, and you’ll be rewarded with a care package drop marker and a squad point. Fail, and your briefcase drops for anyone else to pick up. It’s an interesting mechanic that adds a new level of complexity to the meta-game.

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Squads mode puts up to 10 AI teammates at your command.

The traditional multiplayer modes – Deathmatch, Demolition, Capture the Flag, etc. – are all present here in Ghosts, along with a few new ones. Cranked is an exciting and fast-paced Deathmatch variant where killing the lead player will earn you multiple speed benefits, like moving and reloading faster, but also start a countdown timer. Keep getting kills to keep this clock alive, but if it hits zero, you explode. Search and Rescue is like Search and Destroy, but players drop dog tags on death. Pick up a teammate’s tags, and they respawn. Pick up an enemy’s tags, and they’re out for the round. Blitz takes the concept of American Football and adapts it for an FPS – a zone activates on each team’s side, and your team needs to reach these zones before the enemy do to score a point. There are many others, including Grind, Hunted, and Infected, and the sheer number of game modes available provides a large variety of game types to play. However, the biggest, and most interesting (in my opinion), addition to Multiplayer in Ghosts is the all-new Squads mode. Players can assemble a squad of up to 10 unique soldiers, customize their appearance and outfit them however they see fit, then go into battle alongside them against other players’ squads in all of the core game types. Each squadmate unlocks gear and ranks up separately, though unlocking and outfitting your squadmates takes from your shared pool of squad points, so it’ll take some time to unlock everything you’ll need for your entire squad. However, once you’ve loaded up your squad to your exact specifications and take them into battle, it’s extremely satisfying to watch them play intelligently with the gear you’ve given them. Assault Rifle characters will play the midfield; SMG and shotgun-toting squadmates will rush into the thick of battle; characters with silenced weapons will try to flank and out-maneuver the enemy; and squadmates wielding sniper and marksman rifles will set up in a good camping spot and pick off enemies in their field of fire. The AI is complete unprecedented in a Call of Duty title, and will provide a pretty stiff challenge. Squads will likely appeal to those players who get a lot of satisfaction out of designing a plan and watching it execute flawlessly; being able to outfit your squad to your specifications makes this possible and rewarding. Your squad will even earn experience while you’re away, fighting against players who challenge them in the mode’s Squad Assault gametype. Several other gametypes exist as well, including Safeguard, a take on Modern Warfare 3’s Survival mode.

Finally, for those of us looking for a different co-op challenge, there’s the new Extinction mode. Rather than fighting the living dead in games past’s Zombies mode, players will be staving off an alien invasion just two weeks after the first ODIN strikes in the story. Like Zombies, Extinction features four unique soldiers to play as, though this time around, players are given a series of objectives to complete, rather than just trying to stay alive; for instance, protecting a drill to destroy several alien hive sites, before staving off an alien attack on your evac chopper. Currency is earned by completing objectives and damaging or destroying enemies, and these can be used not only to buy new weapons, but to activate a pre-selected group of four power-ups, such as an ammo box or a deployable sentry gun. Teamwork and tactics are key in this mode, and having several objectives to complete provides a depth of focus not present in Zombies mode. It’s a fun, fresh-yet-familiar co-op mode that players are sure to love.

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Seriously. In space.

Graphics: 4/5 

We’re entering a new era of gaming with the release of the PS4 and Xbox One, so naturally a game’s graphics quality will be a top concern. Ghosts succeeds in most regards here, but it’s not perfect. Textures have taken a marked step up from the previous generation, with surfaces looking crystal-clear at a distance, while staying sharper up-close than before. Lighting, especially, has been greatly improved on the next-gen consoles, with lighting effects on surfaces and weapons having a more realistic sheen and shadow casting. In fact, there are going to be several times in the campaign where you might actually stop and just take an awe-filled look around. Sniper fans will be especially pleased, as zooming in with your scope no longer obscures your peripheral vision. Instead, the area around the scope will be blurred out, allowing you to barely see your peripheral vision zone while scoping in on a target. When you consider the amount of power this takes – the game essential has to render your view twice – it’s impressive. On the downside, however, there are many points during play where you’ll notice a marked decrease in framerate, especially during some of the game’s larger battles or outdoor areas. This is near-blasphemous for a Call of Duty title, a franchise known for constant 60-FPS performance. I wish I could say it didn’t take away from the experience, but when it happens, it’s not pleasant. There are also several graphical glitches that may creep in – a squadmate’s gun floating in mid-air during the campaign, for instance. These little cracks keep Ghosts from graphical perfection, but it’s still a game that doesn’t take the easy route on next-gen consoles, providing a noticeable step up from the previous generation.

Sound: 4/5 

Ghosts’ soundtrack suffers from the same issue as the story – it’s competent, and the tracks are appropriate to the situations they’re played in, but it’s not the kind of soundtrack you’ll find yourself humming when away from the game. Where Ghosts’ audio direction shines is in the voice acting and weapon sound effects. All of the actors in the campaign do a good job voicing their characters, but Kevin Gage steals the show as Gabriel Rorke. Rorke’s an old soldier with a fearsome reputation and all the snide confidence of a villain who knows he has the upper hand, and Gage delivers Rorke’s dialog like a knife sticking you in the side, bringing an extremely personal touch to your (admittedly few) encounters with the antagonist. This time around, Infinity Ward’s also put some extra effort into providing a more realistic audio experience with weapon design. Guns sound appropriate to their size and what they’re firing, but perhaps the most noticeable – and appreciated – improvement is when firing silenced weapons. Guns don’t let off wimpy pops when shot, but still boast a loud sound profile when suppressed, just like firing a real weapon. Along with louder footsteps in multiplayer, this really helps to break the uselessness of sound-enhancing headphones and perks in Black Ops II and present battles like they should be – loud, dangerous affairs.

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Overall Score: 15/20 = 7.5 out of 10 

Call of Duty: Ghosts may present the weakest showing for a game in its franchise in recent history – not counting Black Ops: Declassified – but Infinity Ward have shown that they’re still capable of producing a competent Call of Duty game. The campaign may be somewhat mediocre, but will draw you in to the game’s Multiplayer, Squad, and Extinction game-types, where most of Ghosts’ longevity will take place. If Black Ops II is staring to feel a bit old, Ghosts will give you the refresher you need.

PROs: 

+ New Create-a-Soldier system provides greater variety than Pick-10

+ Larger variety of multiplayer game types to choose from

+ Squads mode is fun and rewarding

+ Extinction is a fresh take on the tried-and-true Zombies formula

CONs: 

– Flawed, lackluster campaign

– Framerate drops more frequent than they should be

– Excellent antagonist isn’t present enough to be relevant

Call of Duty: Ghosts was purchased by the reviewer for the Playstation 4 system.

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EA announces Titanfall’s Release Date

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The much awaited news for Titanfall fans has finally be announced. Titanfall will be gracing the PC, Xbox One, and Xbox 360 on March 11th of 2014. The game will also contain a premium $249.99 Collector’s Edition, which will be released alongside the standard edition. The Collector’s Edition will include an 18-inch hand-crafted Atlas titan statue with diorama and battery-powered LED lighting, a surprising 200-page art book, and an exclusive schematic poster. The good news: both the standard edition and premium are available for pre-order now. For up to the minute news on next gen release dates or delays, stay tuned!

[Source – Forbes]

NYCC 2013: “Strider” Demo Playthrough

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At Capcom’s NYCC booth, Argus9 had the opportunity to play through the revitalization of Strider, coming to the PS3, PS4, Xbox 360 and Xbox One in Spring 2014! He left the demo incredibly impressed at how old-school it felt, while modernizing it to today’s expectations. Take a look at his no-death run through the full 13 minute demo! Enjoy!

Need For Speed: Rivals Gets a Date For PS4 & Xbox One

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Need For Speed: Rivals has finally been dated for next-gen consoles. For weeks now, we have known that the current-generation versions would release on November 19th. However, today it was finally revealed that the PS4 and X1 version’s will debut on November 22nd. This day also marks the launch of the X1 as well. This will also mark the first game that Ghost Games will be releasing a title (they are a new team within EA Sweden). For a full description of the game from a company rep, see below.

Need for Speed Rivals puts gamers behind the wheel of both sides of the law, daring them to cross the line as either a cop or racer in order to gain any advantage in the street’s ultimate rivalry. Players will choose between two distinct career experiences, each with their own set of high-stakes challenges, rewards, pursuit tech and cars. The intensity of the action is at an all-time high thanks to AllDrive, a revolutionary new feature that destroys the line between single player, co-op and multiplayer. Through AllDrive, friends will be seamlessly connected to one racing world where their races and chases can collide at any time, creating the ultimate edge-of-your seat experience.

[via segmentnext]

Brand New Trailer Of “The Evil Within”

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Earlier this week, the TGS trailer for The Evil Within was released online, and went viral instantly. The video is all about the gameplay here, and is clearly showing some eerie and violent scenes throughout the campaign. It has been confirmed that all footage unveiled via the trailer was from a current gen build and not a Ps4 or X1 build. It is clear from this, that Shinji Mikami is pushing the current aging systems to the limit of their visual fidelity. The Evil Within is due out in early 2014. Check the horrifying new trailer below.

Xbox One Releasing November 8th?

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An image that has been circling the internet for the past 24 hours has certainly created a buzz. An inside source at Walmart leaked the image of a shipping manifest directed to all Walmart locations. The list below clearly shows a midnight launch for the Xbox One on Friday, November 8th, just one week before the PS4.

Microsoft has stated that its next-gen console will indeed release in November, and since the PS4 is slated for November 15th, it stands to reason that Microsoft might want to get a “one” week head start (no pun intended). Up to this point, they’ve completely avoided the question of when their console would launch (aside from Holiday), while Sony gave their exact date during their Gamescom Press Conference. We will have to wait and see in the coming weeks.

Check below for the supposed shipping manifest sheet. However, take this with a grain of salt as it’s the only item listed that doesn’t state it’s “confirmed”.

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[via Kotaku]