It’s no secret that Nintendo has a knack for releasing updated ports of prominent games in their catalog, but it should also be noted that they haven’t released that many full-blown remakes. For a long time, the big N seemed nearly completely hesitant when it came to completely redesigning classic games for new consoles. However, as the 3DS’s life cycle winds down and the Switch continues to be highly successful, that hesitance is becoming a thing of the past. And now that games from established franchises like Pokémon and Metroid have been given the remake treatment in the last two years, next in line is The Legend of Zelda. But instead of the first Zelda remake being that of a heavy-hitter like A Link to the Past or Ocarina of Time, Nintendo and Grezzo have chosen to unearth the 1993 Game Boy gem in Link’s Awakening.
I can swing my sword, sword
If you’ve played the original version, you’ll know the story by heart. Link is caught in a storm while sailing on his ship, and he ends up stranded on Koholint Island. The skilled swordsman then spends time lying unconscious on the grains of sand, until a girl named Marin comes to the rescue. After getting acquainted with this new location, Link must awaken the Wind Fish so that he can begin his trip back to his home kingdom of Hyrule.
We all know the gameplay structure when it comes to Zelda games, and this remake is no different. There’s a sword to swing, dungeons to explore, sidequests to complete, and upgrades to buy. The dungeons you complete can now be played in a time attack mode if you want to earn some goodies You even get to create your own dungeons as your journey goes on. From the dungeons to the minigames, this remake doesn’t disappoint in the upgrades department.
Despite a noticeable amount of framerate drops, the visual style is both charming and beautiful. The dot-eyed character models are kind really cute, in my opinion. Also, the soundtrack does an above-average job recapturing that of the original Game Boy version.
Gone with the Wind Fish
This remake of Link’s Awakening does have a few dents in its shield, but it’s definitely a must-have for your Switch library, even if you never played the 1993 classic it’s on based on. Will the success of this one influence Nintendo to pump out additional Zelda remakes on the Switch? Time will tell, but I don’t see why not.
Destiny 2 is releasing their latest expansion Shadowkeep on Tuesday October 1st. There are a few things players should know before this.
The game will be down for maintainence today, Monday September 30th, for 24 hours. This is to prepare for the move over to Steam and for the launch of Shadowkeep.
From Battle.net to Steam
Remember that you will no longer be able to play via the Battle.net launcher, it will only be available on Steam. If you have not already moved your account over from Battle.net to Steam, you can link your account on Bungie’s website.
Bright Dust changes
Bright dust can no longer be acquired by breaking down Eververse items starting October 1st- they will now break down into legendary shards.
Also, break down any unused mods, they’re permanent with the new update, so you only need one of each.
New Light releases
New Light is the free-to-play version of Destiny 2, meaning that if you’ve been on the fence about playing, jump in! The base game, and all campaigns through Forsaken will be included. Worlds will be unlocked via experience, not campaign progress, with this update.
Pre-load to get a head start
You can pre-load the game on Steam now to get ready for launch tomorrow. It’s almost 80 GB, so free up some space on your drive if you need to.
That’s all, looking forward to seeing new Guardians and returning veterans!
JUMP FORCE, a fighting game developed by Spike Chunsoft and published by Bandai Namco, is now available via Xbox Game Pass (on console only). I’m interested in anime games, so I figured I’d take a shot at it. My childhood was fueled by these shonen comics, and I’m glad that they made a fighting game where they can go head to head against one another to see who comes out on top (I’m rooting for Naruto).
The “Tweet Review”
JUMP FORCE is a fun game on its own, and better when fighting with friends. A lot like Dragon Ball Xenoverse, the animation and fights are well done. Non-story missions lack a bit in content, but free fights are fun. I also fought as Josuke. Fun times.
The “Normal” Review
Okay, if you’re still reading this, you want some more details. I’ll be happy to oblige.
Beginning of the Journey
The story begins with your character being saved from the brink of death by Trunks and being transformed into a hero. That’s really what happens, by the workings of a magic cube. Bare with me here.
After this, you fight off the invading forces of soldiers called Venoms led by Frieza and various other shonen villains, and then are transported to the home base of the Jump Force, or J-Force as they’re called in the game.
You are tasked to join a squad- Alpha, Beta, or Gamma- and team up with them to go on missions. Alpha fights off the invaders (Dragon Ball captain, Goku), Beta retakes control of lost territory and finds new fighters to join the J-Force (One Piece captain, Luffy), and Gamma is in control of espionage (Naruto captain, Naruto clearly).
There are three different mission types: Free, Extra, and Key. The team you join determines what kind of story (Key) missions you will go on. However, because your character is an important asset to the J-Force, you will regularly be given Extra Missions where you will join members of the other teams to complete them. Example: You do a mission to rescue Vegeta, who then joins Beta team, and then you do a mission with him later on regardless of if you’re on Beta team or not.
Free missions work a lot like the system in Dragon Ball Xenoverse where you can go fight teams of enemy combatants to earn money and items to make your characters stronger. They range from easy to very hard difficulty, and the higher difficulties give better rewards. You’ll have to do these missions multiple times to get all the items, or you can buy most of them from the shop at each team base at a premium price.
The Extra and Free missions are one and done fights as far as I’ve experienced, but I’m still relatively low level, around 15. Once you complete a mission, another higher leveled one may come up after it. I hope that they will have more steps or waves of enemies to each mission, like the mission system in Xenoverse, with the higher difficulties.
With skills available from multiple shonen universes, you can create a character specific to how you want to play. My current character has a move each from One Piece, Naruto, Dragon Ball, and one more that I can’t remember off the top of my head. He plays really well for being a beginner character, good mix of close and ranged attacks. He’s also wearing a Josuke costume, because he can.
Some skills have you dash towards your opponent to make impact, others fire projectiles, and some are ranged attacks. Still others have an initial button press to create an effect or attack, then if you hit the button again, the attack goes off, like Hellzone Grenade. The large number of skills you can unlock allows for a ton of customization, so don’t be afraid to try out new skills.
Ultimate skills aren’t something that can be used all the time. You need to fill your Awakening gauge to at least 50% to use one. You do this by preforming combos, and taking damage. Awakening causes different effects for each character who uses it; for example: Goku goes Super Saiyan and Gon gets that impossibly long hair and ages like eight years for a massive power buff.
Combat is done in teams of three, and you’re able to call in the others for support attacks and to switch to them when you wish. There is a cooldown on this so be careful. There is no guard limit (so far that I’ve encountered), so guard whenever possible because it can even block ultimate attacks. The CPU likes to spam guard though, so break through it with a Smash attack (that’s actually what it’s called). Use your skills, keep the combo going, and you’ll get the win in no time.
You can also fight against other players online and in local offline battles, but I haven’t tried this out yet. I’m waiting on my friend to wrestle it away from his brother so we can play together. If it’s anything like Xenoverse, these battles are the highlight of the game because it makes you think on your feet, not follow the motions of the CPU.
The animation throughout the game is well done, and it shows in the details they put into the combat. Breaking ground, particle effects from attacks like Spirit Bomb, and the smoothness of movement make it just plain fun to play, and that’s what I like about this game.
Despite the missions being run-of-the-mill fights for rewards, the fights themselves are what make this game great. The combinations of skills and teammates, paired with how well combat flows (when the CPU isn’t spamming guard) make it fun to play. Will I play this game all the time? No, because I would get bored really quickly. But, I will play this game whenever I’m in the mood to fight Dio as Josuke, or just kick Frieza around as Kenshin or whoever else I want to play as at that time.
Silver Soul Gaming is not affiliated with Microsoft, Xbox, or any other affiliates. This is not sponsored content.
This weekend’s Call of Duty Modern Warfare Beta included all consoles finally and gave us an idea of how cross-play will work in the franchise. I had previously played the PS4 only alpha and beta and also gave this weekends new Ground Wars mode a spin to see how it feels.
I should start off by saying while I’ve always enjoyed Call of Duty games, I’ve never been a huge fan myself. I did buy last years Black Ops 4, but apart from the free games offered on PS Plus (Black Ops 3 and MW Remastered) I’ve never really played that much apart from at friends’ houses. Still, COD multiplayer has always been fun and frantic even for a rookie such as myself.
During the alpha and both betas I’ve played mostly Gun Fight, a 2v2 mode where every 2 rounds each team is given a new gun with random mods. Usually this means a standard gun with maybe a new scope or extended mag, but sometimes results in monstrosities like a shotgun with a sniper scope. Every round is timed and every person has one life. If one team isn’t dead by the end of the round, a flag is planted in the middle that each side can try and capture to win.
This mode is fast, tense, and honestly my favorite mode. It’s refreshing to play on even ground with everyone else in the match. Obviously someone who is more skilled has an advantage, but even a someone like me who doesn’t have much of a background in COD games can pull off a win. Forcing everyone to have the same loadout allows newer players to know what they’re up against while still letting pro players flex their FPS muscles.
Just this weekend Infinity Ward added a new mode called Ground War to the rotation. It’s a 32v32 mode with a huge map and vehicles including ATV’s, tanks, and helicopters. The objective is to capture several points scattered throughout the map and hold them to rack up points while fending off the opposing team.
Unfortunately this is my least favorite mode. The idea is neat and at least isn’t another tacked-on battle royale mode, but it’s mostly a mess. Spawning is horrible. Whether I spawned on someone in my squad or one of our controlled points, I was often immediately murdered without even getting to look around. I also found it difficult to tell friend from foe and other players knew that. Someone would sneak into our base and stand at the back shooting everyone while we all frantically searched for where the attacker was.
Also the map is a waste. Apart from well defined zones, it’s environment is forgettable and mostly unused. At least 90% of the fighting occurs in the central buildings and 3 main control points, essentially making it a standard COD match, just with too many players. The vehicles handle well but apart from the tank only offer a quicker way to get to the centralized fighting. Getting caught in the open is a guaranteed death sentence because snipers (already far to prevalent in COD multiplayer in my opinion) are rampant.
In its more standard modes Modern Warfare excels though. For years the franchise has been the gold standard for online multiplayer and this re-imagining looks to keep that reputation. Granted I ran into an issue where I could only play one match and then had to restart the game to get into another, the few matches of Domination I played felt good.
The only significant change is in how the game feels. You can hear and feel every action with the gun whether it’s firing, switching, or just reloading thanks to top notch sound design and animation. It’s hard to describe but the guns feel heavy, meaty even. Reloading is harsh and maybe even violent but serves to make the guns feel different from past titles. I think it’s part of why Gun Fight feels so good to me. It showcases how versatile the guns are in modification, and how tactile the moment to moment game-play is.
To get even more technical, cross-play is active for the last few days of the beta now. While I seemed to mostly be paired with other PS4 players I did participate in a party of both Xbox and PS4 players and it still played well. We couldn’t make a chat party though which is unfortunate but understandable. You can opt out of cross-play but not controller types which I’m not a fan of. That might be available in the full game, but playing against mouse and keyboard was not an experience I recommend.
To finish up, I do wish the beta was available longer so I could play more, which is really what’s important. There are amazing parts of it that I love, like Gun Fight, but the addition of Ground War is a waste I think. That being said, I do think the mode will have it’s fans. It’s not completely broken and there is fun to be had. At one point I got into a turret on the tank and when the driver parked up on a hill I was able to rain fire down on unsuspecting players from a distance. The I got taken out by a sniper and my fun was over before it ever really began.
Still, if you’re a fan of Call of Duty and especially the Modern Warfare series I think this game will be perfect for you. They’ve kept what’s great about COD while adding the right amount of new things and details to keep the series relevant and exciting. Hopefully you’ve had the chance to play the beta before it ends on September 23, but if not you can pick up the game on October 25.
Control is a game where saying “expect the unexpected” isn’t just a cliché. While parts of Control play like other games in the action-adventure genre, taken as a whole it’s easy to see Remedy really let its freak flag fly for this one. In a good way.
Control picks up right in the middle of an attack on the Federal Bureau of Control, or the FBC, by a supernatural force called the Hiss. Jesse Faden, the protagonist, inadvertently becomes the Director of the FBC and it doesn’t slowdown from there. Eventually getting supernatural and telekinetic powers, Jesse becomes a powerhouse and makes you feel like almost like a Jedi with all the things you can throw.
The story unfolds across several sections of the Bureau as Jesse fights the Hiss and helps out the beleaguered employees of the FBC. The characters themselves are nothing special (apart from an increasingly odd janitor who says you’re his assistant) but help show off how great the game looks. It’s a lot of grey but Remedy splashes color across everything giving what could have been a mundane office space a signature style all its own. Flashing lights, streaks of blood and supernatural mold combine to make the environment stand out.
The gun-play and abilities combine to make action frantic but fun. You never quite feel in control (no pun intended) but you’re never out of moves. If you gun needs a second to recharge, throw some fire extinguishers and desks at foes to knock them back. If you feel overwhelmed by the action, you can literally pull the ground up to block projectiles while you figure out your next move. You’re never without a trick up your sleeve and as a result the combat will leave you hoping for more enemies to throw things at.
That beings said there are a few enemies in the game that can feel a little overpowered, namely the bosses. I tried to do several side missions as I progressed but abandoned them after throwing myself at the bosses a few dozen times. It’s not helped by the frequent frame-rate issues that emerge when too much is happening, but the precision required to survive is sometimes expert level even at the beginning. Still, returning to the bosses with more upgrades and powers proves to balance the playing field quite a bit, it’s just not clear when you hit that point.
But if you just stick to the story you won’t have too much of an issue progressing. Most enemy encounters are just waves of Hiss infected foes that require strategy but aren’t mini-boss level difficulty. Often the story tasks you with mild platforming or puzzle solving too which helps break up the pace to keep things interesting. Also, read everything. There’s always a document, audio file or paranormal phone call that teases at the much larger world outside the Bureau.
Overall, I loved Control. The atmosphere, game play, and absolutely bonkers story are amazing, even with the rough edges. Jesse’s story is a fascinating one that I hope we get much more of in the future, especially because I know it can always get weirder.
Update on the Update
When Control released many praised a lot of the things I did above, but also noted some technical issues. We already reported on that (link above) and I definitely ran into some serious frame-rate problems playing on my base PS4. Slowdowns were generally during combat or right after loading, but it was bad enough to make me stop for a bit. I still beat the game and enjoyed it but about a week after the game released Remedy released a patch.
The patch helped the frame-rate a lot; but not completely. Combat occasionally still slows down (especially with explosions) but it’s not as much now. Also, the map loads immediately whereas before it would take sometimes around 20 seconds to load and be useful. Remedy has released a road map for new content and hopefully more patches are coming to.
For what’s felt like a long time, the NASCAR gaming market has endured a bumpy ride. There are plenty of really good racing games/sims out there that happen to include stock car racing, but games that are dedicated to NASCAR have been very rough around the edges lately. And due to low budgets and game-engine difficulties, 704Games has had a very tough time giving the NASCAR Heat series the successful pit stop it’s been in need of. However, after this year’s iteration was announced and its new features were slowly being revealed, longtime NASCAR gamers like myself had plenty of valid reasons to get revved up. And now that NASCAR Heat 4 has taken the green flag, it’s time to find out if it lives up to the hype. Let’s pull those belts tight and get into the meat and potatoes.
I’m droppin’ the hammer
The most noticeable changes in this year’s game are the changes to the racing itself. The weight and aerodynamics of the cars have a more realistic feeling, the contact physics aren’t nearly as frustrating they’ve been in the past, and multi-groove racing has been successfully implemented. It should also be noted that there are different tire compounds for different tracks, which in turn makes each track noticeably different in terms of tire wear. Drafting has also been greatly emphasized with the concept of draft partners. As the race progresses, your HUD will inform you if AI cars are lining up and asking to join forces with you. Slipstreaming is highly important in stock car racing, and Heat 4 does an excellent job taking that importance into account.
The racing in this year’s game is absolutely awesome, and thankfully there’s plenty of deep modes to race in. The career mode is mostly the same as its been in previous games, except that the interface has been polished up and you can choose which of the four leagues you’ll be starting your career in. Also returning is the challenge mode, where you recreate/rewrite the finishes of recent real-life NASCAR races. The incentive this time around is that you unlock “race-winning” paint schemes for each challenge you complete, which brings back memories of NASCAR games from EA Sports and Atari. Speaking of EA Sports games, the championship mode now has special types of short seasons that you can take part in. Sadly, the ability to make your own season hasn’t been granted yet, but never say never. And if racing against AI isn’t enough for you, you’ll be pleased to know that the 40-player online mode has been given some polish.
Shake and bake
The graphics in this year’s game give a greater sense of speed, even though the framerate slows down from time to time when you’ve got heavy traffic near you. You even get day-to-night transitions during races, but the catch is that you can only see them if you race with the multi-stage format. While the visuals definitely won’t please everybody, the audio is absolutely stellar. Thanks to the FMOD program, the sounds of the engines, crashes, and track surfaces are more realistic than ever.
I feel like I’m ready to roll
After a few blown tires, 704Games and Monster Games have finally given the NASCAR Heat series a true revival. I personally find this to be the best dedicated NASCAR game I’ve played since NASCAR Racing 2003 Season. And considering just how much I loved that final hurrah from Papyrus Racing Games, what I just said about Heat 4 is incredibly high praise and it’s not hyperbolic whatsoever. If you’re a racing game fanatic of any sort, NASCAR Heat 4 is well-deserving of a spot in your gaming garage. Boogity boogity boogity…Let’s go racin’, gamers!
Ever since lacing up the skates back in 1991, EA Sports has been dominating the NHL videogame market. Despite facing tough competition in the past, the publishing powerhouse has buried many slapshots with its laundry list of modes, accessible controls, and hard-hitting gameplay. With that being said, what does NHL ’20, the 29th game in EA’s iconic hockey series, bring to the table (Or to the rink, rather)? No highly-drastic changes per se, but it has indeed done a noticeable amount of juggling to the lines.
Is it October yet?
With the help of RPM Tech, the skating is even tighter, and the shooting has been revamped for the purpose of recreating the shots you see from big names like Alexander Ovechkin, Sidney Crosby, P.K. Subban, etc. But even if your player is highly adept at shooting, scoring is more difficult thanks to the heavily-improved goalie intelligence. In terms of additions to the existing game modes, Ultimate Team now has Squad Battles, and the Ones mode is set up as an 81-player bracketed tournament (Which is basically the NHL version of your typical battle-royale shooter).
The graphics haven’t changed much except for the retooled broadcast package, which includes new scoreboards and a heavily-tweaked highlight reel system. We also get a new commentary team in James Cybulski and Ray Ferraro, who are occasionally joined by celebrities such as Drake. Music-wise, this isn’t one of my favorite NHL game soundtracks, but it does have popular artists like Silversun Pickups and Motionless in White.
I AM a hockey player
I definitely wouldn’t consider NHL ’20 to be a completely different game from its predecessor, but the longtime hockey fan in me is more than satisfied with the refinements that the folks at EA Sports have implemented. Whether you’re a newcomer to the series or you’ve been along for the ride since the Genesis days, this game won’t disappoint you. Ready to rock-y? Let’s play some hockey!