作者彙整: Kimberley Wallace

NHL 20 Review – Off The Post

Publisher: EA Sports
Developer: EA Vancouver
Release:
Rating: Everyone 10+
Reviewed on: PlayStation 4
Also on:
Xbox One

NHL 20 is that team that didn’t make moves in the off-season beyond conditioning its current players and adding mid-tier free agents. After going big last year with a new skating and physics engine, NHL 20 dials back by focusing on refinements and smaller improvements. The result is better gameplay, but the changes – or in some cases the lack thereof – to the core modes leave much to be desired.

While not a complete reinvention, the overall gameplay looks and feels better than it ever has. The addition of contextual and star players’ signature shots make all the difference. Not every player looks the same winding up a slapshot, and now players react more realistically, such as going down on one knee to snipe or leaning forward into the stick for more snapping power. This adds some much-needed variety to the on-ice action and makes setting up plays more fun. Everything feels more natural, especially one-timers and jamming the stick in scrums for the dirty goals. Although, in turn, I found scoring a lot easier than in past entries, leading to ridiculously high-scoring games.

One part that feels off is the checking; sometimes out of nowhere, players get a surge of momentum, allowing them to land hulking, unrealistic checks. I wish physicality factored more into board battles like real-life, an area that still needs work. Players’ on-ice awareness also stands to be improved; you still see them skating past pucks or reverting back to defense when they should be battling for the puck. Also, while I was impressed with the new goaltending animations that had them making acrobatic saves, I can’t say the same for the goaltending A.I. itself. While goalies certainly follow the puck better, they still don’t adjust to player tendencies, biting on the same moves repeatedly. 

Everyone will invariably be attracted to different modes, but expect refinements rather than large-scale changes. Be A Pro players are once again left out in the dust with the mode being practically identical to last year and in desperate need of new lifeblood. EA Sports Hockey League also remains largely the same, with its player classes, traits, and specialties in need of new options. Unfortunately, this also means things like A.I. defensemen jumping into the play at inappropriate times. NHL 20 also features alumni rosters, although they feel like an afterthought with some questionable line-ups, like the Anaheim Ducks’ roster featuring Jarkko Ruutu, Niklas Hagman, and Bryan Allen (201 franchise games), while omitting Francois Beauchemin and Paul Kariya (1198 franchise games).

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This may seem disappointing, but a slew of other modes make smart, though minor, additions. Arcade-focused Ones includes couch co-op, allowing you to play as star NHL players against friends. Ultimate Team introduces squad battles, a single-player competitive mode where you compete against A.I.-controlled teams created by the HUT community, which give players an easier way to earn rewards. World of Chel adds new cosmetic items alongside weekly challenges to get special limited-time jerseys and hats (though it is still lacking compared to other games on the market). 

The mode that got the biggest face-lift is Franchise, where you pull the strings behind the scenes by taking on the role of general manager, forging a path to the cup. You now have more ways to strategize by hiring coaches with their own systems and finding the right players to fit within it, or firing your coaching staff when it no longer works. I love the idea, but this mode is a mess and will probably take EA some time to iron out the kinks. Franchise’s new trade finder is barely functional, most of the time turning up nothing or less-than-ideal deals. Signing coaches is the most frustrating process, as they’re extremely picky if your franchise isn’t 100-percent ideal, requiring you to throw money at them, and even then, they sometimes cannot be swayed. And it appears EA just forgot the option to have you filter for goalie coaches, meaning you won’t find candidates to interview who want that role. 

I like that players and coaches come to you to have conversations, but it’s very one-sided as you can never summon them to discuss changes or poor performance. Worse is you don’t always have ways to meet their demands. For instance, when a player asks for more minutes, you have no way to communicate this to the coach except to try playing them on another line and hoping the coach leans on that one more. To Franchise’s credit, the player readiness category in scouting is extremely helpful for planning future rosters. Also, players asking for appropriate compensation for contracts based on their stats and the season they’re having is a welcome improvement. The mode no doubt needed a shakeup, and the ideas are promising, I just wish it was in better shape.

NHL 20 is an uneven experience. One minute I’d feel the high of setting up an awesome play and seeing the puck land in the back of the net, but then I’d slam my stick into the ice frustrated by disappointing aspects across its modes. Seeing similar issues continually bleed over year after year is getting harder to forgive the longer they go on, but it’s still the only way you can really experience the thrill of being on the ice, and at the very least, it captures that well.  

Score: 7.5

Summary: NHL 20 provides better gameplay, but more effort could have gone into improving its various modes.

Concept: Build upon last year’s new skating engine by making plays and shots look and feel more realistic while refining many popular modes

Graphics: Not much has changed in this department through the years, but the new shot and goaltending animations are impressive. More real-world likeness for star players would go a long way

Sound: The commentary gets a much-needed change-up, thanks to new duo James Cybulski and Ray Ferraro taking the helm. The pair add new energy and life to the on-ice action

Playability: The game certainly plays better than NHL 19, but many modes lack the upgrades they so desperately need

Entertainment: NHL 20 gives hockey fans plenty of ways to have fun and invest their time, but there are a few disappointments along the way

Replay: High

Click to Purchase

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Bandai Namco Shares More On The Characters And World

Developer: Bandai Namco
Release: 2020
Platform: PlayStation 4, Xbox One, PC

Outside of a few basic beats, Bandai Namco has been keeping details about Tales of Arise under wraps. This TGS marks the first time we’ve had new information, thanks to a new trailer and stage show. 

We learned more about how the two main characters, Alphen and Shionne, will be connected. The pair come from two very different worlds. You see the story through the eyes of Alphen who is from Dahna. He crosses paths with Shionne, who is from Rena, which Bandai Namco referred to as “a land of the righteous and divine.” Shionne’s land of Rena has ruled over Alphen’s Dahna for the past 300 years, and it hasn’t been pretty. Rena, with its advanced technology, has depleted Dahna of its natural resources, keeping them subservient and miserable. 

It still hasn’t been divulged exactly why, but Shionne, who has thorns growing all over body that hurt anyone who touches her, is being chased by her Renan cohorts when she meets Alphen. Her encounter with Alphen leads him to take the torch flame sword and work to free the people of Dahna. Apparently, she has “secret motivations” for turning on her people and helping Alphen and the people Dahna gain their freedom. The game begins with both Alphen and Shionne looking to change their fate and create a new future. 

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In this universe, “astral energy” exists in both living beings and inanimate objects, and when used for magic is referred to as “astral artes.” Only Renans know how to use these artes, their eyes glow blue when using it. While Shionne has to power to cast healing artes, Alphen wields the “torch flame sword,” which is a manifestation of astral energy. Here’s where Alphen and Shionne become reliant on each other, when Alphen uses the flame sword, the fire damages him, meaning he needs someone like Shionne around to heal him. Although Alphen doesn’t feel physical pain, which is why he can use the sword, he still suffers adverse effects from using it. It’s said that the relationship between these two “changes the fate of the planets.”

The new trailer shows plenty of Alphen and Shionne’s dynamic in action, but also comes with a tease: another character. All we can see is their shadow walking toward the two and collapsing, as both Alphen and Shionne run to help. While we knew there would be other party members, as we were told at E3 to expect a cast the size of past entries in the series, this is our first glimpse at another party member, so hopefully, we learn more in the future.

Lastly, the new art style was discussed, longtime “Tales of” team artist, Minoru Iwamaoto, who was previously a character designer, is now the art director. It’s said that the team put a lot of thought into utilizing the Unreal 4 Engine, but still having the game capture the essence of the Tales series. The watercolor art style will remain intact, but Bandai Namco said it’s making the enemies look more realistic and more menacing this time around. The goal is ultimately to strike a balance between the anime-style and photorealistic artwork. 

Tales of Arise is set to come out sometime next year on PS4, Xbox One, and PC. 

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Gust Is Making A Game Based On The Popular Anime, Here’s What You Need To Know

Publisher: Koei Tecmo
Developer: Gust
Release: 2020
Platform: PlayStation 4, Switch, PC

Fairy Tail, a long-running manga and anime, is receiving the video game treatment. Koei Tecmo and Gust made the announcement ahead of Tokyo Game Show and held a stage show there today to showcase more about the game based on creator Hiro Mashima’s work. The game is being created under Mashima’s supervision to make sure our journey to the continent of Fiore is as close to the true experience as possible. For those not in the know, Fairy Tail places you in a world of mages and wizards. It follows the exploits of a mage guild, taking jobs to earn their keep and learning more about the world’s mysteries. We were on hand at Tokyo Game Show to learn more about the RPG, which is taking plenty of cues from Gust’s flagship franchise, Atelier. 

You control main character and Dragon Slayer Natsu, but over 10 characters will be playable. In addition to Natsu, the following have been confirmed: Wendy, Lucy, Grey, and Erza. The game doesn’t cover the entirety of the anime but will feature several arcs from it. The story focuses on the point where the characters are rebuilding the guild, which ties directly into the gameplay. You accept missions and requests, slowly raising your guild’s renown to new heights via a lettered ranking system. As you earn money from missions, you can also use it to upgrade your guild’s exterior, such as adding a magic shop or a better quest board. Characters will join your guild through the story, but a few you will need to bond with before they will join your party. You can also recruit supporting characters (not for battle) to join your guild, although they won’t be playable they will help around the guild. 

Click here to watch embedded media

The town of Magnolia has been recreated in 3D and it looks gorgeous. I had the game demoed for me and everything was crisp and clear, and the cutscenes were in line with the anime. Magnolia may be your base of operations, but it’s not your only destination. You also travel around on the world map, gaining access to new areas as you advance in the story and complete quests. Areas look very similar to the layout of the Atelier games, filled with enemies, items, and materials. Gust confirmed there would be a crafting system in the game, but it wouldn’t be anything overly complicated. You use the materials you find to create magical crystals, which you equip and strengthen your characters.   

Battles are turn-based, with a focus on managing your MP wisely alongside chaining attacks and performing combination specials. Since Fairy Tail is all about magic, Gust is tying that into your strategy, as elemental weaknesses are a big part of the game. Associate head of Gust Keisuke Kikuchi said to expect all the signature magic and some of the “legendary, flashy” magic. 

Gust feels like a natural fit for Fairy Tail, and I was surprised at how well some of the systems they’ve been perfecting in the Atelier series complement Fairy Tail’s world. Time will tell how it shakes out, but it’s interesting to see Gust approaching a big property with such fanfare. 

Fairy Tail is set to come out sometime in 2020 for PS4, Switch, and PC.

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More Of What Fans Want

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Rajang Is Just As Brutal As You Remember

Publisher: Capcom

Developer: Capcom

Release:
September 6, 201… 閱讀全文

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Hands-On With Resident Evil’s New Multiplayer Experience

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Revisiting Final Fantasy XIV’s Eorzea Cafe With A Shadowbringers-Inspired Feast

This isn’t our first trip to Final Fantasy XIV’s Eorzea Cafe in Akihabara, but our last visit was five years ago. A lot has changed since then, for both the cafe and game, making us eager to revisit, especially with the new menu items crafted in the image of Shadowbringers. Since this was our second visit, we wanted to go all-out and order up quite an impressive feast, complete with drinks and dessert.  

This first gallery showcases our feast in all its glory. We got everything from an Aramigo beef bowl to our very own potion drink. 

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After eating, we got up and took in the atmosphere, which you get a glimpse of below. Yes, you can log into your Final Fantasy XIV account and play while there. 

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To learn more about the cafe, you can visit the official site here.  

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A Look Inside The Square Enix Cafe In Akihabara

Tokyo Game Show is upon us, and we’re currently in Japan to cover the show. As we do every year, it wouldn’t be a trip without showing you some of the cool gaming-related stuff around, which includes dedicated restaurants and cafes to some of the most popular Japanese gaming franchises. This year, we had the pleasure of visiting the Square Enix Cafe in Akihabara, which currently has a Final Fantasy XIV collaboration going on. The cafe is filled with memorabilia from all of Square’s franchises, such as Dragon Quest and Kingdom Hearts to even the niche SaGa and Octopath Traveler. Then there’s the food and drinks, which are all designed to showcase various characters and places from the games. Since it was Final Fantasy XIV’s time to shine, all the food we ordered represented that game. You can check out our extensive galleries below to get a sense of the atmosphere and food.

The first gallery showcases the locale and memorbillia on display

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This second gallery is all about the food and drinks AKA the presentation

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Want to learn more about the cafe or even visit yourself? You can do at the official site here

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Monster Hunter World: Iceborne Review – Tough Challenges In The Bitter Cold

Publisher: Capcom
Developer: Capcom
Release:
Reviewed on: PlayStation 4
Also on:
Xbox One, PC

Monster Hunter World reached a wider audience than any other game in the franchise, mesmerizing new hunters and pleasing longtime veterans. World had its extreme challenges, but they were tucked away in late- and post-game content. You didn’t have to be an expert to succeed, which made it more newcomer-friendly. If you were waiting to have your skills truly tested, Iceborne scratches that itch; you have to fight hard for your victories, but you savor them when you finally slay a punishing beast. Iceborne gave me a larger adrenaline rush than I ever experienced in World’s base game, but it’s mirrored with just as many frustrating moments. Even so, Iceborne exemplifies what Monster Hunter is all about: You pull all the stops to overcome the nastiest foes, and those moments of triumph offset the soul-crushing defeats. 

The main draw of this expansion is the new arctic area, Hoarfrost Reach. This enormous region is rife with dangers, such as unpredictable avalanches and deep snow. The monsters roaming this landscape fit well, such as the moose-like Banbaro, who uproots trees to slam into you. Hoarfrost Reach is great fun to explore the first few times, but it gets old fast, with around half the missions of the expansion taking place in it. Rather than having another new locale to explore, the other quests take place in the regions from the base game, such as The Ancient Forest and Coral Highlands. The familiarity of these environments ends up being a detriment because fights become predictable, despite the new monsters. More region variety would have gone a long way, especially since this is such a meaty expansion. You fight about 20 monsters – some brand new, and others are variants from World. Some of the variants feel like disappointing reskins with slight attack variations, but the different elements they have add some variety and surprises to fights, such as the Seething Bazelgeuse’s scales that burn hotter than normal for bigger explosions. 

The new foes make for the best fights. Popular monster Tigrex, who has graced past games in many different forms, makes its return with a nightmarish and deadly charge; the window to dodge is narrow as it razes everything in its path. Learning monster patterns, tiring them out to unload damage, and using the environment to your advantage are all key. Destructible environments and turf wars are also back, with the latter continuing to be the pain that it was in the base game. Turf wars are grandiose, but they happen far too often and unnecessarily prolong fights. Some new combos and moves inject new life into battles, but my favorite new addition is the clutch claw. This grappling hook allows you to launch right onto the monster, and in the case of my light bowgun, I could plant a bomb and jump off for decent damage. 

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As mentioned previously, this expansion is much more difficult than the base game’s campaign. You could get away with doing story quests solo there, but Iceborne isn’t as forgiving. Outside of a few missions, expect to depend on SOS flares and coordinating with other players to succeed. One big improvement in this area is that the difficulty scales depending on how many players are in a party at a given time, even when one drops from the battle. Iceborne also doesn’t ease you back into the mechanics. Right out of the gate, the monsters hit you like the bitter cold: hard and abrupt, which sets the tone for the expansion. Be warned, the difficulty is uneven. Some monsters absolutely crush you with nasty status effects and powerful attacks, while others seem like pushovers.

At times, I thrived on the challenge, knowing that if I got sloppy, I would walk away with nothing but lost time. It made me experiment much more with my chosen gear, upping my resistances, and equipping the right decorations for perks. My victories felt glorious when I finally downed a monster that I’d been at for a few days. That sense of achievement is hard to top, but the experience of fighting one of these nasty foes is tedious. These showdowns can take close to the 50-minute time limit, and defeat is devastating as you often come away with nothing but wasted items. Some incredibly difficult battles aren’t even fun, just maddening, as the odds are so stacked against you that any mistake spells defeat.

A lot of times you’re battling monsters in enclosed spaces where the environment can be just as deadly as their attacks, not giving you much room to avoid the deadly arsenal of combos and special attacks most monsters are equipped with. Throw in, extra hazards to avoid, such as smaller baddies, poisonous plants, or heavy snow that restricts your movement, and there’s plenty to keep you on your toes. You can also use the environment to your advantage by finding places to take cover behind or good jumping points to mount a monster.  In the end, Iceborne gave me some of my most memorable victories, making me scream with glee when I survived the harder battles, and wearing the cool new gear with pride was all the more satisfying.

Stepping back into Monster Hunter World for Iceborne reminded me how much I adore this game, but it also exposes its flaws. Capcom didn’t improve much for the expansion, like once again having a boring tower defense story mission and making you separately watch scenes solo before you can join up in co-op. Even so, surviving together to get that jackpot of materials for better gear hasn’t lost its allure, and Iceborne challenges you to be a better player and teammate with its arduous fights. The return trip is worth it, just don’t expect many upgrades to the experience. 

Score: 8.25

Summary: This solid expansion provides plenty to keep you busy, from more challenging monsters to a frosty new area.

Concept: Give Monster Hunter fans more of what they love in an icy new environment

Graphics: Majestic creature designs still hold the most allure, and the new region capitalizes on its wintery backdrop, but you retread it (and areas from the base game) a lot

Sound: Ambient nature sounds and roaring monsters help with immersion, but the voice acting is still hit or miss

Playability: The basic controls are practically identical to Monster Hunter World’s. The new moves and slinger combos are easy to grasp and fun to use

Entertainment: Iceborne is a hefty expansion that provides a bigger, badder challenge. The fights can be both exhilarating and maddening, making it an experience of intense highs and lows

Replay: High

Click to Purchase

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Role Queue Is The Best Thing To Come To Overwatch

I’m enjoying playing competitive Overwatch again. I never thought I’d be back in this spot, but role queue has turned things around drastically. Look, I like everything behind competitive play: the bigger stakes, more experienced players, and slowly climbing into new skill tiers. Matches take on a whole new meaning when something is at risk and a higher level of competition means a bigger adrenaline rush when you come out on top. However, matches often felt a gamble, coming more down to luck about your teammates’ willingness to tank and heal rather than actual skill.

I was very heavy into playing competitive, but the last year or two I fell off completely, mainly focusing on Quick Play and Arcade modes. It got to the point where unless I could play with friends, I just wouldn’t touch it. It comes down to one fundamental reason: team composition. For some reason, this brings out the worst in people, from players dictating to others who they should play to nobody wanting to play a healer. I love stepping into matches knowing people, in the words of D.Va, are “playing to win,” but I hated having to tolerate the arguments or watching in disbelief as no one saw anything wrong with picking three snipers when we didn’t have another tank or healer. It’s hard walking into a match knowing your team has already put itself at a disadvantage. I’d often pick last and just fill whatever position was needed, which, let’s face it, often was the role of healer.

I won’t deny that this helped me get better and learn characters I probably wouldn’t have, but that doesn’t alleviate the unnecessary frustration that you had to prepare yourself for when entering a competitive match. Plus, why should someone have to put up with that just because they understand the importance of team composition? I felt like I often got the short end of the stick for being a good teammate, which is what you should be rewarded for in a cooperative game, and every time I’d try to just pick a damage hero I wanted to play, I would often feel my blood boil as people wouldn’t step up to play the roles the team needed. Very few times did that hollow voice and words of “Defeat” not pop up on the screen on these occasions, and when other teams lost due to their poor choices, it didn’t make me feel any better. We’ve all had those matches where we completely obliterate the other team, capturing the point in under a minute. I just never found that all the fun. I play to be challenged, not to have things handed to me. 

It’s been a little over two weeks since role queue went public, and it’s made a world of difference. The agonizing and drawn-out process of selecting a team is no longer there and it’s restored balance to the game. I like fair fights. I like knowing I’m stepping into a match where people have all come into agreement about the role they want to play before it begins. It not only saves time, but it also helps people being forced into roles or heroes they’re not equipped for, or simply don’t want to play. I like having three different rankings and knowing where I stand in each role. It’s even made me want to improve on my weaker areas. 

I know when role queue was first announced, some worried this would take away from creative team formations or changing up strategy on-the-fly, but I see it as the way Blizzard meant for the game to be played. Overwatch is the most fun when everything comes down to your skill and ability to work as a team. Obviously, not having roles pre-determined wasn’t working out, and I’ve already seen role queue diffuse a lot of the hostility that often accompanied team chat. Turns out, people are much more positive if they’re actually using the heroes they want to play and they’re not having to beg their team to rethink its comp. Imagine that!

Of course, this hasn’t fixed everything, as my colleague Andrew Reiner recently wrote, it doesn’t solve the problem of there being a far bigger ratio of players that want to play damage, often making you queue for much longer periods if you choose that role. Blizzard has tried to address this by offering loot boxes or credits for the other roles, but clearly that isn’t enough to sway people away from instalocking the Shimada Bros. But in the end, I’m willing to wait a few extra minutes if it means a more exciting match and knowing all roles will be accounted for once I get on the team select screen. Now if we could only get rid of Bastion and players’ over-reliance on him as a last-ditch effort to stop a team…

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