Tagged: video game

The Witcher 3: Wild Hunt will likely go down as one of the best open world RPGs of this generation.  It wasn’t necessarily the most innovative game of the generation, nor the most technically proficient, but what it lacked in those areas it made up for with incredible characters and story in an incredibly intricate and immersive world that was full of deep gameplay systems.  It was also an impressive looking game on the Xbox One and PlayStation 4 with a really gorgeous experience reserved for PC players with capable kits, however it was also marred by a movement system that gave the game a clunky feeling.  That in itself was either one of those things that you either dealt with because you enjoyed the other aspects of the game or you just didn’t play the game.

I played a good bit of The Witcher 3: Wild Hunt way back when, but never finished it due to my distaste for said clunky controls.  The combat never really gelled with me, but I absolutely loved the characters and story of the game.  It has an open world that begs to be explored, and a lot of off the beaten path content to partake in.  I was also one of those who played it on PC, and for a 2015 release there were moments of beauty in The Witcher 3 that we just weren’t seeing in other games at that time.  A lot of time has passed since I’ve played this game, but a lot of what’s good about The Witcher 3 has made it over to the Nintendo Switch.  The characters and writing are still top notch.  The big open world fits great into the palms of your hands and the game feels as deep and engrossing as it ever was, primed to reach a whole new audience on Nintendo’s handheld hybrid console.

The one thing that everyone likely knows at this point is that the Nintendo Switch isn’t quite as powerful as the consoles that this game was designed for.  It’s not even close to the PCs that were running The Witcher 3 in all its glory back in 2015.  Like the ports of Doom and Wolfenstein that made their way to the console, sacrifices have been made.  I’ve not been the loudest champion of these ports on the Switch.  While it certainly feels like a technical feat to bring The Witcher 3 to the platform, it’s certainly not the ideal way to play it.  Like these other games, it works just fine IF you are willing to look past the obvious degradation of the visuals.

If you’re a gameplay over graphics person, The Witcher 3 is a fine port on the Switch.  After putting the game through its paces in both the docked and handheld modes I walked away from the game equally impressed by the feat of this massive game crammed onto the console and disappointed at just how big the visual sacrifices have been.  Everything else is there though.  From what I could see, this is the exact same game that was released in 2015.  So if you’ve never played The Witcher 3 and want a massive role playing game to sink your teeth into, there isn’t anything like The Witcher 3 on the platform.  So long as you know going into it, that this game has seen some serious dialing back on the visual fidelity to make this a possibility.

Regardless of whether you are in the docked or handheld modes, The Witcher 3 on Switch has inferior visuals to these other platforms and it’s apparent whether you’re looking for them or not.  If you’ve ever heard of “jaggies” before, it’s a term used for artifacting that you’ll find in video games of a certain era The Witcher 3 on Switch has it in spades.  The game also only manages to look its best when everything is blurred to reduce the horsepower necessary to output the beautiful source material.  The Witcher 3 often looks like you’re playing the original game on capable hardware as if you were wearing goggles that have been smeared with vaseline.  While that may sound harsh, it is the reality of this game being able to run on the Switch.

Beyond the graphics, The Witcher 3 on Switch is still enjoyable.  Maybe even more than something like DOOM, Wolfenstein, or Mortal Kombat because most of the game is slow-paced.  Sure, combat is a big part of the experience, but I wouldn’t say that it’s a bigger part than the cinematics, conversations, or travelling in the game.  These aspects aren’t necessarily fast paced so the game still has the opportunity to look good in spots, sometimes even impressive.  On the smaller screen of the handheld, The Witcher 3 looks best.  The smaller screen makes the game look sharper than it actually is.  This becomes very obvious when switching to a TV or monitor as the game just doesn’t look very good at all on a 1920x1080p screen and looks blown out in a way that feels like you’ve entered a time machine to 2005.

I can’t recall if I experienced the problems in my first go round with The Witcher 3 that I actually experienced on the Switch version of this game, but there are some technical issues that I encountered that required numerous restarts.  Playing The Witcher 3 I saw a screen that I’ve never seen on the Switch console telling me that the software has malfunctioned and needed to be closed after a hard freeze.  The game just locked up on me and the console became unresponsive for a couple of minutes before throwing the error.  A second instance of something similar occured in the tutorial area where this section couldn’t be completed because the tooltips on the screen became out of sync with the on-screen action.  The solution was a restart of the game.  No hard crash that time though.

Another weird thing about this game is that I actually had to go out and purchase a memory card to install the digital version.  While this isn’t a deal-breaker.  I had been just fine with the default storage on the Switch.  This is a massive game and if you don’t already have a memory card for the console you will need to go out and purchase extra storage.  Even if you remove everything that is installed on your Switch, it still won’t have enough internal memory to fit The Witcher 3.  In trying to find out about this, I couldn’t find a single piece of news about it so it was a surprise.  A surprise that for someone who clicks on this game on the E-shop and purchases it, could be a rude awakening when a game goes from costing $59.99 to that plus the price of additional memory.  In trying to squeeze this game onto the internal storage I deleted every game I had, every screenshot, and a good bit of the saves I had.  No dice.  Perhaps if I was willing to go all the way and delete every single thing off of the internal memory it would’ve fit, but I wasn’t, and I don’t think any Switch owner in their right mind would either.  So it’s hard to tell if it was possible at all.  I don’t think it was, at least that’s what the Switch OS prompts kept telling me.

Regardless of the trials and tribulations of getting the game up and running on the console, the technical issues, and the visual downgrade, The Witcher 3 is still an impressive game on the console. This is still a fantastic role playing game with plenty of substance to make up for the visuals and some technical hiccups.  There aren’t many RPGs as engaging or well-written as this one, and to have it with the ability to play anywhere is a certainly a plus.

The Verdict

The Witcher 3 has made its way to the Switch and like the other games that have not been developed with the technical specifications of this console in mind, there are some obvious downgrades to the visuals.  The Witcher 3 is a game that still impresses though as it has many qualities that shine through and translate well to any platform.  It’s definitely not the best way to play it, but if you’ve yet to experience The Witcher 3 and wonder what you’ve missed this will give you a decent representation of that.

The Verdict

7.5Good

The Good: Available On: Switch, PlayStation 4, Xbox, PC
Published By: CD Projekt
Developed By: CD Projekt Red
Genre: Role Playing Game
US Release Date: October 15th, 2019
Reviewed On: Nintendo Switch

Frozenbyte’s sequel is a pleasant return to form for the franchise.

Trine 3 was a bit of a dud. In moving to 3D, Frozenbyte seemed to have bitten off more than they could chew, with a short campaign, clunky camera that made platforming a pain, and puzzles that didn’t quite feel rewarding to solve. At the time it seemed the franchise was done, with the Frozenbyte claiming budget problems had contributed to the under-baked game. READ OVERVIEW

Trine 3 was a bit of a dud. In moving to 3D, Frozenbyte seemed to have bitten off more than they could chew, with a short campaign, clunky camera that made platforming a pain, and puzzles that didn’t quite feel rewarding to solve. At the time it seemed the franchise was done, with the Frozenbyte claiming budget problems had contributed to the under-baked game.

Enter Trine 4: a stronger, more confident game that wisely returns to the 2.5D design of the first two games. Not only is Trine 4 a return to form for the franchise, but it is perhaps the best Trine game to be released.

Off on a quest to retrieve the Nightmare Prince.

The story setup in Trine 4 is simple: Price Selius has escaped the Mage’s Academy, and his rogue magical abilities are causing his nightmares to come to life. Amadeus the Wizard, Sir Pontius the Knight, and Zoya the Thief are all reunited after a brief tutorial for each, and using the power of Trine, they must venture forth and retrieve the wayward boy. The same issues that plagued previous Trine stories are still present here: the humor remains banal in it’s wholesomeness, and the story isn’t really much of a story. It acts more as a reason to reunite our cast of heroes, point them in a direction, and send they off into a rather meaty 10-15 hour romp across the countryside.

But, oh, does Trine 4 send you on a beautiful trip. Each level has a personal feel to it, with a haunted mansion in a pumpkin grove punctuated by a heist within an Italian-influenced sunset masquerade. Frozenbyte does absolute wonders with the designs of each level, with few ever feeling like a repeat of another. There is a bewildering sense of wonder and whimsy, thanks to Trine 4’s commitment to its storybook-esque look. The colors on display are vibrant and rich, with a verdant greens giving way to pastel blues and whites in some levels.

There was a badger’s borough littered with little artifacts and details that belied it’s long existence as a warm home, at least prior to the nightmares taking over, and such world-building flairs are tucked into every corner of every level. There are three collectibles in each level as well, encouraging players to creatively scour each level if they wish to acquire them all, which further highlights the brilliant world design on display. The design is – plain to say – magical, and the whole experience is lifted up by Trine 4’s commitment to its wholesome fantasy aesthetic.

It’s often amazing what Frozenbyte has accomplished with their world and level design, having not only delivered a beautiful and varied world that looks great on both the regular PS4 and PS4 Pro, but in the feel of each as well. Every level in the game has a sort of gimmick for the heroes to overcome, whether it’s hardy purple crystals that have to be broken by a heavy metal object launched with a charge by the stalwart Sir Pontius, or various mechanisms that only Zoya’s elemental frost arrows are able to overcome. I seldom found a mechanic recycled among levels, and each level is littered with smart puzzles that lean into each hero’s abilities. This lends the game a fine sense of progression, as each new ability the heroes unlocks is put to immediate use. Some mechanics return towards the end of the game, but they feel more like a greatest hits trial leading up to the final boss instead of recycled due to a lack of imagination.

Not everything is a dream.

Speaking of bosses: that is an area Trine 4 isn’t as wonderful, with bosses acting as tedious puzzles you have to crack before moving on to the next excellent level. The first boss seems simple enough, but there is no real evolution to them after. An alchemy lab in which you need to use Amadeus to move cubes around to reflect light into a cauldron isn’t terrible, leaning into the game’s puzzle strengths, but the fights after are simple mechanics checks: can you use this one hero’s skillset in a rote encounter. None of them are especially difficult, and with friends they prove either trivial or maddening due to three of the five main boss encounters being designed around a sole hero.

Another fault of the game is its combat: it’s simply a chore to be locked into an arena with enemies you need to bash when there is a more engaging puzzle on the other side taunting you. Combat is functional at best, with each hero able to pick up additional abilities in a skill tree that help with both the puzzles and combat. You can get a frost stomp for Sir Pontius, freezing enemies and making them vulnerable to Zoya’s fire arrows, or you can invest in a slam option for Amadeus that allows him to virtually one-shot enemies with a well placed crate to the head. The small arenas and platforms intrude on this creativity, with most enemies rushing your hero, making it hard to swap around and play with ideas. Typically, you’ll default to Sir Pontius and resort to bashing enemy skulls in just to press through without issue, and that’s nowhere near as fun as the systems underneath would like it to be.

Embark with your friends at your side.

That same combat is made absolutely mindless if you are playing in co-op with either friends locally, or random people online. Yes, Trine 4 has fully featured co-op options, and they can be quite magical. That is, assuming you can communicate.

Playing in Classic Mode, where only one of each hero can be fielded at a time, the puzzles take on a new life (with some literally scaling up to multiple players). Proper verbal communication is damn near needed to make headway, and with a solid group of friends it proves to be a proper bout of chaotic fun. Screaming at our Zoya to tether Amadeus’ objects together so we could make a wrecking ball our Pontius could use to clear a barrier was one of the best co-op moments I had this year. Trine 4 absolutely excels as a cooperative experience, at least until you can’t communicate.

Playing with randoms with no means to talk to one another turns the experience sour, with many of the game’s puzzles requiring communication to overcome. There are so many physical solutions to any given puzzle that reward player creativity that having more than one person acting autonomously tends to lead to everyone experimenting with their own theories, with the team seldom synchronizing into a cohesive whole. It’s not really a fault of the game, per se, but with so many well designed puzzles littered across Trine 4’s breadth of levels, you’ll want a mic to overcome them with other people tagging along.

A sequel we didn’t need, but glad exists no less.

That’s the magic of a good Trine game: you get solid puzzle-platforming with a thread-bare story and unnecessary combat. In returning to form with this sequel, Frozenbyte has doubled down on what made the franchise great prior to the mishap that was the third entry. Environments are more varied and beautifully designed than ever before, and the physics-based puzzles never feel unfair or obtuse. It’s an apology letter as much as it is a sequel, as if Frozenbyte wants the world to forget Artifacts of Power ever existed. In Trine 4: The Nightmare Prince they largely succeed, having crafted a fun platformer that is great to play either solo or with friends (assuming everyone can communicate). If you loved the first two games, yet loathed the third, give The Nightmare Prince a play: you’ll be charmed by it’s whimsical ways, warts and all.

The Verdict

8Great

The Good: Available On: PC, PlayStation 4, Xbox One, Nintendo Switch
US Release Date: October 8th, 2019

The Red Dead series finally debuts on PC

Ever since the game debuted on consoles, fans have anxiously awaited a PC release for Red Dead Redemption 2. In fact, they’ve been waiting for anything from the series to make its way to PC for years. The waiting has finally paid off though with the official announcement of Red Dead Redemption 2 PC, which will arrive a lot sooner than many anticipated. Fans only have one month more to wait.

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The Walking Dead VR game gets its first trailer

While The Walking Dead comics have ended alongside the Telltale created series, the franchise as a whole is far from dead. In fact, a new chapter seems to be dawning on Robert Kirkman’s mega popular zombie series. New releases are happening as the TV show enters a new phase and reinvents itself in a number of ways. And that trend continued today with the release of the first trailer and info for The Walking Dead: Saints & Sinners which will arrive on VR platforms on January 23, 2020.

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The Legend of Zelda series has seen a number of different remasters over the years with some graphical and gameplay related improvements, but never before has the series actually had a full remake from the ground up that includes a complete visual redesign. Already having plenty of history with the franchise as a result of their development of the Ocarina of Time and Majora’s Mask 3D releases, as well as co-developing Tri-Force Heroes, Nintendo enlisted Grezzo to remake the fan favorite The Legend of Zelda: Link’s Awakening for the Nintendo Switch.

Originally releasing back in 1993 for the Game Boy, The Legend of Zelda: Link’s Awakening was later released for the Game Boy Color in DX form with a new dungeon and the addition of color. Since that time, the game had only been released on the Virtual Console and otherwise had been left alone. Even with the limited re-releases for the game, it has always remained a fan favorite in the series that pushed the limits of the Game Boy at the time.

The story starts with a beautifully animated cutscene that replicates the one from the original, where Link finds himself in the middle of a nasty storm that leads to him getting shipwrecked on Koholint Island. Link is found by Marin on the shore and brought to her house with her father Tarin. After starting the game and being instructed to find your sword, you will run into an owl who explains that you must gather the eight Instruments of the Sirens to awaken the Wind Fish before you can escape from the island.

In typical Legend of Zelda fashion, this means that you have eight main dungeons to explore, each of which will provide you with one of the instruments that you need to awaken the Wind Fish. There is more to the story that comes about much later in the game, but going further into that would really ruin the experience for anyone that has never played the original. Even outside of the main story, The Legend of Zelda: Link’s Awakening features a lot of great character moments, even from side characters you only interact with a time or two. This is something that the franchise has always done a great job with and this game definitely exemplifies that.

The original The Legend of Zelda: Link’s Awakening featured your run of the mill Legend of Zelda art style, though it still had its own flare with the different characters and enemies. Rather than rebuild that style, Greezo instead decided to try something completely different with a very different art style for the characters that almost make them look like figurines. This was definitely a bit jarring at first to see, but it truly looks exceptional in action. The colors bouncing off of the characters and environments are vibrant and really fit in perfectly with this aesthetic.

One of the coolest inclusions in the original game that still remains today are the Nintendo cameos found in the game, especially from the Super Mario series. Throughout the game, you will run into enemy Goombas, Cheep Cheeps and even what are known as Anti-Kirbys. In addition, there are two major Chain Chomps found in the game that play a role in the game as friendly pets kept within Mabe Village. This is something that was exclusive to this game and it was great that Nintendo did not remove these really neat homages in the remake.

While The Legend of Zelda: Link’s Awakening is a near perfect remake, it does have a couple issues related to draw distance and frame rate. When walking around, you’ll very quickly notice that the furthest areas on the screen to the north and south of you will have a blurry filter over them, which do not become clearer until you move more in that direction. This does not ruin the experience in any way, but there is no question that it can be a bit of an eyesore at first and definitely takes some getting used to while playing through the game.

The Legend of Zelda: Link’s Awakening also features some frame rate issues when you are in certain parts of the game. While the game is meant to run at 60fps, you will see drastic drops down to 30fps at times when a lot is happening on screen. For a game that certainly does not push the limits graphically, you would think the framerate could maintain at a stable 60fps. Like with the aforementioned blurriness, this does not tarnish the experience too much considering it only happens occasionally, but it is something that should really not be a problem in a game like this.

Even with the framerate issues, The Legend of Zelda: Link’s Awakening retains the classic gameplay style that people know and love from the classic top-down Legend of Zelda games. Link always has his sword and shield at the ready, but also has two item slots that he can fill up with various items you collect in the game, such as Roc’s Feather, the Bow, and the Hookshot. There are also other items that you gain access to automatically after obtaining them, such as the Power Bracelets or the Pegasus Boots. This game has a good variety of different weapons and items to find here that aren’t any different from the original release, but there really was no need for new items here in the grand scheme of things.

As mentioned above, the game features eight dungeons for you to find and explore on your adventure to awaken the Wind Fish. Rather than just have you go to each of the dungeons and walking right in, The Legend of Zelda: Link’s Awakening requires you to complete other tasks ahead of time to be able to gain access. This can range from getting a key or item that you need to gain access to the dungeon or completing a sidequest that allows you inside, which almost makes it feel like you’ve started the dungeon even before you’ve entered it.

Once you get inside the dungeons themselves, you are treated with some really fantastic dungeon design in this game. There are the usual keys and dungeon items to find to advance further and eventually fight the boss, and of course you can’t have a Legend of Zelda game without some sort of water dungeon. Each of these dungeons feel distinctly different and often require some thinking on how to advance. Having the more intuitive map and compass can really help you when you get lost as well, with the compass now making a sound if a chest is nearby.

While the entire original game is fully intact here, including even the Color Dungeon from the DX version on Game Boy Color, The Legend of Zelda: Link’s Awakening on Nintendo Switch also adds something completely new to the experience as well with the Chamber Dungeons. By visiting Dampe, who fans of Ocarina of Time and a few other games should recognize, you can create your own dungeons in the game based on existing chambers that you can collect by playing through the game. There is even amiibo support here that adds a few exclusive rooms into the mix as well. It does feel like there could have been a bit more done here to make it feel more customized in design, but that can be saved for a Super Mario Maker like spinoff one day.

It would be hard to truly call The Legend of Zelda: Link’s Awakening a hidden gem since it has always been a very popular title in the series, but there is no question it has not garnered the fanbase of games like A Link to The Past and Ocarina of Time due to its handheld only roots. That has now changed with the latest release on the Nintendo Switch, where the game has been replicated to near perfection along with new colorful visuals and multiple quality of life changes that make The Legend of Zelda: Link’s Awakening on Switch a pure joy to play.

The Verdict

The Legend of Zelda series is known for its quality across both consoles and handhelds, with the latter often standing out for their uniqueness within the franchise as a whole. The Legend of Zelda: Link’s Awakening was a shining example of that on the Game Boy and once again proves why it deserves to be talked about among the best in the series with its remake on the Nintendo Switch.

The Verdict

10Perfect

The Good: US Release Date: September 20, 2019
Reviewed On: Nintendo Switch

Not a huge year for sweeping changes

There have been a lot of changes to FIFA in recent years… at least that’s what EA’s been telling us on the yearly.  No, there really have been some pretty large improvements to the way that players control the ways that they play off of each other more realistically.   READ OVERVIEW

There have been a lot of changes to FIFA in recent years… at least that’s what EA’s been telling us on the yearly.  No, there really have been some pretty large improvements to the way that players control the ways that they play off of each other more realistically.  Though these last few installments have seen EA trying to wrangle with these newer, more realistic controls and the results have been mixed.  The FIFA games have still felt great, but it’s clear that there’s some fine-tuning to be done.  With FIFA 20, this is yet another year where things seem like they are in-flux when it comes to the feel of the game, while offering many game modes for fans to sink their teeth into.

Volta in itself is a pretty deep mode and a nice change of pace

The core modes that you’ve come to expect from FIFA games are here in FIFA 20, but with it comes a brand new Street football mode called Volta, and within that mode itself you’ve got plenty to chew on as well.  Volta is somewhere between the realistic traditional pitch-based matches of FIFA and something out of the EA Street series.  Controls have been made a little easier on offensive players across the board to make this a more enjoyable, arcade-like experience.  While the addition of Volta does make FIFA 20 standout from FIFA 19, it doesn’t necessarily feel like a game changer, or something that’ll drag you kicking and screaming away from the fan-favorite Ultimate Team or Career Modes.  It’s a nice addition and a fully-fleshed out experience, but it’s mileage will vary on the player.

Volta itself has multiple parts to it.  Basically this mode is taking over for The Journey.  The good news is that it’s a fairly short story mode that is essentially an underdog story.  At this point, it feels like a boilerplate story mode when it comes to sports games.  Once it’s over (5-6 hours), you’ll be able to participate in the Volta League or the Volta Tour.  Here you’re playing these street matches against other players and squads online.  These modes will all introduce different types of Volta Football to the player.  There are 5v5, 4v4, and 3v3 matches and they all play somewhat differently to one another.  Some matches have walls involved in the game.  Some matches don’t have goal keepers and defensive players fall back to block shots on goal with their bodies.  Volta is somewhat enjoyable and a change of pace, but as we said above it’s probably going to be acquired taste.  If you do get into it, there’s plenty of customization that you can unlock when playing through this mode.

EA continues to shower Ultimate Team with love and affection

Like every sports game of the past 3-4 years, it feels like most of the love went into the Ultimate Team Mode.  EA’s bread and butter microtransaction playground hasn’t changed all that much.  A new system of Season Objectives have been added to the mode which functions similarly to something like a free Battle Pass.  Earn XP by completing different challenges within the mode and you’ll level up and earn card packs along the way.  There are some personalization options and rewards that do change up the customization systems of Ultimate Team as well, but it’s really small steps forward for Ultimate Team.  FUT still feels like it’s pay to win.  You can purchase cards which you can use online and that’s enough said on that.  This isn’t anything new, Ultimate Team has been like this for quite some time and it doesn’t appear to be going anywhere because people keep buying the card packs.

FUT is not a bad mode to dip your toes into before the grind sets in.  You’ll be given enough coins and loaners to have fun for a bit, before you realize the realities of the mode.  FUT isn’t all about grinding as they have added some quality of life features to the friendlies in FUT.  You can now play against friends, online or in single player with no consequences to your squad.  This is definitely a nice addition for those who want to use their squad for some “just for fun” matches.  That fun has some unique modifiers included in it as well.  This includes Mystery Ball, King of the Hill, Max Chemistry, and Swaps modes.  Each have unique impacts on the friendly match.

Career Mode improvements don’t feel like they improve the game much

Of course there are some other ways to play FIFA 20.  If you want to avoid all of this you can stick to the offline Career Modes for player and GM.  You can play UEFA Champions League, Tournaments, and more.  Career in itself continues to be a robust offering even if it is beginning to feel somewhat neglected at this point.  Despite the inclusion of press conferences and other story-lite features , it all just feels a little canned.  Supposedly these conferences and events throughout your career are shaped by the data that’s accumulated while playing the game, in real time, to give you numerous potential scenarios depending on your playstyle, it feels pretty boilerplate.  There aren’t that many new things you’ll notice in the Career Modes for FIFA 20, other than some smaller things like the environments or backdrops for negotiations and the league user interface.

Still, on the pitch is where it matters most and in the full length games, regardless of which mode you’re playing (aside from Volta), the on the field action is still the best on the market.  FIFA has not lost its crown with FIFA 20.  While there are other places to play football, this is still the best and most robust offering for fans.  The aforementioned improvements to the way that players interact with each other on the pitch is still impressive, maybe more than ever in FIFA 20.  Games flow more realistically.  AI reacts both when on offense and on defense in realistic manners.  The days of FIFA being a cheese factory are probably limited as timeless oldies like dribbling up one side of the pitch over and over again, repeatedly crossing for goals just doesn’t work anymore.  It’s more about setting up big moments and finishing them with great strikes.  Playing and beating your defender with Strafe Dribbling or figuring out the disturbingly realistic (sometimes) *new ball physics system.

That’s already been a selling point for the game in the last couple of iterations.  We’ve been inching closer and closer to more realistic football for quite some time, but this year we see a game that starts to push even further into realism and away from the fun arcadey nature of the franchise’s roots.  Both have their appeal, but this year if you want a more arcade style approach it’s going to be Volta, where the proper matches will feel a little bit slower and realistic.

The Verdict

FIFA 20 is another lateral year for the franchise.  In terms of visuals and presentation you’re not going to see huge leaps and bounds.  On the gameplay front, you’re going to have a more defensive focused experience that continues to dial up the realism in terms of AI intelligence and physics.  In terms of modes, Volta is a pretty big thing for the franchise.  It feels like you’re playing an entirely different brand of football in the mode, giving you a reprieve from any of the other core modes.  Just how much you enjoy this aspect of FIFA 20 will likely make you feel one way about the game, or another.

The Verdict

9Amazing

The Good: Available On: PS4, Xbox One, PC, Switch
US Release Date: September 27th, 2019

When is competent good enough?

Dead by Daylight has made the move over to the Nintendo Switch. Behaviour Interactive did the port themselves in-house, but not every developer possess the arcane wizardry of a Panic Button. Behaviour has been criticized… READ OVERVIEW