Far from being a mere video game adaptation of the anime, Attack on Titan 2 stands strongly as a character-driven action-RPG in its own right, with rewarding combat that feels fluid and fast and a story that's equal parts charming and shocking. While it shares many similarities with the first game in the series, Attack on Titan: Wings of Freedom, the sequel feels like a better package overall with a cleaner visual style and tighter combat. Despite its story taking some time to really dig its anchors in, it gets there and then some, entrancing you all the way until the closing of the final chapter.
Based on the second season of the popular anime series, the story puts you at the center of the conflict between humanity and Titans--a race of giant, people-eating humanoids that one day appeared out of thin air, wiping out a large percentage of the population. Forced to seek a new life behind three huge walls built to keep the Titans out, humanity tried to rebuild, but the Titans managed to find a way through. Faced with extinction, it's up to you and the rest of the military to stop them.
After creating a character--who, if you choose a woman, will still be weirdly referred to as "our man" by the game's narrator--the game opens with you joining the military cadets and becoming a part of the 104th Cadet Corps. The first few hours cover the same ground as Wings of Freedom, putting you through military training and effectively re-living the events of the first game, albeit in a more condensed setting. Also, each character is voiced in Japanese, so you'll rely on subtitles to keep on top of things.
The plot closely follows the anime, so fans are already familiar with what's going on. But it's a story that will pull you in, hard, though not without its fair share of melodrama. While much of the early game feels a little dragged down by some excessive exposition, you come to appreciate those sequences later on, particularly as characters you grow to like face death in shocking ways. Not that the game is overly violent--although the Bloodborne-esque spatter from killing a Titan is pretty messy--it's more that the characters grow on you over time. Watching them struggle through the Titan invasion becomes less of a drudge and more an emotional rollercoaster.
The game is made up of numerous large combat areas and some smaller, peaceful hubs where you can go about your daily life: upgrading weapons, buying materials, and maintaining friendships that grant you different equippable skills that can upgrade your stats. While not all that interesting visually, the hub areas serve as a good bookend between each battle, as well as a chance to debrief with the other characters about the last mission and your next moves.
The larger, more-open combat zones, which vary from green valleys and large towns to snowy, abandoned villages and giant forests, are far more interesting to move through. A big part of what makes the movement so vital and exciting is your omni-directional mobility gear, or ODM for short. The ODM gear fires anchors into a distant object like a house, a tree or even a Titan, and with the help of two side-loaded gas canisters, thrusts you along the ground and up into the air. It can get a little janky; sometimes you’ll catch the underside of a roof or hit a cliff face that’ll halt your momentum. But more often than not, gliding through buildings or between giant trees feels effortlessly satisfying.
Similarly great is the combat, which manages to feel faster and better paced than it did in Wings of Freedom. Titans can only be taken down by slicing out the nape of their necks. You have to fire your anchors into any one of five spots on a Titan you can lock onto, circle around it in mid-air, and then launch at it, swinging your blades wildly. It can feel a little clumsy at first, but within an hour I was dodging attacks in the air and flinging between Titans like it was nothing. The rapid switching of targets and close calls while maneuvering between enemies during a fight never loses its allure, only getting more intense as the story builds.
The Titans themselves are the true stars here. With their ridiculous grins, ambling movements and saggy butts, they look amazingly creepy. On higher difficulty levels, the Titans become faster and more aggressive. Their limbs flail impishly as they freely counter your attacks, flick off ODM anchors like they're swatting flies, and pick fellow Scouts out of the air. Moments like this amp up the intensity tenfold, especially when you're caught between responding to an urgent request for help or going to the aid of someone who's been grabbed by a Titan. It's hard not to feel the pressure in the moment, and it's great.
Despite its slow start, Attack on Titan 2 offers exciting gameplay along with a deep and intriguing plot that, melodrama aside, tugs on the heart strings. It's well-paced and offers some impressive spaces to move through. The unique combination of the movement and combat mechanics combines with a gripping story to make Attack on Titan 2 one of the more surprising releases of the year.
It's been said that city simulators are best thought of as a series of stocks and flows. You have essential buildings that supply resources, which are then distributed in a grand pattern etched by your design. Your success, then, depends on how artfully and effectively you've crafted your settlement. If that is the measure by which we are to judge city simulators, nowhere is that more beautifully or essentially or thematically distilled than in Surviving Mars.
Space is hard, and Mars isn't any more forgiving; your goal is to command a mission that can endure the punishing conditions of the Red Planet. You can take the reigns of an international consortium, a major private enterprise, or any number of real-world space-capable nations here on Earth. From there, you choose how to guide your Martian colony. Insofar as many simulators allow a degree of role-playing, your time on Mars is yours to do with how you will. But your progress is constantly evaluated by your sponsor country or organization, offering some very loose targets like "get colonists" and "keep them alive for a while." Beyond that, the direction is yours.
Your first forays on the planet are drone-based; RC rovers and semi-autonomous bots are your essential tools. They help you probe the surface of Mars and get your basics going. You have a bevy of options for obtaining vital resources--with each creating a slightly different relationship between your settlement and the planet. That's because everything here degrades. Ground down by the perpetual dust storms, punishing cold, and meteor strikes, nothing lasts and everything comes with a cost. Whether it's by extracting from rock, or sucking what little can be from the scant Martian atmosphere, even something as basic as how you obtain water influences countless other decisions down the line.
Choose the extractor, and then you need to design your outpost around the fact that it'll kick up far more corrosive dust into the air (among a half-dozen other considerations). The extractor's cousin, the vaporator, is a more environmentally friendly option...but at the cost of comparably low output, and requiring broad spacing between structures to be effective. The brilliance of Surviving Mars, then, is in forcing you to think systemically. Each choice is a commitment, a statement of how you think it best to run humanity's excursion to the new frontier.
Surviving Mars gets a lot of narrative mileage from this. As you progress, you're always fighting the exaggerated elements and forces of nature. Your structures are always degrading, and help of any sort is often months away--meaning that you either have strong supply lines for the necessary materials, or you're prepared to work around the long delays in resupply missions from Earth. Because your colony's development is connected to these choices, it also creates a powerful emergent narrative throughout, not unlike ones found in The Sims, for instance.
Those decisions might feel like setting up a trap down the line, but Surviving Mars' other stroke of genius is how permissive it can be. Instead of locking you into a given play style, the emphasis is on consequences and teaching you how to manage them. Your colony, at its most basic level, is governed by a set of rules. If you have X building, every so often you'll need Y resource to maintain it, and that resource comes from Z building, and so on.
The brilliance here is that all of these systems work and are responsive to how you play. Every choice matters, but none rule your destiny. Even if you can't get what you need from a Martian mine just yet, you can order it from Earth. Each of those choices, too, have consequences, though. And that means that at some point, you either fail to meet a condition and the system starts falling apart, or you keep going and surviving.
What helps here is that Surviving Mars may be delicate, but it isn't punishing. Sure, the in-game consequences of failure are...a little extreme (like watching your colonists suffocate, should you fail to keep oxygen flowing). But you'll often have plenty of time to fix them, and a series of warnings that encourage you to change course. How you do so, again, comes down to which consequences you want to take on, and how long you can keep paying those costs--at least, at the most basic level. At times, Surviving Mars may underemphasize some key parts--namely just how important supply chain management is--but it's delightful and elegant, tasking you with just enough management and planning to keep your role engaging. As you progress, drones can take on more, leaving you to handle larger-scale plans for the settlement.
That allows you to graduate to managing the lives of the colonists, your relationship with Earth, the fineries of your supply chains, and new expansions and additions to your colony (which follow their own systems and sets of rules). What makes all of this work is precisely that it is so scalably complex, gives generally great feedback on how well your choices are working, and giving you progressively larger goals to chip away at. It's a strong set of basic ideas that keep the game consistently engaging, and allows you to open up new fronts and address new challenges--like getting another adjacent settlement going--as you build the confidence to work through them.
Surviving Mars is SimCity with soul.
A more traditional, optional narrative is available as well. Each time you play, you'll eventually discover some sort of mystery, be it colonists with weird visions, disturbing black cubes, or legit aliens. These will nudge your colony in more specific directions, if you decide that it's something you want to explore. Often, these mysteries require you to do something specific, like construct a special building to start a sequence of narrative vignettes. While the core play of "maintain and survive against all odds on the Martian surface" should be a big enough hook for many players, it's nice to have an optional story that addresses the mythology of the planet throughout our real-world history and pop culture.
And that's just it. Mars is more than a planet--it's the next big goal for a healthy portion of people here on Earth. Surviving Mars nods to that with a pursuit of real-world influences and designs, plus as many plausible technologies as it can pack in. While the game definitely takes some liberties, most of the structures, ships, and technologies will be familiar to fans of spaceflight. The basic supply and passenger ships, for instance, are modeled after SpaceX's forthcoming BFR ships.
Surviving Mars, above else, is about hope. So many strategy games hold to their gameplay, eschewing any overarching themes or messages. But, as corny as it sounds, for those who believe in the majesty of spaceflight, for those who are keen to marvel at how pernicious our plucky little species can be, Surviving Mars is SimCity with soul. It shows the challenges that come along with planetary migration, but it also shows that they are solvable. With the right planning, drive, and ingenuity, we can do great things together.
Sea of Thieves sets sail in a few days, and the official launch gameplay trailer features a lot of what we've been shown over the last few months. There's plenty of sword fights with skeletons and ship-to-ship combat. There's treasure hunting and dancing around to tunes from the hurdy-gurdy. There's even an adorable little pig running around. Adventure awaits in this colorful world.
Suddenly, the scene darkens as the waters run black and still. A tentacle bursts forth and towers above your ship, followed by another, and then another. One of the tentacles wraps around the hull and threatens to split it in half. The Kraken has been awakened and is looking to drag you down to Davey Jones' Locker.
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We've already attacked rival ships and met the world's end during the beta, but we're excited to see what the Kraken is truly capable of in the full game. Sea of Thieves launches on Xbox One and PC on March 20.
The Might & Magic universe comes to mobile devices for the first time with Eternal Guardians. A free-to-play RPG with turn-based battles, this game from Ubisoft Barcelona takes the tone for a spin with a "Western anime" art style.
You can recruit up to 400 allies with some that evolve with stronger abilities. Strategy comes into play when using the four elements for effective attacks in the single-player campaign or online with PvP battles where you can test your team's mettle.
You can customize your own character by pledging allegiance to a particular House of Magic, determining what you unlock and special abilities you can use for playstyles you gravitate toward. Ubisoft is treating the game as a service, with events and guilds you can join to earn rare items.
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While the game is scheduled to release for iOS and Android on May 31, you can pre-register to be notified when it launches. Doing so will grant you an exclusive creature to adopt in your party.
Ubisoft has announced that The Crew 2 is releasing on June 29 with a special Collector's Edition.
The collector's edition, dubbed the Motor Edition, nets you the game three days early for people who just can't wait. The Motor Edition comes with The Crew 2 Gold Edition (which comes with the season pass), The Motorsports Deluxe Pack with in-game outfits and vehicles, a customized The Crew 2 license plate, a steelbook case, the official roadmap, and four stickers. The Motor Edition will run you $109.99.
The Crew sequel was revealed by Ubisoft just last year with a wider focus on different kinds of vehicles, like planes and boats, and telling a story more focused on gaining popularity through driving.
The Crew 2 releases on PlayStation 4, Xbox One, and PC on June 29.
With games like No Man's Sky, Elite Dangerous, and Deep Rock Galactic still going strong, space-faring exploration is all the rage right now. Team 17 is throwing its hat into the ring later this year as well with Genesis Alpha One, an ambitious title that blends elements of roguelikes, base builders, and shooters.
Developer Radiation Blue explains the thrust of the game: "As the Captain of a Genesis starship, you journey into uncharted space on the ultimate mission: find new homes for humanity’s DNA and save the species from extinction. To do this you will need to build and manage your spaceship, discover planets and harvest resources from them, clone new crew members, and create new lifeforms to populate new worlds… and of course, defend yourself from terrifying alien infestations on your ship! Nobody said saving humanity would be easy."
Today, Team 17 dropped a new trailer showing more of the game in action.
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Look for Genesis Alpha One on PlayStation 4, Xbox One, and PC later this summer.
The Yakuza franchise is over a decade old, and in that time, its feature set has predictably grown. Over six mainline entries, free-roam areas became more substantial, additional playable protagonists were introduced, combat mechanics were expanded to incorporate multiple fighting styles, and more and more minigames were steadily piled on. Surprisingly, the latest installment goes the other way, discarding components that certainly won't go unnoticed by series devotees. But that doesn't end up being a bad thing, because Yakuza 6: The Song of Life successfully uses its smaller footprint to create a deeper, more meaningful impression.
The final installment in Kazuma Kiryu's story focuses on him alone, with the plot seeing the large cast of series-significant characters like Majima, Saejima, Daigo, and the children of Sunflower Orphanage make only the briefest of appearances before being tidied away. Adopted daughter Haruka, sympathetic detective Date, and hobo-turned-loan broker Akiyama play important parts, but exist on the fringes. The Song of Life centers on Kiryu as he returns from another long stint in prison, separated from the Tojo Clan, and unravels the mystery of an infant who's suddenly come into his care. The setup distinctly echoes the events of the first game, a seemingly purposeful decision which lets The Song Of Life act as a fitting refrain, giving Kiryu's final sojourn a roundness that brings a nice sense of closure to his series arc.
His investigations bring him to the port town of Onomichi, Hiroshima, where he encounters a lowly blue-collar crime family led by an aging, but supposedly legendary yakuza portrayed by Takeshi "Beat" Kitano (a yakuza film icon in his own right, though his subtle mannerisms don't completely survive the transition). While the game unsurprisingly spirals into a complex and dramatic story involving underworld political alliances, age-old conspiracies, and a healthy dose of deception, what's ultimately memorable are the threads and character developments that explore what becomes a very significant, widespread theme: family. Kiryu's time meeting new people from different walks of life in a closely-knit small town has him reflecting on remarkably ordinary ideas as they exist in different facets of society--bonds of friendship in the face of adversity, loyalty in times of uncertainty, and caring for your ward as a parental figure.
These themes resonate consistently throughout the better part of Yakuza 6's narrative, and this includes the numerous, optional substories. You'll help children and parents resolve conflicts and try to understand each other's point of view. You'll see Kiryu finding true strength and loyalty in the smallest of gestures, along with the different ways friends and strangers can support one another. The writing in these stories is often corny, but that doesn't mean there isn't an endearing sincerity that regularly shines through. When the sentimental piano melody kicks in during pivotal scenes of moralistic resolution, it's hard not to be swept up by it all. The series' penchant for goofiness still exists, though it doesn't return to Yakuza 0's ludicrous levels of absurdity. Particularly memorable substories are ones which humorously explore Kiryu's unfamiliarity and disdain towards modern technology like drones, robot vacuums, and YouTubers. But even the game's most comedic series of quests, which involve Kiryu dressing up as Onomichi's adorable character mascot (who has an orange for a head and a fish for a purse) ends up becoming a touching reflection about having loyalty in town pride.
These heartwarming stories are also a key component of Yakuza 6's new minigames. There are less of these side activities than previous entries, but much of what's included is more robust than usual, and in many cases, the substories attached to them are enjoyable enough to stop the simple mechanics from wearing thin too quickly. Spear Fishing is a score-based on-rails shooter that finds Kiryu helping an injured fisherman and orphaned fishmonger track down the shark that ruined their lives. The Onomichi Baseball League involves some light team management, pinch-hitting, and player scouting, but the story of Kiryu rallying a team of no-hopers is what really makes the whole affair great. The Snack Bar minigame stands out as a real highlight in this regard. It involves attempting to become a regular in a small, Cheers-style local's bar where Kiryu tries to forge personal relationships with a group of relatively unextraordinary, blue-collar folk. Its key mechanic is participating in group conversations where one patron has a vent about their woes, and Kiryu's role is to help provide supportive dialogue and refrain from saying anything selfish or dumb. It's lovely to see Kiryu try to resolve everyday, down-to-earth dilemmas and provide genuine acceptance and friendship.
Conversely, there's the incredibly involved Clan Creator Mode, which sees Kiryu unwittingly intervening in a war between youth gangs (whose leaders include real-world New Japan Pro Wrestlers, because why not). Taking leadership of one of these groups, you'll help Kiryu scout for soldiers, organize hierarchy, and participate in simple, real-time strategy-style street battles. You'll take a bird's eye view in skirmishes, where you can dispatch autonomous grunts as well as a limited number of leader characters with special abilities. Clan Creator is Yakuza 6's most substantial minigame, boasting online network functions that let you compete against other players, tackle daily missions and participate in a ranked ladder. Unfortunately, it's also the most tedious to play. Victory strategies stem entirely from massing as many troops as possible and grinding missions to keep your leaders at a capable level. Battles don't really become challenging until the many substory missions are already done, and even then, the strategy more or less stays identical. For a mode with such ambitious scope, its mechanics and relatively uninspired plot--which mainly seems concerned with spotlighting its celebrity guests--aren't satisfying enough to make the long ride enjoyable.
Elsewhere, the Club Sega arcade once again offers playable classics like Super Hang-On and Outrun, but there's also complete, multiplayer-capable versions of puzzle action favorite Puyo Puyo, and the seminal Virtua Fighter 5: Final Showdown, both robust offerings in their own right. Mahjong is back, a gym offers track-and-field-style minigames for above average experience gains, karaoke and a cat cafe provide enjoyable distractions, and a simple-to-master darts minigame features a substory that lets you take on a real-world darts legend.
Yakuza 6 also maintains the series convention of including more titillating pursuits. Cabaret clubs return, with a choice of six hostesses for Kiryu to woo through conversation minigames. Also notable is the particularly risque Live Chat, a minigame which sees you pay money to watch live-action webcam shows (featuring real-world AV idols, no less), while hitting button prompts to progress to the point where you can watch the models strip their clothes off and moan suggestively. The unambiguous objectification of women in these minigames continues to make their inclusion uncomfortable in their own right. Their presence does truthfully reflect prominent parts of the real-world Japanese nightlife and adult industries, but these kinds of minigames have always perpetuated an unbelievable inconsistency of character for Kiryu. There's a conflict between the canonical depiction of him as a strong, stoic, honorable saint, and a version who is a creepy, bumbling pervert. After ten years, it's still hard to believe Kiryu is someone looking to build a harem as big as the orphanage he owns, who madly exclaims "BOOOBS" and "IT'S GROWING" when a woman takes her top off. These activities do have their moments, though--the text-based quips of Live Chat participants can sometimes be laugh-out-loud funny, and courting hostesses mean you get to see additional, phenomenally good karaoke videos. But in the grand scheme of Yakuza 6, where heartfelt themes pervade all of Kiryu's character interactions, these minigames feel like distant outliers.
The iconic red-light district of Kamurocho still plays a big part in the story, though it has a noticeably smaller area size this time around. You'll still feel at home if you've visited the area before, but there is a significantly disappointing lack of access to the Champion District and Park Boulevard areas. However, the distinct sense of a vibrant, bustling city still remains, and that's amplified by what feels like a more detailed and densely populated world. Walking around in the first-person mode is enough for you to appreciate all the surface level intricacies and changes, and there's a new element of verticality with increased rooftop access. But there are also some great advancements in the way the city invites you to engage with it.
Yakuza 6 now rewards you for interacting with the world in a way that previous games didn't. Eating at the game's many restaurants, which was previously really only worth doing if you needed a health boost, is now the most convenient way to rack up experience points to spend in the game's extensive upgrade system, though you're limited by a new stomach capacity meter. Purchasing and drinking beverages from one of the numerous vending machines around the world will give you cheap, temporary combat buffs. Every mini-game, from the batting cages to playing a round of Space Harrier will also earn you experience. The result is that slowing down and taking your time to soak in the atmosphere of the city will benefit you, and the world is no longer just a pretty path for you to run down to get to your next objective. Now, you don't necessarily have to feel guilty for letting yourself be distracted by Mahjong for hours.
Onomichi, Hiroshima is a region that is larger than previous accompanying locales have been, although the sleepy port town is a much quieter, more unassuming area than Kamurocho. Situated by the seaside, cute greenery arrangements line its single-story businesses, an above-ground train splits the area, and narrow pedestrian walkways snake up the steep hills, leading to an impressive temple with spectacular views. It's a charming, authentic-feeling recreation of the more tranquil parts of Japan, which both you and Kiryu learn to cherish. The town's relaxed atmosphere and characters exemplify the Song of Life's wholehearted themes.
Of course, in order to keep that tranquillity, sometimes you need to pound a few dirtbags into the ground, and the game's updated combat system follows its philosophy of slimming and focussing. Gone are the variable fighting disciplines introduced in Yakuza 0--the Kiryu of Yakuza 6 is equipped only with an expanded version of his signature brawling style, perhaps another refrain to the series' beginnings. It still maintains its characteristic weight and rigidity, but there are additional factors that make the act of fighting feel more fluid than it's been in the past, turning encounters as a whole into more dynamic and exciting experiences.
Enemy mobs are larger in The Song of Life, and crowd control takes a more prominent focus because of that. Set-piece fights that make up central story moments regularly see Kiryu and his companions go up against dozens upon dozens of enemies at once--a ratio that is frequently amusing. As a result, the properties of Kiryu's attacks have been altered. His throwing maneuver swings a victim around before letting them fly. Each combo string now allows him to execute two finishing blows as a default, and the second typically lunges forward with a wide attack radius. Starting a hard-hitting combo with some wise positioning means that Kiryu can feel like a human wrecking ball as he cleaves and plows through a group of assailants. You can frequently create domino effects that send enemies crashing into each other, and thanks to the game's new physics engine, into environmental objects like rows of bicycles, through glass windows, and potentially, into stores and restaurants.
That's the most significant change to combat--it now benefits from seamless transitions between world exploration and battles. Getting into a fight on the street no longer means coming to a jarring halt for a few seconds while a splash screen pops and civilians gather to restrict you to a small area. Fights now have the potential to move through the city and into areas like stairwells, rooftops, convenience stores, restaurants, and a handful of other accessible building interiors. It also means you have the opportunity to make a break for it if you're not in the mood to throw down. The dynamism and uninterrupted flow this gives to Yakuza's combat is a real wonder, and means that random battles are less likely to eventually devolve into monotony, as they could in past games. You could be strolling down the street, leisurely drinking a can of Boss coffee or taking a selfie in front of the cat cafe, and a gang of thugs can suddenly interrupt you, forcing you into a tight stairway brawl that eventually spills out onto a rooftop. Or, you might try to run and hide in a convenience store, unsuccessfully, and find yourself destroying shelves and sending snacks flying until you put an end to the chaos by slamming a thug's head into a microwave--just don't expect the clerk to serve you afterward. Combat in Yakuza 6 is exciting, and the situations you might find yourself in positively echo the kinds of scrappy, tense struggles you see so commonly in East Asian gangster films.
Another sticking point is one that's been present in all of the game's iterations--the inconsistent visual presentation. While the scenes that deliver pivotal plot events are absolutely spectacular--with uncannily lifelike character models, dramatic cinematography, and exceptional Japanese language performances--scenes that present lesser moments, like substories, are a dramatic drop in quality. As in previous games, they feature far less detailed character models and wooden, sometimes non-existent animation. Static camera angles also play a big part in aggravating their dullness. Substories make up a significant part of Yakuza games, so the low-end visuals continue to be an unfortunate blemish. Yakuza 6 is also entirely voice-acted for the first time in the series, and because the performances go a long way in enhancing the humorous and earnest moments these missions can contain, it's a shame that the presentation doesn't go to the same efforts.
Yakuza 6 reins in its scope, but doubles down on what has made the series great. It's a unique and fascinating representation of the modern Japanese experience, worth playing even if you're a newcomer. The narrative is dramatic and sincere, and the game's endearing characters--coming from all walks of life--are interesting studies. The world is dense and rewarding to exist in, the dynamic combat system stays exciting even after you've kicked the crap out of five thousand enemies, and perhaps most importantly, Yakuza 6: The Song Of Life serves as a fulfilling conclusion to the turbulent, decade-long saga of its beloved icon, Kazuma Kiryu.