NBA 2K19 REVIEW

3buvkdq44k711NBA 2K19 REVIEW – Professional basketball has a sense of style that is unique to the world of sports. The glowing arenas, fashionable apparel and high speed of the game are all unmatched. On the court, it’s not just about the win or the loss, it’s about the way you look doing it. NBA 2K19 builds upon its strong gameplay, fantastic presentation, and wide array of game modes to embody this attitude. Its style is cramped a bit by a small number of persistent issues with AI behavior and obscene microtransactions in the MyPlayer mode, but other than that, NBA 2K19 is a high point for the series.

Getting into the action isn’t as smooth as it could be because NBA 2K19 has a tougher learning curve than the series has in the past, one that rewards skill and punishes novice play. Even as a veteran of the series, I found myself getting pounded by the CPU on the default difficulty level as I relearned the old mechanics and adapted to a slew of defensive improvements that make dribble-drives much more difficult. (I actually found playing online against others who were struggling with the same things to be a better learning tool.) This year places a tremendous amount of emphasis on ball control and maximizing your players’ abilities. Each time the buzzer rang, however, I felt myself getting a little better.

NBA 2K19 did an excellent job of rewarding me for taking the time to learn its various skill moves, including a complex post-game and set of dribbling techniques. Pulling off a Steph Curry step-back jumper or a Lebron James fadeaway is really satisfying, especially because of the work you need to put into learning them first. Unfortunately, the complex nature of the controls and movement system can lead to some really unflattering moments. A successful move leads to a beautiful animation that seems perfectly in tune with what you would see in any NBA game, but an unsuccessful attempt often results in your player running into the defender awkwardly. I’ve seen instances where the AI will start a dribble move only to bump right into a defender, carrying them all the way into a backcourt violation. For a game that is usually so naturally fluid with its motion, these hiccups are easy to spot.

While it’s an improvement over previous iterations, NBA 2K19 still struggles in transition. Floor spacing is a little better but still underwhelming. Despite playing as some of the best athletes in the world, the fast break still feels too slow to develop. There have been several instances where an easy transition dunk turns into my own teammate running right out in front of me and preventing that from happening. Even with guys like Russell Westbrook, who are traditionally phenomenal in transition, I’d find myself having to settle for a jumper instead of being able to get to the basket.

The AI does a nice job of distributing the ball to its playmakers, which really accentuates how different every player feels. Guys like Karl-Anthony Towns dominate the paint with their athleticism while someone like Jonas Valanciunas will make you pay if you let him pop out of the pick and roll. There have been instances, however, where the AI will actively avoid open players in order to get the ball to their superstar, which is a bit absurd. Off-ball movement is actually pretty good, which makes it even more frustrating that players will work themselves open for a shot and never get to touch the ball. The AI also has a really bad tendency to hold onto the ball beyond the three-point line, even when time isn’t in its favor. Thankfully, this only happens a couple of times every game, but it’s certainly jarring when the AI puts up such a good fight everywhere else.

NBA 2K19 shines on the defensive end of the court thanks to tight controls and emphasis on player ratings. Lockdown defenders like Jimmy Butler and Kawhi Leonard stand out against weaker defenders. As a compliment to the complex mechanics available on offense, defense became much more of a chess match. Predicting what moves they’ll make and when they will make them becomes of the utmost importance, especially if you don’t have a strong defense behind you. Making sure your roster has at least one or two defensive stoppers, even if they’re lacking offensive talent like Andre Roberson, is now a priority. The most noticeable difference comes from the interior, where bigs are no longer content letting guys like James Harden blow by on a one-on-one dribble drive. It is hard to make the defensive side of things interesting and engaging, but it helps keep NBA 2K19 fun all of the time instead of just half of it.

There is also a Blacktop mode that includes street basketball, whether it be one-on-one half court or five-on-five full court. I had fun here playing as some of my favorite NBA legends, like John Stockton and Allen Iverson, but I couldn’t help but wish the gameplay branched off into something more exaggerated and along the lines of NBA Street or NBA Jam. Instead, it feels like a slightly modified version of what you’d normally see in NBA 2K19.

My time with online play was mostly positive, with the largest issue being a very small delay between the push of a button and the resulting action. Unfortunately, when the shooting mechanics rely almost entirely upon that timing, it can lead to some frustrating misses or turnovers that may not have happened otherwise. This was especially easy to notice when shooting free throws, which became almost impossible to time. At its worst, I did have some instances when online where it would freeze altogether, taking me out of control for chunks at a time. It’s unfortunate because there is a real element of strategy when facing a human opponent and some of that is lost in the latency. But if you don’t have someone to play with locally, the thrill of going back and forth with another player, especially with the improved defense which largely removed cheap ways of scoring easily, is still worth the effort.

More Than a Game

While the immense amount of animations dedicated to matching the identity of their real-life counterparts helps, players have a tendency to look a little strange from the neck down. Lebron James, who is large and muscular, shouldn’t have the same body type as Rajon Rondo, who is trim by comparison. The players’ faces do a fine job differentiating one player from the next, at least among the more popular stars, but it’s still an odd look.

Beyond player physique, NBA 2K19 is a masterclass in presentation. From before the tip-off to when the lights shut off in the arena, there is always fantastic quality and attention to detail. Clever in-game commentary can keep even a blowout game interesting through small anecdotal stories on the part of former NBA player Clark Kellogg or more personal details about players that add to the impact of what they are doing on the court. For instance, I never knew that Jimmy Butler likes to pay for other people’s groceries while at the store. Hearing about it mid-game made me want to trade for him later that season. On top of that, there are excellent interviews – some that appear to be shot from a booth and others that are done on the court – with players using their real-life voices. Seeing someone like Dirk Nowitzki interviewed about basketball mechanics is a fun detail that feels thoroughly executed.

Similarly entertaining are the pre and post-game shows from Ernie Johnson Jr., Charles Barkley,[Correction: that’s Kenny Smith], and Shaquille O’Neal. They possess the same unique chemistry and charm in NBA 2K19 as they do on TNT, providing both useful insight and comedic delivery that break up the seriousness of a sports match. The pre-game show transitions really well into the pizzazz of the on-court battle, where the arenas are theatrical and the attire is chic. Because of the depth in its presentation, no two games of NBA 2K19 ever feel the same, giving it more than ample replay value.

Thankfully, there are a dozen or so different ways to digest NBA 2K19’s strong gameplay and presentation. The best, and perhaps the only mode that matches the intensity of the complex mechanics, is MyLeague. MyLeague allows you to build upon (or create from the ground up) an NBA franchise with an inordinate amount of customization. From something like the frequency of trades taking place across the league to the shade of orange you want the New York Knicks to have, nothing seems like it is off the table. This game mode really struck my desire to run the NBA the way I see fit, which included lots of unreasonable trades between superstars and the dismantling of the Golden State Warriors, and became the perfect medium for me to enjoy NBA 2K19’s strengths.

NBA 2K19 also enjoys its strongest MyCareer mode yet with The Way Back, which is much more story-focused than in previous years. A.I., whose name might the most unfortunate part of the mode due to the NBA’s history with a more well-known player by the same nickname in Allen Iverson, is a complicated protagonist who isn’t always reasonable or kind. The resulting story of his attempt to be picked up in the NBA feels personal, and certainly more pragmatic than I expected from a franchise that has really struggled in this regard. The story never lacks for interesting conflict, but it starts to run out of creative juice toward the back end. A.I.’s constant struggle to learn that the scope of professional basketball goes beyond his own wellbeing is a theme that goes to the well one too many times.Sadly, while The Way Back poses as an RPG with impactful decisions that can be made at various points throughout the story, in a second playthrough I found that, at least early on, these choices have very little impact on the storyline. Similarly, the way I performed in the games that took place in between cutscenes seemed to have very little to do with the direction of A.I.’s career. There were moments where I’d perform horribly, only to be told in a cutscene afterward that I had the game of a lifetime. Also, the teammate grade you are given as a result of your performance is incredibly inconsistent, as it would dock an unreasonable amount of score for things out of your control while barely adding any for things like setting screens. All the same, the writing is unusually strong for a game mode like this and appearances from Anthony Mackie and Haley Joel Osment bring life to a fun and relatively short (at about five hours) MyCareer mode.

Not all of the game modes felt as well worth my time as MyLeague and MyCareer. NBA 2K’s foray into the card-opening business feels all too familiar, with currency being a little too hard to come by – especially because it’s the same currency you use to bolster A.I.’s stats in MyCareer. Naturally, 2K is willing to sell you virtual currency to speed along the process, but that comes at a frighteningly high cost. Normal packs range anywhere from about $5 to $10 where more expensive boxes go for double of that. Even the more expensive packs don’t guarantee you the players you want, so I was much happier to spend the $25 worth of currency that came with the Anniversary Edition on my MyPlayer. Without dedicating major time to MyTeam, it’s hard to imagine being competitive with people who will shell out the cash for a better team. Thankfully, MyLeague is entirely devoid of these microtransactions, making it much easier to enjoy without any second thought.

MEGA MAN 11 REVIEW

1fl73p0jvy011MEGA MAN 11 REVIEW  – Mega Man series lead Keiji Inafune had left Capcom in 2010, going on to make his own Mega Man clone. The new art style initially turned me off as well, as it was not as immediately appealing as the 80s-inspired throwbacks seen in Mega Man 9 and 10. But Mega Man 11 won me over with its delightfully amped-up difficulty and cool time-stopping ability that makes its challenges (barely) possible. The moments I had to take in the scenery were few, but Mega Man 11 taught me that feeling like Mega Man is more important than looking like Mega Man. Unlike recent groundbreaking reboots of Mega Man’s NES contemporaries like The Legend of Zelda and Super Mario Bros., Mega Man 11 only slightly modernizes series staples (shooting, jumping, boss fights) without adding much depth. Don’t expect many surprises: Just like we’ve done 10 times before, you beat the bosses, work your way through Wily’s castle, and then it’s over. I suppose that makes Mega Man 11 conform to a series where spinoffs added the most variety — like Mega Man X’s exploration elements, which I really did miss in Mega Man 11’s linear, secret-free levels. But I highly enjoyed the one major gameplay innovation, the “Double Gear” system (I can only hear David Hayter’s Solid Snake say this), and it left me wanting more.

The NES controller had just two buttons, and in Mega Man 1-6 they corresponded to “jump” and “shoot.” Mega Man 11 has more buttons than it knows what to do with, but the Double Gear system employs two of them – the left and right shoulder buttons, specifically – to add a new element to each of Mega Man’s basic functions. With the Power Gear you can overcharge your weapons for alternate attacks and more firepower, though it costs so much weapon energy that I barely used it, but with the essential Speed Gear you can slow down time to dodge bullets, carefully land jumps, and catch your breath.

That makes the Double Gear system a fundamental change to the way Mega Man 11’s levels are designed. Giving us the power to slow time seems to have freed up the developers to add many more enemies, disappearing platforms, and trenches of spikes to navigate, lengthening levels significantly. These are the longest, most brutal levels yet in Mega Man, and I welcomed the challenge.

Don’t be too afraid, however: While tough stretches in previous Mega Man games forced you to learn patterns and hone your skills, in Mega Man 11 you can stock up on powerups to take the edge off. For every challenge, there’s a consumable item to snatch you out of a pit, refill your energy, or protect you from spikes. You just have to grind a bit to collect bolts and purchase your way to success. Of course, grinding is not fun, so it’s only when I got really annoyed with replaying a lengthy level that I went shopping.

Let’s Talk Bosses

The traditional Mega Man boss design is another knock against the Power Gear as a useful ability. Because bosses already have vulnerabilities to certain weapons, there’s no point in amping up the weapons that already easily cut them down, and increasing the damage of weapons that barely do any is like upgrading your Nerf gun to Super Soaker. However, I found two pretty cool uses for the Power Gear. One is that Tundra Man’s T. Storm can be amplified to wipe out all enemies on screen like a more efficient Infinite Gauntlet. People watching me play in the office got a kick out of me hitting what amounted to the “nuke’em from orbit” button when frustration set in. The second is Impact Man’s P. Driver ability, which is a mid-air dash attack which is more useful for getting around because its charged form lets you zoom across the whole screen. See ya, disappearing block puzzle!

The bosses themselves are largely familiar, and that was disappointing. You may be surprised to learn that there hasn’t been a Torch Man before, because he is a clone of Fire Man, Heat Man, Flame Man etc. (However, his level, which is loosely summer camp-themed, is pretty cute.) Fuse Man, Tundra Man, and Blast Man all filled familiar Mega Man niches. I did like Acid Man, whose level featured PH balance (!) challenges as water went from neutral to acidic. Conversely, Bounce Man’s level is a total disaster as it uses some shaky physics to bounce Mega Man around deadly balloon-filled gauntlets, robbing you of control. Finally, Block Man is just the best: His Egyptian-like palace is filled with hieroglyphs of him triumphing over Mega Man. Like previous Mega Man games, the weapons are varied but not all are useful. My favorites were Bounce Man’s B. Ball, a versatile weapon you can easily aim at enemies (similar to Metal Man’s Metal Blade in Mega Man 2); Block Man’s B. Dropper to rain heavy objects down on out-of-reach enemies; and the aforementioned P. Driver for skipping puzzle areas entirely. On the other side, Fuse Man’s S. Thunder is a charge that climbs walls and has few uses, and Blast Man’s C. Blast is a slow moving, remotely-detonated bomb that is way too slow to use in any context in a fast-moving game like Mega Man 11.

Powered Up

Historically speaking, Mega Man games that moved away from the squat, pixelated, grimacing Mega Man art style have had mixed results. While I never fully warmed up to Mega Man 11’s cutesy, highly-detailed graphical style, the new look didn’t interfere with the classic feel of Mega Man as it did in Mega Man 7, a beautiful, but slow and clunky game. There are some fantastic robot designs, like massive skull-faced pillars that shoot lasers from their mouths, a wooly mammoth on a hoverboard, and an ostrich that’s on fire. These recall the art of early Mega Man games while filling out contemporary 16:9 wide screens (a series first!), dwarfing Mega Man. It’s a great effect to make me feel nimble as I’m sliding around with time at a standstill to avoid giant, crazed bots.

While I can overlook and even grudgingly appreciate the graphics, it’s the sound that is Mega Man 11’s biggest oversight. For a series so famous for its tunes, the sedate, repetitive, techno background is a real letdown: Why not just use cool, retro-sounding chiptunes like the rest of the games if you don’t have any strong new musical ideas? Mega Man 11 also has some terrifically bad voice acting, which I actually got a kick out of — but eventually, the repetitive callouts (Speed Gear!) got on my coworkers’ nerves, prompting them to politely ask me to turn it down. You can choose to view subtitles and hear what few dialogue lines there are in Japanese, but if you did that you’d be missing out on Mega Man’s new, rich baritone — only in English! I guess after 10 games in 31 years he really has become a Man.

WWE 2K19 REVIEW

RESEM733932k19WWE 2K19 REVIEW – WWE 2K19, like previous entries in the long running wrestling franchise, is a good game. The core wrestling does a great job of simulating a WWE match, and the strike/grapple/reversal fighting system is a lot of fun. It’s got one of the best and most comprehensive creation suites of any game out there, and the way that it basically lets you do everything that wrestlers do in real life, in WWE 2K19, is kind of astounding.

But those are all things that have remained true for a long while now, and while WWE 2K19 goes to great lengths to fix it’s biggest flaws from last year, it still leaves a lot of long-standing issues unchecked that limit the otherwise significant improvements over 2K18.

he campaign mode, or MyCareer, has been a WWE 2K staple since 2K15. But, in 2K19, it finally feels like a proper AAA wrestling story mode complete with voice acting, cutscenes, and likable characters that grow and change over the course of the story. The campaign is brought to life thanks to a great performance from former Tough Enough competitor and current indie wrestler, AJ Kirsch, who brings a much-needed level of authenticity to the lead role.

And for the most part, the actual wrestlers that lend their voice to WWE 2K19 also do a great job, outside of a few who seem like they’re reading from a script as opposed to acting.

Your character starts off extremely weak, with a paltry set of moves, pathetic stats, and generic entrance options. As you level up by gaining experience, you can increase your stats through three skill trees, which are further divided by different paths within each one. The skill trees manage to reduce the stat overload that typically accompanies WWE 2K’s career mode, but you never get the feeling that the skills you’re adding to make much of a difference in your character’s overall strength.

Despite the annoying character progression, the overall story and the journey of your character as he rises up through the ranks of the WWE make it worth the struggle.

On top of that, new moves and cosmetic options are once again locked behind loot boxes, which is a huge bummer. The boxes can only be purchased with virtual currency, and individual items can be bought on their own, but the cost of buying things ala carte is very expensive.

For the most part, MyCareer is easy enough to get away with playing with a sub-par character, but there are a few points in the story where Triple H decides to stack the deck against you, forcing you to compete and win in wildly unfair matches, such as a 3-on-1 handicap match, an 8 man battle royale, and a gauntlet where you health doesn’t refill after each match. Rather than coming out of it feeling like a highly skilled beast of a wrestler, you feel like you have to resort to cheap hit and run tactics just to survive.

2K19 also takes some cues from Mortal Kombat X with their 2K Towers mode, which challenges players to complete themed “towers,” consisting of a series of matches under a unifying theme. These towers change both daily and weekly, so there’s always something new to tackle, and they offer a great source of VC to spend in other modes.

WWE 2K19, like other WWE 2K games before it, is still held back by a number of longstanding issues. But with the much improved MyCareer mode, and the sheer amount of content available thanks to the return of Showcase Mode and the addition of 2K Towers, it stops the downward spiral the series had been heading towards and puts it back on track. If 2K20 can fix the awful character progression in its main story mode, clean up the bugs, and work on the commentary issues, this might finally be the blueprint for a championship contender again.

SOULCALIBUR VI REVIEW

SOULCALIBUR VI REVIEW

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After a six-year absence from the 3D fighting scene, Soulcalibur makes a triumphant return in its seventh entry in the main series. The next in Bandai Namco’s line of arcade fighting games keeps true to its unique brand of weapon-based combat while sprinkling in just the right amount of new mechanics. The combination not only sets it apart from its predecessors, but also keeps it competitive against all others in its genre.

The story goes back to its roots, retelling the events of the original Soulcalibur, and provides two very different but equally worthwhile story modes that flesh out the tale of swords and souls in a way that’s more digestible than ever.

But above all else, Soulcalibur 6 is pure fun. It’s fun to play, fun to learn, fun to watch, and even when some dated presentation issues rear their heads, they do very little to tarnish Soulcalibur 6’s luster.

Mechanically, everything that’s made this series great returns in Soulcalibur 6: the 8-Way-Run, the well balanced fighting system of vertical and horizontal attacks, and the ever-so-satisfying weapon based combat that makes every character feel distinct and powerful.

New to the series is a mechanic called Reversal Edge, which puts your character in a stance that allows them to absorb several hits before delivering their own strike. This attack initiates a rock/paper/scissors-like minigame to decide who deals the next hit and recovers the momentum of the fight.

On the surface, this might seem like a luck-based guessing game on top of a duel of skill, but once you really dig into it, it opens the door for some really tricky mind games.

For example, if Kilik wins a reversal edge duel with a kick, he doesn’t get much out of it outside of a bit of small damage, making it a non-optimal option for him, basically only good for beating a vertical attack.

Every character now also has a Soul Charge. Players can build meter by landing attacks, then at the cost of a bar of meter, give themselves a unique buff and access to new powerful moves and combos. It’s a great addition that adds further distinction between characters. And Soul Charges add a choice for players when spending their meter: Either dump a bar of meter on one huge move that deals damage up front, or use a Soul Charge to potentially deal more damage over a longer period of time.

The rest of Soulcalibur 6’s mechanics feel like a refinement of an already fantastic combat system. I’m thankful guard impacts no longer cost meter. I love that lethal hits are new “super” counters that are very similar to crush counters in Street Fighter 5. And even with all the new mechanics that could complicate Soulcalibur 6, it’s still one of the easiest fighting games to jump into, start slamming buttons, and still have a great time.

MY HERO ONE’S JUSTICE REVIEW

MY HERO ONE’S JUSTICE REVIEW

Mgiphy (1)y Hero Academia is one of the best shonen anime currently airing, and it deserves a great video game that lives up to its reputation. While My Hero One’s Justice unfortunately doesn’t hit that high bar, it does a good job of adapting the action and spectacle of the anime into fighting game form. The gorgeous visuals and a flashy one-on-one combat system make it seem like a fan’s dream fighting game, but the shiny exterior hides a fairly simplistic foundation, and once the spectacle of the action wears off, My Hero One’s Justice feels less like All Might, and more like “just alright.”

My Hero One’s Justice is a 3D arena fighter with a combat system that could be best explained as an appropriately quirky version of Rock, Paper, Scissors. You have three main options when it comes to attacking up close: normal attacks, counter attacks, and unblockable attacks. Normals are fast enough to interrupt and beat unblockables, counters absorb normal attacks before delivering their own powerful strike, and unblockables crush through counters. There are some extra nuances of course, like just guards, dashes, and dash cancels, but that’s the general overview of combat.

“Characters play exactly like you’d think they would, but eventually the shallowness of combat begins to show”.

Let’s Story!

The story mode of One’s Justice picks up midway through season 2 of the anime and ends at about the midway point of season 3 as well, so it’s definitely not the greatest entry point for new fans. Even if it was though, the way the story is laid out is pretty underwhelming. Each chapter essentially serves as a super abridged retelling of the anime, told with a combination of screen grabs from the show and animated in-game character models. Though it does feature full voice acting from the Japanese cast, those who prefer the dub are out of luck.

It’s hard to really tell who the story mode is for. For fans, the mode doesn’t present anything new, nor does it present anything old in a way that makes it worth revisiting it again. For newcomers, it completely skips over the first 26 episodes of the anime. There are some bright spots though. A small handful of big story moments are brought to life in-engine, and it gives a small glimpse of what story mode could’ve been. If there were more of these and less static screens, One’s Justice’s story mode could’ve been salvaged.

While Story Mode ends up being disappointing, Mission Mode actually provides a much more enjoyable single player experience. There are a total of six maps to complete, each with their own set of challenges. As you complete challenges, your characters level up, increasing their stats and making them better equipped to handle tougher missions.

It’s tough, especially because your health carries over from fight to fight, and though you can use items to restore health, and provide boosts to other stats in the next fight, doing so decreases your overall score at the end, so there’s a balance to be had if you’re trying to maximize your score.

Beyond that, there’s a traditional arcade mode and online modes, though the servers were barren at the time of this review, so I haven’t been able to test out the servers.

There’s no character creation feature in One’s Justice, which feels like a huge missed opportunity, but you can customize your characters with items that can either be purchased with in-game currency or earned through completing missions. There are a couple of funny unique items, mostly involving Mineta, but for the most part, all of the cosmetic items are just items worn by other characters from My Hero Academia, which makes customized characters kind of just look like they fell into a My Hero Academia themed prop box.