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Black Flag Resynced Is A Bad Remake Of Peak Assassin’s Creed

I've been conflicted about Assassin's Creed Black Flag Resynced since it was announced. The original 2013 pirate action-adventure is one of my favorite games ever, so my immediate reaction to hearing it was getting a remake for current-era consoles was excitement. In that very first announcement video, Ubisoft said that Resynced would not reinvent protagonist Edward Kenway's tale, but that there would be large changes to combat, parkour, stealth, and the structure of the overall story. And while changes like that fall within the framework of what a remake is, I couldn't tell if these adjustments would mean Resynced still felt faithful to the original game. And regardless of whether or not it was, there was also the bigger question of if this remake would be better than Black Flag.

Having now played Resynced, I don't think it is better. That still means Resynced is pretty good. Black Flag is one of the best games in the Assassin's Creed series, and Resynced doesn't change so much that that's no longer the case. The issue is that for every positive change that Resynced makes to Black Flag, it stumbles into creating a new problem.

If you asked me what Black Flag is, I'd tell you it was a treasure hunt. You play as a normal employee of an entertainment company in the 21st century who is scrubbing through the memories of Edward Kenway, a Welsh privateer-turned-pirate trying to make his fortune in the 18th century, via a machine called an Animus. Your mission is initially just to capture footage of Edward's life to make a new media project. However, your research into Edward's memories draws the attention of your bosses. Turns out, Edward stumbled across someone who knew of a site called the Observatory during this period of his life, and your bosses want to know whether Edward ever found it himself. They task you with spending more and more time reliving Edward's life in hopes of finding where it's hidden in the past, so that they can rediscover it for themselves in the modern day. 

You don't know what the Observatory really is or why you're looking for it, and your efforts slowly pull you into a shadow war between freedom-protecting Assassins and order-oriented Templars--and at the same time, you see Edward similarly get pulled into that same conflict 300 years earlier. Mirroring your character's life to Edward's is straightforward but effective narrative framing, and it adds this incredible science-fiction flavoring to what's an already terrific historical fantasy adventure. To date, it's one of the best intertwined present-and-past stories in the series--only the first two Assassin's Creed games do it better.

Resynced gets rid of pretty much all of that. The intro does establish that you're experiencing a simulation of Edward's life via the Animus but doesn't provide any reasoning up front as to why you're doing it. The original game's modern-day missions have been completely stripped away, reframing the entire adventure. It no longer feels like a sci-fi treasure hunt.

Instead, Resynced is a sci-fi rebellion. But you won't get this framing if you just play Resynced's story, as the modern-day missions that provide this framing are all optional.

Resynced is actually a sequel to Assassin's Creed Shadows, not Assassin's Creed III like the original Black Flag. It continues the story of Animus users who have awakened as Travelers to fight against Ego, an artificial intelligence created by the Templars that is now training itself to become the perfect overlord of the human race. If you go out of your way to find them (like really out of your way--the game does not make it easy for you), you can find rifts that allow you to temporarily enter what I can only surmise is the Black Room, where Ego shows you how it would use details of Edward, Blackbeard, and Mary Read's lives to generate what it thinks is a better version of historical events. 

Ego theorizes that if these three pirates' stories were that of a man who returned to his wife, a pirate captain who took the king's pardon, and an Assassin who left the Brotherhood, and all three were ultimately rewarded with wealth and happiness for choosing to live as good little sheep, then perhaps more Animus users like you would be inspired to fall in line rather than embrace a chaotic life and seek out personal fame, fortune, and freedom. In Ego's eyes, the best way to guide humanity into a better future is if the ugliness of the past is erased and replaced with something that is safe and sober, but robbed of all reason and sapped of all spirit.

This. Is. Fascinating! However, this weird-as-hell (in a cool way) sci-fi story is frustratingly tucked away in optional side content that's not easy to find because it's not even marked on the in-game map. You just have to know where to look for these four rifts or spend hours scouring every corner of the Caribbean. And hopefully you've also done all the rifts in Shadows so that you have the context for who Ego is, why the Guide and Eagle are fighting Ego, who the Guide and Eagle even are (it is a whole thing, let me tell you), and what it means for you to be one of the Travelers. 

This bizarre mishandling of the framing device for Resynced's story encapsulates the remake's failings. It does a lot of cool stuff, but it also doesn't use that cool stuff very effectively. It's so bewildering to play this game and see moments of brilliance continuously mishandled. 

I adore what Resynced does for Anne Bonny, for example, a character who takes on an important role in the final chapters of Black Flag but is largely absent for most of the story. Resynced has Anne introduced as soon as Edward returns to Nassau at the very beginning of the game, and she regularly pops up in the story after that in reimagined cutscenes and brand-new missions that further flesh out her importance to Edward. It makes all of the already-great scenes involving her in the later chapters hit even harder. The same is true for Ed Thatch and Stede Bonnet, both of whom also get more screen time and brand-new missions that continue their storylines after their departure from Black Flag's story and give them a more fulfilling end.

So why then does Resynced bother to add brand-new characters who have very little screentime and unrewarding finales to their arcs that leaves them feeling separated from Edward's tale? The remake is fixing the problem of Black Flag's old characters and then adding new characters who have the flaws that were just fixed in the original characters, preserving one of the original problems of Black Flag.

Resynced's other issues aren't nearly as severe, but they all add up and needle at you throughout the experience. Most are a result of trying to fit Black Flag into a new game engine. What the various teams across Ubisoft have been able to accomplish with Ubisoft Anvil is to be commended (Mirage and Resynced feel so much better to play than Origins), but it's still clearly an engine designed for an action-RPG, not a stealth-driven action-adventure. Edward's freerunning is better than the likes of Origins' Bayek or Odyssey's Kassandra, but both the mechanical depth and the feeling of his freerunning still fall behind Unity's Arno and the protagonists who preceded him. 

And while combat does at times feel like a modern take on the counter-heavy combat of Black Flag, the use of pistols, the rope dart, the sweeping kick, and the forward kick is clearly just a cleverly hidden version of the battle abilities from the RPG-style Assassin's Creed games--there's a bit more strategy to using these equipment and skills in Resynced, but not enough to keep combat exciting across a 30-hour story given the poor enemy variety. 

The new animations and voicelines are hit-or-miss too. Many of Edward's new lines add excellent insight to his character during scenes where there previously was none, while some of the new lines--especially his extremely pro-Assassin, anti-Templar one-liners that he spouts with every Assassin Contract--feel like a mischaracterization that makes him oddly heroic during a portion of the game where he has to be a scumbag for the story to work. Brand-new cutscenes add more story, but at the cost of poor facial animations that look like wooden puppets talking to each other. Some of the cutscenes that were in the original game are also somehow worse, with strange facial hiccups (at least on Xbox Series X) distorting the longing glances, winks, smirks, scowls, and contemplative sighs that carried so much narrative weight in the original Black Flag.

Resynced also gives Edward the ability to quietly crouch walk and slink behind cover anywhere, not just stalker zones, and incorporates some of Shadows' uses of weather and darkness to add new considerations to stealth, but the remake's outright removal of all tailing missions (which, admittedly were a pain point in the original game) means these improvements don't have much use. Social stealth is also back in Resynced (great!) but almost every mission that relied on those mechanics has been removed or changed, meaning there's little chance to engage with it (bad!). 

In fact, when it comes to the mass deletion of all mandatory tailing missions and changing almost every social stealth mission so that they no longer rely on stealth mechanics, Resynced feels like too big of a swing in the other direction, recreating Black Flag into a game like the action-packed adventures of Kassandra or Eivor. And that makes sense--all of these games are made in the same engine.

The issue is that, unlike those games, Resynced isn't an RPG--there are no ways for Edward to talk his way through problems, disguise himself, or create clever opportunities. He can only engage through the action part of the action-RPG formula. So instead of having missions with a wide variety and breadth of structure, you're still mostly doing the same thing over and over. Resynced might have been a stronger experience if only half of the social stealth-driven tailing missions were removed, as changing pretty much all of them and moving Edward's story in a more action-oriented direction simply shifts one problem into another. 

Weird camera cuts and dramatic perspective shifts during assassination takedowns and chain kills also make it irritatingly tricky to keep track of enemies in enclosed spaces, like caves or the decks of smaller ships--it's totally fine to have this in the wide-open locales of Origins' Egypt or Odyssey's Greece, but it clashes with Black Flag's structure. The game hasn't changed enough to fit the new game engine, which leads me to wonder why this wasn't just a brand-new pirate adventure during this time period that followed a new protagonist. Edward meets so many other Assassins! We didn't need to stick to the rigidity of his story again if it doesn't really fit the mechanics of this new game engine.

I could go on but the point remains: There are plenty of great changes in Resynced, but equally a ton of pain points in trying to force the Black Flag structure to fit into an engine designed for a very different type of Assassin's Creed. This makes Resynced less of a new gold standard for Edward's adventure, and more of a bizzaro-world variation of the original Black Flag. If you haven't played Black Flag (or at least don't revisit it often), you should play Resynced, because even though it doesn't feel like a faithful remake to me, it is still remaking a game that's already critically acclaimed. But if you have played Black Flag, I'm not sure if Resynced will hit you as hard emotionally as you're hoping for.

All said, I regard Resynced with the exact same sentiments as Mass Effect Legendary Edition. Resynced goes beyond the scope of a traditional remaster and adjusts the content of Black Flag to make improvements to the experience (what you'd expect for a remake). But the downside to these fixes is that it highlights problems that weren't fixed or, even worse, new problems that didn't even exist in the original game. Resynced is a half-step toward something truly fantastic. If you play it, you will see the strengths of Black Flag. You will see why the original game was the de facto pirate video game for years. But you will also find a remake that doesn't manage to take the crown from the very game that it's remaking.

Black Flag Resynced Is A Bad Remake Of Peak Assassin’s Creed

I've been conflicted about Assassin's Creed Black Flag Resynced since it was announced. The original 2013 pirate action-adventure is one of my favorite games ever, so my immediate reaction to hearing it was getting a remake for current-era consoles was excitement. In that very first announcement video, Ubisoft said that Resynced would not reinvent protagonist Edward Kenway's tale, but that there would be large changes to combat, parkour, stealth, and the structure of the overall story. And while changes like that fall within the framework of what a remake is, I couldn't tell if these adjustments would mean Resynced still felt faithful to the original game. And regardless of whether or not it was, there was also the bigger question of if this remake would be better than Black Flag.

Having now played Resynced, I don't think it is better. That still means Resynced is pretty good. Black Flag is one of the best games in the Assassin's Creed series, and Resynced doesn't change so much that that's no longer the case. The issue is that for every positive change that Resynced makes to Black Flag, it stumbles into creating a new problem.

If you asked me what Black Flag is, I'd tell you it was a treasure hunt. You play as a normal employee of an entertainment company in the 21st century who is scrubbing through the memories of Edward Kenway, a Welsh privateer-turned-pirate trying to make his fortune in the 18th century, via a machine called an Animus. Your mission is initially just to capture footage of Edward's life to make a new media project. However, your research into Edward's memories draws the attention of your bosses. Turns out, Edward stumbled across someone who knew of a site called the Observatory during this period of his life, and your bosses want to know whether Edward ever found it himself. They task you with spending more and more time reliving Edward's life in hopes of finding where it's hidden in the past, so that they can rediscover it for themselves in the modern day. 

You don't know what the Observatory really is or why you're looking for it, and your efforts slowly pull you into a shadow war between freedom-protecting Assassins and order-oriented Templars--and at the same time, you see Edward similarly get pulled into that same conflict 300 years earlier. Mirroring your character's life to Edward's is straightforward but effective narrative framing, and it adds this incredible science-fiction flavoring to what's an already terrific historical fantasy adventure. To date, it's one of the best intertwined present-and-past stories in the series--only the first two Assassin's Creed games do it better.

Resynced gets rid of pretty much all of that. The intro does establish that you're experiencing a simulation of Edward's life via the Animus but doesn't provide any reasoning up front as to why you're doing it. The original game's modern-day missions have been completely stripped away, reframing the entire adventure. It no longer feels like a sci-fi treasure hunt.

Instead, Resynced is a sci-fi rebellion. But you won't get this framing if you just play Resynced's story, as the modern-day missions that provide this framing are all optional.

Resynced is actually a sequel to Assassin's Creed Shadows, not Assassin's Creed III like the original Black Flag. It continues the story of Animus users who have awakened as Travelers to fight against Ego, an artificial intelligence created by the Templars that is now training itself to become the perfect overlord of the human race. If you go out of your way to find them (like really out of your way--the game does not make it easy for you), you can find rifts that allow you to temporarily enter what I can only surmise is the Black Room, where Ego shows you how it would use details of Edward, Blackbeard, and Mary Read's lives to generate what it thinks is a better version of historical events. 

Ego theorizes that if these three pirates' stories were that of a man who returned to his wife, a pirate captain who took the king's pardon, and an Assassin who left the Brotherhood, and all three were ultimately rewarded with wealth and happiness for choosing to live as good little sheep, then perhaps more Animus users like you would be inspired to fall in line rather than embrace a chaotic life and seek out personal fame, fortune, and freedom. In Ego's eyes, the best way to guide humanity into a better future is if the ugliness of the past is erased and replaced with something that is safe and sober, but robbed of all reason and sapped of all spirit.

This. Is. Fascinating! However, this weird-as-hell (in a cool way) sci-fi story is frustratingly tucked away in optional side content that's not easy to find because it's not even marked on the in-game map. You just have to know where to look for these four rifts or spend hours scouring every corner of the Caribbean. And hopefully you've also done all the rifts in Shadows so that you have the context for who Ego is, why the Guide and Eagle are fighting Ego, who the Guide and Eagle even are (it is a whole thing, let me tell you), and what it means for you to be one of the Travelers. 

This bizarre mishandling of the framing device for Resynced's story encapsulates the remake's failings. It does a lot of cool stuff, but it also doesn't use that cool stuff very effectively. It's so bewildering to play this game and see moments of brilliance continuously mishandled. 

I adore what Resynced does for Anne Bonny, for example, a character who takes on an important role in the final chapters of Black Flag but is largely absent for most of the story. Resynced has Anne introduced as soon as Edward returns to Nassau at the very beginning of the game, and she regularly pops up in the story after that in reimagined cutscenes and brand-new missions that further flesh out her importance to Edward. It makes all of the already-great scenes involving her in the later chapters hit even harder. The same is true for Ed Thatch and Stede Bonnet, both of whom also get more screen time and brand-new missions that continue their storylines after their departure from Black Flag's story and give them a more fulfilling end.

So why then does Resynced bother to add brand-new characters who have very little screentime and unrewarding finales to their arcs that leaves them feeling separated from Edward's tale? The remake is fixing the problem of Black Flag's old characters and then adding new characters who have the flaws that were just fixed in the original characters, preserving one of the original problems of Black Flag.

Resynced's other issues aren't nearly as severe, but they all add up and needle at you throughout the experience. Most are a result of trying to fit Black Flag into a new game engine. What the various teams across Ubisoft have been able to accomplish with Ubisoft Anvil is to be commended (Mirage and Resynced feel so much better to play than Origins), but it's still clearly an engine designed for an action-RPG, not a stealth-driven action-adventure. Edward's freerunning is better than the likes of Origins' Bayek or Odyssey's Kassandra, but both the mechanical depth and the feeling of his freerunning still fall behind Unity's Arno and the protagonists who preceded him. 

And while combat does at times feel like a modern take on the counter-heavy combat of Black Flag, the use of pistols, the rope dart, the sweeping kick, and the forward kick is clearly just a cleverly hidden version of the battle abilities from the RPG-style Assassin's Creed games--there's a bit more strategy to using these equipment and skills in Resynced, but not enough to keep combat exciting across a 30-hour story given the poor enemy variety. 

The new animations and voicelines are hit-or-miss too. Many of Edward's new lines add excellent insight to his character during scenes where there previously was none, while some of the new lines--especially his extremely pro-Assassin, anti-Templar one-liners that he spouts with every Assassin Contract--feel like a mischaracterization that makes him oddly heroic during a portion of the game where he has to be a scumbag for the story to work. Brand-new cutscenes add more story, but at the cost of poor facial animations that look like wooden puppets talking to each other. Some of the cutscenes that were in the original game are also somehow worse, with strange facial hiccups (at least on Xbox Series X) distorting the longing glances, winks, smirks, scowls, and contemplative sighs that carried so much narrative weight in the original Black Flag.

Resynced also gives Edward the ability to quietly crouch walk and slink behind cover anywhere, not just stalker zones, and incorporates some of Shadows' uses of weather and darkness to add new considerations to stealth, but the remake's outright removal of all tailing missions (which, admittedly were a pain point in the original game) means these improvements don't have much use. Social stealth is also back in Resynced (great!) but almost every mission that relied on those mechanics has been removed or changed, meaning there's little chance to engage with it (bad!). 

In fact, when it comes to the mass deletion of all mandatory tailing missions and changing almost every social stealth mission so that they no longer rely on stealth mechanics, Resynced feels like too big of a swing in the other direction, recreating Black Flag into a game like the action-packed adventures of Kassandra or Eivor. And that makes sense--all of these games are made in the same engine.

The issue is that, unlike those games, Resynced isn't an RPG--there are no ways for Edward to talk his way through problems, disguise himself, or create clever opportunities. He can only engage through the action part of the action-RPG formula. So instead of having missions with a wide variety and breadth of structure, you're still mostly doing the same thing over and over. Resynced might have been a stronger experience if only half of the social stealth-driven tailing missions were removed, as changing pretty much all of them and moving Edward's story in a more action-oriented direction simply shifts one problem into another. 

Weird camera cuts and dramatic perspective shifts during assassination takedowns and chain kills also make it irritatingly tricky to keep track of enemies in enclosed spaces, like caves or the decks of smaller ships--it's totally fine to have this in the wide-open locales of Origins' Egypt or Odyssey's Greece, but it clashes with Black Flag's structure. The game hasn't changed enough to fit the new game engine, which leads me to wonder why this wasn't just a brand-new pirate adventure during this time period that followed a new protagonist. Edward meets so many other Assassins! We didn't need to stick to the rigidity of his story again if it doesn't really fit the mechanics of this new game engine.

I could go on but the point remains: There are plenty of great changes in Resynced, but equally a ton of pain points in trying to force the Black Flag structure to fit into an engine designed for a very different type of Assassin's Creed. This makes Resynced less of a new gold standard for Edward's adventure, and more of a bizzaro-world variation of the original Black Flag. If you haven't played Black Flag (or at least don't revisit it often), you should play Resynced, because even though it doesn't feel like a faithful remake to me, it is still remaking a game that's already critically acclaimed. But if you have played Black Flag, I'm not sure if Resynced will hit you as hard emotionally as you're hoping for.

All said, I regard Resynced with the exact same sentiments as Mass Effect Legendary Edition. Resynced goes beyond the scope of a traditional remaster and adjusts the content of Black Flag to make improvements to the experience (what you'd expect for a remake). But the downside to these fixes is that it highlights problems that weren't fixed or, even worse, new problems that didn't even exist in the original game. Resynced is a half-step toward something truly fantastic. If you play it, you will see the strengths of Black Flag. You will see why the original game was the de facto pirate video game for years. But you will also find a remake that doesn't manage to take the crown from the very game that it's remaking.

Nintendo’s Wackiest New Game Feels Like The Devs Getting Away With Something

Somewhere in the back of my mind, I must have known that Rhythm Heaven was a close cousin to WarioWare, but it never stood out to me as strongly as it did while playing Rhythm Heaven Groove. The sheer unapologetic weirdness of it intertwined with the strict timing-based minigames made this feel like WarioWare, but as a rhythm game. And I feel like a fool for just now discovering that these are two great tastes that go great together.

The influences from WarioWare will be obvious to anyone who has played that long-running gonzo microgame series, but unlike those, the individual games in Rhythm Heaven Groove last much longer than a few seconds. After a short practice round to learn the rhythm and button prompts, you go into the actual performance that mixes together commands to the rhythm of a song. Almost all of your commands are mapped to the A button, but more complicated arrangements add one of the D-pad buttons for a different command. In an early game where you're driving a stunt car for a commercial, for example, the A button accelerates while the D-pad Down hits the brakes, so you need to alternate between them on command to stay aligned with the other stunt cars.

https://www.youtube.com/watch?v=ZdMwqKiSeEE

The WarioWare spirit shines through in both the art style--an eclectic blend of crude simplicity, chunky cartoonism, and occasional hyper-realism--and also in the gonzo spirit of the games themselves. The stunt car example is one of the more normal ones, but many of the games are downright bizarre. Across the breadth of Rhythm Heaven, you'll have to jump and roll as a cat doll, bounce fruits off your muscles as a bodybuilder, sort delicious pudding from tainted living pudding cups as a factory robot, and jump over windshield wipers during a rainstorm. The game frequently surprises you with new creative applications that all feel different, even if they're mechanically very similar. That sense of surprise meant that even when I didn't like a game as much, I loved seeing the creativity.

In addition to adapting to each game's rhythm, you also often have to contend with distractions in the background. The kitty-hopping game--Hop, Stop, N Roll--transforms the background from a simple wood-paneled design to a kaleidoscopic beach scene, so part of the challenge is keeping your concentration and the beat going while the world changes around you. When you learn to "read" the games, you also start to notice little signs about your performance, like your fellow performer in the umbrella-folding game shooting you a dirty look if your timing was just slightly off. 

Rhythm Heaven Groove

While the WarioWare influence is obvious, my time with Rhythm Heaven Groove also reminded me of another long-lost rhythm game: Elite Beat Agents. While no game has quite substituted for EBA's charm, mixing storytelling with pop songs and rhythmic touch screen taps, Rhythm Heaven Groove is similarly focused on nailing your percussive beats. The sound design has excellent feedback with a sharp, snappy snare that punctuates even harder when you nail a beat perfectly. Sometimes I would simply close my eyes to feel my way through the rhythm, and it worked just as well as watching on-screen. Everything has a sound cue, so this is one game you actually can play blindfolded. 

My absolute favorite aspect of Rhythm Heaven Groove, though, were the Remix stages. Each column consists of four stages, and they all feel varied as you're playing them and climbing the tower. When you reach the top, all four get remixed into one game, sometimes set to a real, credited J-pop song. At this point, all those games that seemed so different feel like different parts of the same whole, and you get to see them coming together. Sometimes a game will even fade into another mid-beat, showing you that you're actually keeping the same rhythm across both. It's a very cool magic trick. 

That said, the mapping of commands onto the D-pad would occasionally trip me up, because it wasn't always the same D-pad button across each game. Since the Remix stages start without any warm-up time, I would sometimes finish a set of stages and come back to do the Remix later, only to discover I had completely forgotten which D-pad button to use. Aside from trial and error, the only solution is to quit out and find the individual minigames, and then redo their practice modes as a reminder. It's not terribly intuitive, and there's not any particular reason the D-pad prompt couldn't just be consistent throughout all of the minigames. Yes it's a little more elegant that D-Pad Left triggers a crab claw and D-Pad Down hits the car brakes, but would it really matter if they were the same? On that one point, the game became less about rhythm and more about memorization, which undermined the fun. 

Rhythm Heaven Groove

And as much fun as it was in handheld, I struggled with playing Rhythm Heaven Groove on my TV. To its credit, the game recognizes when you've hooked it up to your TV for the first time and conducts a quick calibration game in an effort to reduce the effects of lag. But even after going through that, I struggled to hit my marks across several games playing on my TV with a Pro Controller, even in games I had already mastered in handheld mode. The game does note that some TVs just behave differently than others, so your mileage may vary.  

Those same struggles with TV lag may have impacted my multiplayer experience, but not enough to detract from the fun. I dabbled in all the games with my two kids of varying ages, and after some early struggles, we found a handful of favorites that created the kind of raucous party atmosphere that Rhythm Heaven is obviously going for. There's a great mix of competitive and cooperative game types, and unlike the single-player columns that offer different games as you climb, these offer new twists on the games you've already mastered. We were only playing with two players at a time, but it fills in the extra spots with bots regardless of your player count for a total of four. As long as you have at least one buddy, you can play all of the multiplayer games.

So many of the multiplayer games are strong that it's hard to pick favorites, but a few stand out. A virus-busting game shoots a disease through tubes, so you have to pin them with precise timing as they come, and your position in the four quadrants of protection rotates each turn. A tennis game imitates an RPG as you lob balls to defeat approaching enemies and save a prince. Cake Wait revolves around waiting until exactly 3 o'clock to grab the single slice of cake on the table, testing your ability to count down on-tempo. An Arkanoid-like arrow-shooting game has you break bricks protecting a bomb as you race to be the first to hit and detonate it. There is even a card-flipping memory game, but instead of pictures, you're matching particular drum rhythms as displayed by toe-tapping chickens. All of these are delivered with the same goofball spirit as the rest of the game, which makes it disarmingly funny. 

Rhythm Heaven Groove

Still, multiplayer lends itself to the big-screen experience of a TV, and we did occasionally find it hard to master the timing in some minigames. One of the first, in which you pluck hairs from an onion, consistently tripped us up, even after going back to it once we had performed much better on some of the other games. It's hard to say if this was due to TV lag or if that particular game is just surprisingly strict, but it was a noticeable change from the kooky fun of the others to consistently failing out of that one.

Nintendo is one of the biggest and oldest game publishers in the world, so it feels strange to say that something it made carries itself with indie sensibilities. But that's always been true of WarioWare, and by extension, it's true of Rhythm Heaven Groove. It's such a strange, low-fi game that it comes off as if the team is getting away with something while the boss isn't looking. But it's also a genuinely welcome addition to my Switch collection, because it's such an oddity. Whenever I feel the need to tap my toes while feeling the beat of a tadpole march, or invite my friends to compete in a foot race as lucha libre across giant bouncy balls, I'll return to Rhythm Heaven.

Nintendo’s Wackiest New Game Feels Like The Devs Getting Away With Something

Somewhere in the back of my mind, I must have known that Rhythm Heaven was a close cousin to WarioWare, but it never stood out to me as strongly as it did while playing Rhythm Heaven Groove. The sheer unapologetic weirdness of it intertwined with the strict timing-based minigames made this feel like WarioWare, but as a rhythm game. And I feel like a fool for just now discovering that these are two great tastes that go great together.

The influences from WarioWare will be obvious to anyone who has played that long-running gonzo microgame series, but unlike those, the individual games in Rhythm Heaven Groove last much longer than a few seconds. After a short practice round to learn the rhythm and button prompts, you go into the actual performance that mixes together commands to the rhythm of a song. Almost all of your commands are mapped to the A button, but more complicated arrangements add one of the D-pad buttons for a different command. In an early game where you're driving a stunt car for a commercial, for example, the A button accelerates while the D-pad Down hits the brakes, so you need to alternate between them on command to stay aligned with the other stunt cars.

https://www.youtube.com/watch?v=ZdMwqKiSeEE

The WarioWare spirit shines through in both the art style--an eclectic blend of crude simplicity, chunky cartoonism, and occasional hyper-realism--and also in the gonzo spirit of the games themselves. The stunt car example is one of the more normal ones, but many of the games are downright bizarre. Across the breadth of Rhythm Heaven, you'll have to jump and roll as a cat doll, bounce fruits off your muscles as a bodybuilder, sort delicious pudding from tainted living pudding cups as a factory robot, and jump over windshield wipers during a rainstorm. The game frequently surprises you with new creative applications that all feel different, even if they're mechanically very similar. That sense of surprise meant that even when I didn't like a game as much, I loved seeing the creativity.

In addition to adapting to each game's rhythm, you also often have to contend with distractions in the background. The kitty-hopping game--Hop, Stop, N Roll--transforms the background from a simple wood-paneled design to a kaleidoscopic beach scene, so part of the challenge is keeping your concentration and the beat going while the world changes around you. When you learn to "read" the games, you also start to notice little signs about your performance, like your fellow performer in the umbrella-folding game shooting you a dirty look if your timing was just slightly off. 

Rhythm Heaven Groove

While the WarioWare influence is obvious, my time with Rhythm Heaven Groove also reminded me of another long-lost rhythm game: Elite Beat Agents. While no game has quite substituted for EBA's charm, mixing storytelling with pop songs and rhythmic touch screen taps, Rhythm Heaven Groove is similarly focused on nailing your percussive beats. The sound design has excellent feedback with a sharp, snappy snare that punctuates even harder when you nail a beat perfectly. Sometimes I would simply close my eyes to feel my way through the rhythm, and it worked just as well as watching on-screen. Everything has a sound cue, so this is one game you actually can play blindfolded. 

My absolute favorite aspect of Rhythm Heaven Groove, though, were the Remix stages. Each column consists of four stages, and they all feel varied as you're playing them and climbing the tower. When you reach the top, all four get remixed into one game, sometimes set to a real, credited J-pop song. At this point, all those games that seemed so different feel like different parts of the same whole, and you get to see them coming together. Sometimes a game will even fade into another mid-beat, showing you that you're actually keeping the same rhythm across both. It's a very cool magic trick. 

That said, the mapping of commands onto the D-pad would occasionally trip me up, because it wasn't always the same D-pad button across each game. Since the Remix stages start without any warm-up time, I would sometimes finish a set of stages and come back to do the Remix later, only to discover I had completely forgotten which D-pad button to use. Aside from trial and error, the only solution is to quit out and find the individual minigames, and then redo their practice modes as a reminder. It's not terribly intuitive, and there's not any particular reason the D-pad prompt couldn't just be consistent throughout all of the minigames. Yes it's a little more elegant that D-Pad Left triggers a crab claw and D-Pad Down hits the car brakes, but would it really matter if they were the same? On that one point, the game became less about rhythm and more about memorization, which undermined the fun. 

Rhythm Heaven Groove

And as much fun as it was in handheld, I struggled with playing Rhythm Heaven Groove on my TV. To its credit, the game recognizes when you've hooked it up to your TV for the first time and conducts a quick calibration game in an effort to reduce the effects of lag. But even after going through that, I struggled to hit my marks across several games playing on my TV with a Pro Controller, even in games I had already mastered in handheld mode. The game does note that some TVs just behave differently than others, so your mileage may vary.  

Those same struggles with TV lag may have impacted my multiplayer experience, but not enough to detract from the fun. I dabbled in all the games with my two kids of varying ages, and after some early struggles, we found a handful of favorites that created the kind of raucous party atmosphere that Rhythm Heaven is obviously going for. There's a great mix of competitive and cooperative game types, and unlike the single-player columns that offer different games as you climb, these offer new twists on the games you've already mastered. We were only playing with two players at a time, but it fills in the extra spots with bots regardless of your player count for a total of four. As long as you have at least one buddy, you can play all of the multiplayer games.

So many of the multiplayer games are strong that it's hard to pick favorites, but a few stand out. A virus-busting game shoots a disease through tubes, so you have to pin them with precise timing as they come, and your position in the four quadrants of protection rotates each turn. A tennis game imitates an RPG as you lob balls to defeat approaching enemies and save a prince. Cake Wait revolves around waiting until exactly 3 o'clock to grab the single slice of cake on the table, testing your ability to count down on-tempo. An Arkanoid-like arrow-shooting game has you break bricks protecting a bomb as you race to be the first to hit and detonate it. There is even a card-flipping memory game, but instead of pictures, you're matching particular drum rhythms as displayed by toe-tapping chickens. All of these are delivered with the same goofball spirit as the rest of the game, which makes it disarmingly funny. 

Rhythm Heaven Groove

Still, multiplayer lends itself to the big-screen experience of a TV, and we did occasionally find it hard to master the timing in some minigames. One of the first, in which you pluck hairs from an onion, consistently tripped us up, even after going back to it once we had performed much better on some of the other games. It's hard to say if this was due to TV lag or if that particular game is just surprisingly strict, but it was a noticeable change from the kooky fun of the others to consistently failing out of that one.

Nintendo is one of the biggest and oldest game publishers in the world, so it feels strange to say that something it made carries itself with indie sensibilities. But that's always been true of WarioWare, and by extension, it's true of Rhythm Heaven Groove. It's such a strange, low-fi game that it comes off as if the team is getting away with something while the boss isn't looking. But it's also a genuinely welcome addition to my Switch collection, because it's such an oddity. Whenever I feel the need to tap my toes while feeling the beat of a tadpole march, or invite my friends to compete in a foot race as lucha libre across giant bouncy balls, I'll return to Rhythm Heaven.

Star Fox Is A New Beginning That Undermines Itself

There's a reason Nintendo keeps remaking Star Fox 64. The N64 iteration of the rail shooter--at the time, the second Star Fox release--remains the apex of the franchise: a genuinely fantastic game that still holds up and stands the test of time. Subsequent sequels that have attempted to recapture the magic have floundered by comparison. This latest iteration, simply titled "Star Fox" for what I can only assume is meant to be a soft reboot, plays just as great as you remember and looks even better. But if you've already played Star Fox 64 in any iteration, it will be hard to shake the feeling of deja vu. 

For the uninitiated, or perhaps those who just learned about ultra-cool guy Fox McCloud from his spotlight-stealing cameo in the Mario Galaxy movie, Star Fox takes place in a galaxy called the Lylat system, composed of anthropomorphic animals with futuristic space-travel technology. Star Fox is a group of well-funded fighter-jock mercenaries who are regularly called upon by a military general, a dog named Pepper, to assist their space-combat operations. 

As established in an opening cutscene, some years ago Fox's father, James McCloud, was en route to investigate questionable activity on a planet named Venom, when his wingmate Pigma betrayed him to the mad scientist Andross. James was lost, his trusty wingman Peppy escaped, and Andross kept quietly assembling his army for an invasion of the rest of the Lylat system. 

That sequence establishes one of the major new features of this remake: fully animated cutscenes. And to their credit, these are very well-made sequences. The aerial stunts look cool while staying true to the original spirit where needed, and the voice acting has been updated to facilitate the expanded scope. The more realistic character designs were divisive when shown off earlier this year, but I felt fine with them from the beginning, and after spending some time seeing them animated in cutscenes, I've come to really appreciate the look. Their faces are nicely expressive and textures like fur give them a sense of realism, while still staying in the fantastical world of space animals. The vast majority of the cutscenes take place aboard their docking ship, the Great Fox, as they discuss strategy, but the characters are still given lots of characterization in their movements and gestures to express their perspectives and personalities. For example, Falco rolls his eyes a lot, because he is above all kind of a jerk.

A similarly heightened level of visual fidelity is present in the stages themselves, which look recognizable to their N64 counterparts without feeling too beholden to their jagged edges and geometry. While all of the stages look great, the upgraded style is most impressive when it shows off new flourishes that weren't available in the original, like the lighting effects of your lasers reflecting off of surfaces and illuminating dark caves. Star Fox 64 always excelled at stage variety, but this remake accentuates it by making each stage appear vastly different than the rest. I especially loved revisiting the stages that are major departures from the others, like the water world Aquas, the surface of the sun on Solar, or the wacky and kaleidoscopic Meteos wormhole. 

Star Fox

Revisiting all the areas takes at least a few runs because of how the stage layout has worked since the original. One of the coolest aspects of Star Fox 64, and again here, is the ability to carve your way from one side of the galaxy to another in a relatively freeform fashion, completing optional objectives. In broad terms, you can see the three paths as Easy, Medium, and Hard, but you aren't limited to one track. If you know how to find your way, you can easily hop between paths throughout, so you aren't committed to only staying on one difficulty track. Completing a hidden objective that opens the harder path will always let you switch to the easier one, but if you only complete the easier objective, you can't switch to the harder path.

In the original Star Fox 64, this was presented rather plainly, with a blue, yellow, or red line showing where you can go. In this version, it's given a good deal more panache, thanks again to the new extended cutscenes. Rather than simply present you with a choice of locations for your next mission, each mission starts with General Pepper debriefing from the last mission and explaining the strategic importance of both next possible locations. One might have a suspected bioweapon while the other is an outpost under attack. In each case Pepper outlines why Star Fox is the best or perhaps only available force to complete this mission. And since there's some overlap, as you could approach a planet from different directions, it's particularly impressive how these cutscenes stitch different pieces together without feeling noticeably disjointed. 

These all lead to the same outcome, of course. You're ultimately headed toward Venom no matter what, and it doesn't make a difference in the end whether you went to Sector X or Solar, but it does a good job of tying the journey together and giving each mission an appropriate amount of weight. Sometimes I even felt bad abandoning one planet in need for another, even knowing that it doesn't have any impact.

Star Fox

The extended cutscenes also help define the characters' relationships with each other and with General Pepper. Falco has always been portrayed as a cocky hotshot, but here we get to see him slowly warming to Fox's leadership. Peppy is the assured veteran who trusts Fox will come into his own as a leader. We even get some insight about why the team keeps Slippy around, as the cutscenes sell him as a machinist wunderkind who's always two steps ahead in anticipating their equipment needs. And Fox, for his part, is played as the cool Han Solo type--a mercenary needling General Pepper to pay for their valuable services, even if he's obviously going to do the heroic thing regardless. 

Wayfinding to new paths is a little easier this time around too. Dialogue will drop hints about what to do to open new paths, without being overly on the nose or spelling it out for you. If you miss an optional objective, it's easier to restart a stage from the beginning or from your most recent checkpoint, and doing so doesn't even cost you a life or eliminate your laser upgrades or bombs. You can even entirely complete a stage, see where it leads, and then go back and do it again immediately to try for another way. 

That said, I was surprised that each run through the Lylat system is treated as its own distinct game progression, just like the original. That means that once you finish the game, you'll need to start anew on Corneria and cut your path through from the beginning. This is true to the original, and I don't mind the faithfulness, to a point. But for returning fans who already know their way around, it would have been nice to have the option to track which paths you've already opened and let you jump back to planets, eventually creating a fully filled-out star map.

And while the updated visuals are often gorgeous, they do come with some trade-offs that take getting used to. For one thing, your targets are a lot less obvious with much more happening on-screen, visually, so it's easier to miss a flyer who gets away. In boss battles, weak points are less obvious than the glowing vulnerabilities of the original, and they don't flash as brightly when you land a successful hit to let you know that you're doing damage. And with the higher fidelity making everything look much more like it has weight and bulk, it's a little strange when a capital warship in Area 6 explodes like an empty cardboard box.

Star Fox

The other marquee feature of this release is multiplayer, which adds online play, and GameChat camera integration for animalistic avatars. Unfortunately, I wasn't able to try any of the pre-release online multiplayer sessions, so I'll have to reserve my judgments on that aspect until I can try it in a live environment. We'll update this review once we've been able to sufficiently test it out.

Star Fox is a remake, but it also appears to be an attempt at a reset. The franchise has never really found its footing, despite clearly having a lot of love from Nintendo. This story has always felt like a starting point, establishing the characters and hinting at their backstory. So altogether, this remake may be the best possible way to give the series a fresh start. At the same time, the original still holds up very well, and if you have Switch Online with the Expansion Pass, you can already play it. That makes this hard to recommend, which is a shame. If Nintendo means this to be a new beginning for Star Fox, retreading familiar ground undermines the effort.

Star Fox Is A New Beginning That Undermines Itself

There's a reason Nintendo keeps remaking Star Fox 64. The N64 iteration of the rail shooter--at the time, the second Star Fox release--remains the apex of the franchise: a genuinely fantastic game that still holds up and stands the test of time. Subsequent sequels that have attempted to recapture the magic have floundered by comparison. This latest iteration, simply titled "Star Fox" for what I can only assume is meant to be a soft reboot, plays just as great as you remember and looks even better. But if you've already played Star Fox 64 in any iteration, it will be hard to shake the feeling of deja vu. 

For the uninitiated, or perhaps those who just learned about ultra-cool guy Fox McCloud from his spotlight-stealing cameo in the Mario Galaxy movie, Star Fox takes place in a galaxy called the Lylat system, composed of anthropomorphic animals with futuristic space-travel technology. Star Fox is a group of well-funded fighter-jock mercenaries who are regularly called upon by a military general, a dog named Pepper, to assist their space-combat operations. 

As established in an opening cutscene, some years ago Fox's father, James McCloud, was en route to investigate questionable activity on a planet named Venom, when his wingmate Pigma betrayed him to the mad scientist Andross. James was lost, his trusty wingman Peppy escaped, and Andross kept quietly assembling his army for an invasion of the rest of the Lylat system. 

That sequence establishes one of the major new features of this remake: fully animated cutscenes. And to their credit, these are very well-made sequences. The aerial stunts look cool while staying true to the original spirit where needed, and the voice acting has been updated to facilitate the expanded scope. The more realistic character designs were divisive when shown off earlier this year, but I felt fine with them from the beginning, and after spending some time seeing them animated in cutscenes, I've come to really appreciate the look. Their faces are nicely expressive and textures like fur give them a sense of realism, while still staying in the fantastical world of space animals. The vast majority of the cutscenes take place aboard their docking ship, the Great Fox, as they discuss strategy, but the characters are still given lots of characterization in their movements and gestures to express their perspectives and personalities. For example, Falco rolls his eyes a lot, because he is above all kind of a jerk.

A similarly heightened level of visual fidelity is present in the stages themselves, which look recognizable to their N64 counterparts without feeling too beholden to their jagged edges and geometry. While all of the stages look great, the upgraded style is most impressive when it shows off new flourishes that weren't available in the original, like the lighting effects of your lasers reflecting off of surfaces and illuminating dark caves. Star Fox 64 always excelled at stage variety, but this remake accentuates it by making each stage appear vastly different than the rest. I especially loved revisiting the stages that are major departures from the others, like the water world Aquas, the surface of the sun on Solar, or the wacky and kaleidoscopic Meteos wormhole. 

Star Fox

Revisiting all the areas takes at least a few runs because of how the stage layout has worked since the original. One of the coolest aspects of Star Fox 64, and again here, is the ability to carve your way from one side of the galaxy to another in a relatively freeform fashion, completing optional objectives. In broad terms, you can see the three paths as Easy, Medium, and Hard, but you aren't limited to one track. If you know how to find your way, you can easily hop between paths throughout, so you aren't committed to only staying on one difficulty track. Completing a hidden objective that opens the harder path will always let you switch to the easier one, but if you only complete the easier objective, you can't switch to the harder path.

In the original Star Fox 64, this was presented rather plainly, with a blue, yellow, or red line showing where you can go. In this version, it's given a good deal more panache, thanks again to the new extended cutscenes. Rather than simply present you with a choice of locations for your next mission, each mission starts with General Pepper debriefing from the last mission and explaining the strategic importance of both next possible locations. One might have a suspected bioweapon while the other is an outpost under attack. In each case Pepper outlines why Star Fox is the best or perhaps only available force to complete this mission. And since there's some overlap, as you could approach a planet from different directions, it's particularly impressive how these cutscenes stitch different pieces together without feeling noticeably disjointed. 

These all lead to the same outcome, of course. You're ultimately headed toward Venom no matter what, and it doesn't make a difference in the end whether you went to Sector X or Solar, but it does a good job of tying the journey together and giving each mission an appropriate amount of weight. Sometimes I even felt bad abandoning one planet in need for another, even knowing that it doesn't have any impact.

Star Fox

The extended cutscenes also help define the characters' relationships with each other and with General Pepper. Falco has always been portrayed as a cocky hotshot, but here we get to see him slowly warming to Fox's leadership. Peppy is the assured veteran who trusts Fox will come into his own as a leader. We even get some insight about why the team keeps Slippy around, as the cutscenes sell him as a machinist wunderkind who's always two steps ahead in anticipating their equipment needs. And Fox, for his part, is played as the cool Han Solo type--a mercenary needling General Pepper to pay for their valuable services, even if he's obviously going to do the heroic thing regardless. 

Wayfinding to new paths is a little easier this time around too. Dialogue will drop hints about what to do to open new paths, without being overly on the nose or spelling it out for you. If you miss an optional objective, it's easier to restart a stage from the beginning or from your most recent checkpoint, and doing so doesn't even cost you a life or eliminate your laser upgrades or bombs. You can even entirely complete a stage, see where it leads, and then go back and do it again immediately to try for another way. 

That said, I was surprised that each run through the Lylat system is treated as its own distinct game progression, just like the original. That means that once you finish the game, you'll need to start anew on Corneria and cut your path through from the beginning. This is true to the original, and I don't mind the faithfulness, to a point. But for returning fans who already know their way around, it would have been nice to have the option to track which paths you've already opened and let you jump back to planets, eventually creating a fully filled-out star map.

And while the updated visuals are often gorgeous, they do come with some trade-offs that take getting used to. For one thing, your targets are a lot less obvious with much more happening on-screen, visually, so it's easier to miss a flyer who gets away. In boss battles, weak points are less obvious than the glowing vulnerabilities of the original, and they don't flash as brightly when you land a successful hit to let you know that you're doing damage. And with the higher fidelity making everything look much more like it has weight and bulk, it's a little strange when a capital warship in Area 6 explodes like an empty cardboard box.

Star Fox

The other marquee feature of this release is multiplayer, which adds online play, and GameChat camera integration for animalistic avatars. Unfortunately, I wasn't able to try any of the pre-release online multiplayer sessions, so I'll have to reserve my judgments on that aspect until I can try it in a live environment. We'll update this review once we've been able to sufficiently test it out.

Star Fox is a remake, but it also appears to be an attempt at a reset. The franchise has never really found its footing, despite clearly having a lot of love from Nintendo. This story has always felt like a starting point, establishing the characters and hinting at their backstory. So altogether, this remake may be the best possible way to give the series a fresh start. At the same time, the original still holds up very well, and if you have Switch Online with the Expansion Pass, you can already play it. That makes this hard to recommend, which is a shame. If Nintendo means this to be a new beginning for Star Fox, retreading familiar ground undermines the effort.

The Adventures Of Elliot: The Millennium Tales Makes A Strong Argument For Silent Protagonists

In a relatively short time, Team Asano at Square Enix has made a name for itself. Between the Bravely and Octopath series, it has become known for taking a fresh look at retro RPGs by experimenting with new ideas and visual styles, creating games that feel both familiar and new. The developer takes a similar approach when it comes to The Adventures of Elliot: The Millennium Tales, an action-adventure RPG that emulates the feel of a top-down Legend of Zelda or Mana game but uses the studio's signature HD-2D visual style. But while the action and adventuring are well-crafted, a dull story and verbose characters have the unfortunate tendency of deadening the momentum.

The Adventures of Elliot takes place in the fictional kingdom of Philabieldia (try the cheesesteaks!), ruled by a kindly king and under the magical protection of his daughter. The area surrounding the castle grounds is beset by deadly beastmen and the princess' presence carries a passive spell of safety that keeps them at bay. Elliot is an Adventurer, an actual job title that appears to be some mixture of mercenary and wandering odd-job doer, and only Adventurers are known to travel outside the castle walls and brave the beasts. After a sinister duke discovers a method to go back in time to claim a powerful relic, Elliot follows him and thus begins hopping between different eras, going further and further back in his kingdom's history.

In terms of sheer mechanics, The Adventures of Elliot is a modest but welcome step forward for the genre. This HD-2D visual style works so well for a top-down Zelda-style adventure game that you would never know it had been created for turn-based RPGs. The combat is sharp and responsive, and the diorama-like presentation gives you a very clear idea of where the enemy threats are coming from. Elliot gets a wide variety of weapons, ranging from his basic sword to a heavy hammer, boomerang, and consumables like arrows and bombs, along with some less conventional weaponry like a spear or chain scythe. Each weapon has its own advantages and disadvantages in combat and as you find upgraded versions of each, they get stronger, charged effects that can have a big impact on the battlefield. Elliot also has a shield for blocking and parrying enemy attacks, adding a little more defensive nuance, and a dedicated jump, which is used for traversal and light platforming, especially within dungeons, but can also be used offensively depending on your build.

True to its classic inspirations, Elliot only features a relatively small pool of enemies, with palette swaps representing stronger variants with new abilities. But it manages to offer a good variety of fast-paced combat encounters as these enemy types are mixed together. Combat scenarios are quick and snappy so even though I could run past them when I was in a rush, I would usually stop to fight just for the fun of taking down some monsters. That's the mark of a strong combat system.

Shortly after beginning on his quest, Elliot is joined by Faie, a squeaky-voiced little fairy that only he can see and hear. She's his constant companion throughout the rest of the game, offering her own commentary and being a sounding-board for Elliot to think through his next steps. She also gains a number of magical powers, letting her light torches, teleport Elliot across gaps, and more. You can freely move Faie around within a certain radius of Elliot with the right stick, which makes her feel like a natural extension of Elliot's, and thus your, power set. Most of her powers aren't necessary to complete dungeons, but it's so much fun to "cheat" through puzzles with them, incentivizing you to explore the specially marked ruins that upgrade her powers. 

During the mirror dungeon, for example, I pulled a mirror to reflect a laser in a way necessary to solve a puzzle, only to discover that I trapped myself in a corner with a gap. However, thanks to Faie, I was able to teleport my way out of the problem. That may not have been the way I was meant to solve the puzzle, but it was nice that I had the opportunity to find my own way.

The Adventures of Elliot: The Millennium Tales

The dungeon design throughout the game is well-crafted, even if most of them don't feel particularly distinct. This whole game is homage to classics like the 2D Zelda games, and you can particularly sense that in the dungeons. They iterate with ideas like the aforementioned laser-mirror reflection dungeon, or a dungeon in which I had to raise and lower water levels. In each of these dungeons, the addition of Faie's ability set gives you more room for creative experimentation and finding clever solutions that may not have been exactly intended. 

Elliot can also enhance his abilities with Magicite, a very flexible upgrade system. Equipped Magicite can enhance your attack power, give passive bonuses (like increased hammer knockback), or change weapon properties (like giving you piercing arrows or a second boomerang to throw while the first one is still out). Each piece of equipment has its own Magicite box with a certain amount of slots, and you can both find pieces of Magicite in the world or turn in fragments to get random ones, gacha-style. After you've upgraded enough, your total level goes up and you get even better Magicite, so it's always worth it to be on the lookout for fragments. You can really get into the nitty-gritty of managing Magicite to optimize your build, but if you don't want to worry about it, there's also a quick-command option to let Faie create a build for you, which she does decently well to make a balanced set.

There are also accessory slots, which can change your style in even more meaningful ways. Accessories can provide several different perks, such as preventing you from getting stunned, creating a shockwave that stuns enemies whenever you land from a jump, or turning every tossable object into a bomb. I found one that gave Elliot a hovering effect on his regular jump and kept it equipped for the entire game because it was so helpful to the dungeon platforming.

And then there are just thoughtful convenience features that help modernize and sand off the rough edges. Sidequests are clearly marked with a visual indicator and a dedicated menu showing the character it centers around, and you're given ample warning if the next step in a story quest chain will nullify an ongoing sidequest. As you discover more eras, you'll often have to jump back and forth between them, which is easy because there are guideposts littered throughout the map in every era. And while waypointing can be a little difficult due to winding pathways, the overall map layout remains relatively similar in each era, which helps you to keep your bearings.

The Adventures of Elliot: The Millennium Tales

As I've been playing The Adventures of Elliot, though, I've been thinking a lot about the trope of the silent protagonist. Classics like The Legend of Zelda have been known for their hero being remarkably quiet while the action occurs around them. Much has been said about this particular odd remnant of early video games, but in Elliot we can see an example of what it's like to have that type of character written with a voice. 

Elliot is remarkably earnest, even hokey, and everyone who knows or encounters him comes away feeling that he's just a swell guy. His personality often borders on feeling cloying and treacly. But at the same time, a character like this almost has to be written this way, because how else do you justify his status as a wandering do-gooder? Sometimes other characters hint at Elliot being a mercenary and taking payments, but it's clear that he does most of his work pro bono, or accepts whatever people can offer. So instead of a Link-like character who accepts his fated quest with quiet dignity--onto which we as the player can map whatever internal motivations we want--we have to stop and listen to exhaustive explanations that don't add much interesting shading or texture to the character. What does Elliot want? To be a helpful, great guy. What does everyone think of him? That he's a helpful, great guy. This type of character is mostly a cipher, so they make him utterly good-natured and well-liked and wise, instead of simply silent.

But it's not just Elliot. Faie is equally chatty and her tone is even more sickly sweet than Elliot,  though you can toggle an option to make her chime in less during your exploration. And almost every quest-giver you encounter explains their motivations and their own stories in exhaustive detail. The classics that inspired Adventures of Elliot were forced into an economy of language and would get their points across with a few sentences or a paragraph at most. Without those limiters in place, these cutscenes feel overlong and overexplained. They also often stop to slowly pan over to show a point-of-interest nearby. Checking in to advance the story between dungeons just slows the pace to a crawl. 

Adventures of Elliot also struggles to really capitalize on its time-hopping premise, largely because its different time periods are so nebulous. The concept appears visually and thematically inspired by Chrono Trigger. But one element that made Chrono Trigger's era-spanning story work so well is that it mapped more-or-less recognizably onto actual historical periods. You begin in a pastiche of rural modernism with burgeoning machines, travel back to something like the Dark Ages, and forward into the archetypal post-apocalyptic future. Those were marked with years to give us a sense of space and change--only 400 years passed between the dark ages and the modern era, but 1,300 years between the modern era and the apocalyptic future. When you travel to the age of primal humans and dinosaurs, it's millions of years instead of hundreds. The variance helped to establish the profound differences in time periods.

The Adventures of Elliot: The Millennium Tales

Adventures of Elliot's time periods are more vague. We explore four time periods in total that help us understand the essential sequence of historical events in this world as we travel further backward. There was a great magical society that collapsed into ruination. The modern (default) era from which Elliot hails has recovered largely due to the influence of a great king, but none of the periods map cleanly onto real-world history, and they aren't separated by clearly defined spans of time. The map remains largely the same, which is helpful for navigation, but it also makes it feel like not much has changed in this world over long stretches of time.

There are moments where the idea of an adventure spanning generations shines through. One side quest showed a bar owner treating his employees poorly until I went back in time and accidentally taught his ancestor about basic kindness, and then I got to see that lesson passed down through the generations and impact the future. Moments like that, and occasional story beats that I won't spoil, did remind me of how you could see your actions echo through time in video games like Chrono Trigger. The Adventures of Elliot just doesn't reach quite the same heights.

The Adventures of Elliot: The Millennium Tales is a surprisingly strong first attempt at reaching into this genre from a studio not known for it. The combat is snappy and fun, with loads of build customization and ability tailoring to your style. The dungeon designs are well-crafted homages that allow room for creative problem solving, and the HD-2D visual style is lovely for this type of game. I was left wanting for a story I cared more about, with characters that were more three-dimensional, in a world that felt alive and took better advantage of its time-travel concept. Those factors make the game fall short, but it creates a foundation that I hope Square Enix builds upon.

The Adventures Of Elliot: The Millennium Tales Makes A Strong Argument For Silent Protagonists

In a relatively short time, Team Asano at Square Enix has made a name for itself. Between the Bravely and Octopath series, it has become known for taking a fresh look at retro RPGs by experimenting with new ideas and visual styles, creating games that feel both familiar and new. The developer takes a similar approach when it comes to The Adventures of Elliot: The Millennium Tales, an action-adventure RPG that emulates the feel of a top-down Legend of Zelda or Mana game but uses the studio's signature HD-2D visual style. But while the action and adventuring are well-crafted, a dull story and verbose characters have the unfortunate tendency of deadening the momentum.

The Adventures of Elliot takes place in the fictional kingdom of Philabieldia (try the cheesesteaks!), ruled by a kindly king and under the magical protection of his daughter. The area surrounding the castle grounds is beset by deadly beastmen and the princess' presence carries a passive spell of safety that keeps them at bay. Elliot is an Adventurer, an actual job title that appears to be some mixture of mercenary and wandering odd-job doer, and only Adventurers are known to travel outside the castle walls and brave the beasts. After a sinister duke discovers a method to go back in time to claim a powerful relic, Elliot follows him and thus begins hopping between different eras, going further and further back in his kingdom's history.

In terms of sheer mechanics, The Adventures of Elliot is a modest but welcome step forward for the genre. This HD-2D visual style works so well for a top-down Zelda-style adventure game that you would never know it had been created for turn-based RPGs. The combat is sharp and responsive, and the diorama-like presentation gives you a very clear idea of where the enemy threats are coming from. Elliot gets a wide variety of weapons, ranging from his basic sword to a heavy hammer, boomerang, and consumables like arrows and bombs, along with some less conventional weaponry like a spear or chain scythe. Each weapon has its own advantages and disadvantages in combat and as you find upgraded versions of each, they get stronger, charged effects that can have a big impact on the battlefield. Elliot also has a shield for blocking and parrying enemy attacks, adding a little more defensive nuance, and a dedicated jump, which is used for traversal and light platforming, especially within dungeons, but can also be used offensively depending on your build.

True to its classic inspirations, Elliot only features a relatively small pool of enemies, with palette swaps representing stronger variants with new abilities. But it manages to offer a good variety of fast-paced combat encounters as these enemy types are mixed together. Combat scenarios are quick and snappy so even though I could run past them when I was in a rush, I would usually stop to fight just for the fun of taking down some monsters. That's the mark of a strong combat system.

Shortly after beginning on his quest, Elliot is joined by Faie, a squeaky-voiced little fairy that only he can see and hear. She's his constant companion throughout the rest of the game, offering her own commentary and being a sounding-board for Elliot to think through his next steps. She also gains a number of magical powers, letting her light torches, teleport Elliot across gaps, and more. You can freely move Faie around within a certain radius of Elliot with the right stick, which makes her feel like a natural extension of Elliot's, and thus your, power set. Most of her powers aren't necessary to complete dungeons, but it's so much fun to "cheat" through puzzles with them, incentivizing you to explore the specially marked ruins that upgrade her powers. 

During the mirror dungeon, for example, I pulled a mirror to reflect a laser in a way necessary to solve a puzzle, only to discover that I trapped myself in a corner with a gap. However, thanks to Faie, I was able to teleport my way out of the problem. That may not have been the way I was meant to solve the puzzle, but it was nice that I had the opportunity to find my own way.

The Adventures of Elliot: The Millennium Tales

The dungeon design throughout the game is well-crafted, even if most of them don't feel particularly distinct. This whole game is homage to classics like the 2D Zelda games, and you can particularly sense that in the dungeons. They iterate with ideas like the aforementioned laser-mirror reflection dungeon, or a dungeon in which I had to raise and lower water levels. In each of these dungeons, the addition of Faie's ability set gives you more room for creative experimentation and finding clever solutions that may not have been exactly intended. 

Elliot can also enhance his abilities with Magicite, a very flexible upgrade system. Equipped Magicite can enhance your attack power, give passive bonuses (like increased hammer knockback), or change weapon properties (like giving you piercing arrows or a second boomerang to throw while the first one is still out). Each piece of equipment has its own Magicite box with a certain amount of slots, and you can both find pieces of Magicite in the world or turn in fragments to get random ones, gacha-style. After you've upgraded enough, your total level goes up and you get even better Magicite, so it's always worth it to be on the lookout for fragments. You can really get into the nitty-gritty of managing Magicite to optimize your build, but if you don't want to worry about it, there's also a quick-command option to let Faie create a build for you, which she does decently well to make a balanced set.

There are also accessory slots, which can change your style in even more meaningful ways. Accessories can provide several different perks, such as preventing you from getting stunned, creating a shockwave that stuns enemies whenever you land from a jump, or turning every tossable object into a bomb. I found one that gave Elliot a hovering effect on his regular jump and kept it equipped for the entire game because it was so helpful to the dungeon platforming.

And then there are just thoughtful convenience features that help modernize and sand off the rough edges. Sidequests are clearly marked with a visual indicator and a dedicated menu showing the character it centers around, and you're given ample warning if the next step in a story quest chain will nullify an ongoing sidequest. As you discover more eras, you'll often have to jump back and forth between them, which is easy because there are guideposts littered throughout the map in every era. And while waypointing can be a little difficult due to winding pathways, the overall map layout remains relatively similar in each era, which helps you to keep your bearings.

The Adventures of Elliot: The Millennium Tales

As I've been playing The Adventures of Elliot, though, I've been thinking a lot about the trope of the silent protagonist. Classics like The Legend of Zelda have been known for their hero being remarkably quiet while the action occurs around them. Much has been said about this particular odd remnant of early video games, but in Elliot we can see an example of what it's like to have that type of character written with a voice. 

Elliot is remarkably earnest, even hokey, and everyone who knows or encounters him comes away feeling that he's just a swell guy. His personality often borders on feeling cloying and treacly. But at the same time, a character like this almost has to be written this way, because how else do you justify his status as a wandering do-gooder? Sometimes other characters hint at Elliot being a mercenary and taking payments, but it's clear that he does most of his work pro bono, or accepts whatever people can offer. So instead of a Link-like character who accepts his fated quest with quiet dignity--onto which we as the player can map whatever internal motivations we want--we have to stop and listen to exhaustive explanations that don't add much interesting shading or texture to the character. What does Elliot want? To be a helpful, great guy. What does everyone think of him? That he's a helpful, great guy. This type of character is mostly a cipher, so they make him utterly good-natured and well-liked and wise, instead of simply silent.

But it's not just Elliot. Faie is equally chatty and her tone is even more sickly sweet than Elliot,  though you can toggle an option to make her chime in less during your exploration. And almost every quest-giver you encounter explains their motivations and their own stories in exhaustive detail. The classics that inspired Adventures of Elliot were forced into an economy of language and would get their points across with a few sentences or a paragraph at most. Without those limiters in place, these cutscenes feel overlong and overexplained. They also often stop to slowly pan over to show a point-of-interest nearby. Checking in to advance the story between dungeons just slows the pace to a crawl. 

Adventures of Elliot also struggles to really capitalize on its time-hopping premise, largely because its different time periods are so nebulous. The concept appears visually and thematically inspired by Chrono Trigger. But one element that made Chrono Trigger's era-spanning story work so well is that it mapped more-or-less recognizably onto actual historical periods. You begin in a pastiche of rural modernism with burgeoning machines, travel back to something like the Dark Ages, and forward into the archetypal post-apocalyptic future. Those were marked with years to give us a sense of space and change--only 400 years passed between the dark ages and the modern era, but 1,300 years between the modern era and the apocalyptic future. When you travel to the age of primal humans and dinosaurs, it's millions of years instead of hundreds. The variance helped to establish the profound differences in time periods.

The Adventures of Elliot: The Millennium Tales

Adventures of Elliot's time periods are more vague. We explore four time periods in total that help us understand the essential sequence of historical events in this world as we travel further backward. There was a great magical society that collapsed into ruination. The modern (default) era from which Elliot hails has recovered largely due to the influence of a great king, but none of the periods map cleanly onto real-world history, and they aren't separated by clearly defined spans of time. The map remains largely the same, which is helpful for navigation, but it also makes it feel like not much has changed in this world over long stretches of time.

There are moments where the idea of an adventure spanning generations shines through. One side quest showed a bar owner treating his employees poorly until I went back in time and accidentally taught his ancestor about basic kindness, and then I got to see that lesson passed down through the generations and impact the future. Moments like that, and occasional story beats that I won't spoil, did remind me of how you could see your actions echo through time in video games like Chrono Trigger. The Adventures of Elliot just doesn't reach quite the same heights.

The Adventures of Elliot: The Millennium Tales is a surprisingly strong first attempt at reaching into this genre from a studio not known for it. The combat is snappy and fun, with loads of build customization and ability tailoring to your style. The dungeon designs are well-crafted homages that allow room for creative problem solving, and the HD-2D visual style is lovely for this type of game. I was left wanting for a story I cared more about, with characters that were more three-dimensional, in a world that felt alive and took better advantage of its time-travel concept. Those factors make the game fall short, but it creates a foundation that I hope Square Enix builds upon.

Finally, A Fun NBA Game That Doesn’t Ask For All My Time And Money

If you're going to take on a juggernaut like NBA 2K, you'd better have a strong gameplan. Built from the cherished streetball memories of yesteryear and the charismatic vibes of today, NBA The Run is Play by Play Studios' debut effort and the team's attempt to squeeze into basketball fandom's gaming timeshare. As soon as you see it, it's clear this is a very different take on the sport than the true-to-life simulation that is NBA 2K, but doing something different isn't enough on its own. The team has to do it well, too. Thankfully, NBA The Run scores on most of its attempts, earning it a place in the rotation.

NBA The Run is essentially a modern take on NBA Street and the colorful, exaggerated arcade sports games we don't often see anymore. The team at Play by Play includes some former EA Sports developers, and they've brought their experience to this new endeavor: rekindling the magic of streetball games from decades past while modernizing the experience in clever ways.

The Run is played in games of 3v3, whether you're playing in solo mode, teaming up with friends, or matchmaking with other players online. No game is played as a standalone exhibition. Instead, you're always chasing championships in its tournament structure. Inspired by Fall Guys, The Run pits you and your teammates in a tourney that can be won by coming out on top in four consecutive games. Like March Madness, these are one-game, survive-and-advance showdowns, not series like in the NBA playoffs. Lose, and you're sent back to the start of a new tourney the next time you play. Win, and you're one step closer to glory.

This tournament structure is so simple yet so effective. Games are quick, at about two to five minutes per matchup, meaning winning a trophy takes only 15-20 minutes, or roughly as long as winning a round of Fortnite. Each round, a spinner randomly lands on a new rule set. In one round, you might be playing first to 18, with dunks counting as three-pointers, while other shots net you just one point each. In the next round, you might be playing for speed, with unlimited stamina and a first-to-11 scoring cap. Each round is unpredictable, making each tournament as a whole feel fresh. 

The swiftness with which you move through tourneys also feels like a secret weapon working in The Run's favor. Title wins feel prestigious, with a trophy presentation and stats summary that cements your championship as hard-fought--you can even emote and show off your total number of trophies--but losing before you get to the championship podium doesn't sting too much, because matchmaking is fast, your time investment is never steep, and the next tourney is just seconds away if you want it to be. This PvP structure respects your time, both by not asking you for much of it in the first place and by giving you a fun game to play when you do decide to sit down and play it. 

It's a smart way to bring arcade basketball into the present, but The Run doesn't want to merely port those older games into 2026. Things like NBA Street and NBA Jam always felt heavily skewed toward offense. Excitingly, everyone in The Run is overpowered, but that's true on defense as much as on offense. Shooting is done by simply timing the release at the height of your jump shot, and with an open look, it's likely to go in--provided your chosen player is skilled from the given range. But getting in the player's face can be enough to disrupt the shot's timing, and if you go for a steal or a block while using a player skilled in those areas, you may just wind up with the ball, saving your team the trouble of fighting for a rebound.

Unlocking new dunk animations means finding new ways to express yourself and stand out on the court.

Possessing the ball feels forever threatened, because steals or straight-up shoves into the asphalt are as reliable as a Curry three-pointer in The Run. You'll need to work with your teammates and use the whole control scheme to dish the ball around, find the open looks, and keep pace with your opponent--or even leave them trailing behind, if you can lock down on D. 

Once I felt like I had a grasp on the game's speed and strategic elements, I found I could unleash especially flashy moves, like alley-oops to my teammate, passes to myself off the backboard, or even bouncing the ball off my opponent's head. There are levels to just how cool you can look on the court in The Run. By default, everyone is cool to start, but for those who want to go deeper, you can really show off like the players in an And 1 tournament you may have seen on ESPN 2 back in the day.

The roster of players stands just shy of 40 at launch, with the game handpicking the best of the best from the NBA, plus a few original characters and real-life streetball legend, DJ, and former NBA Street commentator, Bobbito Garcia. If your favorite NBA player is arguably in the top 30 of current stars, it's likely he's in The Run. That includes shoo-ins like LeBron James and Kevin Durant, as well as slightly deeper cuts like Scottie Barnes and Devin Booker. It's been a ton of fun in my time with the game to get to grips with each athlete and find my favorites--it's Giannis, by the way.

The best thing about The Run's on-court foundation is how attributes clearly matter. Wemby's blocking skills are among the best in the game, so he feels like a constant roadblock if his user is playing him correctly. Speedy players, like Damien Lillard, can hustle to a loose ball or race ahead on a fast break for a clean look from wherever he wants--probably from the arc, given his abilities there. Each player is a monster, yes, but the differences in their skills do matter, and you can see these deltas influence every game you play. Some players are just noticeably more monstrous than others in certain contexts. 

This varied roster mixes well with the tournament structure because team composition tends to matter so much. If you and your friends take three bigs into the tourney, only to be faced with a rule set in round one that doles out extra points for buckets from long range, you may be sent back to the menus quickly. It pays to consider a team that can cover weaknesses and fortify strengths, because you won't know until you get there what each round will have in store for you, or what team is waiting on the other side. 

No one player can do everything perfectly, so it becomes a game that bestows upon all players these tremendous, even superheroic talents, but then demands you have the self-discipline to not step too far out of your lane. Wemby can shoot, sure, but he's not Curry. Jayson Tatum is a playmaker, but he's not a big-bodied bully like Nikola Jokic. Knowing what you bring to the team is a principle that's emphasized without the game ever saying it so plainly. You'll learn it soon enough on the court.

The Run wisely leans into an art style that looks very different from 2K, but also one that will age well over the years.

The brightly colored, comic-book stylings of the game look awesome, with each character resembling a somewhat exaggerated version of themselves, yet their likenesses match very well, even in this pen-and-ink aesthetic. Courts are similarly stylish, with the game taking players on a world tour of courts inspired by real-life locations, such as Venice Beach, a Philly schoolyard, and tenements in the Philippines. All the while, the commentator provides additional flavor as the league's hype man, often sounding like he's leaping out of his chair when you do something cool. While some sports games still feel very "fellow kids," despite years of trying to capture the right vibe, NBA The Run enjoys an air of authenticity from the moment you step onto the court.

While The Run is doing a lot right, it's not without weaknesses. Foremost among them is how you can't practice with your co-op partners. There's an option called Shootaround that acts as a practice mode, but it's a purely solo experience, which makes it very hard to gel with your teammates before the games start. And because every single game is part of a tournament, the games always matter.

It's surely a hard problem to solve, but your experience in The Run can vary greatly based on who you get as teammates in matchmaking. If you're randomly assigned a ballhog, or a player who's gone AFK, or someone who hasn't yet learned how vulnerable the offense is to having the ball stolen, it's going to be a headache and a quick exit from the tournament for you. Getting matched with such players can and will happen in The Run, at least some of the time. I once played with a person who used Steph Curry and ran to the basket for layups whenever he had the ball, only to get blocked each time. Confoundingly, he never took a single shot from behind the arc. If ever a teammate leaves, they're replaced with a lousy CPU bot that will, in all likelihood, leave you feeling hopeless. They just can't keep up with the human players--though I think a bot might have been better than that stubborn Curry user.

The other gripe I have with The Run is how slow progression is. Right now, there are 50 levels to climb through, each with cosmetic rewards, and playing games also gives you Cred--in-game currency to spend on things like playercard banners, new dunks, and alternate jerseys for your players. Both Cred and XP feel too slow to come by, with the game hardly giving you anything unless you get to the third round or better. Winning a championship gives a decent chunk, but the lesser runs your team goes on should feel better rewarded, too.

These issues are all somewhat softened with the panacea of playing with friends, though. Like perhaps all co-op games, NBA The Run is very obviously better with friends. If you hop into games with random players, you'll have fun at least some of the time, because the core basketball gameplay is enjoyable, the world is full of style, and you'll occasionally be able to rely on your teammates. But jumping in with two buddies and chasing championships is much more fun, likely to result in deeper, more rewarding runs, and allows you to establish a cohesive team composition and strategy. While anything less than that is more prone to headaches and heartaches, if you've got the squad for the optimal setup, NBA The Run is an obvious winner.

Finally, A Fun NBA Game That Doesn’t Ask For All My Time And Money

If you're going to take on a juggernaut like NBA 2K, you'd better have a strong gameplan. Built from the cherished streetball memories of yesteryear and the charismatic vibes of today, NBA The Run is Play by Play Studios' debut effort and the team's attempt to squeeze into basketball fandom's gaming timeshare. As soon as you see it, it's clear this is a very different take on the sport than the true-to-life simulation that is NBA 2K, but doing something different isn't enough on its own. The team has to do it well, too. Thankfully, NBA The Run scores on most of its attempts, earning it a place in the rotation.

NBA The Run is essentially a modern take on NBA Street and the colorful, exaggerated arcade sports games we don't often see anymore. The team at Play by Play includes some former EA Sports developers, and they've brought their experience to this new endeavor: rekindling the magic of streetball games from decades past while modernizing the experience in clever ways.

The Run is played in games of 3v3, whether you're playing in solo mode, teaming up with friends, or matchmaking with other players online. No game is played as a standalone exhibition. Instead, you're always chasing championships in its tournament structure. Inspired by Fall Guys, The Run pits you and your teammates in a tourney that can be won by coming out on top in four consecutive games. Like March Madness, these are one-game, survive-and-advance showdowns, not series like in the NBA playoffs. Lose, and you're sent back to the start of a new tourney the next time you play. Win, and you're one step closer to glory.

This tournament structure is so simple yet so effective. Games are quick, at about two to five minutes per matchup, meaning winning a trophy takes only 15-20 minutes, or roughly as long as winning a round of Fortnite. Each round, a spinner randomly lands on a new rule set. In one round, you might be playing first to 18, with dunks counting as three-pointers, while other shots net you just one point each. In the next round, you might be playing for speed, with unlimited stamina and a first-to-11 scoring cap. Each round is unpredictable, making each tournament as a whole feel fresh. 

The swiftness with which you move through tourneys also feels like a secret weapon working in The Run's favor. Title wins feel prestigious, with a trophy presentation and stats summary that cements your championship as hard-fought--you can even emote and show off your total number of trophies--but losing before you get to the championship podium doesn't sting too much, because matchmaking is fast, your time investment is never steep, and the next tourney is just seconds away if you want it to be. This PvP structure respects your time, both by not asking you for much of it in the first place and by giving you a fun game to play when you do decide to sit down and play it. 

It's a smart way to bring arcade basketball into the present, but The Run doesn't want to merely port those older games into 2026. Things like NBA Street and NBA Jam always felt heavily skewed toward offense. Excitingly, everyone in The Run is overpowered, but that's true on defense as much as on offense. Shooting is done by simply timing the release at the height of your jump shot, and with an open look, it's likely to go in--provided your chosen player is skilled from the given range. But getting in the player's face can be enough to disrupt the shot's timing, and if you go for a steal or a block while using a player skilled in those areas, you may just wind up with the ball, saving your team the trouble of fighting for a rebound.

Unlocking new dunk animations means finding new ways to express yourself and stand out on the court.

Possessing the ball feels forever threatened, because steals or straight-up shoves into the asphalt are as reliable as a Curry three-pointer in The Run. You'll need to work with your teammates and use the whole control scheme to dish the ball around, find the open looks, and keep pace with your opponent--or even leave them trailing behind, if you can lock down on D. 

Once I felt like I had a grasp on the game's speed and strategic elements, I found I could unleash especially flashy moves, like alley-oops to my teammate, passes to myself off the backboard, or even bouncing the ball off my opponent's head. There are levels to just how cool you can look on the court in The Run. By default, everyone is cool to start, but for those who want to go deeper, you can really show off like the players in an And 1 tournament you may have seen on ESPN 2 back in the day.

The roster of players stands just shy of 40 at launch, with the game handpicking the best of the best from the NBA, plus a few original characters and real-life streetball legend, DJ, and former NBA Street commentator, Bobbito Garcia. If your favorite NBA player is arguably in the top 30 of current stars, it's likely he's in The Run. That includes shoo-ins like LeBron James and Kevin Durant, as well as slightly deeper cuts like Scottie Barnes and Devin Booker. It's been a ton of fun in my time with the game to get to grips with each athlete and find my favorites--it's Giannis, by the way.

The best thing about The Run's on-court foundation is how attributes clearly matter. Wemby's blocking skills are among the best in the game, so he feels like a constant roadblock if his user is playing him correctly. Speedy players, like Damien Lillard, can hustle to a loose ball or race ahead on a fast break for a clean look from wherever he wants--probably from the arc, given his abilities there. Each player is a monster, yes, but the differences in their skills do matter, and you can see these deltas influence every game you play. Some players are just noticeably more monstrous than others in certain contexts. 

This varied roster mixes well with the tournament structure because team composition tends to matter so much. If you and your friends take three bigs into the tourney, only to be faced with a rule set in round one that doles out extra points for buckets from long range, you may be sent back to the menus quickly. It pays to consider a team that can cover weaknesses and fortify strengths, because you won't know until you get there what each round will have in store for you, or what team is waiting on the other side. 

No one player can do everything perfectly, so it becomes a game that bestows upon all players these tremendous, even superheroic talents, but then demands you have the self-discipline to not step too far out of your lane. Wemby can shoot, sure, but he's not Curry. Jayson Tatum is a playmaker, but he's not a big-bodied bully like Nikola Jokic. Knowing what you bring to the team is a principle that's emphasized without the game ever saying it so plainly. You'll learn it soon enough on the court.

The Run wisely leans into an art style that looks very different from 2K, but also one that will age well over the years.

The brightly colored, comic-book stylings of the game look awesome, with each character resembling a somewhat exaggerated version of themselves, yet their likenesses match very well, even in this pen-and-ink aesthetic. Courts are similarly stylish, with the game taking players on a world tour of courts inspired by real-life locations, such as Venice Beach, a Philly schoolyard, and tenements in the Philippines. All the while, the commentator provides additional flavor as the league's hype man, often sounding like he's leaping out of his chair when you do something cool. While some sports games still feel very "fellow kids," despite years of trying to capture the right vibe, NBA The Run enjoys an air of authenticity from the moment you step onto the court.

While The Run is doing a lot right, it's not without weaknesses. Foremost among them is how you can't practice with your co-op partners. There's an option called Shootaround that acts as a practice mode, but it's a purely solo experience, which makes it very hard to gel with your teammates before the games start. And because every single game is part of a tournament, the games always matter.

It's surely a hard problem to solve, but your experience in The Run can vary greatly based on who you get as teammates in matchmaking. If you're randomly assigned a ballhog, or a player who's gone AFK, or someone who hasn't yet learned how vulnerable the offense is to having the ball stolen, it's going to be a headache and a quick exit from the tournament for you. Getting matched with such players can and will happen in The Run, at least some of the time. I once played with a person who used Steph Curry and ran to the basket for layups whenever he had the ball, only to get blocked each time. Confoundingly, he never took a single shot from behind the arc. If ever a teammate leaves, they're replaced with a lousy CPU bot that will, in all likelihood, leave you feeling hopeless. They just can't keep up with the human players--though I think a bot might have been better than that stubborn Curry user.

The other gripe I have with The Run is how slow progression is. Right now, there are 50 levels to climb through, each with cosmetic rewards, and playing games also gives you Cred--in-game currency to spend on things like playercard banners, new dunks, and alternate jerseys for your players. Both Cred and XP feel too slow to come by, with the game hardly giving you anything unless you get to the third round or better. Winning a championship gives a decent chunk, but the lesser runs your team goes on should feel better rewarded, too.

These issues are all somewhat softened with the panacea of playing with friends, though. Like perhaps all co-op games, NBA The Run is very obviously better with friends. If you hop into games with random players, you'll have fun at least some of the time, because the core basketball gameplay is enjoyable, the world is full of style, and you'll occasionally be able to rely on your teammates. But jumping in with two buddies and chasing championships is much more fun, likely to result in deeper, more rewarding runs, and allows you to establish a cohesive team composition and strategy. While anything less than that is more prone to headaches and heartaches, if you've got the squad for the optimal setup, NBA The Run is an obvious winner.

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