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Ghost Recon: Wildlands
Tom Clancy's Ghost Recon: Wildlands was the best-selling boxed game in the Britain last month.

The title narrowly beat PlayStation's Horizon: Zero Dawn - though, of course, that was a single-format release. The Horizon on PS4 was the popular individual SKU of the month.

The Legend of Zelda: Breath of the Wild had to settle for the third spot, though its primary platform had stock shortages throughout the month.

Mass Effect Andromeda sits simply behind Zelda, though was solely on sale for half the month, whereas Lego Worlds at No.5 rounds up a completely new top five.

The latest monthly report from stat-tracker GfK additionally features the first ever boxed sales chart for Nintendo Switch. the highest five were: The Legend of Zelda: Breath of the Wild (No.1), 1-2-Switch (No.2), Super Bomberman R (No.3), Just Dance 2017 (No.4) and Skylanders Imaginations (No.5).

Nintendo Switch game sales accounted for 8.2% of all games sold-out last month in the Britain, creating it the third most successful machine for game sales - behind PS4 and Xbox One. as a result of the higher priced nature of Switch games, Nintendo's console accounted for over twelve-tone music of the revenue generated by boxed software last month.

However, despite some major launches, the particular range of games sold in March 2017 was down compared with March 2016 (a slight drop of about 2.8%). this can be because Ubisoft's Ghost Recon: Wildlands didn't match the performance of last year's The Division - that emerged as one of the largest marketing games of the year.

Revenue, however, makes for higher reading. £59m was generated from boxed game sales last month, a rise of 22 compared with March 2016. Again, the higher price of Switch games competes for its part on that.

Mirroring the highest 3, the biggest publisher of the month was Ubisoft (19% share of the market), followed by Sony (15.2%), Nintendo (14.1%), EA (12.2%) then Warner Bros (8.5%).

Other new releases in the top twenty last month included 1-2 Switch at No.9 and Nier Automata at No.17.
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Assassin's Creed Empire
ASSASSIN'S Creed Empire is reportedly set in Ancient Egypt, as recent details are leaked previous the large reveal.


Assassin's Creed Empire's release date could be set for October

The Assassin's Creed Empire unleash date might be disclosed by a Swiss retailer.

With the Assassin's Creed Empire reveal still to return, a merchandiser in Sweden has started advertising the sport for an October release date.

While this could simply be a placeholder, previous Assassin's Creed titles have launched in Oct and November so it might make sense.

Ubisoft has previously said that it might be prepared to delay the game if it wants longer in development, thus we'll need to wait and see.

Other Assassin's Creed Empire details, as well as map size and character info.

The game is claimed to be a prequel to the Assassin's Creed series and stars a distant ancestor of Altair.

Developed by the team behind Assassin's Creed: Black Flag, the game's map is claimed to be 3 times larger than that of the pirate journey.

Desert mirages are also said to play a part in the coming prequel.


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Assassin's Creed Ezio Collection Trailer



While no details are officially disclosed, one issue we do understand is that Assassin's Creed Empire will take a radically completely different approach to storytelling.

Ubisoft's serge Hascoet previously said that linear narratives should be secondary, which games should be more like anecdote factories.

The next Assassin's Creed game are the primary title to totally embrace the change, although the new direction is found in titles like Far Cry Primal and Watch Dogs 2.

"For following Assassin's Creed, the designers have created a system in which what I don't only has meaning just, but also long-term," he said. "My actions will change the globe."

With no new Assassin's Creed games to play in recent months, fans have had to make do with a Movie and HD assortment.

The Ezio collection features versions of Assassin's Creed II, Assassin's Creed Brotherhood, and Assassin's Creed Revelations.

It conjointly includes all single-player expansions from every title, in addition as mini-episodes that specialize in Ezio’s backstory.

Fans should be aware, however, that multiplayer options look set to be lost in translation to the Xbox One and PS4.
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Battlefield 1

Battlefield 1 : EA servers down as FIFA 17 and Battlefield 1 went Offline 

BATTLEFIELD one and FIFA 17 fans are experiencing connection problems once attempting to get online to play multiplayer.


Battlefield one and FIFA 17 servers are offline, as players struggle to attach to all or any EA games.


The Battlefield 1 server standing does not observe good reading for fans, who are unable to urge online in multiplayer. in fact, servers are down for all EA games.

Battlefield one fans have taken to Twitter to complain concerning the server problems, that have left them unable to connect.

"How long is battlefield one planning to be down?" reads one tweet, before a FIFA seventeen fan said: "Any assistance on FIFA seventeen servers or are they down?"

The ea facilitate page, meanwhile, has acknowledged the difficulty, telling fans that server problems are affecting all ea games which the publisher will give an update when there's a lot of data.

"Not at the moment unfortunately, i will try and update you guys as shortly as I actually have additional information!" reads one tweet.

Another tweet says: "Hi josh, our servers ar down at the moment. Our technical groups are investigating the problem."

"Hi there. there's a problem with the ea servers and also the technical groups are alert to it. Apologies for the inconvenience."

There have also been many reports on Down Detector, that shows offline activity throughout the day.

Express online can continue to update this story because the ea battlefield one and FIFA 17 server problems continue.

Battlefield 1 publisher ea has disclosed its DLC and update plans for the WWI shooter on PS4, Xbox One and computer in the returning weeks and months.

For starters, battleground 1 fans can look forward to the discharge of the Bleed Out Custom Game on Jan 18.

The Bleed Out game mode may be a custom version of Rush in which felled enemy solders respawn quickly, however regenerative health has been turned off.

Once Bleed out has created its battlefield 1 debut, DICE will move on to the discharge of the They Shall Not Pass DLC pack in March.

In between then, DICE can create numerous gameplay enhancements via a series of updates supported player feedback.

“A New Year is upon USA, and though we have a tendency to get pleasure from trying back at an exciting launch we’re even a lot of excited brooding about the road ahead for battlefield 1,” an official ea statement reads.

“We’re excited that you’re enjoying the official Custom Games and these can of course continue.

“In Feb we’ll roll out a brand new update for battlefield 1 with gameplay enhancements supported our constant testing and also the feedback from you, the community. Expect a lot of details and full update notes to be disclosed in the near future.

“They Shall Not Pass* is that the 1st battlefield 1 growth and its March release is closing in. in the conception exploration image higher than, you can see the planning vision DICE has gone for in one of the expansion’s four maps."
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 Call Of Duty: Infinite Warfare
The Call of Duty franchise is thriving well in the United Kingdom market since this is often already the third in the last 3 years that a COD game became a bestseller one week before Christmas. Call of Duty: Infinite Warfare is rumored to be the bestselling game of the third week of Dec. It may be recalled that in 2014 and 2015, Black Ops three and Advanced Warfare had a similar achievement.

Despite the actual fact that Infinite Warfare didn't sell an equivalent range of copies as what Black Ops three achieved last year, it absolutely was still able to prove the recognition of the Call of Duty franchise. This makes a noteworthy mark for what Sledgehammer Games can be making ready for the year 2017, according to Attack of the FanBoy.

FIFA 17 makes it to the second spot, that is also a giant franchise within the United Kingdom. for 3 consecutive weeks, FIFA 17 is labeled as it is the second best-selling game in the united kingdom market. Battlefield 1 and Watch Dogs 2 created it to successive spots. Watch Dogs 2 didn't gain plenty of followers upon its launch, however currently that it's created it to the charts, Ubisoft may need a positive response to this.

Watch Dogs two sequel is seemingly hoping on positive comments from its patrons since several gamers have responded negatively to the primary game. Grand Theft Auto V remains to be a strong game, so Rockstar doesn't have immediate plans on launching grand theft auto sooner. Grand Theft Auto V has already reached the amount 5 slots on the charts, so beating different recently released game titles.

These are prime game titles order from top to bottom respectively; Call of Duty: Infinite Warfare, FIFA 17, Battlefield 1, Watch Dogs 2, Grand Theft Auto V, Mafia III, Steep, Final Fantasy XV, The Elder Scrolls V: Skyrim Special Edition and Forza Horizon 3.
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Call of Duty: Infinite Warfare

Perhaps it’s time to acknowledge that this whole near-future and not-so-near-future experiment has been something of a blunder for call of Duty.


Last year’s Black Ops III was a good enough shooter, transforming the existential anxiety of the cold war for an era of AI troopers and virtual battlefields. however it’s the exception, the lone slightly brighter spot in a more and more tedious trajectory arcing through Ghosts, Advanced Warfare, and currently Infinite Warfare.

We used to point out “Call of Duty killers.” very little did we all know call of Duty would kill itself.

To infinity and beyond

It starts out tolerably. Like many folks, I really watched Infinite Warfare’s E3 trailer with some quantity of intrigue. “What is this game? it's beautiful,” I questioned, ships zipping around through the achromatic vacuum of space. and also the campaign opens with a number of that magic as your team plummets through Europa’s skinny atmosphere to the icy surface.



Another notable mission later in the game leaves you afloat in an asteroid cluster, taciturnly sniping your well beyond the enemy during a 22nd-century adaptation of modern Warfare’s illustrious “All Ghillied Up” mission. The scenery couldn’t be from now on totally different than the desaturated greens and grays of a metropolis, however, it instantly brings you back to 2007, to “Take him out quietly or simply let him pass, your call.”
"These moments are stunning—clear high points in a previous couple of years of call of Duty’s future-obsessed output."
But one or two of transient highs and a heaping dose of spectacle don't compose for 6 hours of monotony, and when the winning intro, Infinite Warfare struggles. You play as Commander-Who-Quickly-Becomes-Captain Nick Reyes, a part of the world organization house Alliance (UNSA). They’re the great guys.

Call Of Duty: Infinite Warfare

The folks you’re shooting now are the Settlement Defense Front, or SDF, a bunch of rebels holed up on Mars. you recognize the SDF are the dangerous guys because...uh, well you don’t very understand. I mean, their leader (a totally-squandered Kit Harington) speaks in dumb clichés like “We don’t fight, we attack,” and “Your cities will surrender, broken and weak. we'll not fall.” Evil, sure. however, you don’t very understand why they’re evil or like, what the hell they need. Except that, they want to kill you.

It’s not such a lot that Infinite Warfare is written any worse than its predecessors. No, the larger issue is that call of Duty currently invents its enemies. It creates them from scratch, tries to assign motive to them, and fails.

Ye Olde call of Duty didn’t have this drawback. It force from your create mentally notions, from stereotypes. You’re shooting Russians, because of the scare. You’re shooting Muslim fundamentalists, because of an act of terrorism. You’re shooting Nazis as a result of they’re literally Nazis. It wasn’t a really subtle view of war or international politics, however clearly, it resonated with players.

Call of Duty: Infinite Warfare

Infinite Warfare aims for a similar form of no-compromises conflict. Nick Reyes and Co. are peacekeepers, conveyance order to the solar system whereas spurting platitudes about freedom. It’s a G.I. Joe episode played out across uncountable miles, complete with extraordinary moralization.

And it simply doesn’t quite work. call of Duty’s best moments historically relied on subverting those cut-and-dried expectations. Infinite Warfare leans into them, with all the subtlety of a military recruiter making an attempt to satisfy the quota. “Join up! See the stars! Follow!

Worse is that the call of Duty fundamentals of move-shoot-move-shoot-cover-shoot don’t stoppage close to furthermore as they did in 2007 once this unit really got moving. We’ve moved on. whether it’s Battlefield1’s temporary get-to-the-good-part vignettes, Doom’s kinetic rhythm, Titanfall 2’s fluid movement, or Shadow warrior 2’s mayhem, 2016 has been a standout year for shooters. we have seen such a lot of new ideas, such a lot of ways in which to approach the well-trod trappings of the genre.



Call of Duty, for all that it revolutionized the genre a decade past, currently feels frozen in time. It’s neither as military science because it pretends to be nor as fast as those who’ve currently return after. It sits in an uncomfortable middle ground.

Before we have a tendency to pass on, the game conjointly exhibits some technical woes: It takes forever to load into new levels, at least if you’re enjoying off a 7200 revolutions per minute hard drive like myself. This results in some weird moments wherever the game’s clearly imagined to roll straight from a cutscene to the start of an action, however instead, you’re kicked to a black loading screen for a number of seconds in between. The frame rate conjointly takes a plunge throughout chaotic sequences and ship battles.

The rest of the package

Call of Duty's familiar feel is doubly apparent in multiplayer. Infinite Warfare’s multiplayer offerings are even as loaded down as ever with weapons, attachments, streaks, et cetera.

But it’s exhausting to advocate, especially coming back in the wake of Titanfall two. I don’t assume call of Duty’s ever gotten quite as snug with this wall-running, sliding, and double-jumping era as its estranged brother-from-another-publisher. Infinite Warfare’s arenas barely allow you to make the most of your new quality, with present choke points and invisible walls interrupting the flow of maps and prescribing players to a couple of choices.

Call of Duty: Infinite Warfare

It’s a shame as a result of Infinite Warfare’s areas are a sight a lot of spectacular than Titanfall’s drab collection of same buildings and empty cities. Strip away the skyboxes and also the fancy lighting, though, strip the 2 all the way down to just how they feel, and Infinite Warfare is that the clear loser. playing Titanfall and Infinite Warfare back to back the latter feels stiff, clumsy, and unresponsive by comparison.



If for whatever reason you’re shopping for Infinite Warfare for the multiplayer, it’s also value mentioning that the game hasn’t precisely had a rousing begin on the computer. That’s not too surprising—many were bent on against this game from the beginning, and call of Duty’s been a console-first property for years. but once your game is troubled to keep up a similar number of co-occurring players as last year’s game, a year later, well, the outlook isn’t too nice.
"(Side note: It doesn’t facilitate that the multiplayer is reportedly busted for a few individuals, with such a lot of people mentioning that it stutters perpetually on their machine that I’m forced to assume it’s a fairly widespread issue and price noting.)"
Finding multiplayer matches has been pretty slow, particularly once you stray from the Team Deathmatch wheelhouse to a lot of niche models, and also the population is pitiful compared to even years-old games like Left 4 Dead 2 and payday 2, as well as thriving communities like Rainbow Six: Siege.

Once again, it’s the outgrowth Zombies mode that’s most likely the most effective a part of the call of Duty package. This year’s outing is themed around Nineteen Eighties B-movies, and sends players to an undead-infested amusement park for “Zombies in Spaceland.”



I still be astonished by what proportion effort goes into what started as a weird side-attraction to the campaign and multiplayer. At now, the Zombies campaigns are higher written than the particular singleplayer storylines. And “Zombies in Spaceland” gets a bunch of tonal help from its sound recording, which has tracks from Blondie, Europe, The Human League, Soft Cell, and more. Also, the Knight Rider theme is listed in the credits, so…

The those that purchase call of Duty only to play through the Zombies mode are the good ones because every year it’s the foremost systematically solid part of a more and more lackluster package.

Bottom line

As I said before, it’s been one crazy year for shooters. call of Duty: Infinite Warfare doesn’t pile up, be it the campaign or (worse) the multiplayer. Boring, on the one hand, bad on the opposite, with Zombies and one or two of spectacular moments not enough to avoid wasting this year’s outing. The more the series pushes into the longer term, the seemingly worse it all gets.

See you next year.

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Battlefield’s formula for large-scale, objective-driven warfare is as intense and theatrical as ever against the haunting, archaic scene of warfare I. battlefield 1’s single-player campaign could be a short however pleasantly shocking collection of little, human stories that does a decent job spotlighting a number of the key technology of the era.

But it’s the exhilarating multiplayer that the majority strongly capitalizes on the potential of this old-school arsenal, conveyance variety of subtle changes that keep the combat balanced and sensible whereas still allowing for the hallmark chaos that produces battlefield such an amazing first-person shooter series.

Battlefield 1 - SinglePlayer Review | GreatestFart

The battlefield series has not been best-known for the standard of its single-player in recent years, thus battlefield 1’s campaign could be a nice modification of pace. The manner each story juggles charm and tragedy in equal measure help humanize the war and also the those who fought it with quiet, welcome restraint. excessively simplistic objectives hold it back from being the unforgettable adventure story it may be, however, a strong sampling of a number of Battlefield’s most process parts — like objective capturing and transport warfare — build it, at the least, a worthy primer for multiplayer.
Battlefield 1's single-player is a lot of curious about telling the human stories of WWI.
Rather than limiting itself to 1 time, place, and character, battlefield 1’s vignette-style approach to single-player permits it to the touch on under-explored theatres of war that created up the nightmarish world campaign of WW1 I. It's short introduction and 5 “war stories,” every lasting about half-hour to an hour, took me on a painful journey from the bleak, muddy fields of the Western front to the sun-baked deserts of North Africa. due to the wide leaps in both geography and chronology, the campaign never delves too deeply into the political complexities of the good War. however interesting storytelling prevents it from feeling superficial — these vignettes are a lot of fascinated by telling the human stories of WW1 I than delivering a large lesson, and that they do so with mostly effective power and charm.



Storm of Steel, the Prolog mission, sets this up with a tragic honesty. you are taking on the role of many members of the U.S. 369th army unit, an all-black regiment called the Harlem Hellfighters. I used to be happy to visualize the historic importance of those soldiers, largely created from African-American and Puerto Rican-American men, recognized so early on, but I might have most popular to visualize their rarely told tale saved for a full, character-driven mission.
Captures the grit and valor of battle without being perverted.
As you and your fellow Hellfighters desperately try and obstruct the incoming German forces, you’ll meet death time and time again, however, it won’t essentially be your fault. generally, death is awkwardly forced upon you if you finish up surviving longer than the script expects because death is an element of the plan. at least it’s handled poignantly. whereas Storm of Steel effectively works as the simplest way to introduce you to some battlefield basics — the way to shoot, reposition, and reload — it's grim reminders of world war I’s overwhelming death toll establishes the tragic tone.



This is a tragic campaign — perhaps almost the horror game that the devastation of the good War deserves, however still one that with confidence forgoes the patriotic pomp and war fetishization seen in most up-to-date military shooters. That’s not to say there isn’t excitement or valor — there is. however, battlefield 1 manages to capture the grit and heroism of battle without being distorted. every war story is grand in its smallness.

A Week beginning

The first story-driven mission, Through Mud and Blood, is by far the weakest once it involves character and the large jump in quality that follows makes me wonder why DICE kept this one as the opening, to start with. the solution is perhaps familiarity — you play as Daniel Edwards, a young, inexperienced soldier a part of a British Mark V tank unit pushing through German lines into Cambrai, France.

It’s not that the story is dangerous, however, Edwards is painfully bland, as is his mission. Capturing points along the way to Cambrai is a simple primer for one in all Battlefield’s most well-liked multiplayer modes, Conquest, additionally as a how-to on operational tanks, however, offers very little else within the manner of storytelling opportunities.



Edwards makes a platitude leap from a rookie troubled to control the clunky Mark V to a one-man army who winds up bearing the strength of his tank unit’s mission: occurring foot to scout out enemy encampments, battling enemy army unit and FT-17s while his tank, Black Bess, demands repair, and eventually holding out against waves of enemy vehicles in a destroyed trainyard. Not that the slow heaviness of the tanks isn’t fun — that last section within the trainyard is really the primary mission’s section.

It’s an exciting battle that had me desperately weaving my clunky Mark V in and out of cover, hoping resolute repair with a wrench (a faster, but consequently riskier various to repairing from inside), and swerve around my opponents to induce a much better shot of their tanks’ less-armored rears.



But maybe a lot of unsatisfying than this initial mission’s story is its faultiness, one thing that was, fortunately, absent from the rest of the campaign. My 1st time through, I spent quarter-hour running around an empty battlefield making an attempt to trigger whatever event would move me on to the following the scene.

Eventually, I noticed that an enemy tank had gotten stuck in a trench close to the edge of the extent, halting the mission’s script. Another section wherever you manage a carrier pigeon should have served as a thoughtful diversion from the horror of war, however, due to the weird

High Points 

At first, I assumed this bird phase was meant as the way to show you how to control biplanes, however, that comes later, in the stronger second level, Friends in High Places, that excels in each gameplay and storytelling. It’s a level that’s choked with high points — figuratively and literally. You pay most of your time in the air as an assertive Yankee pilot who has infiltrated the British Royal Flying Corps for his own amusement and also the chance to fly the Bristol F2.A biplane fighter. Flying any of Battlefield 1’s biplanes, in single- and multiplayer is a liberating experience. They cut across the air sleek as butter and control with ease and preciseness.

A decent series of adventures with a handful of memorable highlights.
As the Yankee trouble maker narrated his escapades along with his unsuspecting British co-pilot, I molding through the sky shooting down German aces, leading them full-speed towards barrage blimps before propulsion up and observing them crash, while still taking the time to swoop down and bomb the anti-aircraft trucks below.

A decent series of adventures with a handful of memorable highlights.

But Friends in High Places is nice even when you bring your airplane down from these exhilarating dogfights and land behind enemy lines. I compete this on-foot section multiple ways that, 1st stealth my way through the trenches with satisfying melee-only kills, so once more getting in guns-blazing. every single-player level is massive and comparatively open enough to convey you quite one choice for confronting an obstacle, however still tight and targeted enough to stay you on course while not limiting your freedom. an associate approach like hiding is formed viable by the power to throw bullet casings to distract enemies, however also by poor AI that makes it extraordinarily straightforward to only run from purpose to purpose unobserved.
Each character is fighting for one thing abundant smaller than the war itself.

As for the guns-blazing approach: implements of war is very restricted however weapon crates are various, and you'll be able to forever grab guns from fallen enemies, too. I found that enjoying this manner was unsurprisingly the most effective. battlefield isn’t very designed for hiding, and obtaining the possibility to experiment with a wealth of warfare I-era weapons (like the new fictional submachine guns or the straightforward, however, effective bolt-action rifles) and dynamic up my techniques counting on what I might salvage from enemy encampments was a more gratifying experience.



This brief, stealthy trudge through the trenches then the muddy burial site of downed Mark V tanks, bodies, mangled trees, and wire that created up this No Man’s surface area was a haunting break from the epic dogfights preceding it, a transition that battlefield 1 handles with grace. whereas most military shooters plan to build some grand statement regarding the war while creating the horror of it a fun journey, battlefield 1 uses clever storytelling to keep up a balance.

Later levels preserve this balance in their own method. Your journey as an elite Italian soldier try an enemy defense to avoid wasting his brother is recounted with quiet unhappiness from father to daughter. in the last, and most pleasantly stunning level, you're taking on the role of a Bedouin rebel as she fights alongside Lawrence of Arabian Peninsula for freedom from the Ottomans. every character in every war story is fighting for one thing, a lot of smaller than the war itself, which shines through most vignettes with a pretty, sad power.



Overall, Battlefield 1’s single-player campaign could be a good series of adventures with a few of unforgettable highlights, however, serves largely as the simplest way to sample a number of the vehicles, elite categories, and firearms you’ll be victimization in the far more fascinating multiplayer.

Battlefield 1: Multiplayer Review

Naturally, battlefield multiplayer is what we’re all here for. this can be wherever large-scale skirmishes unfold as emerging stories, and where things extremely shine.
Out With the New, in With the previous
Battlefield 1's guns are distinct, varied, and customizable wherever it matters.Battlefield one stands out from its more moderen predecessor's due to its outstanding choice of WW 1 weapons. whereas battlefield 4’s arsenal suffered alittle from having too several samey firearms and an amazing quantity of attachments, battlefield 1’s collection of SMGs, LMGs, rifles (semi-automatic and bolt action), carbines, and sidearms are distinct, varied, and customizable wherever it matters. The old-timey charm and heaviness of every one also lend lots to the design and feel of its chaotic multiplayer.

Battlefield 1: Multiplayer Review

What’s special regarding battlefield 1’s handling of this archaic arsenal is that it leaves very little to miss from the “tactical” weapon line-ups of most modern military shooters. Take the Assault class’s MP eighteen machine gun and its distinct side-mounted snail drum. If you don’t just like the default iron sights you'll choose from atiny low list of improvised “red dot” sights (a glass lens with a red dot charmingly painted on), crosshairs, and more.

And whereas a lack of recoil-reducing, spread-controlling attachments means that you can’t custom tailor every weapon to your precise feeling, it will find yourself demanding a lot of careful experimentation and intimacy with the inherent strengths and weaknesses of the firearms themselves.



I found myself leaning toward the sunshine machinegun-wielding Support category, particularly the MG15 n.A., and also the Medic category and its sharpshooting semi-automatic rifles just like the Mondragon crack shot. Most of battlefield 1’s guns area unit terribly inaccurate if used without discipline, and since it takes lots a lot of injury and patience to bring down enemies than in previous battlefield games, the moment-to-moment first-person shooting could be a ton more skill-based.

Medic

Spray-and-pray techniques are clearly not effective unless you find out how to handle every weapon’s distinctive unfold and recoil. The semi-auto rifles, as an example, recoil sharply up whenever you fire — try and fire as quickly as attainable without giving the recoil time to settle and you’ll probably only hit the primary shot. however keep patient, track the enemy, and fire in qualified bursts, and you’ll hit your target on every occasion.

Balancing Act

Like the guns, the line-up of gadgets out there in battlefield one is additionally tailored to the days. as an example, rather than the defib units from trendy Battlefields, the battlefield one Medic carries an outsized syringe, that yet again adds to the crude, virtually amusing charm. mustard gas, a far less charming however very helpful addition, works as each area denial and a creative way to level the enjoying field by denying anyone carrying a gas mask the flexibility to aim down the sights.

And you would like to put on that gas mask, that is quickly accessed with the default T key and handily accessible to all categories. I found mustard gas particularly helpful as a ultimate effort to clear enemies out of tight areas and create a skulking escape, to overcast telegraph posts in Rush and delay the enemy’s plan to defuse the bomb, or to momentarily disarm snipers camped move into a particularly difficult spot.
Vehicles are a lot of fun than ever and serve a a lot of long function on the battlefield.
Vehicles, from the lumbering moving defence that's the A7V tank to the speedy fighter and bomber biplanes, are a lot of fun than ever and conjointly serve a way more necessary, long-run function on the battleground. this is often associate era incompatible with a category like battlefield 4's Engineer, WHO may whip out an RPG and remove vehicles with ease. Instead, categories like Assault and Scout should currently work along to counter vehicles, making a lot of fascinating interaction between class-specific gadgets and therefore the wealth of field guns on most maps. Assault will lay down anti-tank mines or use the rocket gun, that delivers a moderately powerful blast balanced by the chance of requiring you to travel vulnerable to use. Scout will create use of armor-piercing K bullets, that don’t do a devastating quantity of injury to vehicles however will cancel and reset the enemy’s plan to repair, making crucial openings for your team to move in.



New vehicle-specific categories, which may load directly into on the market vehicle spawns, will conveniently repair tanks and planes from the inside. Hopping out to repair like in previous battlefield games is way faster, however also the riskier choice, creating teamplay and squad dynamics a lot of vital than ever. Vehicle spawns are rather more spaced out over the course of a match, preventing them from being swamped and creating them abundant less disposable in the long term.
So much of battlefield one is balanced during this risk-reward style of method.
maybe one in all my favorite changes is however DICE has restricted the spotting function. Previous battlefield games allow you to spam the “spot” button to pinpoint enemies in-game and on the minimap, providing you with bonus points with every enemy spotted. It created it a lot easier to focus on opponents, however reduced some direct firefights down into a game of “shoot the triangles.”

tanks

In battlefield one, marking enemies needs you to be a lot of precise and therefore the highlight result doesn’t last as long, demanding more caution and smarter positioning from each groups and leading to more unpredictable and fun firefights.
Operations feel a lot of like a "real" interconnected campaign.
Battlefield one ups the strain in another way with an amazing new game mode known as Operations, which mixes the large-scale, long-run intensity of Conquest with the close-quarters action of Rush. In Operations, 2 groups clash head-on in an intense push for dominance across a whole map. not like Conquest, wherever firefights occur in bursts among strategic sprints between objectives, Operations is structured a lot of just like the relentless fury of frontline combat. Attackers and defenders meet within the middle as they battle to manage a few of posts, elevating the stakes of each combat with a dramatic urgency. If the defense fails to expel the enemy, they fall back to succeeding purpose. Once they fall to the final sector of a level, the battle really continues with all the same players on a completely new map.

operations

Cutscenes lend attention-grabbing historical narrative to the transition by putting the end result of every battle in the context of world war I. That, combined with the multi-map, hour-long battles, makes Operations feel a lot of like a “real” interconnected campaign than the abstract, isolated skirmishes of Conquest.

But the long Operations mode won’t replace Conquest, which still serves as the most effective, most immediate thanks to experience everything battlefield one needs to provide, with the further freedom of a wide-open map.

Theatres of War

The one space where battlefield one hasn’t impressed me as much as previous games have been in map design. Few provide compelling points of interest, just like the large radio dish in battlefield 4’s rogue Transmission, or high-activity chokepoints just like the dank tunnels of battlefield 4’s Operation Locker. immediately the close-quarters maps are particularly weak, with levels like FAO fortress providing very little else than major camping opportunities. A spherical of Deathmatch on ballroom Blitz had nearly no players wandering the open courtyards inside or outside the French chateau at the middle because everyone was mounting to the balconies up top and waiting, sights trained on every ladder.
Battlefield one captures the horror, grit, and tragedy of warfare I's several fronts in fascinating detail.
That said, the large-scale approach still works well during this new warfare I setting in Conquest and Operations. Amiens could be a significantly robust map, set in an exceedingly ruined town filled with crumbled facades, alleyways, and bridges with a railroad running through it, that creates plenty of varied environments for compelling firefights. maybe my favorite close-quarters map is argonne forest, an especially dense, green jungle filled with snaking ravines and with a destroyed train at its center point.

Meanwhile, Sinai Desert offers a sprawling playground of wide-open desert close a few of dense, city-based objectives and capped to the right with a large arching cliffside. This map was the most effective to require advantage of the fun new cavalry category since the relative lack of wire and different obstacles mean a lot of unimpeded charging into battle, saber in hand.

Landing a saber kill or maybe a clean headshot with the rifle is very satisfying thanks to the speed and risk of riding in on horseback, however sadly, there are only a few maps wherever horses are preferred to an armored car or the compact convenience of the FT-17.

Sinai Desert

But even battlefield 1’s most boring maps are bolstered by the addition of Behemoth category vehicles just like the discouraging zeppelin and also the devastating armored train. These spawn in Conquest, Domination, and Operations for the losing team once a big difference in points is reached, providing an exciting thanks to flip the tide of a battle and build the remaining push for each side more attention-grabbing.

The removal of battlefield 4’s thought of “revolution” and a rise in dynamically destructible environments means the physical transformation of every level is an exciting, emergent, and current activity instead of a factory-made event. methods can modify as cover and key camping spots are destroyed however in numerous ways each time. obtaining sniped at from a natural rock formation on the Sinai Desert? increase the ridge leading up to it and deny the enemy (and yourself) that position.



Despite the map layouts lacking something special, battlefield one could be a hauntingly attractive game. It captures the horror, grit, and tragedy of world war I’s several barbed wire-laced fronts in engrossing detail. spiritual barrage blimps hang dauntingly giant in the sky on top of the black, muddy scars of the trenches in St. Quentin Scar. an ostentatious French mansion becomes the middle of a grueling battle for power as biplanes spiral and crash in the distance. A crumbling city’s railway is condemned by a monstrous, cannon-mounted train of death. Everything is dirt, mud, barbed wire, and rubble.

horses

Dynamic weather additionally serves the visuals well, from moody rain to the rather more damaging fog and sandstorms. Smoke effects, in general, look fantastic, from the dreadful yellow plumes of mustard gas to the misty gunsmoke of the trenches, all adding to the grimy, rugged mood and style that thus distinguishes battlefield one from any of its predecessors.

The Final Verdict
BATTLEFIELD 1: By returning to the past, Battlefield 1 feels renewed. The best game in the series since Bad Company 2.
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Metal Gear Solid V: The Phantom Pain Trailer's & Preview | GreatestFart
Metal Gear Solid V: The Phantom Pain is quickly approaching its release date. Despite some issues with Hideo Kojima and Konami, the game is moving right along through development, and large crowds would often gather at the E3 booth to watch a demonstration. We managed to actually play a stage from the campaign and have our thoughts below.

GRAB SOME POPCORN


When I got to the station that I picked to play the game on, I put on some headphones so that I could hear the game over the noise of the show. I also grabbed the controller, before the cutscene that I was watching started playing for a couple of minutes. The thought then occurred to me — “I’m playing a Metal Gear Solid game; it’s going to be at least a few minutes before I will actually be controlling Snake.” Sure enough, Snake and his partner were chatting it up while on horses though it was a mostly one-sided conversation.

Without giving away any plot points, you find yourself in the Middle East, trying to rescue someone without knowing exactly where they are. You’re left alone with many square kilometers to travel, but at least you have a horse. While most people will feel more comfortable on the foot, the horse is a faster method of travel in between enemy outposts, and even through them if you’re feeling daring enough. You have the option of hiding on one side of the horse as you ride the past, which isn’t the best stealth option but might work in a pinch from a distance. A long distance.

I decided to try and take this mission as stealthily as I could. I came upon a small enemy encampment within a few moments. I tried to take a path to the left, but before I even saw an enemy, he saw me. This initiated a sequence where time slowed down, and I had just a few seconds to aim and try to tranquilize the enemy before he was able to call for backup. I missed, and he started to call backup. However, calling backup does take some time, so I was able to put him down while he was in the middle of this call. Once he was down, I waited around to see if any other soldiers answered his half-plea for help. Thankfully, only one enemy came, and I quickly took care of him.

 This Game Was Released On 1st Sep 2015

Some OF The FACTS About The Phantom Pain :

Below is a list of interesting things we noticed while demoing The Phantom Pain in June 2015.
  • You can quick heal injuries by simply holding down the action button. The extent of this power is unknown.
  • After every mission, you are scored and given a rank. The ultimate use of these ranks is unknown at this time.
  • Kaz's glasses are actually real and licensed from J.F Rey Eyewear.
  • As you might expect, the soundtrack is mostly made up of 80's music, the rough time setting the game takes place in.
  • Snake can craft support items using materials picked up in his journeys.
  • Ocelot makes a reference to Resident Evil 4. When we picked up a Diamond as Snake, he told us it would "Fetch a High Price", a line commonly quoted by the merchant from RE4.
  • When you do mission with a partner, your relationship grows allowing you to issue more extensive commands to them.
  • Snake can jump on and off his horse quickly, in the event a quick getaway is needed!
  • Helicopters can be called in for air support, but your enemies aren't dumb. They will try and take it out if you aren't careful.
  • Your soldiers have some pretty wild names, usually that of an animal and a strange color or element, such as Crimson Kangaroo.
  • Although Snake is the protagonist, you can play other characters during missions if you choose.
  • You can abandon most missions at any time by simply leaving the mission area.
  • Before missions, you are allowed to fully prep your loadout, and even the time you will deploy.
  • The game won't hold your hand when it comes to languages. If you pick up intel in a different language, you will need to hire a soldier to translate it for you.
  • The Fulton isn't bullet proof. If you try taking items with soldiers nearby, they will shoot it down!
  • During main missions, you may encounter unmarked side missions that can raise the stakes greatly, such as freeing prisoners even though they aren't marked as your main objective.
  • Completing missions will reward you with items and skills.
  • Sniper camps are hidden all over. If you find yourself dying, it's best to take a stealth approach and find the sniper encampment first.
  • You can Fulton animals to start your own personal Zoo back at your base.
STORY So Far

Metal Gear Solid V: The Phantom Pain picks up 9 years after the events of Metal Gear Solid V: Ground Zeroes with Big Boss waking up from a coma. Many supernatural elements are shown in the trailer, along with several connections to Moby Dick.

The Phantom Pain will be an open world, third-person stealth-action game which runs on the FOX engine, where avoiding the enemy is advised rather than confronting them head-on.
Little is known about actual story details, but there are a few things we can surmise based on the previous games, from where Phantom Pain falls in the MGS timeline, and from the trailers released so far. A common theme in the imagery is that Snake has become darker. He is upset, possibly even unstable, particularly after the events of Ground Zeroes. It's likely that Phantom Pain will be the rise of Big Boss as we know him from previous games.

GRAB SOME POPCORN

Supporting characters like Ocelot are also seen in the various trailers. We know that he and others worked with and continue to collaborate with Big Boss, so Phantom Pain will likely expand upon these relationships, as we see Snake lose touch with those good in his life and ally himself with darker, shadier characters. This is alluded to during the latest trailer, where we see him torturing his former ally, Emmerich.
We also know that Phantom Pain will have a strong focus on rebuilding the Diamond Dogs and Mother Base. Both were virtually wiped out in the last Metal Gear game, so it will be on Snake and his allies to rebuild what they have lost, and find new allies along the way. It's likely we will see the younger versions of characters who appeared in previous games. Although it hasn't been revealed, there is always a chance to see Solid Snake as a child, and Eli, a blonde boy who has been spotted in many trailers, and whom some have speculated to be Liquid Snake.

Sometimes It's BEST To Run

Sprinting out of the building, I came under fire. I could not run as fast as before, but Snake’s sprint speed even when carrying a grown man on his shoulders is still a good enough speed to escape the gunfire. Once out of the enemy’s line of sight, I was able to call for my horse and put my comrade’s injured body on the back. I begin to ride out to the landing zone when these things show up. I don’t think I’m at liberty to describe what they are, but they are menacing and likely to kill me in a short amount of time. Sure enough, my first encounter with this new type of enemy results in the hostage’s death, and I have to start over at a thankfully well-placed checkpoint. After sprinting on my horse for a few intense minutes, I finally make it to a clearing and am able to get myself and the hostage on a helicopter. I get behind a minigun loaded on the chopper, just in time to hear my horse get slaughtered. Poor thing. The demo ends without me having to fight anything in the air, and I am awarded a B grade for my performance on this mission. Not bad.

This feels like the Metal Gear Solid game the fans have been waiting for. There're multiple ways to finish any mission, or indeed any part of a mission. Stealth is the preferred way of doing things, and enemies aren’t so easily fooled into thinking that a noise they heard was nothing. They stay in alert mode for quite a while after a search is called off, and often move in groups which makes your job that much harder. Snake is equipped with a lot of high technologies, such as his iDroid, bionic arm, and more. Oh, and the cutscenes are well-timed, full of nuance, and intriguing. Visually, this level was mostly kind of a bland desert palette, but it makes sense given the location. What was there was very detailed, even at high levels of zoom, and the game kept a steady high frame-rate. There’s a reason why the Metal Gear Solid franchise has retained such a devout following, and The Phantom Pain is looking like it will wear the Diamond Dogs badge well.

TRAILER

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Tom Clancy - Rainbow Six Siege Official Trailer | GreatestFart
Tom Clancy's Rainbow Six Siege brings a new level of tension to the hardcore tactical shooter franchise. Inspired by the reality of counter terrorist operatives across the world, Rainbow 6 Siege invites players to master the art of destruction. Intense close-quarters confrontations, high lethality, tactics, team play, and explosive action are at the center of the experience.

For the first time in a Tom Clancy’s Rainbow Six game, players will engage in sieges, a new style of assault where enemies have the means to transform their environments into modern strongholds while Rainbow Six teams lead the assault to breach the enemy’s position. Rainbow Six Siege gives players unprecedented control over their ability to fortify their position -- by reinforcing walls and floors, using barbed wire, deployable shields, and mines, and more -- or breach the enemies’ using observation drones, sheet charges, rappelling, and more. The fast pace, lethality, and uniqueness of each siege sets a new bar for intense firefights, strategic gameplay, and competitive gaming.



Tom Clancy’s Rainbow Six Siege also features a technological breakthrough that redefines the way players interact with a game environment. Leveraging Ubisoft Montreal’s proprietary Realblast engine, Rainbow Six Siege incorporates procedural destruction that is realistic and unscripted, meaning the environment reacts authentically, distinctively and dynamically, based on variables like the caliber of bullets or a number of explosives used. This advance allows players to leverage destruction in meaningful ways. Walls can be shattered, opening new lines of fire. Ceilings and floors can be breached to create new access points. This ability to modify the level design in real time enables players to create new gameplay opportunities directly within the game level. At last, we are highly recommended you buy the game, one of the most excellent shooting games ever made.

Key Features:

THE SIEGE GAMEPLAY: For the first time in Rainbow Six, players will engage in sieges, a brand-new style of assault. Enemies now have the means to transform their environments into strongholds: they can trap, fortify, and create defensive systems to prevent breach by Rainbow teams. To face this challenge, players have a level of freedom unrivaled by any previous Rainbow Six game. Combining tactical maps, observation drones, and a new rappel system, Rainbow teams have more options than ever before to plan, attack, and diffuse these situations.

COUNTER TERRORIST UNITS: Counter-terrorist operatives are trained to handle extreme situations, such as hostage rescue, with surgical precision. As “short range” specialists, their training is concentrated on indoor environments. Operating in tight formations, they are experts of close quarter combat, demolition, and coordinated assaults. Rainbow Six Siege will include operators coming from five of the most worldwide renowned CTU: the British SAS, the American SWAT, the French GIGN, the German GSG9 and the Russian SPETSNAZ. These Operators are specialists with their own expertise within Siege operations. Each has their own unique personality & specialty. Some are focused on assault whereas others are defense-oriented. They can be combined with the same team to create new team strategies.

PROCEDURAL DESTRUCTION:
Destruction is at the heart of the siege gameplay. Players now have the unprecedented ability to destroy environments. Walls can be shattered, opening new lines of fire, and ceiling and floors can be breached, creating new access points. Everything in the environment reacts realistically, dynamically, and uniquely based on the size and caliber of bullets you are using or the amount of explosives you have set. In Rainbow Six Siege, destruction is meaningful and mastering it is often the key to victory.
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FIFA 17 Review - News, Features, GamePlay | GreatestFart
FIFA 17 Review

FIFA 17’s headline feature is The Journey, a story about a prodigious young talent attempting to make a name for himself in the Premier League. It’s a microcosm of everything that’s good and bad about FIFA – peerless presentation surrounding a match engine that’s an improvement on last year, but still needs work – and yet it’s the most fun I’ve had with the series for a good few seasons. Perhaps more importantly, it’s a welcome reminder of the personal stories at the heart of a sport (and a series) that, in recent times, has felt more concerned with its corporate identity. It’s not easy to find ways to surprise people in an annualized game, but this is a very pleasant one.


The story of likable 17-year-old Alex Hunter and his rise from unvarnished academy product to bright young starlet follows a conventional path – not quite rags to riches, but close – though it’s affectingly told, even if FIFA 17’s PEGI rating ensures that it’s a rather airbrushed take on the modern game. Still, the setbacks and insults sting – on his debut as a substitute the opposition fans taunt him with a chant of “who are ya?” while you’ll attract social media criticism from supporters and fellow professionals (at one stage, an embittered ex-teammate hashtags you as a #benchwarmer). Naturally, this only made me all the more determined to succeed.



As someone who has been horrified by the steady marginalisation of this great football institution, Hunter’s passion for the FA Cup (driven by a family legacy, as per sports movie tradition) struck a powerful chord with me, and I shared his frustration at being considered too young to feature in a blood-and-thunder cup tie. When Swansea, my chosen team, finally gave him his chance, I was determined that Hunter (and I) would take it – and we did. As he slotted in his third goal the crowd began chanting his name before launching into a full-throated version of Hymns and Arias, and I’m not too proud to say I got a little choked up.

It’s sentimental, but appropriately so – football fans seem especially prone to outbursts of emotion, from full-blown weeping at relegations to misty-eyed reminiscences of “the good old days”. The Journey also represents the fripperies of the modern game well, as you’d expect – from post-match interviews with dialogue responses that can affect your standing with your manager, teammates, and supporters, to a choice of branded boots for your first sponsorship deal. If the excessive branding is a bit of a turn-off, it’s also quite authentic.


Otherwise, The Journey is surprisingly down to earth. Hunter’s more impressed by his achievements on the pitch than what they earn him off it, and there’s a particularly lovely moment where he gets his first full start and experiences a sudden rush of nervous pride at the realization that he’s going to kick off the game. Aided by a terrific Atticus Ross score, which is emotive without feeling manipulative, The Journey follows its familiar storyline with real conviction.

It's not easy to find ways to surprise people in an annualized game, but [The Journey] is a very pleasant one - TrustedReviews
It functions quite beautifully as a tutorial, too. Though it might seem unlikely to have a striker so regularly tasked with defensive drills, by covering all facets of the game you become a better player along with Hunter. You can simulate the sessions if you want to skip them, but if you do you’re less likely to improve and you’ll usually be awarded a lower grade – which might not help if you need to impress the manager after a 6/10 display in the previous game. It’s a valuable message for any youngsters playing the game, espousing the need for hard work to succeed. Hunter might eventually boast a lavish city-centre apartment when he finally hits the big time, but I felt like he’d really earned it.


It’s worth pointing out that while you can contribute to Hunter’s journey, your progress is bound to the needs of the story. In the early stages, I regularly fulfilled the manager’s expectations even during limited substitute appearances, but I still found myself watching the game from the bench and eventually being shipped out on loan. Sometimes, the demands for bonus achievements are entirely unreasonable – trailing 3-0 to Man City with less than half an hour left, I was somehow expected to achieve five shots on target and come away with at least a draw.

That’s particularly difficult given the ability of your AI opponents to retain possession for several minutes at a time thanks to changes to FIFA’s physics making it easier to shield the ball. When I earned a place as a regular starter, in the vast majority of games I’d have less than 40% possession; that makes it realistically tough to make a name for yourself in one sense, but even if you make the most of your few chances it’s still frustrating to see so little of the ball. It perhaps says something that you’re given the option to play as a team rather than just controlling Hunter – and after a few games playing that way I felt much more involved and less irritated by teammates’ errors. There’s nothing worse than being penalized for a ‘bad call for a pass’ when the pass itself was inaccurate.

The grading is questionable elsewhere, too. While jostling with a defender, I found myself losing points for apparently conceding possession three times, but wasn’t rewarded for regaining it as I finally sprinted clear. Perfectly good shots that are well blocked by smart defending are classed as ‘poor’. During one narrow victory, I quite deliberately played the ball off a defender to earn a corner and relieve some of the pressure my team had been under; the manager’s comments after the game chided me for conceding possession.


[The opposition] might be difficult to win possession from, but they're often easy to exploit with more direct play - IGN
EA Sports attempts to take the sting out of that by having AI players occasionally make glaring mistakes, but the result is that the quality of the opposition veers from Barcelona to Barnet and back again in the space of a minute. They might be difficult to win possession from, but they’re often easy to exploit with more direct play. In one game, I won 3-0 with 32% possession, having watched my opponent play keep-ball in midfield for the final 20 minutes. Tellingly, I found commentator Martin Tyler repeat his assertion that you don’t need to dominate the ball to win a game after every other game I played.

But while FIFA still doesn’t do enough to distinguish the playstyle of individual teams, there are some signs of improvement over last year’s game. For example, I noticed a particular difference in style when playing Leicester City: they took more risks, moved the ball quicker, and played more direct football, making for much more exciting, dynamic matches. In one thrilling moment, as Jamie Vardy hared past my back line, I brought a defender across, putting him under just enough pressure to force him to rush his shot, which whistled over the crossbar. It’s the most authentic FIFA has felt to me in quite a while.


Pace, having been nerfed last year, is back to being slightly overpowered, though with PES arguably taking it a shade too far the other way it’s refreshing to have the ability to outsprint full-backs. For all that extra burst of speed, though, I found responsiveness to still be an issue – it’s anyone’s guess whether you’ll manage to get a shot away before a defender closes in. Tweaks have been made to off-the-ball runs but the execution is uneven – teammates will try to move into more intelligent positions to receive the ball, but at times this means running directly across you.

The player-selection algorithm also needs work, and flat passing can be bizarrely wayward – more than once, I’ve watched in dismay as a short five-yard pass has been interpreted as a command to hoof the ball out of play. Crosses, meanwhile, sometimes feel more like underarm throws into the box, with the inevitable interception greeted almost every time with the same line from Tyler: “Well, the ball deserved perhaps a better response from his teammates in the middle."


For all the adjustments and additions that don’t quite work, you can hardly accuse EA Sports of not trying. Some might argue that the new systems for set-pieces and penalties are changes for change’s sake. But while I did wonder if having to adjust your position in the run-up to penalties might be a needless complication of what should be a simple process, I’m sure plenty will appreciate the greater nuance – and, admittedly, it does add to the pressure. All told, there’s still plenty of room for improvement, but the on-pitch action is an advance on last year.

And if the new Frostbite engine hasn’t had a tangible effect on the way FIFA plays, it certainly has on the way it looks. The broad, round-shouldered players of last year are gone, replaced by models that look much more like actual human beings. With better likenesses, including all 20 Premier League managers, in visual terms FIFA 17 is a clear step ahead of its biggest rival.

Elsewhere, there’s such a sprawl of modes and features that it’s impossible to cover them all in detail - suffice to say that FIFA gets more comprehensive and overwhelming every year. Themed challenges are your main incentive to keep coming back to the ever-compulsive Ultimate Team mode, with new ones set to be introduced over the course of the football season. There’s a new FUT Champions mode, too, which tasks you with scoring enough points to qualify for a weekend league, success in which can earn you in-game prizes. Career mode, meanwhile, offers more comprehensive club management options while letting you create an avatar for your manager so you can prowl the touchline and respond to events on the field.

Final Words ( Verdict ):

For all that FIFA promises something for every football fan, from the casual observer to the full-kit fanatic, I still find myself wishing that EA Sports would spend a little more time focusing on the basics. You could probably create the perfect football game by letting Konami handle everything on the pitch, with EA Sports responsible for everything off it. But FIFA plays well enough that the gains elsewhere – in terms of licensing, authenticity, and big-match atmosphere – more than compensate for those shortcomings. For my money, PES is still ahead where it counts most, but The Journey gives FIFA something unique and rewarding. If you can afford it, this year it might just be worth getting both.