My Love Affair with Bungie

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If you are reading this then it means you aren’t playing Destiny at this moment. Which is fine. Maybe you’re at work and haven’t received it yet. Or maybe Bungie’s new outing and its first in the next-generation sphere isn’t for you. Which is also fine. I however need to confess my love for Bungie.

Don’t get me wrong, I am incredibly unbiased in my gaming critique. But Bungie have had me sold for a very long time. My experience started when I first got Halo. Back in those days I was a PC gamer, despite owning a PSX  for Smackdown games and a (new at the time) Playstation 2 for Grand Theft Auto 3. So my first Halo experience wasn’t with an Xbox… Actually I did play it on my friends Xbox so I guess it technically was, but I never actually owned an original Xbox. My first full on Halo experience was with the Gearbox ported PC edition. A game that still has people playing its multiplayer even now.

Halo as a PC experience was absolutely incredible. It wasn’t the most graphically superior game even then, but its atmospherics were the same as the Xbox version and were utterly enthralling. There were PC games even then that could trump Halo in many regards but something about it just stuck with me and many others I’m sure. It’s this dedication for scope and environment I think that make Bungie games great and, no offence to 343 Industries, makes the later Halo games/ports a little tepid. But I’ll come on to that.

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I have to admit that Halo 2 was a game, because of my lack of Xbox ownership, that took me 4 years to get around to playing. Several things get in the way of gaming when you’re just entering your 20s. You start social gaming a lot more and you don’t get as much time to play. So you sacrifice and dedicate yourself to one game. I had a good run playing the Grand Theft Auto games and the then excellent Pro Evolution Soccer series… The memories *sniff*. I was also dabbling in having meaningful relationships and doing all of that affection rubbish which meant my PC became my Laptop, became my girlfriends possession when visiting me and then became a Sims only zone. I enjoyed The Sims of course but Halo was still installed, hiding in programs menu waiting for us to sneak some playing time in together.

When I realised that the meaningful relationship endeavour was not only harder than gaming but that Microsoft’s offering had superior graphics to my Sims-top and the exclusive Halo 3, I pulled together some money and brought myself an Xbox 360. A full six months before Halo 3. Which meant that it was finally time to play Halo 2. It’s weird now, having seen and played the Halo 2 Anniversary edition, that I was incredibly impressed by how pretty the graphics were and how big the game was. Even for most PC games, and Half-Life 2 was out by this time, Halo 2 had so many different environments, two different story lines that came together, two different playable characters and a story that elevated the series far beyond its humble Science Fiction homage beginnings.

This is where I get to tip my hat to Bungie and explain why I have this love affair and why it was rekindled with Destiny, because they have directly decided which console I have brought for the last two generations. There is something about the feel of a Bungie game. It’s the perfectly designed and executed combination of easy to pick up controlling, ethereal music, absolutely beautiful concept art realised magnificently and imaginative storytelling not yet dictated by the Boxset/Netflix generation. Which is why the Anniversary editions of Halo feel so weird. They are great visually and are completely the same game as they were but the combination of them feels like Halo wearing a mask. It’s a bit like when your favourite footballer leaves your team for a rival and starts getting the goals. You like them still but it feels a bit sad.

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Which is why, when Halo 4 came out, I was sanguine. I had bid a fond and hard farewell to Halo with Halo Reach. I expected there to be more of course with the formation of 343 Industries but for my own personal journey with Bungie’s lovechild, it was over for me. And I was happy it was over. We left in a great place and we would always be friends. It was a time fondly remembered and will always bring me some glorious nostalgia when I reach into the shoebox of Halo memories. I wasn’t sure I was ready to let Halo back in to my life again. I enjoyed my brief flirtation with Halo 4. I gave it a lot of time and the same level of achievement hunting and completion I had given all of its elder siblings. But it wasn’t what it was. That spark that Bungie had lit for me wasn’t there and I knew it wouldn’t be. I wasn’t sad or disappointed. I’d enjoyed my time in the new Halo universe. But much like when your favourite bar changes ownership and gets renovated, I knew it wasn’t for me anymore.

So here I am with Destiny. I played the beta and it hit me. That feeling that I last got with Halo Reach was here with Destiny and I was excited. This was a new chapter, a new story but with the same love and affection that I had enjoyed before. That’s when I realised that my love affair wasn’t just with Halo. It was deeper and for the first time since being a PC and PS2 gamer, I fell in love with the way a studio designed a game rather than the game universe/franchise they create. I can describe the many different faucets that make this happen to me but the best way to describe it is simply thus: Fun.

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It’s fun to play! It really is as simple as that. Which is why my favourite Halo game isn’t anything directly related to Master Chief, it’s the excellent and vastly underrated Halo 3 ODST. Which is why when Halo Reach ended I was happy and I felt satisfied with the ending of this universe. Which is why when I think of multiplayer gaming I think of the private games I had with many friends of my own creation in the Forge, my version of Predator, and the good times we all had. Which is why my fondest memory of Halo is the 4 player co-op of the final level of Halo 3 where all of us kept crashing our Warthogs to annoy everyone else. And which is why, when I picked up the Destiny beta, I felt like I had picked up the fun where Reach had left it.

Destiny has just finished installing on my Playstation 4 now. I’ve been to friends houses to make sure they receive their deliveries of the game and console while they are at work. The extra content codes and season pass are all redeemed and I’ve made sure that I’ve had breakfast and coffee. Finally, I’ve come clean. I’ve opened my heart about my love for Bungie and now, for the first time in four years, I think I’m ready to fall in love all over again.

[author]

Destiny – By The Numbers

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So it’s almost upon us, that time we’ve been waiting for since E3 2013. The time when Destiny comes to us and the Traveller will occupy our time solidly for the next 3-4 months.

So how many of us are actually waiting for that? And what is the deal with the numbers behind it? Let’s have a little run down, shall we?

Publisher Activision have said, although developer Bungie have disagreed with this in part, that Destiny has cost up to $500 million to make. That would make it the most expensive video game ever developed. A record that is currently held by Rockstar’s Grand Theft Auto V. Take Two and Rockstar reportedly spend around $115 million to develop the game and $150 million on marketing it, making a grand total of $265 million in total development cost. That figure would be nearly doubled if Activision’s account of costs are true. Bungie have said that the development costs went no where near that figure and that Activison would need to tell you how much they’ve spent on marketing. Although Take Two’s Q3 profits for 2013 thanks to GTA 5 were $1.62 billion so I’m sure they’re happy.

GTA 5 also shifted 32.5 million copies to make that figure. Destiny has already got a lot of pre-orders going for it, more than Watch_Dogs. The figures suggest that Destiny has beaten Watch_Dogs previous record of being the most pre ordered game for next-generation consoles and is the most Pre ordered new IP (intellectual property) in history. So how does this work out? Time for some maths:

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The Pre Order chart for the US (dated the week ending 23rd August) shows the Destiny pre-orders at that time. That was three weeks ago though so this could have grown quite exponentially. The next-generation console pre-orders total up to around 1,584,897 copies in the US alone. (we couldn’t find the EU figures unfortunately). All format pre-orders make that total 2,016,517 units. Now looking at Amazon.com, the prices of the two most readily available copies, the standard edition and limited edition, are priced respectively at $59.96 and $99.99 for all formats. Some numerical jiggery-pokery makes that an average price of $79.98. So how much have the pre-orders potentially made them? Well that would be a cool $161,281,029… That’s just over $161 million.

That figure is of course conjecture and not at all official. That does not however show any figures for the EU and other territories and obviously cannot legislate for how many people will actually buy it on the day of release either. Those records are currently held by Grand Theft Auto V.

The records that GTA 5 holds are incredible and it would take some monumental effort to beat them. The Guinness Book of Records shows that GTA 5 sold 11.21 million units in its first 24 hours. For Destiny to do that pretty much everyone that owns a PS4 would have to buy it and at least half of the people with an Xbox One if console sales figures are to be believed. GTA 5 made $815.7 million in the first 24 hours which is more than Marvel’s The Avengers and Guardians of The Galaxy films made in their opening weekends combined. Destiny has that potential but we’ll have to wait and see. The three records Destiny could potentially break at launch are: Best selling video game in 24 hours, Highest grossing video game in 24 hours and Highest grossing entertainment product in 24 hours.

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It is something that Bungie have done before however. When Halo 3 was released way back in 2007, it completely smashed then record holder Spider-Man 3 as the biggest US entertainment launch in history, making $170 million at launch. That also beat the final Harry Potter book as well and was helped by the 1.7 million pre-orders of the game.

The figures will be interesting given that, except for Watch_Dogs, this is the most high profile next generation release. It will dictate how many other games will go about their business in the years to come of this generation. I’m pretty sure the pre-order figures for the US also don’t include any console bundle pre-orders nor do they count the digital download platforms of Xbox Live and Playstation store. We’ll know for sure at the end of the week but one thing for certain is that the business end of Destiny will be talked about for as long and in as much detail as the game playing side will be.

[author]

Christopher Brookmyre’s Bedlam – Let’s Play

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Yesterday, we previewed Christopher Brookmyre’s Bedlam, the early access Steam game by author Christopher Brookmyre and RedBedlam. Today we bring you something a little extra.

Sean has recorded a whole first level play through of Bedlam on his Mac… That’s right, Mac. So regardless of your computing choice, you can play!  There are two levels in the early access and there will be more coming so keep checking back on it. It’s currently available on Steam for £12.99.

For those who don’t know what it is, Bedlam is a independently produced UK game involving several generations of first person shooter inspirations. It’s funny, great to play and… Well we won’t spoil the entire video for you. Suffice to say that the video does contain some colourful language from the story. So people, you have been warned, this video is not safe for work.

If you enjoy this, Sean will also record the second level too, which you’ll see a glimpse of at the end of the video.

So settle back and relax. It’s time to enjoy Bedlam.

P.S. Sean takes no responsibility in how bad he is at playing video games. Feel free to comment and tell him so.

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Christopher Brookmyre’s Bedlam – Preview

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I had heard about Christopher Brookmyre’s Bedlam before I went to Gamescom. I am a writer, I write and as such I end up following the printed prose form and its news. So to hear that a book and a game had been created by the Scottish author, I was naturally intrigued. I’d also been hankering for something for a while. I wanted a game that was like Quake. I’ve been missing the fast moving, gameplay driven first person shooters that used to occupy so much of my youth in the mid to late 90s. I know there’s Quake Live but I’m sure you can guess what I mean.

Meeting Christopher at Gamescom along with Nick Witcher from RedBedlam who has made the game put a whole new perspective in to which for me to wax lyrical over. Normally books about video games come in the form of tie-ins or licensed works, with the exception of Ready Player One. Bedlam however is very different. What’s clear about the game is how much the two entities, prose and code, are in tandem. Whilst not necessitating having to read the book before you play or visa versa. But you can of course do both.

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The story behind it is that Nick, a fan of Brookmyre’s work, noticed something in his novel Pandemonium that hinted at Christopher’s history as an appreciator of video games that was the way his characters were organised in to clans, much like first person shooter gaming clans. Nick himself was quite the Counterstrike player so it was quite easy for him to spot. This led to Nick emailing Christopher to ask if he wanted to make a video game. Lots of communications later (and apparently a few ‘creative’ binges between Glasgow and Brighton) an idea was forged.

Christopher’s gaming love came from playing lots of games but this focus was on his first person appreciation of Quake, Quake 2, Unreal and the like. Those fast moving, gameplay driven first person shooters that used to occupy so much of his time in the mid to late 90s… You sense a theme here. The staff at RedBedlam grew up playing games like Doom and Wolfenstein. So you can see where this is heading.

So enough about the history? What about the game? Well it is currently on Steam Early Access with the first two levels available. The first of which you can see on our special preview video coming shortly. It plays like a Quake or an Unreal game. But that is only the first part of this game. The game itself, along with the book has become a homage to the first person shooter genre and especially its history. Whilst you’ll see the first level has the element of that futuristic space shooter it is a lot deeper than that. Plus it is very important to point that this isn’t a port or a clone so to completely create not only a game that can replicate the mid 90s FPS genre but others as well in the same engine and controls, it is incredibly impressive. You can tell the research that went in to playing the games they are inspired by to recapture that feeling was well spent.

There will be many ages of games seen from the first person perspective in Bedlam. Inspired by the likes of Elder Scrolls, Call of Duty and even Pac-Man, the game successfully makes you feel like you are in the games of a certain era. The has to go down to the incredible art direction of the game. The level design and the style of the detail both in the textures and in the weaponry (which is interchangeable between each era) are excellent and really evoke that nostalgia whilst making you enjoy what you are currently playing just as much as any of the games it takes inspiration from.

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Speaking of inspiration, we have to discuss the writing. The game doesn’t take itself too seriously and the dialogue, voiced by BBC comedy Burnistoun’s Kirsty Strain and Robert Florence (along with some extra from Christopher Brookmyre) takes its inspiration from Science Fiction comedy legends such a Doug Naylor and Rob Grant’s Red Dwarf and Douglas Adams’ Hitchhikers Guide stories. There is a very traditional and stoic British humour about it which not only adds to the aura of the game and the tropes of the time they were made, but also adds a great and entertaining story element.

To dismiss Bedlam as a clone of the 90s FPS genre would be a terrible disservice. There is a lot of love that has been put in to creating this game from people that love gaming of all ages and times. It isn’t just a jog down memory lane but a new and welcome addition to the history of the genre that has transported itself across mediums. I can’t wait until it’s finished.

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Mortal Kombat X – Preview

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One of the first things I did when I started writing about games was I did a review of Mortal Kombat, the release from 2011. So naturally I was very excited to get my hands on the new Mortal Kombat X and see how exactly the next generation power has managed to add to the already smooth and visually opulent violence.

In truth, it adds quite a bit. The level of detail and the smoothness of the frame rate is making this one of the most fluid fighting games to date. Not just in its own genre but fighting across the board. The solid 60fps (a phrase I am sure to have worn out by the time I’m done covering Gamescom) makes not only the motion of the characters incredibly smooth but also completely unaffected by the particle effects from attacks. Sub Zero freezing will give you no lag.

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Speaking of Sub Zero, the gameplay has changed a little bit. Nothing has changed in a huge way but enough in a freshening way. There are three subclasses to the character you pick. Each one of them has something that adds a buff to some of your moves and attacks, or resistance to the oppositions attacks with defence rebuffs. These variations add another element to the game that makes you think a little differently about how you approach a fight. Scorpion, for example has a demon that he can summon to grab them from the ground in one variation. Another can set himself on fire so that his opponent will also catch fire and the final one will have swords to slice with. These traits are on every character and not only add the tactical element, but also some kick ass new moves.

When it comes to new, there will be new characters. Without spoiling any story, and the lore of the Mortal Kombat universe is being expanded quite nicely with this, 25 years has passed since the last instalment. This means that some familiar faces may be gone but legacies remain. Such as Cassie Cage, the daughter of Johnny Cage and Sonya, and Kotal Kahn, a man who has profited from the conflicts by taking over the Outworld. Don’t fear though as roster DLC will be coming.

The environments where you play the game have also expanded too with the brand new Jungle area (thanks to Kotal Kahn) but the expansion is not just in the choice. The environments are all very smooth with excellent depth in the animations. But it also is immersive and has breakable areas and places that can be used for attacks and defence. Not just the branches of trees or rocks, but the style of the environment can also aid certain players attacks. I got some great freezing action in with Sub Zero in these areas.

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Of course you haven’t heard me say anything about the violence and the excellent X-Ray system from the last game. Well it’s here, it’s back and it’s expanded. If it isn’t broke, don’t fix it and it certainly wets the appetite for the old ‘ultra violence’, as A Clockwork Orange’s Alex would call it. The three tier power bar mechanic is back and it is smooth and deliciously gory. Some new X-Ray animations have been added, no small part in thanks to the new characters. But the animations are bone crunchingly, spine crackingly vile, repulsive, bloody and impossibly painful… Excellent.

This also means the fatalities are given the next generation treatment too and live up to the face slicing promise that you’d expect (there’s a hint there). The game is coming out on all consoles, so you don’t need to upgrade to enjoy the continuation of the new Mortal Kombat lore. However I would certainly say you are missing out on the smoothest 2.5D fighting game I’ve ever laid my hands on and until later in the week, it was definitely the best looking fighting game regardless of style (more on that in WWE2K15).

The release date is, predictably, 2015 and will definitely be worth waiting for. It has the potential to go unchallenged in its genre for quite a while as well in the next generation market so if you’re a die hard fan waiting for Tekken or a next generation Street Fighter, then you might want to explore this first.

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EA Report – GamesCom 2014

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Back in to the big belly of the noisy beast that is GamesCom, we got a chance to see the EA briefing. And, if we’re honest, we were expecting bigger, right?

To start with, we were given some gameplay footage of Dragon Age: Inquisition (not the last offering from Bioware yet). It certainly looks good and the tactical view element of the game takes it out of the standard RPG gameplay a bit, almost in to turn based strategy. The idea is that you go around and kill things in order to build your army to save the world and if you kill those big things, smaller things will join you as you just made them redundant to their now deceased employer. The thing is, even with the Tom Hiddleston-sounding hero (I have no idea if it is him but it definitely sounded like him or at least channeled his Loki), it doesn’t seem like there’s a lot on offer that hasn’t already been offered by the series. Apart from the hours. The game looks set to be a big one with lots of dialogue and a story that at their last play through took 150 hours. Speed runners everywhere are going to enjoy nailing that down. Hopefully there is enough with the next generation platform and the story to really make the game different from its previous franchise siblings.

fifa15HOCKEY! Strangely NHL and FIFA were the only sports games on display, but NHL looks very, very good. It’s been good for a while but the next generation in consoles is allowing for a lot deeper resolution and authenticity in the arenas, much better physics for both the players and the pucks, fighting, and on screen presentation. Covered by American network NBC, we have two actual commentators giving to-camera links for the game, as in real life. But these aren’t computer generated guys, no they’ve superimposed these people from high def video recordings made for the game, which is looking so good now that it is apparently seamless integration. FIFA World had a game engine update and the biggest news to come out of FIFA 15 is that the goalkeepers have had an overhaul. New animations by World Cup hero Tim Howard and new AI should help the games get that little bit more juicy in the goal mouth… I’m never saying that again. The annoying thing is that America gets the game before the EU. Sorry Americans, I know you like it but it isn’t your sport as much as it is here and I don’t see why you have to get it early.

THE SIMS 4! Complete with Death coming to take dead people away. Death who looks like he came dressed from an Assassins Creed cosplay. Of course the game looks great and we were treated to a very long partially ad-libbed demo (Angela Merkel selfie anyone?) but it is The Sims. We know exactly what we’re getting. Cool social mechanics for the characters and the building options now can drag and drop whole rooms which is cool. Lots of fun customisation tools and no doubt a ream of DLC to last for the next five years. Fun, but lets move along please.

If 2013 was the year of too many Candy Crush-a likes then 2014 will be known for the abundance of MOBA. Dawngate is the new offering for the top down tactical destruction category that is taking the internet and competitive gaming by storm. I’d argue with how many we have that are also free to play, and now with Smite coming to console, if we really need this. I certainly saw a lot of people playing it after so maybe it will have more legs than I’m giving it right now.

Bioware not only gave us Dragon Age, but some new expanded content for Star Wars: The Old Republic (is the community still that jazzed for it after 4 years?) and finally their new IP. Console owners, go home. It’s PC time with Shadow Realms, a title seemingly made up of cool sounding Dungeons and Dragons areas. The comparisons don’t stop there as the game is a modern fantasy MMORPG where it’s four players verses one player as the bad guy. Think D&D (Think Evolve?). It looks like it could be cool and will be going in to a closed beta next month so sign up now.

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After the disappointment of Battlefield Hardline post-E3, this reveal could not be more different. In fact it is worlds apart from the beta we all played both in style and visuals. I heard a lot of Far Cry comparisons and the game is certainly trying to take itself away from the CoD competing big open battlefield stuff that it is used to. Very much walking down tight corridor stuff at times to be precise. But it looked very good and the focus on non-lethal adds a new dimension to the game. You can see its inspiration from modern television in the setting (big desert like Breaking Bad-esque areas) and the story whilst a bit hammy certainly goes in with the rebirth of the action hero. Lots to get excited about for next year and another beta will happen.

Do you have any thoughts on EA’s showcase at GamesCom 2014? Why not leave a comment on Facebook or tweet us @thegamejar and let us know.

[author]

Xbox Report – GamesCom 2014

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It’s that time of year again where the post-E3 glow has faded and another mid-summer pep up is needed to remind you to spend your Autumn cash. However before we go in to anything, I feel that, given the fallout from earlier, a glossary is needed for your understanding. So here we go:

Exclusive: A game or DLC that is only available on one console.

Timed Exclusive: A game or DLC that is available on one console for a period of time before being released to other consoles/platforms.

First on Console: A game that may already be out on other platforms but will appear on this console first, before others, with a time not determined.


 

So here is the big news of the day:

Rise of the Tomb Raider, the sequel to the incredibly well received Tomb Raider reboot of 2012 and the definitive Next-Gen editions, will be an Xbox exclusive. You might well have already seen the meltdown that this has caused on social networks and a fairly glib press release from Crystal Dynamics as to their reasons why. The facts are this: Sony’s twenty year relationship with heroine Lara Croft is at an end. The numbers we are assured add up, despite 10 million PS4’s being sold and supposedly outselling the Xbox One 3:1 along with the previous game outselling on PS4 2:1. I’m sure more will come over the coming months to explain what is seen as a very corporate and business based move.

Xbox One - WhiteSecondly is the big news on console packages that are being released. FIFA 15 will come with a console package as will, curiously, Sunset Overdrive with an exclusive white console. These are the standard Xbox One’s compared to the package shipping with Call of Duty Advanced Warfare.

So far, you’d be forgiven for thinking that the new Call of Duty was an Xbox One exclusive. It’s not but the communications certainly feel that way both in magazines and in the press. The timed exclusivity of DLC for Xbox is the only thing about the game that is completely Xbox for the time being. However the new package of a custom skinned Xbox and a digital version of the Day Zero edition along with a custom pad and (this is the big unit shifter) a 1TB (read that TERRABYTE) hard drive. That is actually a pretty sweet package and the single player gameplay footage looked very good. You may have many comparisons already but none of your games have Jason Statham sound-a-likes saying “bastards” after the Golden Gate Bridge is reduced to rubble.

In fact that swear made me note how the trailer for Sunset Overdrive was censored for saying ass. The console package is a strange one for this exclusive as there is an uncertainty about the game, if it is as good as it promises to be and if Xbox are putting way too many eggs in their basket. It looks very colourful, crazy and anarchic. But so did Brink… Remember Brink?

Of course you want to know about Halo and what we learned. Well, not much that we didn’t already know. We got to see some excellent footage running at a slightly weird 60 fps (weird as I’m so used to not seeing that in a Halo game) and that the new Netflix-esque Halo Channel (a newer sibling of Halo Waypoint) will give us exclusive game reward based content, social experiences and a whole lot more, including of course Halo Guardians.

The best news though is that the silence has broken over Quantum Break. Ever the coolest dude on planet earth, Sam Lake graced the stage and presented a time-bending third person action adventure where you can manipulate your world to your advantage in an effort to fix time, which has been broken by a big mean corporate baddy. Think the bullet time mechanics of Max Payne, or the Lucasarts game Fracture or Sierra’s Timeshift, with a story kind of like The Philadelphia Experiement (younger readers may need to search that one) that meets Quantum Leap/Sliders. But it looks pretty cool, even if we aren’t entirely sure why.

Fable Legends gave us a peek into the eye of evil, allowing us to play as THE bad guy, as opposed to playing a guy making evil choices. Forza Horizon 2 looked and played like a glossy Need for Speed Rivals cum Burnout with a bigger car set. Infact they also released the first ever Rolls Royce for a racing game and the new Formula E Renault Spark car for Forza 5 for free download, the latter of which is actually sitting in front of me in reality.

The casual mentions of Grand Theft Auto 5 were there along with a load of exclusive footballers for FIFA 15’s legends in Ultimate Team. Presented by Peter Schmeichel who effortlessly picked himself and his countrymen, the Laudrup brothers. The new mode has the England legends of Sir Bobby Moore and Alan Shearer along with Irish man mountain Roy Keane and Jay-Jay Okocha… Yes, you read that right.

The big kudos has to go to ID@Xbox, the indie game division. Because the line up for that is outstanding. All of these will be first on console (see your glossary) and include such big hitters as Plague Inc. Goat Simulator, Smite, Speed Runners (that should be excellent on consoles) and the fantastic Space Engineers. All of which have lit up steam and YouTube for the past year. There’s also Fruit Ninja Kinect 2, Frontier’s exclusive SteamRide (a Rollercoaster Tycoon/PAIN hybrid) which is an interesting development given the big IP that Frontier currently have that has been touted to grace consoles in future, and the very very quaint and exciting prison RPG The Escapists from Team 17, who will also be giving their back catalogue to the Xbox. Another indie exclusive is the beautiful art platformer Ori and the Blind Forest for which will also come to PC with its Trine/Child of Light-esque visuals and reality warping puzzles. Very pretty.

Down on the floor I got to get a hands on with Call of Duty, Halo 2, Forza Horizon 2, Minecraft Xbox One edition and Dying light along with some lovely demonstration gameplay of everything else. Keep your eyes peeled to TheGameJar and our twitter feeds throughout the week.

We got to see some videos of other games which were certainly interesting but not exclusive. The big story here though is the massive coup, if you want to call it that of snagging Tomb Raider away from what’s seen as its rightful home, new consoles and a great batch of indie games. The console maybe be statistically falling in sales to the PS4 but don’t count out the Xbox One yet. There is life and that life does indeed look very exciting.

[author]

The Illusion of Choice

Choice (noun):

1. An act of choosing.
2. The right or ability to choose
3. A range from which to choose.
4. Something chosen

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Illusion (noun):

1. A false idea or belief.
2. A thing that seems to be something it is not.

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The illusion of choice is something that gaming truly thrives upon. Open world genre is a specialist of following through with that illusion. But I will come on to that with more detail. What do I mean by this statement?

Well the word definition above from the Oxford English Dictionary would suggest that in gaming terms I mean it is the false idea or belief that you have the right or ability to choose.

Gaming is built on this very illusion and sometimes, only sometimes, a game comes along that is clever enough to address it. Most times, we don’t even think about it or very occasionally the game surprises us by blatantly providing the illusion.

gta4Grand Theft Auto 4 is my first example of the latter. Of course Grand Theft Auto 5 is littered by choices but its predecessor provides the best example of the illusion. The final mission is a consequence of the choice you make before shortly before. But this choice is an illusion. The character may change that is affected by this choice and the end game of this might be slightly different as to who is still available to socalise with, but essentially, exactly the same thing happens.

A character close to Niko’s life dies at the hands of a betrayl starting a multi layered end mission filled of gun blazing revenge. It is essentially the same drama and this later choice isn’t really a choice that changes anything in the game except who dies. Arguably the dramatic choice is the revenge on Dimitri rather than Jimmy but the outcome is the exactly the same.

So the choice that you make at that later stage is in fact an illusion because you’re not really choosing anything except death and before that, you have no knowledge that the choice defines who dies.

That may sound like I’m clutching at straws but if that decision was placed earlier in the game and the story went on a different tangent of associates depending on that choice then I would be more convinced that it is a choice. Compare it to Grand Theft Auto 5 where your final choice redefines your accessibility to the world and the characters reactions to you.

fallout 3 1Games like the Elder Scrolls and Fallout present you with the massive illusion of choice. It is possible to survive in the world and just live in it without completing a single mission. Of course it severely limits your ability to enjoy the game and eventually you will have to succumb to completing missions so that you can buy things, survive and defend yourself. Which is where the illusion comes in. You are presented with a completely free world open to wherever you want to go. However eventually, you will have to do something that the game intends you to do. You have a lot of choice as to how and when you go about it (apart from Fallout 3’s ending stopping your game).

For example a friend of mine booted up Oblivion on his brother’s computer. Never played it before and after the prison escape, he walked around, found a cool looking gate and when through. What then happened was that he completed the Shivering Isle add on, completely unaware that it was such and hadn’t even touched the main story and to my knowledge still hasn’t. Whilst there has been a choice the game still drive you to complete its missions regardless of how linear it isn’t.

Watch_Dogs on the other hand has practically zero choice. You go through the game in an incredibly linear fashion and you have very little to do in the end game except collecting things. It is in a way antithetical to the genre as there is so little that you can do, compared to other examples in the genre. Alan Wake for example and many other games will force a repeat play through to find the things that you’ve missed which is fun sometimes because you get to relive the bits that you enjoyed and pay more attention to the world around you. These games, first person shooters especially, of course do not even bother with the illusion of choice…

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Except one. Bioshock.

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Bioshock Infinite Burial At Sea 1 featMuch has been written and lauded about the genre defining moment in which that you have been the willing pawn in a sick and twisted game. I mean you specifically, not your character. The universe of this franchise eventually ends completely destroying any illusion of choice by bringing the world into an infinite paradox. But its stand out moment way back in Rapture fully broke the fourth wall and opened up the illusion of choice in both story and gaming mechanics. It’s an amazing moment with some far reaching dramatic consequences. But it is also video gaming’s Magic circle moment where the tricks where shown and explained.

I’ve spent a good hour or so writing these thoughts on choice and I’m completely glossing over lots of games, moments and gaming theory. But I’m stuck trying to think if I can think of a game that is truly free of this illusion. Minecraft instantly comes to mind along with its building contemporaries like Terraria, Starbound and the like. Maybe some city builders too, although games like Sim City and its younger contemporaries still don’t feel completely free of direction. But one game I think really takes away all notion of illusion is a strategy giant.

If I can think of one game that completely rewards your choices, and punishes them too, gives you objectives only and leaves you to the devices of its AI and allow you to glory or failure. That game is Civilization. Arguably the mark of any good strategy game is one that gives you that illusion of your own choice and consequence to succeed how you want to and any iteration of Sid Meier’s classic franchise gives you the option to dispense of the scenario based win and allow you to sink hours and hours in to your choices. It, along with Minecraft maybe, answers as an opposite to the earlier supposition.

[author]

How I Survived The Steam Summer Sale On A Mac

… I didn’t

So in case you didn’t know, I don’t have a PC. Well I have a PC I can use but I am an iMac user. In fact my decision to go to Apple computers was partly because I get too distracted by gaming on a PC to be productive. So how exactly did I manage to succumb to the wallet emptying frenzy of the Steam summer sale?

Well indie gaming played a big part of that. There are also some games that I have in preparation for them to come to Mac. But Steams support of the platform is growing very quickly. So here’s a quick list of what I managed to buy during the sale and a tiny bit before it too.


 

  • the walking dead 203 2Amnesia: A Machine for Pigs
  • Amnesia: The Dark Descent
  • Counter-Strike (including source, GO, etc)
  • Endless Space
  • Goat Simulator
  • Kill Fun Yeah (gifted)
  • candles amnesia 1Noir Syndrome
  • Octodad: Dadliest Catch
  • Pixel Piracy
  • Super Meat Boy
  • Tomb Raider
  • The Walking Dead
  • goat simulator trailerThe Walking Dead: Season Two
  • The Witcher: Enhanced Edition
  • The Witcher 2: Assassins of Kings Enhanced

 

For a platform that doesn’t have a lot of gaming, I think that’s a very good haul. Tomb Raider is the only disappointment because I need OSX Mavericks to run it and I really don’t want to upgrade yet. But it was £2? And it stopped me getting the enhanced PS4 edition so I’m ok with that.

But, there were a few PC stragglers that I got too, partly because I’m sure they will come on Mac at some point. Those were Alan Wake/Alan Wake’s American Nightmare and Banished.

So despite having a non-gaming machine I still managed to get eighteen games. EIGHTEEN! If I had a PC you can imagine that I would have gone hambone on the finances.

The steam summer sale every year is met with fear and trepidation for ones financial wellbeing. Let’s be honest as well, the next generation of gaming is unlikely to fully hit us for another three months, maybe longer? So it makes sense to buy a heap load of games that I don’t actually have time to play.

the walking dead season 2 4The Black Friday-esque hysteria that gamers go through every time this happens is great. You can almost feel the shame dripping from the Facebook posts, Twitter updates and the like, of people who have realised they have a problem… I have a problem.

In all honesty I came in to the sale like a fully researched shopper. I wanted three of the games I actually purchased. Only three. Those were The Walking Dead games and Goat Simulator. Because the latter was finally Mac ready and the formers, well I don’t need an excuse to get those.

But I do find it interesting that I’m still buying games that I kind of had no intention of playing just because they looked okay and were at a decent price. A friend of mine text me saying he’d always wanted to play The Witcher because it looked interesting. I now own two of them. Endless Space was a nice looking game in the screenshots and the trailer, so I got it. Super Meat Boy was fun to watch and I imagine immensely frustrating to play. Pixel Piracy may have some sea legs behind it and Octodad has eight of those sea legs.

So looking back… I’ve mugged myself off quite successfully really and that is fantastic for gaming. I might have spent about £35-£45 all in all but I got a lot out of it, despite being a Mac gamer and arguably I got very good games out of it.

tomb raider 2Which is why it is sad that my best and favorite sale purchase didn’t come from Steam but from Xbox Live over the same period. That was Sonic Generations. What an excellently fun game that is!

The thing is with gaming, I find myself looking at co-op games more and more now, especially as more of my friends are separated by distance and family commitments that remote gaming is far more important and we still want to share the joy of a game. I don’t mean the kill all the noobs sharing but the working together sharing. And the increase of games on the Mac and the Steam sale combined really does start to link my PC playing friends and me closer together.

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All I need now is for GOG to hurry up and make the Rollercoaster Tycoon and Heroes of Might and Magic series available for Mac and I’m sorted.

[author]

Alan Wake – Returning to Bright Falls

alan wake 3

Every six months this happens to me. Pretty much like clockwork in fact. Everyone has their go-to game that they pick up and play again; in fact everyone probably has several. I myself have several but this one game in particular keeps surging itself back in to my psyche like the darkness in it is making me one of the Taken.

Maybe its because I am a writer by occupation and am often enthralled by Stephen King. His book “On Writing” is possibly one of the greatest self-help/autobiography/training manuals on writing out there and I implore anyone to read it, writer, fan or otherwise. Alan Wake somehow finds that element in me that King and others evoke to pure enjoyment and amazement at their craft.

There is something very multi faceted about Wake as a character that draws me to him, although you could be forgiven for missing it. Sam Lake’s character creation is a good lesson of how to embrace the cliché and go running with it. Max Payne is a very obvious one, the self-destructive cop/former cop, driven by remorse, self-loathing, painkillers and booze. His inner monologue reads like some of the most prevalent pulp characters. Wake is different in how he is driven by anger, frustration, impatience and hubris, which ultimately disguises his own self-loathing, his fears and his nightmares, especially so early in his inability to protect Alice because of his temperament.

alan wake 1In literature terms, we would call Alan Wake a product of intertextuality, something you could also say of Grand Theft Auto: Vice City and even Max Payne. It is a piece of work that takes elements from other previous works and is directly inspired by them. Not copying at all but certainly Alan Wake feels like an homage.

The tropes of things seen to be evil but aren’t, messages hidden in plain sight, memory loss, fear of the dark, clinics, backwater towns… Twin Peaks and its surreal setting and happenings play a big part in the inspiration of the game. As big a part as Scarface and Miami Vice does for Vice City and it’s so enjoyable because of it. But not overbearingly in to a complete copy or pastiche of it, like Vice City effectively is. The setting especially brings more to Alan Wake than a setting does to most games.

Mainly because even four years on, using the Xbox 360, it still feels beautifully atmospheric and seeing the visuals in the PC version it is even better. Sure there’s a few niggles with the characters face animations but given you spend 90% of your time in a third person over the shoulder view, it’s very excusable.

Bright Falls has that magical sense about it that keeps you returning to a game environment. It is beautiful and scary. The decision to scale back from the original open-world intention is one to be lauded as you could see how the element of limited exploration heightens the suspense.

Being a regular consumer of boxsets, Netflix or otherwise, the game’s episodic format is especially refreshing and definitely one that works for the type of game it is. The cliffhanging suspense, the cinematic moments and the beautifully soundtrack and original score lifts this game above the more resource gather shoot and run style horror games that occupy most of the genre. You feel like you’re taking it at the right pace, whether or not you actually are. You get that feeling that it’s ok to put it down, go make a coffee and do some actual work. You’ve reached a natural point to stop and resume another time… You don’t actually do that but you get that feeling.

So why am I writing about my love for a four year old game? Well, and let’s excuse American Nightmare from this equation for a moment (it was a nice enough game which embellished the story of Wake’s inner battle, if not a bit repetitive), it really deserves a sequel. A sequel it is sadly not going to get. As Sam Lake himself said in a recent interview with Polygon, Alan Wake was not profitable enough to justify making a second, especially with it being next-gen and with Quantum Break being Remedy’s primary focus.

However I could see a time, given that the Microsoft exclusivity deal on it has surely or will surely run out rather soon, that a sequel could be touted and crowdfunded. There is enough die hard Wake fans that it could happen and we definitely want to explore the ocean that Wake is trapped in a little more. We’ve read the novelisation (and by the way, kudos on the strategy guide that reads like a book. It really reminds me of good old school game manuals that had care and artistic impression in them), and we are hungry for more.

alan wake 2

Sadly that doesn’t look like it will happen and whilst Max Payne 3, despite the lack of Remedy’s involvement, satiated our appetite for their archetypical droll characters it didn’t relieve the fear of the dark for us Wake fans.

The scary dark nightmare we played through that makes up Alan Wake’s novel ‘Departure’ got us to sit up, get excited and take note of how horror and thriller genres aren’t just the realm of indie games or Japanese franchises. I hope sometime soon we get to play through its sequel ‘Return.’ Until then, back in to Bright Falls I will go.

Do you have fond memories of Alan Wake? Why don’t you discuss them here, on Facebook or via Twitter.

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