Fallout 4 – Review

Fallout 4’s greatest strength is also at times its greatest weakness, which can be summed up/forgiven/excused/berated (delete as appropriate to your preference on this) as “being a Bethesda game.” Even since the initial reviews came out and having talked with many people about this, it has become a bit of a Marmite subject in that you love this or hate this. But to make such an arguably condescending phrase for the game really shadows some of the problems the game has and, equally so, hides some of the best things that Bethesda Games studio has done with this entry to the Fallout franchise.

Fallout 4 moves the action of the post-apocalyptic America to Boston, giving us a world where lots of scorched woodland areas and small satellite villages surround the massive city. It is incredibly huge and I know I missed places in my run that I’d seen in videos online, so it is entirely possible for you to miss places, no matter how dedicated you are to exploring the landscape.

It is a rather beautiful landscape, even if it is borne of destruction. There’s something about the desolation of society’s constructions, mixed with reclamation by nature, which is wonderful but hard to pull off. There are times that the scope is too much for the game and concessions are made with lower resolution textures and occasional lag in the texture streaming. This becomes a lot more evident in the built up areas but there is a lot more going on that takes your attention away from the obvious issues.

The video you see above (don’t worry, no spoilers) is the wonderful Andy Kelly of PC Gamer fame (@ultrabrilliant) and his award winning Other Places series, showing you the first area of the game and how wonderfully it highlights the sense of desperation the game evokes. This is down to a multitude of things that the Bethesda Game engine does very well. The colour palette is wonderfully vibrant and dour, capturing both the positivity of the pre-war age and the decay of the post-war world. This is apparent all throughout the world in larger historical structures or even the smaller pop-up shack communities you encounter. The grass and the ground is arid, dying but not quite dead, along with the concrete blending in with its cracked and broken roads and fallen structures. Nothing ever feels like it’s the same but it’s all disorientating enough to make you think you might have been there before, really helping with the need for exploration. The lighting doesn’t do a lot compared to other RPG visual feasts but it doesn’t need to when the morning fog rolls in, or the dark electrical storm shades the sky and your immediate vision in hues of murky brownish green.

The problem with this and the design of the world and the buildings is that it doesn’t feel very human, or it feels too tied to the more angular, broken edge feel that the last generation of Fallout games had. At times the apocalypse seems to have abandoned all curvature and the more you play, the more you feel this is down to the game design and engine rather than artistic choice. The draw distance as well, with the graphical issues of texture pop in can sometimes take you out of the fantasy and into the frustration of loading. In the actual menu screen there’s one low-resolution stretched texture, and it’s obvious and sticks out like a sore thumb.

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Once you move in to the world and explore, along with your now voiced character, you get to meet the typical people you’ve come to expect from the franchise, those being the deliciously maniacal, the weaselly, the addicted, the persevering, the cynical and the violent. These people of the Commonwealth live and die by your actions, and your assumption of responsibilities. Whether it is by building a settlement, defending one for the Minutemen or making yourself a made person in some of the bigger city communities. All of the people have interesting stories and need you to do interesting things for them that will put you in mortal danger, and at times it can feel like an over reliance on the fetch quest or clearing an area of nasty things. But it also feels, more importantly, like you aren’t really in control of your character, even when the decisions on loyalties, allegiances and betrayals come to distort your moral compass.

You might find abandoning your RPG play through of the game until you’ve done it at least once to be a good idea. For long periods of the game there is much more of a focus on the gunplay and action/adventure style than there is on interacting with the world in a unique way. One of the things that the old games were great for and has been much lauded and celebrated was the freedom in how you play and approach the world with your character, like Jake Tucker’s great piece on being a cannibal in New Vegas highlights. If anything, this game suffers from two things in the story and character interaction. Firstly, it’s entirely possibly that we’ve over eulogised the previous games and were expecting, with the voice and the better speech choice system, a new advancement to the freedom we want to have. Secondly, the story and the way the narrative is constructed really limits your choices as to what you can do, at least for the initial run.

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What do I mean by this? My example in Fallout 3 is that you are a young man just going out in the world looking for your Dad, a feat that you probably didn’t expect to actually complete, therefore you can do what you want. In New Vegas you were a nameless courier who is shot and has only the drive to find out who shot you and get revenge, therefore you can do what you want. In Fallout 4 there’s a central event that drives your character that is very human and informs that relation you have to your character. It’s incredibly hard to make your character do all the bad, evil, good, charitable things you might want them to do because the human instinct to resolve the game’s central plot stops you from really doing it. It’s hard to explain it without spoiling the story, but initially it isn’t the RPG you’re probably expecting.

When it comes to customisation though, I have three minor problems. There should be a higher camera when it comes to building the settlements so you get a better look at what you’re building. There should be a bit more of forgiveness for being over encumbered, especially as scavenging for junk now has a practical purpose, like allowing a fast travel to a local location or something. I also want to be able to wear armour whilst wearing any type of underclothes like a suit. That’s my only feedback for things I want, everything else is a great and welcome addition. Whilst the settlement construction options aren’t massive, they are excellent as a side distraction, compared to the side quests available before in previous games for escapism. There are some rather excellent ways to adjust your guns and armour, and all of these things require a smart and well educated use of the new levelling and perk system, which is simplified and much more succinct in its practical uses. But it’s because of these things that I am really excited for the mod function to become available for the console iterations of the game.

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The games issues don’t stop with the textures, or the story, or the ancillary questing being very focused on a simple fetch or kill target. There are big frame rate issues on the console during battles thanks to the overload of AI and particles, and occasionally in areas where the build up of buildings and items can lag the game down from a mostly consistent 30fps to a lot lower. Obviously the PC users don’t have that problem but it is rather annoying and can hopefully be worked in with various patching and optimisation.

But the more time you spend with the game, its quirks, its characters and its environment, the more you forgive it its faults. In a way this is the closest you’ll get to experience Stockholm Syndrome with a game. You’ll lose hours of your life and you’ll see something in the game design and construction that will make you think that the game hasn’t come on as much you would have hoped or expected in the eight years since Fallout 3 or the five since New Vegas. But then you’ll carry on, going to the next area, wanting to find where the hell Dogmeat has got to now, and you just can’t leave it. You shouldn’t be enjoying it, everything about you is saying you should stop, but you can’t.

The biggest problem with the game is the expectation, that we didn’t know we had until the game was announced, hasn’t really been matched once we got it in our hands. But much like the other iterations, it’s the repeat play, it’s the exploration and it’s the ability to have a new experience every time you start a new game that will forgive the technical limitations, even if you don’t feel it the first few hours that you play. You can say that all of this is what Bethesda does and that “it’s a Bethesda game,” but in truth it is both Fallout’s greatest weakness and also its greatest strength.

Summary

Fallout 4 might not be the game you’ve been expecting or hoping for. There’s a definite problem in that the scope of the game isn’t realised in the technical ability of the console, at least without further patches or optimisation. As such, the controls, the feel and the general atmosphere of the game feels like the last games and by association, last generation. But in truth, we wanted more of the same but better to look at, better to control and with more things to do, and that’s exactly what we’ve got.

Good Points

  • Amazing, large world
  • The new weapon modification and settlement building is a great addition
  • So vast that you’ll need several play throughs to fully experience it

Bad Points

  • Graphics and frame rate are disappointing
  • The game feels more action/adventure than RPG at times
  • The story can sometimes feel limiting to your role playing freedom

Why a 7.5?

The hangover from the previous games is most evident in that the graphical optimisation is pretty bad at times with texture pop-in lags and frame rate drops. Plus the experience you get from it isn’t really the same as you might have had previously, and might be a bit too action focused in places compared to previous games. But it is great and much more rewarding once you’ve got in to it and play it again the way you want to. There’s lots to learn and relearn but the story and the technical issues the console versions face can sour the experience.

 

This review is based on the PS4 and Xbox One versions of the game.

 

 

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Star Wars Battlefront – Review

From the 17th to 19th Centuries, Nostalgia was thought of as a disease. If that’s the case then Star Wars is an epidemic. There isn’t a childhood memory amongst us that doesn’t involve Star Wars in some way, even if you aren’t a fan and your best mate over hyped it. But what’s incredible is that for many of us born before the late 90s, our fascination, our love, our passion and a canon of books, games, cartoons and toys all came from only 6 hours and 39 minutes of source material.

I point this out because Star Wars Battlefront takes from that time, at least in the core version before DLC. So when it comes to content that you can enjoy and play, the selections are limited. This has been well known and discussed. The majority of the mostly Online only game comes from the original movies experience and includes such levels as Hoth, Tattooine, Endor and the once mentioned Sullust (It has been mentioned in two movies but was cut from A New Hope, and has since been established in to the wider video game cannon).

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That’s not necessarily a bad thing but the lack of a cohesive narrative campaign doesn’t really give you an introduction to the levels or at what part of the story you enter them. Of course you already know so that’s not an issue, it’s Star Wars, everyone knows. But there’s a certain arrogance in that mindset and the game gives you the levels and just says “there you go, shoot everything.” I think that’s why I’m a little annoyed at the lack of a “story” mode, for want of a more descriptive emotional word. But in some ways the game is better for it. It doesn’t have that corny attachment to a certain sequence of events and is in many ways given more freedom to express the gameplay without the need to pick sides.

Which is what really should be the champion here because Battlefront is the best Battlefield game I’ve played. I have to admit that my earlier issues and problems with the game, the engine and the style are mostly unfounded. I’ve played the PS4 version but if the Xbox One release is anything like the beta was then I’m sure its visually awesome. The technical specs are that the Xbox is doing 720p, the PS4 900p, much like Battlefield 4, DICE’s last outing. But the main thing here is that they’ve refined the experience now so that they can achieve the 60fps they desired (with the occasional dip) and have the gameplay experience as close to the PC as is technically possible on these consoles. Which is a terrific achievement but it does show that the Frostbite Engine is definitely a powerful beast that requires much taming.

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The level design is not your average FPS level. Yes it has the various required elements but it is rather constricted by the source material and the size needed for the scale of the battles. As such, we get incredible lush foliage and startling snow, but we do lose a bit of a competitive edge when playing. Sullust on Walker Assault ends up with two or three flash points that are death funnels and the scale of the height means that vehicle play can be a tricky exercise in not accidentally dive-bombing into the arse of your own AT-AT.

The thing is that it doesn’t bother me and unless you are a serious, almost competitive level PC FPS player then it shouldn’t bother you at all either. What Star Wars Battlefront has nailed is the casual element of picking up, playing, having fun, putting down and returning in a few days time when you get the itch again. It’s not a constant must play-shoot-unlock guns-level up affair that so many others are and, quite honestly that will irk some players. But it does mean that it’s a game that won’t just jump off in to levels of frustrating play against people far more powerful than you. In this regard, its very nicely balanced with a small range of weapons and grenade/special gun loadouts that best serve you rather than being ridiculously overpowered.

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In fact, the only thing that does make the game unbalanced in places is the level design in certain game modes, although that really depends on how the rest of your team do, as you might have found out if you played the beta. The best way to play this of course is with friends and the co-op wave modes are great and frustrating fun, even on local split screen and the drop to 30fps. But it harkens back to the days where AI wave games were basic and fun, and I honestly haven’t had as much fun in this kind of mode since Halo 3: ODST’s Firefight. The challenge of continuously using active reload is great and the whole gun play feels as loose and wild as the movies have always portrayed.

The other problems come from a lack of spaces and map choices. Each map for each type of game does feel suitably different given the same location but it still can get a bit predictable after the tenth go around. Sullust in particular comes up way to much and doesn’t really offer a lot in enjoyment either, and it is totally a homage to the various locals from the prequels they couldn’t do (think Geonosis and Mustafar). This could have been a problem in taking the cue from the original movies as it really limits the actual planet surfaces you can use. Although who wouldn’t have loved some modes in Cloud City or even inside Jabba’s Palace.

But the veneer of Star Wars is what will entice you to this game. Not even the music but the overall atmospheric, despite some naff voice work here and there. It’s the clean and easily relatable gloss that the franchise has the power to do. But what that actually takes away from slightly is how good the base game is underneath it. I don’t know if it’s that both serve the other very well, or even if the modes would work as well without the franchise, but the marriage of both has made an excellent experience. Take away the franchise and the title and DICE have done something very good by giving us a game that is a “return to basics” simple multiplayer game and it excels because of that.

Summary

Star Wars Battlefront provides the best, the easiest and the most accessible pick-up-and-play multiplayer shooting experience on this generation of consoles. Its simplicity is enhanced by its smoothness and by really good optimisation of the Frostbite engine. This isn’t a big competitive Call of Duty type game, and that will put a lot of people off, most notably on PC. It is a video game for genre fans who might not really be as hardcore as most FPS fans and if you are the latter, you’ll see why you need to play it in moderation. The lack of a story mode and maps, along with some occasionally too open level design is the only criticism in an otherwise great casual shooter.

Good Points

  • Easy pick up and play
  • Looks beautiful
  • It’s Star Wars

Bad Points

  • It doesn’t have much to offer hardcore FPS players
  • Lack of maps, or held content for DLC
  • Some of the levels aren’t that well designed

Why an 8?

In truth this is a hard game to score because it’s such a subjective subject. Is this a good FPS game? Yes for the more casual/younger player. Is this a good Star Wars game? It looks great but in actual Star Wars content, probably not. Is it short lived? Well that entirely depends on how you play it. There are so many variables but I’m constantly being drawn to the fact that DICE have created a brilliantly accessible game in a genre that can really be dominated by die hard players and difficulty extremes and successfully whacked one of the worlds most popular and enduring franchises on it seamlessly, and still kept it fun.

 

This review is based on the PS4 version of the game.

WWE 2K16 – Review

As a wrestling fan, I feel equally as good about this year’s WWE game as I do bad about it. There has been a lot promised like a bigger roster, more creation options and just a general improvement on everything in the game. In many presentations and demonstrations we saw, this game was being referred to as “Year One”. In the minds of 2K, WWE and Yukes, this is the first game in their WWE Franchise canon. To give you some history on this, WWE ’13 was the last THQ game before the company went under and the licence was acquired by 2K. The first game, 2K14 was basically THQ’s game, engine, everything which was repackaged. It all happened rather quickly, too quickly to really change anything in the development.

So we thought WWE 2K15 would be the first true 2K experience, but the game had a lot of omissions, a few glitches here and there and just felt rather stale. Although a lot of work was put in to the graphics and in the Visual Concepts face scanning tech to get the most realistic looks they can. So when 2K16 is seen as the first true game by the company, we have to kind of put the 2K15 experience to one side and judge this game on its own merits… Right?

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Well you’ll have noticed that a lot of gamers, critics, etc. are also big wrestling fans, and as such wrestling game fans. It’s possibly a bit cliche but a lot of people will say that either WWF No Mercy or Smackdown Here Comes The Pain are still the best games. So this game, for a new generation, has a lot of work to do, which its predecessors arguably haven’t. WWE 2K16 does at least try to address a lot of the issues that the previous game had.

The gameplay is a lot smoother and after a lot of the release bugs have been patched, although it’s still very heavy on reversing at ridiculous times. It’s a very good wrestling experience with quite an intuitive control system but those controls and the gameplay are normally only let down by the mechanics behind it. For example, the tie-up in a corner animation that seems to take an age to play out, the really frustrating submission mini-game and the incredibly frustrating AI in games with multiple characters. But everything else seems pretty good. Yes there are a few instances where people can glitch through things but with so many variables at play, it’s hard to get that right at the speed which the game operates. The only problem is that it still at heart feels the same as it has for the past four years. There’s lots of little refinements and additions but the whole thing needs a ground up shakedown to move itself forward to a new generation of consoles and fans. It might be interesting to see what cues this game takes from others in the genre that are coming over the next year.

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The showcase mode is an interesting look back at the career of Stone Cold Steve Austin but it falls incredibly flat thanks to a lot of the atmosphere it tries to create. Interestingly this comes from the commentary more than anything. JR and The King are back to re-record certain parts and it’s flat, boring and lacks any of the adrenaline and excitement that the time and they conveyed. It’s made even worse by the fact that The King is 98% less toady in this commentary than he was and I wonder if it just would have been better to use archive commentary just to get back the Jerry Lawler we all loved and loathed. And I don’t think I ever recalled JR saying “Mr MACMAHHHHN” so often.

The Showcase mode also lacks a certain accuracy thanks to various licencing issues (I’m presuming) that leaves Wrestlemania 14’s Mike Tyson to be a generic guy. The whole unlockable Attitude era thing is certainly great and leads to much nostalgia but frustratingly, it has already been done as recently as WWE ’13. The unlocakble roster of that time is also frustratingly similar to that game as well. It is better than the CM Punk/Cena snore fest of last year but it is incredibly deriviate of what’s come before it, for wrestling fans anyway. My only problem visually was that I wanted the quicktime events in the showcase mode to be more apparent for PS4. Get some colour on there, please.

The roster is big, but it does seem to suffer from a lack of entertaining choices, which again is probably down to licences. But if you’re going for legends, why not put in Roddy Piper or Owen Hart (who was a big part of the Austin storyline). If you’re visiting the old WCW periods, why not put in some of those superstars like the Harlem Heat tag team, Goldberg, or the early Ron Simmons? If you’re going ECW alumni, why not Dreamer or Sandman, or even the Dudley’s (who are now under WWE legends contracts). The most criminal thing though is the lack of the women’s division, the Divas. In a year where the women have broken out and made the rest of WWE’s PG era take notice, they are almost totally absent. Whether or not this is planned for DLC, I have no idea, but if it isn’t it should be. At least four are missing that should undoubtedly be here.

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The career mode is much better than it was last year with, as promised, much greater options when it comes to creating and downloading custom made logos and wrestlers. Although the layering system is still a little clunky and doesn’t exactly give people an easy ride in making their creations, it is quite powerful once you know how to use it. But again there are a few issues with the whole system. You can’t use downloaded arenas in the exhibition mode, only in creating a new show in the WWE Universe mode – a mode that I still personally find highly inaccessible and bloated for a casual fan wanting to just make their own show.

Creation and sharing is the best part of this game. Especially when you and your friends created wrestlers can “invade” and appear in your career mode, a mode that’s been heavily refined since last years first attempt in to the 2K style we’ve all been waiting for. But, it is still very difficult to be a heel, although a lot easier than it was, and the interview cutscenes are atrocious with their lack of name use and very limited and repetitive answers. But with the creation around you, it’s very easy to get in to a career and invest time in it.

All told, WWE 2K16 does move things on from the previous year and arguably they have most of the basics down that we all wanted. What we need to see now though is a big improvement in the “reverse everything” gameplay mechanic, a bit more work on the ancillary things in career modes and most importantly, finding a way to capture the atmosphere and unpredictability that wrestling, whatever its era, has always had.

Summary

WWE 2K16 tries to break the mould of previous games by going deep in to its creation and its appreciation of one of WWE’s icons in Steve Austin’s career showcase. But it’s nothing the series, albeit not in this guise, hasn’t done before. And with a host of issues that shouldn’t be forgiven, I found myself enjoying trying to go for the belts. If you’re a fan and you’ve missed a few years then it’s worth a look, but the series needs to show further progress in improving its gameplay.

Good Points

  • Fun Showcase mode highlighting some of Steve Austin, and others, better moments.
  • Large creation options and community sharing
  • Easy to jump in and play regardless of age

Bad Points

  • There are a lot of missing bits that can spoil the experience
  • Submission minigame is utterly frustrating
  • Gameplay needs the overhaul the rest of the game is getting

Why a 6?

The game does actually have a lot of charm and enjoyment once you can get past the issues. Which is something, admittedly, that you shouldn’t need to do. But as a fan of wrestling, I’d rather have something that’s showing improvement than nothing at all. I love No Mercy and the great games we had fifteen years ago, but that was fifteen years ago. This is definitely the best 2K game and the best since WWE 13 for the wrestling experience and the career mode is fun. But it does need to move the gameplay forward and improve the whole thing, not just update in bits and pieces.

 

This review is based on the PS4 version of the game.

Christopher Brookmyre’s Bedlam – Interview

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Christopher Brookmyre’s Bedlam is now out on PC, Xbox One and PS4. You can read Andy’s review of it here, but Sean has keenly followed the game’s progress over the past year and enjoyed his time with the game and its concept. He also a massive book nerd, so we got him to chat with the author of the book and the game, Christopher Brookmyre and ask him a few questions.

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Sean Cleaver: So how did this novel turn in to a game, and how did you decide to change the protagonist’s dynamic in both forms, book and game?

Christopher Brookmyre: A lot of it was assisted by the fact it was conceived of as one thing, when I was writing the novel I’d already written the outline for the game. So I was picturing a first person perspective, which is what you do when you’re writing a novel. You genuinely are picturing how the world looks to one character at a time. But when it came to adapting it for the game, it’s all about the dialogue at that point, because you can only describe so much. Obviously the level designers bring that to life so it was all about telling the story through the things characters were going to overhear and I think it’s quite satisfying to the player instead of them being held up and forced to watch a CGI cutscene, no matter how impressive the CGI cutscene is, you still feel like this is the bit where you’re no longer interacting with the game. You’re just watching something. I think it’s far more satisfying to the player if they are overhearing things. And not everything they overhear is necessarily relevant. I think that’s sometimes the trick, to give texture and detail to the dialogue to create characters but really kind of drip feed the clues as to what’s going on. The fun part with that was creating a character like Heather (Athena) and making her vulnerable and yet confident in herself at times. So it was a great vehicle for creative swearing, very, very well brought to life by Kirsty Strain.

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SC: That’s another interesting dynamic as you’ve got some of the cast of comedy show Burnistoun to voice the characters in the game, adding this very Scottish nuance to the vocal performances. How did that come about and how did you decide to change the lead character from the book in Ross Baker, to Athena in the game?

CB: I suppose the first stage was having decided to have a new protagonist. Having quite early on in the development we discussed how we didn’t want you to play as Ross Baker because I think if you’re playing as a character who’s story has already been told effectively, I think that kind of takes you out of it a wee bit, you like to think it’s you doing it. The point of reference we had very early on was how exciting it was when you played Half Life’s Opposing Force expansion pack when you occasional catch a glimpse of Gordon Freeman who you played as before but you see that he’s still out there. And we thought that would be exciting for anyone who read the book to be in the same universe as the book and that Ross Baker would be in there too and you’d be trying to catch up to him. We thought it would be better if you felt like you were telling your own story. And I didn’t want to just create a whole new character, because I thought that would essentially be creating Ross Baker with a different name, so that’s why I thought I’d make it a woman and that will give me as a writer a whole new impetuous. The novel and the game is an affectionate pastiche of tropes and conventions of video games. So to make it from a female point of view gave it a whole new dimension for me. So I wrote it all out and I had great fun with it but at that point, I didn’t know who was going to play the character.

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I’d done some stuff on stage with Rob Florence. he was creating a section of the Glasgow film festival and he did a video game event with guests on stage, and we talked about the game. And every so often he’d get in touch and ask how it was going and how it was developing. It was one of those lightbulb moments and I thought “why don’t I ask him if he wants to do the voice?” And then when I thought about that, I thought what about Kirsty Strain? The thing that struck me was that these were people that did Sketch Comedy and in that you have to create many different characters. So I thought they’d be ideal for doing Bedlam because they might have to voice a few characters. As it happened they didn’t so much. Kirsty does a few other voices in there, but when you’ve got characters that you’re going to hear a lot of, you don’t want them to do too many voices.

We had a fantastic time doing it because it was one long day in a studio in Glasgow. Kirsty wasn’t quite as well versed in gaming so I would sometimes have to explain what it was that her character was reacting to or why she was saying it in the way she was saying it, but she just brought such qualities of vulnerability and charm to it that she nailed her lines. And in the afternoon that day when Robert was in we absolutely battered through that recording, and he at one point stopped me and said “are you not going to give me any direction?”, but because he’s so well versed in games culture he knew exactly what he was doing with every line, he was nailing every line first time. But that was a fantastic experience for me and almost every other voice in the game apart from those two is me, because we obviously didn’t have the budget for a massive cast. One of the god like voices you hear at some point in the Real Time Strategy world in the story is voiced by Harvey Summers who did the music and sound design for the game. But almost everyone else is me with various clever sound effects so it doesn’t all sound like me.

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SC: Of course the biggest thing in this is that you’re a gamer, so what kind of games are you playing now?

CB: The whole project was like a big love letter to games down the years. I can’t lay claim to being such a big gamer now in recent years, I know it sounds terribly grown up but I’ve just been so busy doing various novels and actually working on the game and everything that goes with it. But my son’s a big gamer so most of my gaming is done vicariously over his shoulder. Which means I do stay up to date with what’s going on but I don’t get to play as much. But I was hugely involved in the early, what I regard as pioneering, days of online gaming culture in the UK. I played in clans for Quake 2 and Quake 3. I’ve written about it quite a bit and what really appealed to me as a project was that I could really just write about the things I love. That’s something I’ve tried to do with lots of my books, is write something I’m passionate about.

I’m getting to see it but my son has his PC in the same room as mine. So I see what he’s playing but I’m really not getting to play much at all these days. Every so often there will be a gap in the schedule so I get to play something. So I played Alien Isolation, or cupboard simulator as I started to think of it, and that was terrifying. I think my glory days are brought out in the novel. Anyone who knows games will be able to see there’s a point at which whoever wrote this has ceased to evolve. Which is why there is very much an emphasis on the late 90s and early 2000s shooters in there. But I’m fascinated by what I do see and how much more sophisticated the games are able to get, and in that I suppose I’m talking about open-world games and RPGs. What amuses me about the FPS, as Bedlam is very much about the evolution of the FPS and it’s evolved in a lot of ways but there’s a lot of ways that it hasn’t evolved at all. I mean the gameplay dynamic of Doom is still in there and whatever FPS comes out next.

SC: So now you’ve seen it all brought to virtual life, what’s your favourite level in the game?

CB: Oh!, Well… I played a lot of the early levels far more because of how the early access structure allowed me to go through them. But for me the one I like the most is the Planetfire, the second of the Planetfire levels was kind of up in the clouds, because I like if anything for me it sums up what we were trying to do with the game, it’s that you’re in this quite modern looking, quite comparatively polished in terms of the graphics, and I loved the level design but most importantly, you’re being strafed by a sort of voxellated, pixellated 3D version of a 2D arcade game Defender type ship. So that to me is what we were trying to do, it’s as if something escaped from one game in to another. So being strafed by this Defender 2D thing whilst running around in a far more futuristic looking shooter, that I think there’s something quite elegant about that level so I really kind of like it.

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PES 2016 – Review

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I’m just going to come out and say this straight up. PES 2016 is the best football game in years. It’s definitely the best football game of the past five years and definitely the best on this current generation of consoles. Is it the best ever? No, but that’s not because of anything the game does, more of the times we live in and I’ll tell you for why.

Before playing the game for review I was lucky enough to play it twice, once at Gamescom and once at an event in London and the passion in the rooms for this return to form was evident. And as a football cliche, “return to form” has appeared a lot in regards of PES 2016 chatter, because it truly has. The game is going from strength to strength and with the dissolving of everything console for Konami except PES, the full attention it’s getting can only mean good things for the franchise’s future.

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It’s a future that has been built on solid ground here. Every single mode you would expect is here, the classic Master League, the challenging online play, the tournaments, licensed tournaments and the card based myClub feature. In fact, the game modes are probably the least important part of why PES 2016 is the best game at present because, whilst they are fun, they aren’t what makes the game fun to play.

But there are annoyances with these modes because of things like the teams not being up to date. I don’t mean the heavily publicised data update with transfers, but the teams themselves aren’t the same teams that are in this year’s Europa and Champions League competitions. It’s not a big issue but it’s one of the licence things that cannot be got around. The myClub feature is good and the coaching dynamic works quite well. It does feel a bit more football manager like than FIFA’s FUT but my experiences have been fraught with glitches and disconnections, some the games fault and some the players.

The Master League mode is as deep as it ever was and you can do as much or as little as you want in regards to forging your career and controlling the team. The main thing is that the menu screens are fairly easy to get around, although that’s been a thing that has plagued football games in recent years, and PES isn’t completely innocent with putting various settings in hard to locate sub-menus at times.

There are also a few things that keep the visual aesthetic apart from FIFA. You don’t have as much crowd atmosphere, a limited number of stadiums, the commentary is still a bit naff (although in truth PES commentary always was and is always better played with the Spanish commentary, because as British players it sounds more exciting and we can’t tell how broken it is), and the overall presentation is at times still trying to emulate that FIFA/Sky/Premier League visual style which would be great if not for everything else making it apparent that’s all it is, a style.

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The second biggest thing that the game has is pretty much for PS4 owners only, which is the ability to import data files and images for team, league and kit customisation. Much like its PS2 forefathers, this PES has the ability, with a great community of modders, to get around that sticky licensing issue and give us the teams. It’s not the simplest thing to do and it will take you a good hour or so to get it all edited to be the way you want it to be. But it’s worth your time doing. This is thanks to Sony’s policies allowing this, so sorry Xbox owners.

Which leads us to the most important thing – This is the best playing football game that there is available on the market right now. FIFA for all of its refinement and depth is still a very arcade run, skill and shoot affair for the most part. PES has an almost physical connection to how you play the ball, how aggressive you are, how much you pass the ball, how gassed you are when you run, the battles and tussles you go in to. This is down to two things, which are the engine and the animations. PES has always been a bit weightier in how you play, realising that the laws of physics do apply unless you’ve won many Ballon D’ors. FIFA has always been quite interchangeable in how any player can do a decent 50 yard run and shot on goal, regardless of if their stats and real life counterparts reflect that.

PES has taken a lot more care in the making sure that someone like Andy Carroll is going to be dominant in the air and a great person to hold up the ball, but is less likely to open his engines up down the wing and deliver a cross with accuracy. The FOX engine is great at making minute animations mean a lot more in the game. The physicality of a challenge is matched by new animations that help your player feel more realistic, like not having full control of a header as you’re backpeddling and off balance. What this does is it makes you respect, not only the player, but their ability and how they play. It opens you up to many different ways to actually play football, to adapt your tactics and play to your squads strengths, not necessarily your own gaming strengths, and that is magnificent.

Nothing has done that before or come close to it, and I doubt that anything will in the immediate future. In a perfect world, the contracts and money would loosen up a little and the ability to get a more immersive and in depth representation of world football would be available to the PES team. Or they would go “sod it” and completely abandon the areas of the game where it tries to do what FIFA does and makes the gameplay the stand out part of the game, much like the PS2 era did. But for now, this is the best that we have and despite some post-launch support niggles, it thoroughly deserves that praise. If this wasn’t an age where presentation and TV style run rampant in sports games, arguably over the good simulations that some games do, then this would be the best football game ever. But it’s close, damn close.

Summary

PES 2016 is the best football game available and the best that there has been for a long time. There is no doubt that the lack of FIFA sheen can put off people but, you aren’t playing football, you’re playing playing FIFA. Even some poor post-launch support hasn’t dampened the quality of the game and the experience. It might be some time before anything can better that and if anything, its attempts to present itself like FIFA at times inadvertently highlights its weaknesses.

Good Points

  • Excellent graphics
  • Great fluid and physical gameplay
  • Customisation and PS4 data importing

Bad Points

  • Poor post-launch issues
  • The non-football atmosphere is a bit naff
  • Outside of football, tires to be too much like FIFA

Why an 8.5?

This is the best football game available at the moment. It’s not the most refined, the biggest or even the most accessible. But it is the best simulation of football available now. It’s not the best ever though, that honour still goes to PES 5 for me, but in this day and age of TV and rights and licenses, it’s the closest we could possibly get.

 

This review is based on the PS4 version of the game.

 

WRC 5 – Review

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It’s been a while since I’ve truly enjoyed throwing up the dirt, cutting hairpins and getting nostalgia for the old Subaru blue and gold colours. Sometimes it’s been sated by some excellent game modes and I have to say Forza Horizon 2 gave me some excellent car colours and choices, the Forza Horizon rally mode was an incredibly challenging but fun mode and there’s DiRT Rally for those lucky PC users in early access. But other than DiRT 3 which became more Rallycross and Gymkhana than actual rally, there’s hasn’t been a lot of love for, arguably, the most breakneck, oldest and intense form of racing in a good few years.

I’ll probably be proved wrong, but when you grew up on games like V-Rally, SEGA Rally and even the old Network Q RAC Rally games, there really hasn’t been anything in that style that has successfully entertained us. SEGA Rally is still, even now, the benchmark for arcade racing gaming for a lot of people. Having recently got back in to watching Rally, now that I’ve found it on a regular enough basis on a UK TV channel, I’m hoping for a lot when it comes to a rally game, especially in this current generation and the good racing games it has already given us. Admittedly, WRC 5 isn’t it. but it tries damn hard.

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The career mode is undoubted the best way to approach such a direct racing discipline and given this year’s other formula specific releases, it is refreshingly simple and uncomplicated, rewarding the racing and strategically effecting what you do next with a mini-game you effectively create for yourself. You start as a driver in a junior role for a WRC team. Straight away you’ll be driving but you can pick your name, nationality, gender, etc and let rip as soon as you’ve chosen who you want to drive for. The teams will be affected by how you drive but also by how the team wants you to drive. Some teams will go for a balance, some teams will want the speed and others will prefer you return the car in one piece, which also is something you should concentrate on.

If you have crashes, get a little lose, whatever, you will need to fix your car ON TOP OF the general wear and tear that your brakes, tyres, gearbox and other components that get a bashing from just driving hard. At the end of every day you’ll get garage time to repair your car but only so much. Go over and you’ll get time penalties. It’s much the same as normal rally really. But when you have three stages in a day you have to be careful. Knocking out the electrics will leave you unable to hear your co-driver and blind to the severity of upcoming corners. Gearbox damage will hurt your shifting, hurt your overall speed and even keep you stick in gear. These all may sound like obvious things, but when you have another two stages to get through before you can repair anything, it really makes you think about how fast you want to take the next turn.

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Which is where the game lets itself down, sadly. The driving isn’t the best. Regardless of assists, you still get a bit of auto correcting which can really nix your sliding. The handbrake kind of kicks you to a standstill rather than aid your slide and the braking overall feels a bit too sharp, especially on more slippery surfaces like gravel. The steering isn’t responsive enough to really get a power slide going, which is something you can tell the developers know by the amount of corners in the game designed with a straight cut.

What I mean by that is that there’s a small, well driven area on the apex of some corners that allows of the best speed and line, as if it’s a racing sim, not a rally sim. And it does at times feel like the stages are designed more like a race track than a rally course. That being said, they all look rather nice. The new Kt engine does some things very well, especially in the dark stages of a rally. It also does the particles quite well, although on more dirt like tracks, it doesn’t cope with it’s own frame rate at times and can stutter. I also have to mention how bad the engine sounds are at times. Mostly, they’re great apart from the repeated banging that sounds like a misfiring Harley Davidson. I know we’re at the rear of the vehicle but its very over the top and drowns out literally everything else in the game volume wise. But I assume this is easily patchable.

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There’s enough of it to go around though. Each officially licenced rally is represented by five stages, each driver and car is there and the online element that’s going to try and crack the eSports market looks to be well thought out and balanced against the single player elements. It’s not anemic in any way on either side, and the Rally school training part is a great introduction to people that haven’t played before or don’t get the lingo.

The thing is that, whilst it isn’t a great game, it’s not a bad game and it does everything it does rather well. It’s modes are well thought out and whilst the new engine isn’t a patch on what other games on the current generation are doing, it’s certainly one that appears quite seamless across platforms, delivering the same experience. The only thing that really lets this game down is the handling but, despite this, I still had fun. That’s important, right?

Summary

WRC 5 has got all the makings of a good rally game. It needs some engine refinement, it needs some better car handling and it could definitely do with engine volume rebalancing. But it does good things and get the other, more ancillary features, right. Normally one part of a game suffers and it all does, but the game is still fun to play and has enough of a challenge around it, like not demolishing your car, to keep you coming back for another stage.

Good Points

  • All the licenced teams and rallys
  • Good courses and time of day challenges
  • Repair mini-game makes you think a lot more about what you do on course

Bad Points

  • Occasional frame rate lag with large particles
  • Engine sounds are annoying
  • Handling isn’t as responsive as you’d hope

Why a 7/10?

Mostly because I had fun. The handling isn’t great and the graphics aren’t stellar, but they aren’t bad. The licensing is all there, the rallies are all there and the courses are nice and challenging once you get out of your head that you’re indestructible. If you gave me a single player racing game that I could just dip in and out of right now for a race or two, this would probably be it.

 

This review was based on the Xbox One version of the game.

 

Turtle Beach PX24 Headset – Review

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There are quite a lot of headsets available and, for the price, this isn’t a bad deal at all. The market at the moment is full of differing prices, compatibility and brands making confusion rife for people probably buying one. We do like to do some hardware reviews for those of you who might not have the time to wade through everything, and probably only see the most expensive thing on the market.

Retailing at £69.95, the Turtle Beach PX24 headset isn’t the cheapest (that honour goes to the Gioteck HC-4). You will also need an adaptor if you own an old design Xbox One pad (which, unless you’ve got the 3.5mm jack current Xbox One pad, is what everyone has), but for all other mediums you’ll be fine. The headset itself is a standard headset with a jack input so it can be used with pretty much anything. Which is great if you’re needing a headset for anything PC or Mac based, be it gaming or simple Skype calls. This is also where the mobile compatibility comes in although really it’s just a pair of headphones at this point, but if your serious about gaming and want that quality then having something multi purpose like this definitely beats the overpriced Beats.

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The sound quality is actually very good and listening to other people chat is very clear, as soon as you’ve done some minor volume adjustments on your gaming device. The foam cushions are nice and comfortable and the band part of the headset also has a foam cushion so it’s quite nice on the head. The microphone has some good quality to it and the flexible mount feels very stable and tough, but it also can’t really be moved into many positions make sure it’s away from clothing or you’ll get lots of scratching. Thankfully, you’ll notice that as the mic also plays in the headphone’s output so you can hear your own voice. This feedback is pretty good in stopping you from shouting and looking like a fool to passing people. To me, that’s one of the key components here as audio feedback on yourself is something a lot of lower priced headsets lack and is really useful.

The amplifier itself has a lot of charge to it. I’ve had it on quite a bit and even forgotten to turn it off at times, yet I haven’t had to charge it after a week. To do so is a simple micro USB cable that plugs in to anything. You have four options on your functions, changeable by a central button, which are Volume, Surround Adjust, Mic Volume and Bass Boost. All of those options are altered using the wheel on the side. On the opposite side is the platform selector (PS4/Xbox One, etc) and then two other buttons which are Mute and Superhuman Hearing.

The headset boasts the virtual surround sound option and it kind of works. It’s not as surround as you think it would be but it uses some clever panning on the audio channels. I heard it best when hearing a musical box in Assassin’s Creed Syndicate, one of the many secrets you can find, and was then able to locate it by hearing the change of direction in the audio. This was mostly let down by their being less notable difference in the levels when facing the object and having your back to it, but side to side, it was fine. The speaker quality does pull this off, but it’s something that’s best served with balanced audio and not blowing your speakers out, which the next feature has the potential to do.

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The problem is that the Superhuman hearing is pretty obtuse. It kind of sounds like the headset bumps the volume loudness, trying to make it as uncompressed as it can and kill as much of the noise reduction that engineers spend so much time implementing. It doesn’t really herald any real quality boost but more of a large loudness boost that really hurts your ears if you aren’t prepared for it, or turning it on during and explosion, like I did. I’m sure if you balance the audio levels a bit better then you might like it, but it really didn’t add anything more me that the headset wasn’t already doing. If anything I turned it off pretty quickly in the hope that I didn’t bow the speakers out. If having that kind of loud audio is you’re thing then be my guest, I’ve played in bands all my life and know first hand how much my hearing sucks now. Personally, I prefer a balanced and well mastered audio being reflected in the best quality and the function, by being an amplified volume boost, looses a lot of that quality.

The build quality feels good, compared to another Turtle Beach headset I have which was uncomfortable and had bits of plastic break off it when I tossed it on to a bed one… A soft bed. It’s certainly a good entry level headset and one that’s very useful if you’re in possession of multiple systems and need an all round device and aren’t going to spend over £300 on a wireless pair of Astro’s. For sub £100 this isn’t a bad deal and is certainly comfortable enough for several hours of gaming which, to me, is possibly more important than a volume boost that makes my tinnitus ring.

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Battleborn – Interview with Randy Varnell

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Back at Gamescom, Sean got to check out Battleborn, the new first person shooter from Gearbox that marries elements of online play and the MOBA character style with their unique design and vision. He was recently invited to check out how the game has moved along since then and also got a chance to sit down with Randy Varnell, the  Creative Director of Battleborn, and talk about the game.

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Sean Cleaver: I played this at Gamescom and at this stage it feels like it has a lot more of its own identity. At Gamescom it was good but it still felt like it was Borderlands. Since then, we’ve had the videos of the 25 characters, it’s moved on and it feels like it’s become its own thing now. Does that feel the same developing it as well?

Randy Varnell: Yeah I think so. I started this right on the heels of Borderlands 2, I was one of the six that rolled right on to this project and very early prototypes were using Maya and little miniature Axtons as the dwarf. We did that for some reason, but we prototyped a lot, we had some similarities in gameplay like the action skills. So we did some things and had some rapid changes to the engine, just to try and prove out the concept. There was a time we were even using psycho midgets instead of robots for the minions. There was a point where it really started to deviate and it takes so long for us as developers, we use proxy models and prototypes for so long, and then all of sudden you’ve got enough characters and enough art in.

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Honestly, it was Wrath that did it for me. The very first time we had a full on melee character implemented in to the game. He was our first and the one where experimented a lot of different ways. How do you make melee work in a first person game? How do you balance it, and balance it against ranged players? He was our character that we learned on and he got in at one point with almost a Zelda-esque melee combos. Almost like Zelda and a fighting game rhythm combat and it started to really satisfy us.

It took a while and you guys are now beginning to see it. I mean we were competitive for so long so when layered a campaign back on top of it, we got some really cool and weird characters to fill out the roster. Marketing has its own plans and wanted to emphasize campaign for all the right reasons, it’s one of the things that is unique about our game. I’m glad that you can finally see enough parts that it’s something new and expanded from Borderlands.

Three years we’ve had this and it’s been playable for tow. August/September 2012 was right around the time Borderlands launched. By the time that it did I’d already been working with this for two or three months so we were already putting the first touches on. I think we had a playable rough prototype as early as October/November 2012. I mean it was really rough, and it was pretty quick. It took six months for us to be comfortable with the game and then another for the big art stuff to come in. We were still working on other games at Gearbox, Borderlands DLC, and other things.

About February or March 2013 we had enough to do a Gearbox wide play test, with some folks at 2K and this was the first time that we knew we had a game. There’s been some changes since then but, it’s been a while.

SC: One of the things being Creative Director and coming from Borderlands in to this. I think a lot of people are interested in how the brain goes to the screen, from the writing and everything how it gets from the brain to what you see. What kind of processes happen?

RV: Well there’s a lot o different ways and, to give you a bit of an overview, those first few months Randy Pitchford was very instrumental. He sat down and helped us with the overall game vision. He helped come up with the concept of the fiction. The whole “last star” idea, it’s not been done a lot in sci-fi. That’s an extreme epic and that was a big moment, deciding that we wanted to express our characters through factions and taking some inspirations. We always loved what Game of Thrones did. There’s always fighting but sometimes people need to ally together and we wanted that kind of vehicle.

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When you get the art and start working on the character, I mean very early on it was gameplay first. We knew we wanted a melee guy, we wanted a ranged guy and we wanted a support. We started with those first. Thorne, Wrath and Miko and to an degree Montana was one of our early characters too. We called him the big guy, but was also playing with his size. In a first person game size makes a huge difference so when you have a big guy like Montana you balance him differently than you do a little scrawny character like Origi, who is tiny and thin and jumping about so much that he’s really hard to hit. So you have to do things with the speed, the health and the hitboxes to get through all of that.

Then you get to the art and go through a process of what we want the game to look like. We have our art director, Scott Kester who was one of the guys who was very intrumental for the Borderlands franchise. He came on for Borderlands 1 and was one of the guys that helped that visual style change of Borderlands, if you remember earlier the earlier screenshots from that game. So this is, I think his first full project as art director and honestly, I love Scott so much.

We said “This is a big vibrant sci-fi colorful game, what do you want to do?” so in that case I gave Scott an open ring and said “do something.” So he got a couple of concept artists and they went through a process of doing this and trying that and make the big art sheets and bring them all together. He started some stylistic treatments and some environment concepts and very early on he developed the language, he said “I’m going for Pixar meets Anime.” He wants that clean line kind of smooth rendered Pixar character, almost like the 3D model, but also the edginess and the maturity of anime. It still needed an edge to it, it’s not a kids game. I mean a lot of people are going to be able to play, but anime has that great maturity, it has a certain style elements that really exaggerate character features. And when he got the first few models, the first one we hated, the second one we loved. And then we started with the concept artists and started to go wide and explore.

One of the things I think is reflected in the art and playing the game is the tone, I suppose you’d call it a trademark Gearbox tone of “We’re not being completely serious, take it with some humor,” you know with things like Butt tactics which is one of the character’s videos.

You know quite early on with the heavy stakes of the last star in the entire universe, we were contemplating what the sky looked like. Well it’s black, there’s no stars. We actually contemplated for several months right at the beginning trying to be a bit more serious and dynamic, thinking this was going to be our sci-fi franchise. And I think it was Oscar Mike, our standard assault soldier who was originally named Chuck Abrahams. It was also the name of the developer who was making the character so it was weird and when someone suggested that, because he was a caricature of a soldier we should just call him Oscar Mike, like the military language for “On Mission,” it changed. And then he was the first VO test for the game and our writer Aaron Linney came in and started playing with that and writing, he’d have some dumb lines like “I’m going to air strike a pizza party” or something. And when he explained that he’s not really a caricature, he’s just very earnest. It became “Airstrikes are bad ass” and everything he said is in that tone of voice and acted in that way and we said “that’s really funny, oh we’re going to make a funny game again aren’t we?”

And then you get Montana and you start to go there and then you just go from there. I think it’s a great thing for us, we don’t get too dire or two serious on topic. I think we come out somewhere between Guardians of the Galaxy and Doctor Who, in the way that our tone and our humor works in there and it’s quite a unique place.

SC: What would you like to see really come out of the game between now and the February release date?

RV: I’ve worked on several big games now and one of the things that’s the most important thing is polish. You know I think you’re already feeling some of the promise on content. People are playing five or six or seven games and they’re not even able to play all of the fifteen characters we have on display today. So that’s not even a quarter of what we’re revealing that’s been played today. But polish is the thing that really goes from making it a pretty good game to a great game. And that’s a lot of things, like really telegraphing that you’ve been hit, adding that hit feedback, the messages, the sound and so on. And with having so many characters and being able to go back and see that it’s there really makes a difference between “that was pretty good” and “this experience was amazing.” There are times where we’ve got the effects and colour, we’ve got a who was an artist on The Iron Giant and that kind of Don Blume 2D animation style who came in and sat with our effects team and took the 2D hand drawn effects and mapped them on to 3D objects like the explosions and again, that’s another touch of stylistic effect and art on that.

And then we’ve loved it so much but there are times were there’s so much colour and you can’t see what’s going on so you have to expand and pull back, expand and pull back, and polish is all of those things, and those touches. And I think more than anything else it’s about having the time to go back and tune and polish and balance. We need to create the content and get it out there and make it as cool and satisfying as what you’ve seen tonight and I think the polish is what’s going to make it a really awesome game.

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Minecraft Story Mode Ep.1 – Review

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Minecraft: Story Mode is the new adventure from Telltale Games. If you’re a fan of Telltale’s more hard hitting, difficult choice-based stories like The Walking Dead then you might want to look away as this probably isn’t for you. However, if you like a good fun story with a slice of Minecraft, and Minecraft that has a narrative direction, then you’re in the right place.

In our interview with Telltale Games’ Laura Perusco, she explained that this is what they do, “interactive stories,” and after Tales of the Borderlands they decided to look at what they could do with other video games and thus this game was born. But just to write it off as another Telltale Game would be a fools errand. To set the scene, you play as Jesse. It’s the day of the EnderCon building competition and you are going with your friends and your pet pig Reuben to build something awesome. The prize for winning this is to meet Gabriel the Knight, one of the four heroes of the land and part of a group called “The Order of The Stone.” The comparisons to modern day convention culture and the massive success of the game in various online media is evident and it’s quite enjoyable to see it played out in an actual narrative.

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Even for me personally, some of my favourite YouTube videos on Minecraft are one’s that have involved some hilariously hammy role-play that makes things enjoyable, but there’s no ham to be found here. Not unless you consider Reuben to be food. The story does the normal multiple choice speech options that will either enamour you more with your fellow characters or cause issue at a later time. And as far as the quicktime events go, there isn’t many, which is probably to help less experienced players enjoy it with others (kids playing with parents for example).

In fact it’s this family thing that is a bit weird for the more serious player. Firstly, it’s not Minecraft, it looks like Minecraft and there’s occasional points where you get to use Minecraft objects like chests, crafting tables and swords, but it is not Minecraft. It’s also not the dark and morally disturbing game that some of Telltale’s stories have been in other franchises.

The positives of this is that the story can indulge in comedy and expression a lot more than previous franchises. There’s some great voice acting going on here from the cast, both with the male and female versions of Jesse, and Reuben the pig is quite possibly the best pet character in a game this year.  He’s charming, and, depending on your actions, all kinds of adorable. The dynamic between the friends is good and potentially venomous as well and there’s a love interest (presumably, certainly a mutual “you’re pretty” thing) between Jesse and Petra which is not changed or any different regardless of what gender you play as. Good on you Telltale.

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The criticism is that this is more of a Minecraft animation at times than a game. It takes so many visual queues from media around it that it kind of loses Minecraft itself. You’ll notice visual styles that people like Captain Sparkles and the like have made popular on YouTube over the years. But the problem is that it kind of loses the fun and soul of playing Minecraft. Which is fine if you don’t want to actually play Minecraft and go in to a more comedic thing. At one point, Telltale use their own speech system to implement a joke, which was a pleasant surprise when I noticed it, but could be easily missed.

So is it a step too far in the wrong direction for Telltale? Is the formula getting stale? It’s certainly stretching the formula a bit, as was found during the Game of Thrones series, and others are now doing it just as well with Life is Strange being a prime example. But this game isn’t the same as those other franchises in so much as it is designed to be for family entertainment and a bit more for everyone rather than fans of a particular franchise or fans of the game. If anything it’s Telltale-lite. It’s kind of reminiscent of the early games like the Sam & Max, Monkey Island games, etc. But it has a much better narrative and a much better gameplay dynamic.

Of course we end on a cliffhanger and I’m not spoiling any of the episodes story other than you set off on a vast quest across the world of Minecraft to reunite the Order of the Stone, the title of this episode. It’s definitely a good game and a lot of fun for families and people who want to engage with Minecraft in a relatable way, which is great if you have kids that enjoy it, or you enjoy Minecraft anyway. Otherwise, it’s probably not for you.

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Minecraft Story Mode is only in its first episode and i’m sure it will have a lot of visual treats the longer we go on. The story is already a lot of fun but it really isn’t the usual kind of story that you’d expect from Telltale. It’s very family friendly and it’s very light on the actual game interaction. It is also quite far removed from Minecraft as a game. But it is enjoyable and worth playing just for Reuben the pig, this year’s best game pet.

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  • Great amusing story
  • Awesome use of Minecraft visual style
  • Reuben the pig

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  • There isn’t a lot of stuff to actually do
  • Doesn’t have as much Minecraft interaction as you’d expect
  • Could be stretching the formula a bit too much

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Well, it’s a fun enough game and I mostly enjoyed it for Reuben the pig. But if I’m honest, it made me want to play more actual Minecraft. It’s fun and certainly good for families and people who want to sit around as a family and play an easy game together. But it doesn’t leap out as much as other Telltale games have. It’s a great use of the franchise, especially for the target audience, but not enough for a larger audience.

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Minecraft Story Mode – Interview

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Last week, we got to play the Minecraft Story Mode with Laura Perusco, the Creative Communication Manager from Telltale Games. You can read our review of the game here shortly.

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Sean Cleaver – Minecraft story mode, it’s lots of fun. It’s been worked on for quite a while. When did you first get the project germinating, how did it come about?

Laura Perusco – It basically came from, you know how we’re doing Tales from the Borderlands? Well that came first and we were already working on a video game that’s set in the world of another video game. We started thinking about what else we can do this with. A whole bunch of people in the office play Minecraft or have kids that play Minecraft, and that’s something that doesn’t have a story. People were just creating their own stories in that world. So we had the idea of reaching out to Mojang and floating the idea of doing a game. This was way back before Microsoft brought them out so our contract is with Mojang.

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SC – Minecraft is a very precise visual style because of what it is. But you’ve also managed to find a cinematic style out of this. There’s a lot of YouTube videos that have done these small animations. You seem to have created almost a movie out of it.

LP –  That’s pretty much what we do. We do playable stories, so our games are often thought of as playable movies or playable TV shows. Just the aesthetic of the world of Minecraft is very unique in and of itself. So we actually built a lot of the environments in Minecraft first and exported them to our engine, so it would absolutely, unequivocally Minecraft. Then we added a little bit to make it look more cinematic like depth of focus and changes and stuff like that but it’s all Minecraft. Absolutely.

SC – You’ve got your main characters, a band of four if you will, it’s a very traditional…

LP – And the pig.

SC – And the pig. I’ll get on to the pig now. The pet pig, Reuben. This year seems to be the year of the Dog for video games, every game has a dog and everybody loves them. You’ve gone with the pig and he seems to be much more charming than any dog that I’ve seen this year so far in a game.

LP – Reuben is my favourite character I actually had new business cards with him on. I think something that’s really cool about Reuben is that no one ever thinks of eating dogs in video games and that’s a new dynamic that comes up because pigs in Minecraft are always thought of as food. So it has that interesting dynamic.

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SC – I don’t think I’ve ever though about having a pet pig in Minecraft. I don’t I ever use them for food either but there you go. I quite like the idea with the story building on, a bit like what Minecraft really is, the convention scene. Creating Minecraft fandom within Minecraft itself with Ender Con and the Order of the Stone. What drew you to create that story out of it? Was there a lot of going around, looking at Minecraft, looking at the world, looking at the real life interactions with Minecraft? And are there plans for any more?

LP – The community around Minecraft is so important. That’s the reason for its huge popularity. There are so many videos online and people creating their own stuff. That’s what Minecraft is, it’s about creating things and sharing them. So we knew that was a huge part of the licence.  I actually went to Minecon in London to show the trailer and that was fantastic.

There’s so much love around this game that we wanted to put something like that in there. You might have noticed but the people who come on stage to introduce Gabriel at Endercon are Lydia and Owen, their director of communications. They voiced the characters too. But the thing about the characters in this game is they don’t know they’re in Minecraft. They don’t have any meta awareness or some other real world. As for more? We hope people play it and people enjoy it but beyond that, anything can happen.

Minecraft: Story Mode by Telltale games is available now on Xbox One, Xbox 360, PS3, PS4, PC and Mac.

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