Interview – War For The Overworld

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War For The Overworld is a new isometric, real time dungeon strategy game by Subterranean Games. A Kickstarter funded project, the game may seem like a very familiar one but this group of super fans are working to make a new game that is better than the one that drew them towards the project in the first place. Sean spoke with Josh Bishop, the CEO and Creative Director of Subterranean Games in Shoreditch, London to find out more.

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How hard is it going to be for people not to call it Dungeon Keeper HD? You’ve got a lot of inspiration from a lot previous games that are very good and you seem to have brought that well in to this game. How have you come about that?

To be perfectly honest, that’s what we set out to do. We started as a group of fans of Dungeon Keeper on a Dungeon Keeper fan site and there hadn’t been a Dungeon Keeper game released in 10 or so years when we first wanted to do this. We liked it so we thought let’s do this.

[It's hard to tell if it's a dungeon or a night club. They're the same thing though... Right?]

[It’s hard to tell if it’s a dungeon or a night club. They’re the same thing though… Right?]

A lot of people say things like “holes in the market” but there hasn’t really been any dungeon games or building games in this vein for a while. That must have been quite an attractive proposition for the community when you started your Kickstarter and getting everything together.

Kickstarter certainly has seen a big surge in games like this. In the past two or three years there’s been a lot in those genres that hasn’t really existed for the past ten years and suddenly it’s all come back. Which is cool because we love those games. So we’re happy.

And you’re managing to do it on a PC platform rather than having to bastardise it for any kind of mobile platform or anything else. Which must be quite good as a programmer.

Yes. It is nice. PC first always. PC, Mac and Linux.

How did you go in to the design process for this because obviously you had a pretty good inspirational template?

We’ve all been playing Dungeon Keeper for a very long time. We know what we like about it and what we don’t like about it. We’ve played plenty of other games that are similar to it, other God games and other RTS games. So for the longest time we’ve thought” Dungeon Keeper would be so much better if… this.” And that’s where we started. We use that as our ground work and we went through and anything we felt could be improved upon, we improved upon it. We didn’t start somewhere else, we started there and we didn’t want to change things for the sake of changing things. We wanted to improve.

It’s going to be very hard for people to disassociate the two games as they are very similar, despite the time difference, but this is a very different that’s almost an homage. You’ve got Richard Ridings for the voice narrator, you’ve got the stylistic choices in the way the game operates and in the humour… How difficult was it for you to separate and create your game?

It wasn’t too difficult. We wanted to build on the gameplay that had been laid out. We weren’t really looking to copy from a stylistic standpoint, legally and because it’s dated. From an artistic standpoint we started with the gameplay and followed from there from the ground up. So the visuals more than anything is where we differentiate at face value. The deeper you go, there are quite a few mechanical differences like the tech tree.

[Excuse me, Dungeon Master, but I didn't order the "Flaming Prince"]

[Excuse me, Dungeon Master, but I didn’t order the “Flaming Prince”]

A lot of God games can give you those kind of options on a plate, so the tech tree allows more strategy to be involved.

That’s because we wanted it to work in multiplayer. Traditionally God games aren’t multiplayer things so it’s kind of ok to just give people everything in a sandbox. But we wanted to bring that RTS angle in to it so there’s some sort of strategic choice and so it can work in multiplayer.

Quick fire questions. Favourite Minion:

The Chunder

Favourite room:

The Arena, that’s pretty cool. The Crypt also looks pretty cool.

I just saw The Archive and that looked cool. Especially close up when you’ve possessed someone, looking at the book and the writing on it. How much attention to detail do you pay to the little quirks and humours touches that people may not necessarily notice?

Quite a lot, the thing with this over other RTS and other top down games, is that they don’t have a first person view. We do. So we have to design everything from a birds eye and a first person perspective. We’ve had to keep things relatively efficient so the character models aren’t as high poly as you might see in other things but we scale that quite a lot. But the texture are made at a high resolution so if your PC can handle that then you can go and look at how cool it is. We did have a play with an Oculous Rift just to try it. It isn’t in the game and isn’t supported, but it did look really nice when we played around with it.

So when you’re in your remote offices, what do you do to get to your inner evil designing mode? Do you put on some thrash metal and sacrifice goats at an alter?

We all have cats on spinning chairs so we can turn around with crazy laughter.

[In the Tavern you'll find your minions getting hilariously drunk, talking about the time they were extras in Labyrinth.]

[In the Tavern you’ll find your minions getting hilariously drunk, talking about the time they were extras in Labyrinth.]

You have to have a sense of humour to work on a game like this though, right?

I guess it’s different from person to person. I know our writer can zone out for days before he comes back. Sometimes people communicate a lot, it’s quite a varied bunch of people we have. I don’t know if there are any teams that operate entirely remotely that are our size. There’s 15 of us from Australia, Hong Kong, Russia, to Europe and the US, all the way around the world.

So that goes to show that there is a worldwide desire and demand for games like these?

Especially in Germany. Germany is such a huge market for this type of game.

Where do you see yourself post-release with the game, as you’re all community based so you know what kind of things the community would expect?

There’s a couple of things we’re already planning. Firstly there’s the early adopter bonus so anyone who buys it in the first month of release will get the first DLC for free. We’re doing that as an alternative to pre-order bonuses as we still want people to buy the game early and at full price but we don’t want people to commit to it without seeing a review or whatever. And we don’t want to feel like there’s content being held back for people who don’t pre-order the game. We’re hoping that’ll be out in June but we aren’t great with deadlines. The second is the flex goal content. So during the Kickstarter campaign we had our milestones and for every one after our main goals, we were going to allow our backers to vote on what content they wanted. That vote is still going so we’ll see what content will be next.

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War For The Overworld is due to be released on April 2nd 2015 for PC, Mac and Linux.

[author]

Evolve – Review

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Having played Evolve back at Gamescom, I had a few worries. Come the Alpha and the recent open beta, I still had them. Come release day, I still had them. The thing is, I’ve heard a lot about Evolve. A lot of people have talked to me quite passionately about how good it was and how excited they were for it. Yet whenever I combined those conversations with my worries over the game, the answer was always something like “it’ll be fine come the release” or “it won’t be an issue.”

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[Satirists predict 2015’s Black Friday Sales]

Evolve is an online multiplayer team hunting game, or an asymmetrical multiplayer game. The idea is that you work as a team of four to hunt a monster, or as a monster to defeat the team. You do this across a variety of maps, which are essentially alien landscape arenas with some vestige of humanity.

As the monster you walk around these arenas eating things so you can evolve your powers of destruction, and kill your hunters/destroy objectives. As the hunters, each of you has a dedicated role: Beat the crap out of the monster, trap it, shield everyone and call air strikes, or heal the idiots who just charge far away from you. You then stop the monster by death or by preventing it from completing its objective within the allotted time.

The problems I had are these: I worried that the game was too reliant on its online component (something that was a complete failure during the PS4 alpha for various reasons) and that not enough people would be interested. I was worried that the game wouldn’t have enough to do in it for it not to become ultra repetitive. I was also worried that the console versions would become very redundant very quickly. Leaving the game to the PC market only, and even then to dedicated people, and that it didn’t have the longevity of the Left for Dead series, Turtle Rock’s previous ventures.

What I have found when looking at other reviews is that people have completely misunderstood a lot of the information surrounding the game. There are massive criticisms from users on Metacritic and Steam over microtransactions. This needs addressing, as at present there is absolutely nothing in this game that is behind any kind of pay-wall to allow you to play it fully. The only thing that could be counted as such is a special edition monster only available to certain packages. There are many downloadable skins available for the game. That’s it. That will undoubtedly change with further DLC but the game isn’t requiring it in order to play, nor is there any pay to win solutions.

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[“Do you think this’ll make the Hunters Calendar next year?”]

From what I can tell so far, the problems for the PS4 that were apparent in alpha have been resolved. The game has some pretty decent matchmaking that doesn’t leave you hanging around too long. It was the top selling game in the UK last week too, so there’s obviously people playing it. There are offline elements but the need for people to be playing the game, so that you can get the best experience, is evident. However there are ways that the game tries to overcome this people quota issue.

In fact, it takes a leaf out of classic PC FPS gaming. I feel the game becomes quite similar in this regard to things like Quake 3 Arena and Unreal Tournament, although given the developers PC pedigree it’s hardly surprising. If there isn’t enough people then the game will put in bots – AI controlled characters – to fulfill the roles. It’s quite clever in that it will help keep the online game alive even if it hasn’t filled up with actual players. It also makes up the majority of the solo play as well. Plus the AI isn’t ludicrously stupid for either you or the monster. It’s nowhere near the excitement of playing with other humans but it will do while you’re waiting for them.

This is where Evolve is at its best though. When you have a full party of people who know their roles and can communicate via chat, this game is a tactical masterpiece. The monster is a wild card and getting things exactly right is incredibly rewarding as an experience. Sadly it is rare that it occurs at the present moment. I’ll come on to the characters themselves but the way that people have been playing the game, in my experience, is very console specific in the run-and-gun style. Which can make games a tactically inept cat-and-mouse chasing simulator. If the console audience is ready to adapt their style of play and ability to communicate better then this game would truly be revolutionary. Unfortunately I still haven’t fully experienced that yet.

The positive is that Turtle Rock has given the people all the right tools to do it. In this regard they have a created a fantastic game, even if it is slightly limited by the built-in desire for online play and future DLC. The game modes are very simple and easy, yet are challenging enough to not become dull and repetitive in a short space of time. The Evacuation game mode is the highlight here. It’s masked as a solo campaign option but the five mission stages that you can complete (win or lose) is best played as a night event online in a party with friends. It’s amusing if you’re all together chatting and it is a separate enough entity that you could just do that once every few nights with your mates without ever leaping too far ahead.

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[And here we see one of natures most homicidal, sociopathic creatures… And what they’re hunting]

Graphically the game runs very well and with stable frame rates. The art design is excellent and creates some incredible alien worlds that science-fiction filmmakers would kill to have. My only criticism of the level design is that it can be very Monster-centric, making the early level hunters struggle to get around.

I’ve not seen many issues relating to Internet connection but there are certainly things that the game could patch like the in-game volume. It’s incredibly loud, louder than any game I’ve played, straight from the intro video. The in game sounds are also so loud that it eclipses the party chat in volume, which is a pretty key element. But these are all patchable things that can be easily addressed.

The characters or Hunters all have a different element to them. There’s four classes (Assault, Trapper, Medic and Support) and each of them have an important role to play. Which is where the need to play tactically really becomes necessary. The characters individually don’t have enough attacking power to just spray the screen with bullets. So you have to actually work together to get in to the best position to use everyone’s abilities. It becomes tricky when the environment starts working against you due to your failings and you realise that some kind of balanced personal weapons for each character is not only useful but completely non-existent. It’d be nice to have something that can tackle animals and such without your team having to bail you out or leave you for dead.

The rub of this is that more characters and monsters unlock the more you progress in the game. They are very typical of a 2K game release; slightly humorous and cliché meatheads/rednecks/smart-asses that come complete with occasional funny dialogue and cut scenes brimming with banter. They aren’t original at all, especially the first medic Val who could have been stolen straight from Resident Evil, but they are all entertaining enough in the short term that you rarely feel they make much of a difference to the game. Their weapons however do. The Assault character’s guns obviously occupy the role of a tank. The Trapper has some excellent things to help the hunt without being offensively anemic. The medic is very poorly equipped for a fight but essential to keeping your team alive, so smart monsters tend to target that role first. The Support or the buffer role is a bit weak but has a powerful yet cumbersome air strike ability. Together they work very well but if someone gets too far ahead then it can get very lonely and very deadly incredibly quickly.

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[Maybe he should try some Listerine?]

The monsters all have different attacks and abilities with the Goliath, Wraith and Kraken (Ed – every game has a bloody Kraken now, is Lovecraft out of copyright or something?) heading up the available line-up, unless you are rich enough to buy the special edition with the Behemoth. I personally love the Goliath’s fire breath that satisfies the inner need for me to be a dragon. The Kraken has enough lightning for me to scream Return of The Jedi Emperor quotes.

The only tricky thing with the monsters is finding a safe enough place to evolve and unlock more powers. Generally you are already on the run at that point and it feels like birds are everywhere. But you find yourself playing, again that key word, tactically. You know you’re one monster so you have to adapt, learn the map, work out how to separate the team and who to target.

The thing is that the game provides a lot of satisfaction as long as the right people are playing it at the right time. It’s like when you play an online FPS mode and come up against a clan. You are obliterated, utterly embarrassed and become incredibly jaded with your experience. For the most part, Evolve is an incredibly successful attempt at a complex style of game that challenges gamers to be better gamers and rewards them for doing so. It also is incredibly well designed, balanced and well thought out for the style of game it is. Normally the word “hunt” would go in the same sentence in gaming as Cabela or Duck. The only thing that lets it down is that it is reliant on communication, good teamwork and the collimation of that to create its online experience. Which is something that console gamers (I’m sorry for pigeon holing us but its true) so often lack. But it will challenge you and if you have a group of friends that all have the game then you will definitely have fun and if you’re willing, it will make you a better, more tactically thinking, gamer. After all, it’s evolution baby!

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Evolve is a very good game that certain audiences, in my opinion, aren’t ready for. The PC market should love it as should parties of gamers. There’s a lot of noise about DLC and things that aren’t included in the game, as well as it’s longevity. But the game itself is an excellently produced “asymmetrical” multiplayer game. The weapons and characters are all interesting to play as and the environments are great.

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– Excellent gameplay that challenges gamers

– Interesting weapons and character roles/monster abilities

– Not totally dependent on Online availability

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– Potential DLC costs a big factor

– Hard to find a good team of people regularly

– Even with bots it does have a limited longevity on console

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For all the noise surrounding the games content issues, it needs to be pointed out that they are not the game. The game itself is excellent and if there was more to the formula that could survive outside of the multiplayer design, then it would be one of the best. Whilst there are short term solutions to that, the experiences I’ve had on console haven’t been showing the game to its best ability. Maybe that will improve as a core group of fans develop. But the vehicle itself, the game, is great despite its limitations.

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

[author]

Project Cars – Preview

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Project Cars is responsible for a first in my life, my first 4K gaming experience. In an era where open world driving games seem to be the more successful of the four wheeled genre, Project Cars has gone to a very traditional route. One that games like Gran Turismo has treaded and arguably worn out over many years.

Photo-realism in both environments and cars is not just possible but also essential. Manufactures get the final say on the cars they’ve licensed as well as track owners and sponsors having to clear their input as well. We’ve said before, in an interview with Project Cars Creative Director Andy Tudor, that photo realistic driving games should not only be the norm but are practically the only option. The technology is there, the capability is there and the requirement to produce games like this demands it.

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However, pulling off the technical excellence is one thing. Giving a game a feel and a character on top of that is another thing entirely. It’s something we felt DriveClub was lacking. It’s something I find personally with the later Gran Turismo’s. Something about them feels a bit nebulous in the cars and the driving itself. You could argue that I’m being a tad pious but simulations and arcade games should be able to define the cars ability much clearer in these times. Especially when a game like Assetto Corsa is doing it independently of big publishers and money.

So where does Project Cars sit in this? I have to say, especially to a console audience, it sits at the top of the pile. There are many things that games like Forza Horizon 2 and DriveClub have done well independently like great lighting, dynamic weather, day/night cycles and car customization. Project Cars does it all, excellently, from the get go.

Firstly when tackling the selection of cars, this is very much a racing game, not a streetcar racing game. These are the kind of cars you’d see at a weekend at Brands Hatch, Silverstone or Nurburgring. Not just your big DTM, LMPG supercars, McLaren’s and Pagani’s but the other classes and manufactures closer to the street like Ford, Mercedes-Benz, and BMW. The interesting thing is that the vintage cars are well represented here too. From my guilty pleasure of a Ford Capri to my non-guilty pleasure of old Lotus F1 cars, everything is not only perfectly reproduced but the way the cars drive are all unique and challenging in themselves. This is a game for people who know names like Jason Plato, Alain Menu and Jim Clark as well as names like Andre Lotterer and Tom Kristensen.

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The tracks range from actual circuits like the ones listed above and including many others across the globe like Australia’s Bathurst and California’s Laguna Seca with its infamous Corkscrew turn. But it also stretches to real albeit less licensed areas like the Cote d’Azur or Monaco, as we all know it. There are even some nice fictional road trip areas to the region, as well as the California area, to give you that off-the-track feel.

The real magic of this game is its dynamic environment system. The game has settings that can change the weather randomly or by design, everything from clear days to rain and thunderstorms. The date and time is also customizable with an option to speed up the progression of time so that you can literally experience four seasons in one day… One full day, that is, with night included. You can also historically set the date and time of a race so that it takes historic weather data to produce what was actually happening at the time. June 3rd 1984 at Cote d’Azur would certainly be one of my recommendations.

All of this works perfectly well straight from the off and whilst there are still a few bugs in the preview we played, these are mostly fine-tuning of cars handling and collision dynamics. Make no mistake about it, this is a game that will be enjoyed by the virtual petrol heads, as well as the more casual intrigued racer, but it will take some mastering, as it should do. If playing Gran Turismo has taught me one thing it’s that repetition is key to driving. Project Cars however makes that just a bit more fun than previous genre titles. This is definitely helped by the immersive graphics. These look great on the PS4 preview build we played and it has all the traditional views you’d expect, including the more immersive helmet cam.

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This is where my first 4K gaming experience came in to play however. I was lucky enough to play the game on a PC at 4K, 30fps (the game can handle 60fps, but the TV we were using couldn’t) and with a wheel. At this point the game really blooms. Things that you might not notice so much on the console really shine. For example I went around Cote d’Azur circuit in a generic pre-hybrid Formula 1 car in the helmet cam view. Firstly the things you notice are the things that racing drivers actually do.

Your view naturally turns to look at the corner but your virtual head barely turns. What it does is focus on the corner, which completely alters the depth of field you have to your dashboard and the surrounding environment. It’s a subtle touch that naturally happens anyway if you drive and might even pass you by because it is that natural. Secondly, the lighting changes and the shadows move around the inside of your helmet as you go around a track. It’s when you notice that the game is doing this everywhere that it really begins to impress you. With the future of Oculous Rift support, this game’s immersive racing will be a massive cut above other PC options and definitely a rival to the independent games currently available.

Driving with the wheel certainly left my arm a little sore thanks to force feedback and occasional collisions. But what was certain was that it was far easier and much more fun than using the controller. That deftness of throttle control is hard to achieve any other way and the game certainly rewards you for using this method. Having used a wheel for other games, this game is definitely worth the sacrifice of savings to get a good wheel and seat combo.

The game has had a few delays, which is understandable once you play it and see the work that has gone in to it. Mid-March is the current estimate but I wouldn’t be surprised if it went a bit further back just to perfect it. Because that is something this game prides itself on, its perfection. With a 30fps cap*, the PS4 handles the game well and I would presume that the Xbox One does the same thanks to the newer SDK’s giving more memory usage. Although the release is planned to be 60fps. How the Wii U version will turn out is anyone’s guess. But if you are the kind of person who has the time and money to build a phenomenal PC and can support 4K gaming, then start saving now.

*This cap refers to the experience of the preview build on PS4 that we played. Not the final product.

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This preview is based on a preview build, played on a PS4 and a PC.

[author]

LEGO Annouce Dinosaurs and Superheros (Jurassic World)

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It’s not often we cover news, but this one was certainly too big for me to miss posting about.

Warner Bros Interactive have announced the TT Games/LEGO line up for 2015. These include another Marvel tie in with LEGO: Marvel’s Avengers, new LEGO Ninjago game: Shadow of Ronin and iOS releases of The Lego Movie videogame and Lego Batman: Beyond Gotham (the 3 has been dropped).

But the big news is that we’ll get more Chris Pratt, along with Sam Neill, Richard Attenborough and a double helping of Jeff Goldblum. If you’ve worked it out already (without looking at the obvious title), clever girl. Some of the more astute of you who have played and competed LEGO Batman 3 might have noticed this pictured dinosaur in the credits, along with John Williams’s famous score. Personally I blinked and missed the connection. But finally dinosaurs are coming to LEGO.

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LEGO: Jurassic World is a tie in to the upcoming 2015 movie reboot of the series also titled Jurassic World. But it will also include parts of the first three movies: Jurassic Park, Jurassic Park: The Lost World (Dino-Godzilla) and Jurassic Park 3 (Island+Dinosaurs+Sam Neill=Cash). In traditional LEGO game style all of these movie tie-in games will be available for every console (360, Xbox One, PS3, PS4, PS Vita, PC, Wii U, 3DS) along with LEGO Ninjago: Shadow of Ronin being 3DS and PS Vita only.

So a few things we’re looking forward to? Well obviously being able to repeatedly punch Dennis Nedry and the kid from the first movie who got himself electrocuted. We’re looking forward to dinosaur consultant Phil Tippett being brought in and turning TT Games area of Manchester in to a crazy Velociraptor party. But mostly, we’re intrigued as to what LEGO: Marvel’s Avengers is actually going to do.

LEGO: Marvel Super Heroes was already a fairly big game that had bits of the cinematic universe lore from phase one and two of the movie collection, along with comic book versions of properties Disney don’t have the movie licences for. It does seem like it’ll be a tie in to Age of Ultron, wgich is due out later this year, but it promises to include the previous Avengers movie as well (and presumably some more of the recently and soon to be expanded universe).

But I’ll leave you with this fun fact. A Samuel L Jackson character will now have been in three LEGO games. Mace Windu (Star Wars), Nick Fury (Marvel Super Heroes) and now John Raymond Arnold (Jurassic Park). It seems we shall indeed know his name when he rains his blocky virtual self upon our gaming systems.

[author]

 

Skyforge Preview – Is 2015 a year of Russian Gaming?

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A few things come to my mind when you say Russian to me: Red October, The Dude’s favourite drink, and the orchestral cover of that crap Sting song that Charlie Brooker uses in every Yearly/Weekly Wipe. You might not think gaming is a synonymous word but it really is. From every WW2 shooter under the sun, to Catherine in every Civilization game, Chernobyl in S.T.A.L.K.E.R. and Metro 2033/Last Light, Russia, its landscape, its literature and its history has quite the plethora of gaming inspiration.

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It also has one of the biggest captive markets outside of China for gamers. Whilst the console market isn’t as strong as the West, the PC market and browser based games are a huge draw. My.Com is part of a much larger communications giant in Russia with access to over 100 million users. At several points over the past year, we were invited to look at the three big draws the publisher has to offer. But now seems the right time to look at them, probably because you’ve already finished your second play through of Dragon Age by now.

But it’s not just Russian companies that are in for this market as My.Com have recruited some of the best to work on their titles. World of Speed, an online multiplayer arcade racing game with various real world locations and licensed cars to boot, is being developed by Slightly Mad Studios. You may know them for being the developer behind the much anticipated simulator Project Cars, and various Need for Speed games. It’s a fun game, especially in the 2v2 style of racing that isn’t just positional based but points based as well, leading to much tactical thinking. There’s also Armoured Warfare, which on the face of it is a World of Tanks clone. But the game has a lot more of an arcade “pick-up-and-play” feel to it. It doesn’t have the military history of the aforementioned Wargaming.net game but it is a fun tank shooter in the familiar vein, like a slightly less futuristic Battlezone.

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Armoured Warfare and Skyforge, the main game we’re going to look at here, have something in common. They are being co-developed and optimised for the Western audiences by Obsidian Entertainment. You should know Obsidian… Fallout: New Vegas, Pillars of Eternity and the game you voted as your best RPG of 2014, South Park: The Stick of Truth. Along with Russian developer Allods Team, Skyforge is an MMORPG set in a mixed environment of fantasy and science fiction on the fictional world, Aelion. A very large and visually enthralling world at that. Skyforge represents an entire planet for you to explore with a mixture between the worlds you would imagine from a Iain M Banks novel mixed with visuals from a hodgepodge of Warcraft realms. It’s an incredible combination of a futuristic world mixed with ruins and nature that doesn’t resort to turning things in to a bland destroyed battlefield to give it some visual nuance. In the game’s story you are an immortal (quite convenient) who must rise to become a God and earn followers throughout Aelion.

Playing the game is incredibly open, and I don’t mean in the worlds but in the characters. The UI and combat system is pleasingly simple and is pleasantly just above spamming the keyboard all the time. This is mostly because your combat talents are actually pretty cool. There are lots of things depending on your class that you can do like fire a snowball that grows and collects all the enemies in its path. But the key in this is the character progression system and the ability to change your class. The progression tree, which is called the Ascension Atlas here, works in a very open way, much like a web. In fact, if you’ve played Civilization: Beyond Earth, the selection is very similar. Some things take longer to research and what you research opens up other classes and skills like a web. And, as long as you aren’t in combat, you can change your class. This is particularly intriguing as you can change what you are dependent to what you need, as can anyone in your party. It’ll make raids especially interesting. Just change from Paladin from Cryomancer in a couple of clicks. Easy.

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All of this is unlocked via prestige. And as in any MMORPG you unlock this via quests. Quite like Dragon Age Inquisition is at times, quests are attained locally rather than via a singular point. Which means instead of going to a quest giver, just entering an area will activate a quest. You’ll be able to see that quests are available in an area via the big sky globe map on the space station, called the Divine Observatory, circling Skyforge. Battling and killing enemies, will unlock prestiege, unlock levels, better attacks, more attack slots, etc, etc, etc. Normal fayre for your MMORPG. There’s no word yet on buy-to-play bonuses with this. But you can earn it in your standard PvE and PvP ways and if you can get a good group of people together it could be quite a fun distraction for those of you who seek new challenges after World of Warcraft, Elder Scrolls Online, ArchAge, etc. Something that will be interesting is the Guild PvP mode which will be coming in the future.

The game was certainly fun to play when we were playing it although it does have a very big audience to try and capture in the West. The Russian end will certainly warm to it quickly as long as they have a fairly good PC so it certainly won’t be a dead server zone. There’s no specs yet that are confirmed but it looks like it’ll need a decent package at least athough MY.Com promise to keep it as technically accessible as possible. The game is currently in Beta which you can sign up for now at their website. It’s PC only at the moment but as most players are PC based that’s probably a good thing. Obsidian are working mostly on “Westernizing” the game. We’re pretty sure that doesn’t just mean language translation but optimisation of where things should be on a UI, how stories are communicated in quests, etc. It’s quite amazing, when you look at how universal a lot of games are (WoW, LoL, and other Upper case-Lower case-Upper case acronyms, for example). Our recommendation? Give it a go. After all it will be Free-To-Play, so why not?

[author]

TheGameJar Awards: 2014 – YOU DECIDE!

TGJ AWARDS 2014

The title says it all ladies and gentlemen. Through two weeks of messaging, talking and editorial brain churning, TheGameJar crew have narrowed down their choices for TheGameJar Awards 2014.

There are ten categories and this includes the obvious and the not so obvious choices. You may disagree with some of them. Please feel free to debate this on Facebook or on Twitter. In fact we encourage it.

Normally we decide ourselves on what we think has been best for us for the year. But this year, we decided it was time to let you, our faithful, beautiful, kind, excellent readers have a bite at the award giving cherry.

For the first time on TheGameJar, you get to decide who wins EVERY AWARD. Yes we’ve shortlisted it but the power is in YOUR HANDS. It’s like The X-Factor for games except less hair gel, less pay-to-win fixing and less Dermot O’ Leary having to keep a straight face.

A few things you need to know, everything is completely anonymous, it’s one entry per computer and the closing date for this is Midnight on January 1st 2015. So you have eleven days to cast your votes!

Below you’ll find the survey embedded in to the page, or if you can’t see it, CLICK HERE!

Choose wisely and good luck to everything we’ve shortlisted. Their fate is in your hands.

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Total War Arena – Hands On Preview

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CRY HAVOC! AND LET SLIP THE DOGS OF WAR! These were words I did not scream at the top of my lungs to my teammates as I flanked my way around a mountain pass. But they were in my head rather poetically as the hoards of Roman armies powered forward. As I took command of Leonidas of Sparta, my little army of an archer unit and two spearmen units charged their way forward to take the enemies base.

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Total War Arena is the new venture into the multiplayer online battle arena (MOBA) genre from Creative Assembly and the Total War team. In fact, a completely separate and dedicated Total War team. This real time strategy MOBA, like the rest of them, will be free to play but will give the big scale of the historic battles that the franchise is known for and the accuracy in the units and commanders it uses. So as you would expect, it excels at this. There’s a great levelling system which rewards your battles with unit upgrades, a tech tree, fancy hats (they aren’t just hats they are actual upgrades) and unit customisation. You’ll also unlock special attacks that you can use during the battle between cooldowns.

Battles, battles, battles. The 10v10 real time strategy is very effective and forces you to do a few things. Firstly, it makes think about where you places your troops and how you move them. Much like the Total War games, the ability to flank and hold your archers back to get some good shots on the opposing troops, is essential. How you play the map environment is equally as important as how you play. Charging is a fools errand but being stuck down hill with a unit of archers above you is equally foolhardy. All of this really makes you think about how you approach your movement. Secondly it makes you communicate with your players. This is very much needed with such a large amount of teams and battles commencing and with two different ways to win a game. Having tactics is one thing but talking with others to make sure they work is equally important and using the in game pen drawing system works very well… As long as you understand what the person is saying.

This game follows in a similar vein as World of Tanks in creating a player controlled set up that makes you work with others and using historical military gaming as its set up. The maps we played were very challenging with their own quirks, sneaky ways to base capture or ways to funnel the enemy in to certain death. Which, if we’re honest, is half the fun of these things. The actual combat is easy and smooth and it works very well. Although it can be hard to pull your troops out of a situation if they’re bedded in to a ground skirmish. Well, it would be hard in real life when people are jabbing spears around you and others are smashing their shields in to your buddies. So in this way the game plays very real and in quite the epic scale.

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The upgrading system is privy to in-game purchases, despite the game being free to play. Whilst we are not fully sure how this will work yet, you can use your commander XP to upgrade your units as well as your commander. So we’re guessing the purchases would work in a similar way but we’ll see. The commanders range from the most historically notorious to the entertainment-friendly generals Hollywood has made us love. The aforementioned Spartan is joined by Julius Ceaser, Alexander the Great, Germanicus and their units all have the relevant and correct attire and tools from their period of history. Much of Total War has been their unerring attention to historical detail and with Arena, you get it for free and with a very accessible and dynamic feel thanks to the smooth multiplayer.

The game will be on PC and is currently in Closed Alpha, which means a Beta is surely on the horizon and it would certainly be fun to try. So keep your eyes open. We enjoyed what we played and it’s certainly something that serves the Total War fans and the community very well, as well as the MOBA players and curious minds. Although it might feel a little too refined for the die hard Total War players, it might also allow them to experience something new in either the ingenious way that other humans play, or find themselves some easy cannon fodder for them to destroy.

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LEGO Batman 3 Beyond Gotham – Review

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Greetings caped crusaders! LEGO returns in DC comics form to control your minds, brick by tiny brick and shrink your world… Quite literally. LEGO Batman 3 Beyond Gotham is a LEGO game that is very obviously the product of three things. Firstly, complete and total passion for the DC universe by its creators. Secondly, its a game that has the vast experience of many LEGO games before it. And finally it is the product of a team who were able to fully express themselves and their creativity.

The story of LEGO Batman 3 sees our caped friends chasing after Killer Croc in the sewer to try and thwart another dastardly plan by the Joker. However with the rather large and hypnotising Brainiac looming down on Earth, backed up by the stolen power of the Lanterns, all the Justice League and the assembled villains must join forces to stop a bigger threat. It’s all very amusing and takes advantage of the characters own dynamics and storylines that are easily accessible, even if you haven’t exactly been a big DC or LEGO Batman fan. The story is quite simple to follow and in the great tradition of these games, very family friendly. It’s easily played by all ages due to its very familiar controls and is enjoyed by everyone for being the slightly neutral comical romp it should be and never takes itself too seriously.

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When you have done as many LEGO games as TT Games has, it can almost feel like second nature. This makes the third LEGO game after The Hobbit and Marvel Super Heroes in the last 18 months and whilst the feel of the games aren’t exactly getting tired, if you played them all then you must be someone who really enjoys them or are a massive fan of every franchise they’ve covered. If that’s the case then this game is definitely for you as a DC universe fan. The smash-everything-unlock-cool-things gameplay is as smooth as ever and I’m pretty sure there are less infectious things on the World Health Organisations watch list than this brilliant formula. It’s made all the more infectious by the sheer amount of unlockable characters that there are. Plundered might not the term for the depth of the back catalogue of characters they’ve given an outing to, but they certainly looted with intent to riot. They’re fun, quirky and not all together the most serious (Batcow, Condiment Man, Conan O’ Brian, Kevin Smith) but they are a vast and representative look at the DC universe.

The levels are quite a nice length in most places and the free form way you experience the later levels in the story is quite nice although it does lack a little direction. It’s a good excuse though to go and check out the Lantern planets and their wild, vivid and crazy colour palettes. It is definitely an expressive designers dream and after two games worth of the dark dank nature of Gotham, I’m sure it was well received. That along with some nice tourist attractions around the world and the replay value in the levels themselves for collecting and sight seeing (the moon is fun along with the ability to freeroam the Lantern planets), means there’s always something to do and have fun with in the game. Especially with the inclusion of Adam West and 1960s Batman as a bonus level. It may be one for the fans and the parents out there but if, like me, you grew up with early morning reruns of the show before the Tim Burton movies appeared then this will hit you right in the nostalgia bone.

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Whilst we can’t actually review the extra content that is coming, it is worth saying that if characters are your bag, the DLC on offer will be most fun. Dark Knight Batman from the Nolan movies, Arrow from the TV universe with Stephen Amell voicing… There’s lots to keep you as a fan entertained character wise. Is it worth the season pass money though? Well if it’s your thing to collect all the things then yes. Otherwise it might not be.

We’ve all got our favourite LEGO games. Mine so far have been the Star Wars movies (although the game does feel a bit dated now), Lord of the Rings and the Harry Potter’s. So when I have my criticisms of this game, please bear in mind that I know these are different universes and franchises and that they have a different artistic direction.

LEGO games in recent times have been very open world and Batman 3 is not, at least not in the same way. You have a central hub in The Watchtower where you navigate your way through the story, various unlockables and areas to reach those things. But it doesn’t feel very natural to do that beyond the level selection and transport to other worlds. You have to go to the Batcave to do a lot of things and that includes the frankly excellent bonus mission of the 1960s TV Batman. But it all feels very far apart and isn’t very well directed. Not like that of Middle Earth in Lord of the Rings, or even the S.H.I.E.L.D. Helicarrier from Marvel Super Heroes. It’s a bit hard to work out where to go and where everything is. Making a great little bit of exploration, sure, but it can get you lost very easily.

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The levels at times, despite mostly being a good length, feel a tiny bit too short. Some of the Lantern planets in the story, although you can replay them and explore them, feel a bit rushed at times. Like they needed to push the story along and not get the audience lost or make them lose interest. It’s a pacing issue and one that I feel all LEGO games suffer from at times after the middle part of the game but it would have been nice to have more time on those planets and some crazier things to enjoy. They aren’t a massive stretch from what the Star Wars games were achieving but they’re obviously much more colourful. Plus I’m pretty sure there are other areas on terrafirma in the DC universe that could have been utilised. Maybe that’s another game though. The occasional mini-game levels however, which look inspired by TRON/Daft Punk, are utterly confusing and to be honest don’t really add much to the game except a “what the hell is this?” reaction moment. I’d quite happily have taken an easy on-screen puzzle if I’m honest and kept them as a fun aside in the Batcave.

Balance is quite a key thing in LEGO games and for you to unlock all the characters, you have to want to unlock them. The balance of what the characters can do with their powers, modifiers, different suits and such is very key to how you play the game. Whilst you don’t want these bonus characters to be required in order to complete it, there is a bit of an overpowered set which you don’t really need to stray too far from. It’s not that bad a thing but it doesn’t really make you explore the other character options. Where as Harry Potter certainly did with their different spells. It would have been nice to have seen some more integration of the characters sets in to the main game for freeplay. I want an excuse to unlock Batcow! Although my only main character based criticism is how the level design of some of the levels really doesn’t like The Flash. Barry Allen moves so darn fast that you usually end up not actually fighting anyone, spinning around punching the air and falling off edges more often than a lemming.

LEGO Batman 3 Beyond Gotham doesn’t really go beyond what LEGO games are known for. But it is a romp that makes you wonder where the heck LEGO games could go next. Ghostbusters would be fun and I’ve always said the Star Trek movies could make good LEGO games, even Doctor Who (nerdgasm). But for now we’ve got to the point of exhausting the franchises we have. Is DC exhausted from this? Possibly. Other than story and environments, there’s not that much more I think that would bring people back to LEGO Batman as this has most certainly ticked and filled every box. A good LEGO game, a fun Batman game but easily consumed. Next, please!

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LEGO Batman 3 Beyond Gotham hits all the right spots for a DC fan and keeps up the great tradition that is now LEGO franchise gaming. It’s simple, easy, family friendly and incredibly addictive. Although at this point the gamer in me wants to see some more imaginative things, bigger, better puzzles and something new along with the smash everything, collect everything gameplay. But you can’t fix something that isn’t broken and LEGO games still work great, and this one definitely goes in the lexicon very nicely.

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[tab title=”Good Points”]

– So many characters, so little time

– The Batusi jiving, catch phrase slinging Adam West

– A nice expansion of the DC universe and for the player to see more than Gotham

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[tab title=”Bad Points”]

– Mini game TRON level not needed

– Watchtower hub and utility placement confusing

– The Flash is a bit too flashy and hard to control

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[tab title=”Why a 7.5?”]

The game is a great thing for DC fans, and a fun thing for LEGO fans, but even though it’s accessible to all, it doesn’t quite hit the interchangeable hairstyle on my LEGO head. There’s loads to do and some great extra bits along the way, along with some excellent worlds to explore. But it can be a bit confusing, easy to get lost and it isn’t a leap forward from the other two LEGO games we’ve already had very recently. It’s fun, but for me it isn’t the best the series has offered. But if you’re a DC fan then this will be brilliant.

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This review is based on the Xbox 360 version of the game.

[author]

Never Alone – Review

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Sometimes we are blessed as critics and as players that we have a vehicle with video games with which we can experience art, art that no others have access to. There are parts of video games that you can argue transcend the emergent gameplay they inspire, or the visual treats and beautiful moments where music, visuals and story combine to make some narrative magic. Red Dead Redemption has this in the Mexico crossing. Bioshock has it in the encounter with Andrew Ryan. The Last of Us has it in the ultimate lie. Brothers: A Tale of Two Sons has it in its unique and symbiotic control method. Never Alone (Kisima Innitchuna) has it in its tradition and inspired recounting of storytelling.

never alone 3 Never Alone is a platform game that tells the tale of a young girl, Nuna, who ventures out of her village to find the cause of a blizzard. As she travels, she comes upon the destruction and unpredictability of the elements along with enemies to avoid. To help with this, she befriends an arctic fox that can control the spirits around her.

It is based on the story Kunuuksaayuka, a tale from the indigenous Alaskan tribes retold in a puzzle platformer environment. Environment is something that should be mentioned here because the snowy plains look excellent and show off the Unity engine, with which the game was developed, very nicely. The colour palette might be different shades of icy white but that doesn’t lose any depth in the games backgrounds and levels.

Your arctic fox, a trusty companion who can control and summon spirits that act as convenient platforms, is your secondary player that you can swap between to help solve puzzles. From a gaming standpoint, it can be a little bit clunky at times and isn’t the super smooth experience that the rushing winds and icescapes attempted to convey. There are times that you have to be ready to pick up where you died as the game loads incredibly quickly back in to the action.

Your bola (a weapon of magical stones attached by string to a feather) help to solve some of the dead ends you come upon. The game isn’t that long but it is entertaining while you are playing, highlights being the Northern Lights that steal you away if you get in their path and you frantically being chased by a Polar Bear. The inner Attenborough in you wants to stop and admire the great creature and the gamer in you knows you can’t as you’re about to get eaten. From a gaming point of view, even though the game is over quite quickly, it is enjoyable, and it does give you an emotional story (although nowhere near the level of man blubbering that Brothers attained) that is fun for all ages. It’s easy to play and isn’t really that challenging save a few puzzles that require a bit more thought. In fact, I almost want it to be more challenging at times, but that’s just the gamer in me.

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However, this is where the lines are going to blur because this isn’t just a game. This is a work of art. This game is a beautifully realised experiment in to how traditional storytelling, and how generations that pass down the folk tales, can survive in the 21st Century. The story is read in their native language and the cutscenes are animated in a style reminiscent of the Scrimshaw drawings and carvings. The characters, the girl who is the piece’s everyman and the evil manslayer villain, are all from the folklore of a community and a culture.

Not like a culture that a western society may be used to now we are so mixed and interconnected, but one that has stayed true, has survived hardships and exists like a family. Whilst there is a gaming element, Never Alone strives to be an educational look into something that you might not know about unless you’d seen it on TV, read about it or experienced yourself, and it also strives to find new ways to tell the folk tales that inspired it.

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Folk tales are nothing new in games but they mostly work in an intertextual way. Games like God of War take myth and legend and remake it to tell their own story. Never Alone tells the story that is traditional and has always been told but has found a much more interesting and accessible way to do it than most other folk tales have. The game allows for you to experience the beliefs of Alaskans in a unique way.

It helps to show you how the Arctic Fox is a little rascal but will always keep you out of trouble if you befriend them. It tells you how the world is alive and how the spirits manifest themselves as animals or more human forms with the animal’s features. It shows you how they believe the Aurora Borealis are the spirits of the dead children dancing in the sky, and it shows you many things that a people have believed in and trusted and survived with for nearly 1,000 years.

When you are playing the game and you hear the voice of Robert Cleveland recounting the idioms of the folklore, and you get the connectivity of empathy with Nuna and the fox, you are kind of transported in to the world that these tribes live in. You learn and enjoy their beliefs and you find yourself becoming emotionally attached to the characters. The game completely succeeds in a way that most educational games haven’t since the early 90s when you used to get CD Roms with a computer bundle from your local store.

But whilst educational, your enjoyment of this game becomes more apparent because of how seamlessly it all integrates. The animated cutscenes, the beautiful art of the spirits that the fox manipulates to help you. The stark and harsh nature of the thick ice and destroyed wooden platforms and buildings. You are surrounded by nothing except the ice, the wind, the blizzard and the elements. But all the while, you are sharing your adventure with your companion fox. This transcends to the real world as you want to share this story with others. It makes you as a character, in a sense, Never Alone. The title is no accident as when you learn of the culture behind the game and the tribes, they too are never alone. It is a perfect title for a traditional story being told in a fantastically artistic and interactive way.

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The game itself could be better and a bit more polished in its controls and handling. Although its art design is great, the music and sound are excellent and it is a charming and intriguing tale being told. The experience is that of an educational one of a culture and community in which the indigenous Alaskan tribes have existed for many centuries and are sharing with us in a unique and expressive way. Backed up with some excellent unlockable videos to really explore this life and tradition, Never Alone is a fantastic slice of 21st century educational gaming that I would definitely like to see more of in the future. After all, there are many stories to be told.

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– Easy to pick up and play

– Beautiful art and sound design

– An incredible story told in a traditional way

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– Controls are a bit clunky in places

– Not very long

– Isn’t too challenging to play

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[tab title=”Why a 9?”]

Very rarely do games come along that succeed in educating. But even more rarely do they come along and educate, entertain and create art at the same time. Never Alone may not be a long game, or the most challenging. But it is certainly one of the most immersive in its narration and storytelling, the most true in its design and inspirations and impressive in its environments. A beautifully realised tale imaginatively told in an incredibly expressive medium. If that isn’t art, I don’t know what is.

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This review is based on the PS4 version of the game

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[author]

Lords of the Fallen – Review

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Lords of the Fallen is a game that takes a lot of patience. It also takes time. It’s not a game you can casually pick up for a few hours and just enjoy, not unless you’re a hardcore, seasoned gamer who lives for the kind of sadomasachistic gameplay the genre typically provides. This multiple death action RPG, which pits your wits against ever more complex and deadly opponents while trying both your patience and sanity, is one of the first for the next generation of consoles but is by no means worse for it.

Full disclosure here, I am not very good at these games. In fact my ability to remain calm and best the tactics of bosses is poor at best, even though I know the tactics I should be (and usually am) employing. Maybe I’m just not quick enough or patient enough. Basically the reason this review is later than you’d probably expect is purely due to my playing of it, and my schedule allowing me to get the most time with it. These aren’t the kind of games I normally play so I’m naturally slower at them. I love watching people play Dark Souls online and I’ve started playing it numerous times before getting too busy. Saying that though, I have found Lords easier and more accessible to start than I have Dark Souls. Just so you know, as it is the game it is always going to be compared to, Dark Souls will be mentioned quite a bit in this review although there are many good reasons for this comparison.

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You will go through a very frustrating time in the early stage of the game where everything will appear too powerful for you and unless you have a few hours to kill then progression in the game will be initally slow. Especially once you’ve got past the first boss. However, after several more hours you will eventually be at a good level in your skills and inventory to have plateaued the difficulty in the general playing of the game, despite occasional enemies being hilariously hard in difficult to fight spaces.

In some regards, this is where Lords of the Fallen actually triumphs over Dark Souls, especially for the uninitiated. This easier gameplay is still challenging yet not too alienating for you to reconsider sinking a good weeks worth of play in to it. You could easily lose a whole weekend and finish the game and still feel quite happy about it. I’ve read and heard others refer to this as your character being too overpowered after a certain point, and if you are a well seasoned gamer with experience of these types of games then you might think that. But for everyone else that isn’t the case. The best way to describe the games challenges and difficulty is that it makes you feel like they are never beyond you despite testing you. It’s more of a “let’s sit down and talk about this” feel compared to Dark Souls’s “COME AT ME BRO!” attitude.

However that is also a bit of a curse as, if you aren’t really the kind of person who will want to learn new tactics and play about with their options, the game can get incredibly slow and laborious for you. You could easily be patient and defeat a boss just using your magic gauntlet’s projectile attack if it’s levelled up enough. But that will take you nearly an hour and time is a precious commodity in the gaming world. Of course, it’s so easy to employ that tactic that you can easily get frustrated, start using alternative attacks, ruin everything and have to start all over again wasting even more time. Although you do get a lovely health boost from your experience ghost (like the souls from Dark Souls when you die) that drops on your death. The Experience system is actually very good. The Risk/Reward idea is well balanced with you either cashing in for safety or racking up the multipliers. Either way, your character’s skill progression is pretty easy to achieve over the course of the game. Even if you do get a little bit overpowered and just use your gauntlet to death.

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But to miss out on the various combinations and weapons on display in Lords of the Fallen would be a crying shame because this is again one of the games best features. Armour is excellently detailed and incredibly varied with everything from clerical clean cloth and plate armour to dirty jagged heavy armour. Every part can be worn independently and is totally interchangable in class and design. Heavy boots and light chest? Sure, why not. They look cool. The helmet armours, especially the face mask based medium armours, are increidbly awesome, invoking memories of Flash Gordon’s General Klytus. The weapons and shields are equally as cool with many different sword and axe options, including awesome drops from bosses like the Persistence greatsword, a massive flaming blade, and the Commander’s Shield. What’s even better is, unlike Dark Souls, the items stats are incredibly easy to understand and compare. Not basic but certainly streamlined to give you the essential damage/defence information that you need to know incredibly easily. Even the rune modifers that the Groot-esque spectral blacksmith helps you unlock are easy to understand, change and modify for the right battle.

Unfortunately this doesn’t lend itself very well to a balanced gameplay type, although I’m not saying that it should particularly. That’s the challenge of course to adapt yourself and your style to these different challenges. But these challenges do come at quite the learning curve, especially if you’ve just spent the past however many hours of the game perfecting what you’ve currently equipped. Ultimately it really depends on how you level up your character. There are three classes but these fairly redundant depending on how you use your experience points and spell points, although once you’ve got the gauntlet up to speed it’s a pretty heavy distance weapon, regardless of your character’s stats. The best go to tactic is speed in these games and that kind of dictates how you set yourself up with your armour and your overall weight that you’re incumbered with. The weapons are rather weighted towards the heavy side too with big, high strength requirement weapons that deal big damage very slowly. These quickly become impractical and the lack of lighter, quicker weapons with decent or modifible damage really makes the balanced/rouge class gameplay a longer, more frustrating experience towards the later parts of the game.

Part of me always questions why we refer to these games as being partly role playing in genre as they never really seem to do something that the genre naturally excels at; Storytelling. Lords of the Fallen has a basic arbitrary plot with several side quests to keep you pleasently confused. Confused because there is no direction apart from a basic instruction. Yes the game is intended that way, and its freedom of exploration should allow you to happenstance on dungeons and intersting areas. But in practice it makes you confused as to where you’re supposed to go, can get you stuck in an area way over your level or just lead to dead ends and locked doors with no apparent keys to find and unlock said doors. The voice acting is ropey in the cliche kind of way and your cast of misfits joke and monolgue their way into the oblivious ignorance that the mostly absent leader Antanas is pulling some kind of Emperor Palpatine style subterfuge over everyone. Yet Harkyn, your Roghar slaying anti-hero presumably on a quest for redemption, is actually pretty cool. A bad-ass monster with a terrible past, yes. But despite his tattoos of shame and whichever bullish way you choose to play him, he still seems to earn the forgiveness of someone somewhere and make them happy, whilst saving the realm that incarcerated him to prison and marked him for life.

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The game is intentionally claustrphobic. This makes battles incredibly hard at times but allows for a very well textured atmosphere with nice particle effects all round. The bigger areas have a nice artistic direction to them as well, with the bridge between dimensions being a stand out visual treat. But there aren’t enough of these to really capture your imagination like Dark Souls and they are a bit too similar. A snow covered monastary made of stone and a rather stone based Roghar realm with occasional smatterings of snow… It must have been quite a bad winter when the art designers drew up their concept pieces. It looks great but is all a bit familiar after a while, which doesn’t help your patience, and never really makes you go “wow”.

If you’re looking for reviews of Lords of the Fallen so you can deicde on whether or not to buy the game, it can be confusing. The experienced players will tell you it’s too easy. People like me will say it’s challengingly entertaining but that you shouldn’t get your hopes up for it being like Dark Souls or Skyrim. Ultimately the game succeeds in what it intends to do, which is be itself. It may not be for you, and the style of the gameplay may seem a bit too slow or weighty for the veteran players and the beginners. There’s life in the game with new game plus mode and different classes to try out but you really need to WANT to explore the options to benefit from it. If that’s your kind of thing then you’ve probably done that already in your first playthrough and won’t have much desire to do it again. Or you may consider that you’ve had enough of the challenge now you’ve bested it. Either way you’ll enjoy your time with Lords of the Fallen but just don’t expect it to scratch any itches other games have left you with and you’ll be pleasently surprised.

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Some might call it Dark Souls ‘lite’ or that it’s too easy once you’ve got your character levelled up. Personally, I found Lords of the Fallen enjoyably challenging and it is a game that, even though I’d never normally go out of my way to play, I actually have. There are things that make it much easier than Dark Souls for the uninitiated in the genre and it does look excellent, although the gameplay doesn’t really allow for a balanced approach. If you’re new to this kind of game and have a Next Gen console then it’d be a shame if you didn’t try it, especially if you’re going to buy Dark Souls 2 next year on reputation alone. Start here, and you will enjoy.

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[tab title=”Good Points”]

– Excellent Visuals and claustrophobic areas

– Easy to read stats and excellent weapon design

– Experience System is great and game is open to many tactics

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[tab title=”Bad Points”]

– Will be a bit too easy to get overpowered for more experienced players

– Levels do get a bit similar in the smaller world

– Weapons, while weighty don’t, really give many lighter options

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As I’ve said, I’m not an experienced player of these games. But I do appreciate them and would love to get in to playing them when I have more time in my schedules. Lords of the Fallen is my entry piece and it should be yours too if you’ve never played these types of games. The visuals are great, the weapons and armours look cool and the game always makes you feel like you have a chance at beating it. A few more options for the lower weight armour classes and more varied classes of weapons would have opened this game up a lot more. But it’s a good marker for our Next Generation multiple death Action RPG’s.

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This review is based on the PS4 version of the game

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[author]