Are too many games broken on release? Discuss!

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Broken games aren’t anything new, although it does seem that we have had a glut of them in recent months. Assassin’s Creed Unity looks set to join the post-development woe befalling Halo’s Master Chief Collection and DriveClub. But has it always been this way for games to be released with problems?

In a word, yes. Sadly the game medium and the ease publishing downloadable updates to consoles have seen game publishers rigidly stick to their release dates in order to fill their quarterly reports, at the expense of bad press and consumer dissatisfaction. It feels all too apparent in recent times though. Here are a few reminders of the last 12-18 months of game release failures. [divider]

SimCity

brokengame1 Those who recall the long wait for a £60 pound persistent online game only to find that they were only persistently trying to connect to EA’s servers will lament this well. It was made even worse for Mac users who had to not only wait an age for their release but for the problems to be solved as well. Was the game broken? Well there were parts of it that were, and certainly still are. A new engine and new AI was being patched quite a lot in the end to stop itself from doing silly things but for the most part (apart from the always online design flaw and small development areas) the game was fine. But the release of the game turned into a complete farce for EA.

Given that the game was “always online” and there was no offline mode, it was the lack of servers that surprisingly foiled EA’s release. The back end infrastructure they had in place couldn’t handle the amount of people who were wanting to play, nor the data it was supposed to store, leading to a long process of issues, apologies and modifications. EA had to give away a free game, Maxis had a tail between their legs and had to release certain things for free that would have made good DLC and they had to implement an offline mode after the mod community showed how easy it was to implement. Never one to be bested by such setbacks, EA did exactly the same thing six months later…

 

Battlefield 4

brokengame2 The release of Battlefield 4 actually started a lawsuit against people who appeared to be raising the game’s praise to shareholders erroneously in order to generate satisfactory financial reports. But us gamers don’t care about all that suit nonsense, we care that once again, EA’s servers were not up to the task of online play. Bugs galore as people could run around with no health and kill you, the promise of big destructible landscapes and buildings were hard to find, lots of graphical glitches and all this was only an issue if you could even connect to a server in the first place to play the game.

Personally, I found Battlefield 4 quite uninspiring as a single player game although I enjoyed the online play as by the time I’d got to it, the multitude of patches and fixes had been implemented and the multiplayer game was playable. But around its launch, very public and very damning issues beset it. Exactly who is to blame here is tricky as there seems to be quite the administrative level fallout over this, but EA once again were at the centre of the storm and directly addressing it calling the situation “unacceptable”. Two bad online releases in a year is obviously the button pusher in the EA head offices. Speaking of fallout…

 

Fallout: New Vegas

brokengame3Ok, so this game goes further than the 18 months but still, it’s worth putting in here. This game was bugged from release. I know this, which is why it’s on my gaming rack still in its cellophane wrapping. As gamers, we tend to forgive Bethesda’s mistakes in game development because of all the things they get right in their games, but this game makes my little reminisce due to it being the most bugged of them all. Fallout 3 was not without its issues and PS3 Skyrim players will recall the game breaking memory issues and save deletions.

Fallout New Vegas also had the same issues and was prone to a multitude of crashes, textures not loading properly, framerate issues, characters running away, item and character clipping, characters heads doing strange things, incorrect gender character noises, to name but a few. There’s a big old list of all the bugs on the wikia page for the game and you could summise that this is why we’re waiting a long time for another Fallout game, or a proper Elder Scrolls successor. The engine definitely needs a lot of work to be up to the scrutiny of a new generation of consoles and maybe that’s why Bethesda are being quiet about it. But that hasn’t stopped them, oh no…

 

The Evil Within

brokengame4 Bethesda’s most recent release is a fine game. It looks excellent and has only the minimal of bugs, like the headless character bug pictured. It’s a survival horror treat that is worth the time and the day one patch. If you don’t have the day one patch however, the game is a completely different story. Digital Foundry did some snooping after a couple of reports of bad frame rates, but that was just the start of the horror. The out-of-the-box version of the game is a mess. The resolution of the game is a heavily upscaled resolution that is nowhere near the 1080p or 900p it’s supposed to be for the PS4 and Xbox One respectively and is stretched to fill the screen. It also suffers from massive framerate drops, the likes of which you’ve probably only seen on a heavily overworked Minecraft server.

The patch completely changes this to a playable game. But what gets me is that the developers had time to fix this for the release edition until the game’s release was brought forward a week (presumably to cash in before Alien Isolation came out). The patch, given how much it fixes, is a monumental effort by developer Tango Gameworks. It’s definitely worth checking out the videos that Digital Foundry put up as it really does highlight the issues the retail version of the game has. To release a game in that condition is simply just not cricket…

 

Ashes Cricket 2013

brokengame5 Yes these links are getting worse. But no worse than the only game in this piece that was actually removed from sale. It even made national news due to its failure. Ashes Cricket 2013 is probably the reason that you won’t see a cricket game for quite a long while. 505 apologised and issued refunds, Steam pulled the game from sale and the console versions didn’t even appear. Why? Because the AI was awful, the character models were missing key things (such as an animation for catching the ball) and the players ambled around in such a manner that Tecmo Bowl looked superior in playability.

Everything about this game was poor although the development was just as sketcky, moving to the Unity engine and then back again, being delayed twice and only released to try and cash in with its titular sporting series in Australia back in November 2013. All in all the story of this game is quite tragic really and just a cacophony of errors that will probably see Cricket languish in video game development hell, much like Rugby has for the most part in the past decade.

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The thing is that all games release with bugs and as console gamers, we probably feel a bit precious about it given that we expect for our £50-60 outlay a satisfactory and, above all else, a ready product. And releasing games into a retail environment (that includes all the digital stores too) that are effectively broken or heavily bugged, just to make the demands of agreed times and publisher’s quarterly estimates, is quite abhorrent. That maybe a slightly cynical viewpoint though as PC gamers of all ages will know that games can be and are regularly patched to combat these problems. They always have been and they always will be. But the fact that we’ve had quite a few big name problems within the space of a week is quite damming.

brokengame6 Of course Microsoft have always had this date due to the nature of its anniversary package for Halo and the game in all honesty is intended to be a much needed unit shifter for the Xbox One. In fairness to them, the single player element of the game is fine there are just a lot of teething issues for quite a vast and probably the largest options of a multiplayer experience to date. Assassin’s Creed Unity is suffering from a number of graphical glitches in character models as well as world clipping issues. The game has already irked some due to its drop from 1080p to 900p in what is perceived to be cross platform parity. But the game has quite the demanding and technically difficult task of simultaneously processing 10,000 AI controller non-playable characters so that the experience of the crowd is more real and genuine. It’s no small matter given the processing power needed for that and what the consoles can achieve at present with how new the technology is for developers. DriveClub’s issues just seem to be poor choices that have been made at a management level to the game’s infrastructure and, if we’re honest, just a complete shambles from pre-launch to now, which is a shame for Evolution Studios.

While these bugs are certainly taking away from the game experience, and do invalidate our confidence in a publisher to develop a complete package for our hard earned electronic wealth numbers, do they constitute such a breach of trust between the consumer (us) and the developer/publisher (them) that we should be up in arms, or should we just back off a bit? After all this is all new ground for everyone, right?

Please feel free to leave comments, post on Facebook or tweet @TheGameJar and let’s talk about this.

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Call of Duty Advanced Warfare – Review

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It’s a little strange heading in to Call of Duty Advanced Warfare because I haven’t played a Call of Duty game in four years, my last being Black Ops. The series has come a long way in this, its first truly Next Gen outing. It hasn’t held back on its punches either by drafting big names like Kevin Spacey of American Beauty and House of Cards fame and Troy Baker of all video game voice fame (The Last of Us, Bioshock Infinite).

It’s weird because in a way, Call of Duty is almost a multiplayer game before it is a single player shooter. Sledgehammer Games have come on board along with Raven Software. If you don’t know, Raven have as much good pedigree as Sledgehammer, who created Dead Space and co-developed Modern Warfare 3. Raven have a wealth of awesome titles in their history including Hexen, Soldier of Fortune, Star Wars Jedi Knight 2/3 and Star Trek Voyager – Elite Force. The last game being not only an excellent shooter but quite possibly the best Star Trek game ever made. Just so you know who you’re dealing with.

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The comparisons between this game and Titanfall have been raging since its announcement and of course there are some. Respawn, who created Titanfall and were formerly Call of Duty developers, set themselves very squarely in a futuristic Mech-based vein and Advanced Warfare does at least one of these things and maybe riffs off others. In fairness to the game, that kind of thing is nothing that Halo 4 didn’t do before either of them, and the movement perks of the Exo Skeleton suit aren’t anything that isn’t in Destiny’s multiplayer. So as far as that goes, it’s one of those industry coincidences that happens from time to time. Like every game due for release in 2015 seems to have a monster called a “Kraken”… Trust me, you’ll notice that next year.

PC gamers might want to skip this paragraph. When it comes to the performance of Call of Duty, this game doesn’t disappoint, unlike Ghosts did before it. Everything is at 1080p on PS4 and an upscaled 1080p on the Xbox One. Don’t get grumpy yet. The game downscales as and when the quality is needed on the Xbox One (dynamic scaling) so the game holds a constant 60fps for the most part. The PS4 version does suffer occasionally with frame rate drops although to be honest these are not really that noticeable and are few and far between. So in theory, despite the resolution drops, this could be the first game on the Xbox One that outperforms the PS4. The game holds 60fps mostly though on both consoles, especially in the multiplayer, which is exactly what Call of Duty is known for and what the community has requested. So, job done in that sense, box ticked. The game is absolutely excellent though visually, as you’ll hear later with the work done on the actors. But there’s still something that makes everything feel a little blocky, a little sharp-edged maybe? It’s hard to describe and for the most part it excels in the graphical scrutiny but the city levels and the multiplayer at times feels a bit too angular compared to the complexion and work that is in other areas of the game.

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The campaign, in one regard, plays out like any Call of Duty game has since Modern Warfare – Massive set pieces in recognizable places with different types of military based gaming from tanks to boats, ground assaults, drone attacks and airplane dogfighting. In fact the story begins in an almost lawsuit-inducing similar way to Halo 3: ODST. Without spoiling anything, the story is as trite as an action military based plotline can be, and the series has still found a way –despite being set 50 years in the future – to bomb/assault Baghdad and jab at the North Korean’s with repelling an invasion of the South. Could have chosen anywhere in the world but no, still obsessed with modern Mesopotamia and introverted communist nations, aren’t we… I digress.

The thing is, regardless of whether or not you think the series is insensitive to any particular world view (regardless of the infamous “No Russian” mission), it has never pretended to be anything but fictitious entertainment in a terribly militaristic sense with a slight, possibly unintentional commentary on the state of the world at hand. Much like both versions of Red Dawn, except much better. Modern Warfare 2 had it with the grainy helicopter camera perspective of shooting white human outlines fleeing in a field in shots reminiscent of recent friendly fire footage. This game has it in its sense of accountability and bureaucratic freedom of private security and military forces, which if you’ve ever looked in to are a dangerous and scary proposition to the geopolitical conflicts at large. And, guess what, you’re part of one.

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No spoilers here, you should experience the game for yourself with its trips to Camp David, New Baghdad, Seoul and Greece, as well as the much-advertised San Francisco Golden Gate Bridge shootout. But in the other regard, the game comes in to its own with the care and attention taken in animating and voicing the two main characters. Troy Baker stars as Jack Mitchell, a Marine who’s prematurely ended career gets given a new lease of life under Kevin Spacey’s Jonathon Irons, and his corporation Atlas who develop military tech and are the worlds largest private security/military firm. The rest of the voice acting is as you’d expect in Call of Duty with Gideon Emery doing his best Jason Statham impression. But the two main names give some excellent performances, backed up by some incredible CGI animation of themselves both in cutscene and in-game sequences. Spacey’s performance is by no means the intense yet disturbingly compelling level that Frank Underwood is but as far as video games go this is a pretty big performance from a two-time Oscar and BAFTA winner and certainly some excellent casting. Both Baker and Spacey add a good bit of depth to a game which doesn’t really push the boat out in terms of narrative, but that’s not something you really care about in a Call of Duty game. You’re happy enough to just sit and be entertained, regardless of vaccum packed bodybags, terrorist threats and coordinated global destabilization that seem to be the go-to military plotlines in our post-24 gaming narratives.

The weapons for the most part seem well balanced, although at times the pistol, the Atlas 45, is completely gutless and other weapons, including a Minigun, seem to take an absolute age to kill people despite aiming for headshots. Possibly this is the trade off of futuristic armour, etc, that you can plough a guy with bullets from 6 feet away and still take 10 seconds to kill him. Despite being Advanced Warfare, nothing is too advanced to be outrageously fictional or space-age and everything – except a particular sniper rifle, EMP’s and interchangeable option grenades – aren’t that much out of the realms of your standard gun+bullet=shooting fare. It’s easy enough to get a grounding, get your preferred weapons and have at it. The little extra modifiers such as the bullet time-esque overdrive are cool to a point, and I do love using the Sonic noise option with the Exo suit and creating a mass of easy targets. But for the most part they only become usable in certain missions where they are designed to be used, like cloaking technology in a stealth mission. So your game style doesn’t really change or benefit from them. Which is a shame because, as you head to the end of the game, it would have been nice to actually benefit from these features rather than just use them like level-based perks. The biggest thing about the exo skeleton suit, the jumping and boost options are again only usable in certain missions so you don’t really get the full effect that you might have been hoping for in the single player campaign. But it has to be said that when you stealth kill some people with your grappling hook, especially when you rip a pilot out of mech suit and smash him face first into the ground, it is quite satisfying, despite the lack of times that you can do so.

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That’s where the multiplayer comes in to play. Super smooth gameplay, well designed maps, interesting gun gameplay and a fairly balanced leveling system which is easy to get up to an intermediate level. The game modes are well tested over years of Call of Duty multiplayer and their experience shows.   The exo skeleton in this mode is where it seems designed for. It allows you to jump farther, boost yourself around with relative ease and it feels perfectly balanced to the pace of the game. Most people I speak to say that Modern Warfare 2 was the height of the franchise’s multiplayer action and if that’s the case then this is just as good if not better. The Uplink mode, which is basically like Basketball or Halo’s Oddball/Headhunter game types, works incredibly well, especially with the elevated goal making use of the exo skeleton. This is certainly ticking all the boxes that the competitive gaming scene have asked for but it feels accessible enough that you can just jump in and have fun, not worrying about being smoked out by people who are already level 30+. At least that’s what it’s like at the moment. If you get used to playing then you’ll do well and for once, it seems like the games are balanced enough that it rewards someone who has a good game rather than people who camp and get cheap kills. At no point yet have I started screaming, “HACKS!” or “CHEATS!” or “Aren’t you aware there’s other games you could play or possibly read a book?” And at no point has my families gender or lifestyle been questioned or insulted in a triad of voice breaking abuse, so I’m happy.

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In all seriousness though, the multiplayer is a joy to play, and it’s not often I say that about a Call of Duty game. There isn’t the ridiculous kill perks that constantly wipe out the map every 40 seconds, or anything that really puts you out into a constant sprawl of death. Of course there are several times where you’ll have bad luck or a run of poor form but the game doesn’t make you feel put out or that you’re spefically at fault. It sounds weird but it’s enjoyable enough that you may have a bad game and you don’t immediately rage quit. It’s like the game sort of hugs you a little and says “never mind, give it another go.” The fact that matchmaking is rather quick and the performance in game is super smooth, definitely aids that decision to soldier on and get back to your fragging. Certainly, there are no launch server issues here. This means that even with a few hours play you can make some serious progress in your multiplayer gaming experience. There are several custom loadout options as you go through and unlock all the weapons and armour extras. There is a bit of avatar customization but it isn’t really that in depth, as in depth as you’d like anyway, but it’s a nice little touch in personalizing your online experience with different armour and hats (again something that has already been done quite well in the Halo games). All of the modes are there like capture the flag, deathmatch (both team and free-for-all), big team games, domination, objective destruction and a few modified playlists (like limited HUD and ranked play), with Zombies reportedly to return in DLC. Given that, as I remarked earlier, Call of Duty is almost a multiplayer game before it is a single player it is quite the improvement from previous years and a job well done.

The big question with this game and with the multiplayer specifically is whether the exo skeleton and the futuristic basis for the game really changes the Call of Duty franchise for the better. In one way, no because it is ultimately a plot point in the campaign that could have been any kind of technology and the multiplayer dynamics behind Call of duty Advanced Warfare are very good anyway, so much so that all it kind of provides is a jumping boost and opens a lot more of the maps up along with different combat tactics. In the other way it does because it really brings the franchise up to date with its competitors (Titanfall, Halo 4, Destiny) and has the benefit of seeing what they’ve done for the past three years and how to implement these new gaming styles in to their already well established and tested formula. In truth Call of Duty Advanced Warfare is the start of a new generation for the franchise that appears to have trimmed its last generation fat and stepped forward into a promising future. It doesn’t change too much but gives an entertaining package that you can rely on.

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Call of Duty Advanced Warfare benefits from a big overhaul in its multiplayer but to credit that purely on the exo skeleton would be unjust. The game feels generally a lot more balanced and whilst the suit is the selling point, it’s merely a vehicle for the rest of the fun the game has. The storyline is traditional Call of Duty fare despite the big name cast of Kevin Spacey and Troy Baker giving it some volume. This is a return to form for the franchise and feels like a well balanced and rewarding game and multiplayer, but it doesn’t jump out of anything that we kind of rely on with Call of Duty or push itself to really WOW us. A good, but comfortable effort.

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[tab title=”Good Points”]

– Great visuals and performance

– Multiplayer mode is a vast improvement

– Exo Skeleton doesn’t make the game but certainly frees it up

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[tab title=”Bad Points”]

– It isn’t a huge reach from Call of Duty’s past

– Campaign story doesn’t push the boat out narratively

– Use of Exo skeleton in Campaign too restrained

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[tab title=”Why a 7.5?”]

This game is good. It is a return to form for the series and the exo skeleton does enough to revitalise some of the gameplay, but mostly revitalising the interest and the effort put in to the multiplayer mode as a whole. But, whilst visually stunning and with some good big name performances, it kind of sits comfortably on the Call of Duty mantle without pushing itself out to be the stand out game or completely wowing us. Definitely enjoyable and worth the 7.5 score but just misses on something higher due its lack of drive to really elevate the franchise up to the next level.

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This review is based on the PS4 version of the game

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[author]

MX vs ATV Supercross – Review

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If you read our preview of MX vs. ATV: Supercross back in July, you’ll know a bit of the history behind that franchise. But we’ll give you a little bit of a recap just in case. Nordic Games is one of the many people who snapped up some properties after the great collapse of THQ. One such thing they did was restart Rainbow Studios who have previously produced the other MX vs ATV games and got to work on producing something that the studio loved and did well.

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Which is why we are here now, tinkering around with the clutch cables on our Rainbow MX125 and tearing up a lot of dirt on the track. I’ve already made a pun before about this but when you think Supercross bikes in this country (UK) you do really think of a group of young men sat around their back gardens with oily clothes tinkering about before letting rip down your street in what sounds like a cross between a swarm of bees (bees?) and someone furiously trying to use a blender on unmelted chocolate. But in truth Supercross racing is the second most popular form of motorsport in the States, behind NASCAR apparently. Even bigger than IndyCar, Moto GP, Formula 1, etc. So whilst this may seem like a bit of a niche angle for us Brits, it may not be so much so over the water.

The easiest way to go about MX vs ATV Supercross is to look at it from the arcade angle. Now this game has been loving constructed by a studio who are a complete bunch of petrol heads, I know, I’ve met them. Their studio is next to a large expanse of desert which they regularly enjoy tearing around in so they know how the machines feel. Sadly of course you can’t really licence Honda and the likes who’s engines are used so a little bit of old school “name-everything-after-us” wording is in use throughout the game, making the two main constructers of vehicle either Nordic or Rainbow. But others are there. You’ll see Oakley sponsors, among other motocross sponsors which if you’re a fan you’ll recognise, as you tear around the well designed indoor dirt courses. And they are all really well laid out and a bit challenging lap upon lap. Even if you know them because they always evolve and the handling is so dependent on momentum, bumps and other course objects, that you’ll rarely take the same line twice. It evolves in a way that the course actually remembers the dirt imprints of every rider out there so you’ll get all the slides, mistakes and well ridden areas of the banked turns and jumps showing up on the track. This is one thing the game does excellent, the track deforming and changing over the course of a race.

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Sticking with the arcade angle, you jump straight in really without a tutorial. It’s up to you to get yourself up to speed. You can do this via the free ride mode which gives you a good handle on jumps and clutch control. The clutch control is effectively, in arcade terms, a power boost. You’ll have to get used to it but hitting the clutch ups the revs and launches you off which is great after you’ve slowed down from a corner or lost momentum after a jump. It’s a little tricky to get the hang of especially if you’re used to the pump-and-squirt type of throttle control most games have. But once you have got used to it, that’s where the challenge effectively ends. Pretty much everything that happens at this point, until you have to readjust yourself with the ATV’s, is in your direct control. If you muck up, it’s your fault. If you don’t win, it’s your fault. Basically, once you’ve mastered the clutch control the game becomes incredibly easy. A little bit too easy. The AI is fine, it isn’t entirely dumb, it doesn’t stick to the road like other racing games and it is in about as much control as you are when you bump, go off the track or someone lands on your prone head after you’ve come off. But the AI isn’t really much more than a collection of moving objects that are in your way, unless you turn it up to Pro (hardest setting) then you’ll be left in the dust. The ATV does make you readjust your riding at times and it is annoying how easy it is to lose control of it and effectively ruin your race but once you get the hang of it, it’s pretty easy.

And that’s where the allure of the game sadly ends. Much like an arcade racer, you will have a good time unlocking the extras that you can customise your vehicle and rider with through the career modes different championships. Some which help the performance of said vehicle and some which are purely cosmetic both for bike and rider. But that runs out pretty quickly and whilst the tracks are fun, they all look fairly similar. You know that brown dirt track with boards around it and a few jumps in an arena, well that’s pretty much all of them. The tracks are set all across the United States but you wouldn’t know save for the cinematic in the menu screen that shows you some skyline of areas through the upper exposed parts of the arena which, if you’re on track, you wouldn’t otherwise see. The animations become very familiar as your rag doll like physics don’t really rag doll all that much. The jump and trick system is pretty basic but ultimately is entirely unimportant to the game and not really useful except for adding a bit more excitement in to your playing. There isn’t a lot more to the game except pick a bike, go and win, unlock some more. Ultimately that is exactly what this game says it is but you’d think maybe a few surprises might come your way.

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There are some local multiplayer modes and an online multiplayer mode. The online is a bit of a double edged sword though as it runs very well and quite smooth, with no noticeable drop in performance or lag spikes. However my testing of this was based on me and one other person playing. It’s not going to be the most populated multiplayer game on a weekday afternoon due to its niche nature. If you can get a group of people who have the game and all conspire to be on at the same time, it might be worth it. But for the short term it isn’t. And you might have difficulty doing that as well. The game is last-generation only (except for PC release). Which means that not only is it on the older consoles, you’d have to be a pretty dedicated fan to invest in it and go back to the old console for it.

If you’re that much of a fan you’ve probably got your own bike so a game probably isn’t that appealing. But on a positive note, Nordic and Rainbow know this and so you’ll find it priced quite nicely as it should be at around £25. Don’t get me wrong this is an entertaining game, especially for me as a fan of motor racing. And it’s far easier to handle and get to grips with than something like the Moto GP licensed series. But it’s something made by passionate people for this particular style of the sport, for people who are also passionate for it. It may be lost on me but it doesn’t give me enough to keep my interest peaked. Having said that, there’s a lot of good things in this game that if more accessible, fun and next-generation titles come our way there’s some good groundwork put in which just needs opening up a bit more for a wider audience.

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MX vs ATV: Supercross is a game that is well executed in a “does what it says on the tin” kind of way. It has a wide range of tracks and unlockable customisation options and is probably the most accessible non-arcade motorbike game I’ve played. However its learning curve and challenge quickly evaporate and unless your a fan, it leaves the fun in its dust.

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[tab title=”Good Points”]

– Easy to pick up and play

– Good track evolution dynamics

– Gives you a good range of bikes and quad bikes to use and unlock for

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[tab title=”Bad Points”]

– A bit too niche for a wider audience

– Becomes too easy very quickly

– Not enough outside of the bikes/dirt tracks to keep it fun

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[tab title=”Why a 6?”]

This is a well intentioned game and the MX vs ATV franchise is obviously in good hands. But it hasn’t really stretched the boat out to give it a good game and get a wider audience interested. The things that are done well in this game, like the track design and evolution, are great. Along with the beginning control challenge. But whilst the developers have done that well, there isn’t really anything else that has happened to make it more fun or exciting in the long run.

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This review is based on the PS3 version of the game

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[author]

WWE2K15 – Preview

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Like an RKO out of nowhere, it’s time again for the franchise that layeths the smack down on the fighting game genre. WWE2K15 is the latest venture into the WWE universe but things are a little different this year.

When you first heard that 2K had taken the WWE franchise, you probably got very excited given their heritage with the NBA series. Last year though, you might have been forgiven for thinking this was a bit of the same old THQ thing. History, in case you don’t know is that after the bankruptcy and demise of THQ a lot of licenses, including WWE, were left in limbo. 2K jumped in and straight away brought on board the stalwarts of the WWE games Yukes and Visual Concepts. The 2014 version picked up what THQ had already done so it wasn’t that different to what was already planned or in production.

This year however is the first time that 2K have been able to guide the game from the start and their focus has been something that is in tune with what WWE want. That is a sense of a superstar and the progression of a career. One of the biggest problems, for me personally as a more casual WWE fan over the years, is the concept of the WWE Universe and what that translates to as a game mode. In my opinion it didn’t really settle you down or give you the feeling of definite progression and felt too much of a sandbox idea to work in a sports game. Of course the 2K specialty is a career mode and WWE is perfectly poised to benefit from it.

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The career mode starts with with you as a rough young potential who’s been brought in to the WWE’s training camp. You work your way up under the guidance of Bill DeMott in the Performance Centre and eventually get your way into the NXT ring as the path to career success unfurls before you. Rising through the ranks with the help of WWE superstars like William Regal, Vickie Guerrero and Triple H, much like you’d experience in the TV shows themselves, your journey will also unlock different options as you grow. Eventually facing the stars such as Daniel Bryan, Brock Lesnar and the like, this element of career progression takes you around the back offices and into some in-depth choices outside the ring, as well as fighting inside. This might seem familiar from the NBA career and that’s because it is. But it translates itself incredibly well to the WWE setting. How you perform unlocks the avenues for you to explore along with stat upgrades, the ability to train with other superstars and learn their moves, access different clothing and entrance options. You will work your way up and get decisions that also help your personality. You can mould yourself in to a face (good guy) or heel (bad guy) by respecting your way to the top or cheap-shotting people in their happy areas or with a slap. This evolves the story lines your character encounters with other superstars and eventually for your title runs, this plays a key component in who you face. This is the journey of you and who you create and, much like NBA, WWE’s personal touches and customisation really give you an immersive experience as a superstar.

Immersive is another word that’s probably synonymous with 2K’s treatment of NBA but has definitely leapt in to the squared circle. A fairly large overhaul of the game could have been overdue anyway but this particular update has certainly addressed a lot of issues. Firstly, and I don’t say this lightly, this game is not only the most lifelike and realistic looking wrestling game ever, but arguably that can extend to all sports fighting games. Whilst the crowd is slowly getting better in their animations, etc, the real look of the game stems from everything around it. The ring has been completely remapped and the sounds re-recorded, the animations for the wrestlers have grown (there’s over three times the amount), and the biggest thing is the wrestlers themselves. The scanning of the wrestlers faces and complete attention to their bodies, tattoos, mannerisms and expressions is unparalleled in the genre and one of the best things about what 2K has brought to the franchise. Even Paul Heyman has had his strut motion captured. This level of detail has taken quite the effort from 2K, given the schedule of the wrestlers so it’s something that is front and centre of the new game and deservedly so. Secondly, the commentary and the television presentation has been reworked. Michael Cole and Jerry “The King” Lawler have re-recorded the commentary to be more about the story and less about move calling like previous iterations. It’s no secret that the NBA has had the presentation of television and commentary pretty nailed in sports games and they’re trying to transpose that to WWE and from what we’ve played, that’s been successful so far.

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A few things you’ve probably already heard of, which I shall reiterate for you here, is that there are several pre-order bonuses, one of them incredibly historic in wrestling history. The inclusion of Steve Borden’s character, Sting, is a first for WWE at all. Formerly only a WCW wrestler who kept himself loyal to one company during the great turbulence of the Monday Night Wars and then later TNA, Sting is quite possibly the greatest wrestler never to hit a WWE ring. His inclusion in the game as both his 90s surfer dude persona and that mid 90s reinvention of him as a gothic outcast based on comic book character The Crow is a big deal. Hulk Hogan is available on certain deals with both his classic and Hollywood personas. The roster is pretty big so there will be more information to come in future announcements and John Cena, love him or loath him, is gracing the cover and curating the soundtrack… You know he had a rap album, right? He’s qualified… More so than Jim Johnston obviously… The 2K Showcase mode is back too, this time featuring on two classic battles in WWE history. Those being Cena Vs CM Punk and HHH Vs Shawn Michaels. So to answer the obvious question, yes CM Punk is back in this game, despite not being a WWE employee anymore.

WWE games have been pretty locked down for a while in getting it around 70% right. But somehow the fun of those early wrestling games we all played, whether you were of the SmackDown generation, the No Mercy Generation or even older with the Steel Cage Challenge generation, hasn’t been the thing that came across in the THQ attempts of recent years. Possibly that was due to the direction of the franchise rather than the game itself. But WWE2K15 looks, sounds and plays in a way that makes me want to delve deep in to my DVD collection and relive old memories. Most of the feedback and suggestion of how the franchise could improve appears to have been listened to and, despite the delay in the next generation release of the game, will be worth the wait albeit setting a high bar for 2K to trump on a yearly basis.

WWE2K15 is out on October 31st for Xbox 360 and PS3, with the Xbox One and PS4 versions to be released on November 21st.

[author]

LEGO Batman 3 Beyond Gotham – Interview with Matt Ellison

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On this day of DC Universe fun, we got a second interview in as many months with TT Games about LEGO Batman 3: Beyond Gotham. This time, Sean got some extended time to sit down with producer Matt Ellison from TT Games to talk about all the new things we’ve seen.

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We’ve just seen a lovely demo of the game, including London looking spectacularly small, Paris looking spectacularly small and Pisa looking very straight. What inspired you to go away from America and in to Europe with these levels?

It was always designed to be Europe actually. We do have Gotham as well so that’s American-ish. But it was an opportunity to show different things and different sights. It was really cool to be able to put London in there because we’re a UK developer and it was something we really wanted to do. Obviously Paris is very iconic and Piza with the leaning tower is very iconic and some of the other sites. It’s all things that are very cool that people recognise from a very young age.

As you say it allows you to have fun with those landscapes, like the Battersea Power Station having a load of toxic waste in it.

Yeah, stuff like that and the Houses of Parliament, Buckingham Palace, it’s very cool to be able to show these things that people recognise because it gives you a different attachment to it.

lb3p2 You’ve got a very extensive character and sub-character list. As there’s so many, how have you managed to nail down which ones you wanted to do?

There are a few different things that go in to how we come up with the list that we ended up with. The first thing is the story, so the story governs which characters are going to be front and centre. Then we have the LEGO side of things. LEGO make their playsets and we always try to include all of the playset characters in to the game so if someone sees it in the game they can buy the toys. Then there are the ones we wanted to include. Some of the most famous ones, some of the more obscure ones, some of the more colourful ones, quirky ones and then we talk to DC to find out what’s coming up, who’s big right now, who should we be including. And they send us all the reference for the character outfits so that we can make sure they’re accurate and representative of what they should be. On this game more than any other we’ve been listening to the public. Throughout the game development cycle, we’ve been asking what characters people wanted to see and a couple of those have been added fairly late to the roster, but there’s so many people asking for them, we’ve kind of snuck them in.

There are so many different suit and sub character options across all the characters, how do you limit yourselves to stopping getting an OP character.

Five of the characters have 8 suits; Joker, Lex, Batman Robin and Cyborg have those eight suits you can cycle in between. But they have all these different mechanics and visuals and the visual representation of what you have to do in the puzzles remains consistent. So there are different characters you’ll have access to who’ll be able to do different things and as you unlock them, you’ll notice which abilities you’ve got and what you’ll be able to work through. It’s traditional with the LEGO games so people should know what they need and when with the characters and we’ll give them as many abilities as we possibly can. But they are all accurate as to what powers they can do and what they should have.

It’s quite a good position for the DC Universe especially with 3 TV shows based off it and as you announced at the weekend, the Arrow DLC pack is coming too based on the TV show with Stephen Amell.

It’s an amazing opportunity to be able to include this kind of add on content, which is totally outside of the game. But there is a way in which we can do something on it, so we can have a level, we can have these characters and find a way to include them into this and be part of this experience. Arrow was announced at the weekend and there’s The Dark Knight/Man Of Steel and you don’t normally get those kinds of opportunities – no one has done a Nolan Batman game before. So that’s the first time that’ll be able to be seen and we’ve been very lucky that we’ve been able to get the chance to do it.

You’ve been lucky as well to use different things from different studios and franchises, including the soundtrack, from Danny Elfman to John Williams. It must be quite good to have that freedom?

The Danny Elfman music we’ve used on previous LEGO Batman’s as well and it’s sort of tied to our Batman now, it’s part of his identity. But, as you hear that, it’s great that we have the relationship with that and it’s good that people are starting to relate it to our Batman. The John Williams theme from Superman is a must from LEGO Batman 2, that was fantastic and we had to include that again. Being able to add that to Wonder Woman as well is quite cool and again it’s something that people remember, especially that older audience we have. The younger kids probably aren’t going to know that so it’ll be something that the parents will recognise and be able to educate them a little bit about the history behind it. lb3p6

There’s a lot of artistic freedom with the game because you’ve gone outside of the confines of Gotham. How do you approach the new world that’s not as obvious on the page of the comics? 

It is slightly different. We knew we wanted to make this game when we were doing LEGO Batman 2 so at the end of it we teased it by having Braniac say that he’s located the Green Lantern’s power ring. So we knew that we wanted to go in that direction. The Lantern worlds have so much stuff in them, the planets are so unique all with different vibes to them, lots of different enemies to encounter – visually they all look very different which works very well in a LEGO game having all these different colours and all the Lantern Rings, it was quite effective to replicate visually. So it’s just a great opportunity to be able to explore the wider reaches of it all. You’ve got the Watch town and the Hall of Justice as well so there’s lots of places for people to enjoy.

You’re all big fans of the DC Universe in the studio, what’s been your favourite parts?

I like the characterisation of some of the characters we have in this game. Solomon Grundy is probably my favourite addition of the new ones. The way he’s animated is just fantastic, walking around like he’s a zombie – he’s very funny. Just being able to include more of these characters I think is the best thing because we’ve got 3 times the characters we had in LEGO Batman 2, there’s just so many of them in there. Like Polka Dot Man, Condiment King, they seem so random but in a LEGO game they just add to the humour and add to the fun of it.

With the voice acting talent you’ve got Troy Baker back as Batman so you’ve got quite the talent behind the characters as well. 

LEGO Batman 2 was the first LEGO game to have voice acting in it, we brought Troy Baker back for this because he’s fantastic, it’s a bit of a no brainer. The voice acting is something we’re really pushing so we want to make it as good as it can possibly be. So there’s much more script, we’ve got Josh Keaton doing Green Lantern, Scott Porter doing Aqua Man and even Adam West doing voice overs for the game, it all adds to the authenticity of the game and adds to the weight behind it when you’ve got guys that really know what they’re doing.

Especially with Adam West it must be good for his amazing alliterative, totally tantalising dialogue that he’s got going on during this. And his era is replicated even down to the comic book “Kapow!” phrases and noises from the 60s Batman.

The 60s stuff is brilliant and is by far the most in depth bonus level we’ve ever done. That was really something we went all out on. Again it is just an amazing opportunity and was always on the wish list to try and do. So to suddenly have it happen is just fantastic for us because it’s the origins of Batman from the mainstream platforms. And it’s just fantastic having him voice it, having those “Kapow!’s”, having the Batusi dance… It all adds to it and people who know that Batman will love it and even those who don’t, it will still be bright and colourful and brilliant for them to enjoy.

lb3p5 The game is coming out in November, how much do you think you’ve left out from what you wanted to put in?

I don’t think there’s anything possibly left out. By far this game got bigger and bigger and bigger the more we got in to it. The original concept of what this game was and where we ended up is far bigger than what it was originally going to be. Because these opportunities present themselves as you’re going through it. You know you think “wouldn’t it be great to add this” and you just do it. It just builds and builds and builds and we’re so pleased we’ve got a massive game at the end of it.

I want to ask about Batcow, because that is very, very, very, very niche. So, why Batcow?

I believe the story goes: One of the designers said “We should put Batcow in the game.” And everyone said, “Who’s Batcow?” and then he showed a comic that had Batcow in and Batcow got put in to the game. I think it is almost that simple but it is a genuine thing that exists and it’s part of the humour that we have in LEGO games that we can do things that are obscure, chuck these things and widen the scope of the DC Universe in this game and it’s a very funny thing to be able to do. We’ve got lots of obscure characters in there but there are all the ones that people expect as well.

I’m guessing many other characters came about the same way.

Well, sometimes. We’ve got Manchester Black in this game because he has Manchester in his name and apparently comes from Manchester. So it varies and some of them DC said “these would be cool to include” and others people have been asking for them and we like to give people what they want. There are more than 150 characters in the DC Universe but the ones we’ve got we’re happy to have in this game.

Well if you used them all, you wouldn’t have a LEGO Batman 4.

[Laughs] Yeah, I dread to think where we can there.

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LEGO Batman 3: Beyond Gotham will be available on November 14th for Xboxb 360, Xbox One, PS3, PS4, PC and WiiU

[author]

LEGO Batman 3 Beyond Gotham – Hands On Preview

lb3pft We’ve been furnished with some excellent news with LEGO Batman 3: Beyond Gotham over the weekend. The list of characters, over 150 in total, is very quickly taking shape and we have some awesome new levels being revealed to play with.

LEGO games are LEGO games. Part of the big idea behind them is that they all have consistent mechanics. They are family games for children and adults alike, best enjoyed together. As such they all have, whatever the franchise on top of it, puzzles and gameplay that is instantly recognisable and transferrable from previous LEGO games. This ease of play and similarity with other LEGO games is key to the design of them.

It also makes them rather hard to review and preview. Because we all know exactly what we are getting. There’s some awesome things in LEGO Batman 3 that allows us to go in to further detail but for the main part, this is a fully functioning, comically entertaining LEGO game. The story is that (spoiler for LEGO Batman 2) Brainiac has the Green Lantern’s ring and is going to embark on a dastardly scheme to gain control of the Earth. There our heroes of the Justice League and usual suspects Batman, Robin, Superman, Wonder Woman, etc will come in to save the day… Or at least prolong the saving. lb3p3

Different things occur which allow the characters to move a little bit out of their normal comfort zone thanks to the Lantern powers, especially from characters you wouldn’t normally expect. But in the scheme of things, the plot allows the game to move out beyond Gotham and out to other planets and  in to outer space. People who played the Star Wars games will easily recognise the flying/shooting mechanics and whilst the game is fun, it is never exactly challenging. But, see above… That’s the point.

You’ll also get some landscapes you’ve never seen before unless you’ve been in a LEGO shop recently. The game will take you to various European cities as well as Gotham, including our very own London. It’s interesting to note that all of the buildings like the Houses of Parliament, the London Eye and Buckingham Palace could all be built with actual LEGO and the games are all designed so that you could actually build the things in them. Quite neat I thought, and maybe that’s something I should have known. Why the Battersea Power Station is filled with toxic waste, I don’t know. Maybe TT Games know something we don’t.

Speaking of what you should know, the list of characters goes way out of the established norms for Super Hero games. The DC universe has been well and truly pillaged of almost everything and the deepest darkest vaults of characters have come to grace the obsessive collecting we must achieve when playing a LEGO game. Niche people from Batcow to Condiment King to the real life comic Conan O’ Brien, director and Comic Book author Kevin Smith, the Green Loonton, the Darkest Knight (all Green Lantern off shoots) and DC Publisher Jim Lee. DLC was announced at the weekend with Stephen Amell voicing his TV Character of Oliver Queen/The Green Arrow along with other characters from that series. More niche with Toyman, Trickster, Manchester Black… The list actually can go on for a long time and will require you to have more knowledge of the DC Universe than you ever thought possible. lb3p4

The best thing so far for me is the 1960s Batman mode. You probably don’t remember the TV series starring Adam West but you definitely know the theme tune (ner-ner-ner-ner-ner-ner-ner-ber-BAT-MAAAAAN). You probably only know Adam West from Family Guy. But the art and design including the alliterative brilliance of voice acting from West, KAPOW! exclamations with brass instrument sounds and even building the Batmobile (everyone’s favourite Dinky car when they were little) put you in to an amusing trip of nostalgia and if you don’t know the series which arguably shot Batman in to the mainstream then you’ll be pleasantly surprised. Other touches exist around the game, like Troy Baker (don’t pretend you don’t know him by now) voicing the eponymous hero, the John Williams Superman music returns when Superman flies and that has even been stretched to Wonder Woman getting her theme played when she takes to the air.

All told, we’ll be able to review the game closer to the release date and comment on its great level design, its fun story and its excellent humour, most of which is already apparent. But it has all the hallmarks of a LEGO game. Which you have to say is something that TT Games have done very well. They have created constantly entertaining and fun games, whatever the veneer on top of their mechanics and LEGO Batman 3: Beyond Gotham promises to be no exception to that trend.

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LEGO Batman 3: Beyond Gotham will be available on November 14th for Xboxb 360, Xbox One, PS3, PS4, PC and WiiU

[author]

The Rising Cost of Add-Ons and DLC

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Somewhere along the line, we lost faith as gamers that we were getting all that we paid for. Downloadable Content (DLC) has become a sticking point for many consumers who believe part of the game they paid for has been held back so the publisher/developer can milk some more heard earned coin from your digital pocket. This is regardless of the price, although this in itself has become more of a sticking point since the Next Generation consoles and game development costs have pushed the price of games up significantly in the past 24 months.

It also seems the higher costs appear to be based around publishers Activision and EA over most other publishers. How do I get that? Well I could have done some very deep research but the truth is that I didn’t have to. Here’s a list of Season Passes on the PS3 Playstation Store… Yes, there’s a dedicated section for them:

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  • Call of Duty Ghosts – £34.99
  • Alien Isolation – £24.99
  • Defiance – £24.99 (It is worth noting that Defiance is now a free-to-play game)
  • Sniper Elite 3 – £24.99
  • Destiny – £34.99
  • Battlefield 4 Premium – £39.99
  • GRID Autosport – £24.99
  • Assassins Creed 3 – £25.99
  • Assassins Creed 4 Black Flag – £15.99
  • Little Big Planet 2 DC Comics – £19.99
  • Borderlands 2 – £19.99

 

I’ve only selected some here. There are a lot that are free or that have dropped in price like The Last of Us. But it is easy to see why people are beginning to get angry when they are paying arguably the cost of a new game (based on internet retail prices) for DLC. This is a new area for retail where the availability of internet speed has basically made the retail space redundant for them to sell this extra content and they can price it as accordingly as they want.

Why do I mention the retail space? Because before DLC was the done thing, it was Add-Ons. In some cases they are still called that but the distinction for me in the current gaming industry vernacular would suggest that Add-Ons are physical copies of this extra content. This is something that has been in gaming for many, many years. Sonic and Knuckles was one of the first physical game add-ons although this was also a game in itself. Westwood had several different releases for the Command & Conquer series. Heroes of Might and Magic, Grand Theft Auto: London 1969, Half-Life… The list can go on and on.

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The biggest cash cow for this is undoubtedly the one that completely changed the market. It didn’t give the game much extra other than things to use in the game, and some extra spaces but that didn’t stop its rise to being one of the most profitable franchises in gaming history. The Sims had seven expansion packs which roughly retailed around $24.99/£19.99 from what I remember (I am looking for confirmation on prices and will update the article if they come). The Sims 2 had eight expansion packs and ten extra content packs. Although these all did add things to the games, if you had them all you would have spent well over $300 on getting them all. It’s hardly EA’s fault really. They had a product that people were willing to throw monumental amounts of money at and they said “fair enough”, and provided them with ways to do that. Regardless of your thoughts on EA, it was good business. And if the cost of their packages had an effect on the industry and kept prices stable then it would have been great. I suppose you could argue that historically, additional content for a game in the form of an expansion pack, or more common nowadays a season pass, has roughly been around half or 2/3 of the original game’s retail price.

That is possibly the problem though. There doesn’t seem to be any industry standard as to what a recommend retail price for add-ons or DLC should be. Partially because the content can vary so much as to what you get and partially because the publishers have to decide on the offset of profit versus development cost recovery. That’s sadly just business, any business. Regardless if us as gamers want to hear it, we should know that behind the art we love is a business that needs to survive under the insurmountable pressure of rising costs and international market difficulties. Don’t worry, I’m not looking for an argument or defending any one company here, but it needs to be said that there is a business behind us being provided with this entertainment.

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The problem with that business is that the regulation on it appears to be quite sketchy. PS Store, Wii Store, Xbox Live are all digital retail spaces. Physical retail stores (supermarkets, specialist retailers, etc) will also sell this content by code card. So there must be some portion of this that has to be compliant with fair pricing across the board. But the consumer does seem to get a bum deal out of all of this. When you buy Battlefield and Call of Duty (the latter arguably having the possibility to have the best selling game of the year, as it always does), you are paying around $44.99/£38.99 on average for the retail game and now with the next generation, that’s more like $64.99/£59.99. You expect to pay some money for some extra content but the amount of content that these games are providing, with mostly extra maps and gameplay modes (which the game must be ready to support at launch otherwise it’d be a major code rewrite), can cost a massive amount of money to the consumer in total. That’s not to say that you don’t get a lot of extra stuff though. In the case of Call of Duty Ghosts from Activision, the Onslaught, Devastation, Invasion and Nemesis packs (the Dynasty map is pictured), gives you 16 extra maps and some extra weapons along with episodic content for the Extinction series. In the case of Battlefield 4 from EA there are five extra packs, China Rising, Second Assault, Naval Strike, Dragon’s Teeth and Final Stand, making an additional 20 maps, three new game types and a load of extra weapons.

So much is available that the season passes seems to be the obvious way to get it all for a cheaper price. In the case of those two games (you can see the prices above on the Playstation Store list for the most recent releases) the season passes are nearly the price of another game. These are all for extra maps which you have no idea if you’d enjoy and in a way are forced to buy in order to continue your full enjoyment of the game. Why? Because someone WILL buy them and so will many others and if that stops your online enjoyment with everyone playing the new stuff you haven’t got then you either buy it or ditch the game. In the case of Xbox and Call of Duty, and Playstation with Destiny, these expansions are mostly exclusive to that console and the expansions are the selling point. Which when you think about it is a completely ridiculous concept when you just want to buy a game and could arguably be damaging to the industry. But again that is just business. Look at how television handles exclusivity of certain shows/licences to get subscribers to their packages or advertisers to their viewers, and how that’s damaged the public broadcasting sector.

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The price of those season passes you could argue is roughly in line with the price idea I made earlier and that the model is still fairly accurate; Half or 2/3’s of the original game’s retail price. But in the case of these games, like Destiny, we have no idea what we are getting for these season passes and if they quantify the amount of money we’re spending on them for the entertainment value we receive, regardless of work being put in. The two Destiny add-ons that are coming don’t appear to give us new planets or places to visit, but additional missions and story in the existing worlds. In fact we know so little about them that our cynicism is being unintentionally qualified. Watch_Dogs was another example of not knowing what the game will give us. We have a few extra modes for the in-game mini-games and now a new single player story add-on. But how much content is there that takes the developer more money than was already spent on the game at launch? How much money are these companies looking to make from the post-launch additional content? And how justified is it to market your game or your console’s exclusivity based on these maps/modes/skins/extras? Our cynicism is based around a game already having the additional content spaces ready and that the content we buy is merely assets for it, updates for it or just a patch that unlocks it. Before when this content was physically brought, we were kind of assured that there must be more than we had before otherwise what would be the point in having a new disk for it?

The rising cost of Add-Ons and DLC can partially be paired to the rising cost of games in general. But as the internet and journalism has begun to open the debate on this, and the gaming consumer becomes like any other consumer in a tricky economic climate, that being incredibly savvy and questioning, the conversation is only just beginning. Also with certain games being re-released with everything included some 12-18 months later for the same price as the original game, or with updated graphics for the new generation as well, this will add more focus on what makes good sense to a consumer. With the Christmas period around the corner and the publishers needs to release games on a yearly basis to maximise profit, we’ll see how this new generation handles the consumer when we feel that we are not getting enough for what we’re shelling out. I predict that some games will be guilty of doing less with their content in this regard and we can probably make predictions as to who will be more guilty than others. But in the next 12 months we’ll see how people will react to paying nearly 75% of the cost of the game for extra in that game, and I’m sure we’ll find out how much of that could have been included at launch.

[author]

Sherlock Holmes: Crimes and Punishments – Review

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The legend of Sherlock Holmes is arguably much bigger than the character of Sherlock Holmes, although myth would be more of a pertinent description given that he is fictional. In recent times the harsh and terse nature of his personality has come through with the popular TV adaptation by the BBC and Steven Moffat. Even though that itself has become more clouded due to the absolutely gorgeous hunk of enthralling talented man that is Benedict Cumberbatch… What I’m a man, I can say it, right ladies?

But Crimes and Punishments, the new adventure by Focus Interactive and Frogwares does something that takes a literary starting point, grabs a lot of the old school TV characterisations, mixes them with the modern day artistic interpretations of Holmes’s mind and puts them in to an interactive detective story that will drive your moral compass around the bend. That’s one of the slightly out there things of this game, the inspiration from a literary source that isn’t even a Conan Doyle story, despite the game taking it’s characters, setting and tone from his books.

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The title of the game comes from Dostoevsky’s similarly titled epic novel following Rodion Raskolnikov who balances his decision to raise himself out of poverty by murdering a pawnbroker and robbing her. Therefore giving him money to live and perform good deeds whilst getting rid of a fairly odious person in process. It’s this ethos that has allowed Frogwares to create a Holmes character that, whilst you are playing through him, is not the central protagonist of the game. And that is something that could and should make you a little bit uncomfortable.

Because the issue here isn’t that the game allows you to solve mysteries. It allows you to deduct and conclude on a selection of many possibilities. Whilst there is a right and wrong answer (which you can spoil if you want to) the game presents you with the strange juxtaposition, strange for a game of its ilk anyway, of having multiple different outcomes that you decide upon. The clues are presented to you and you deductions allow you to not only decide who is guilty of whichever case you are on, but also how you handle their potential incarceration; with the full weight of the law or with a lenient more liberal approach to the situation they find themselves in. What that also means is that you can be wrong but still complete the case.

The clues are very easily presented to you. They aren’t too hard to find and if you get frustrated it is very easy to just back off slightly and take stock. Most of the complex issues in the game are logic puzzles which are easily solved with a bit of time and patience, some of them involving chemistry, metallurgy and other things in Holmes own desktop laboratory. Some of the puzzles require some research in Holmes’s extensive archive and others are ones that need his expert view or the use of his imagination. The way you explore the scenes of the crimes and the people you interview very much lends itself to the more modern interpretation of Holmes, which, in the interactive form of a game, is entirely justified. Including the deduction screens allowing you to form the cerebral paths of choices with the clues you have discovered. The case book is easily navigated and isn’t a burden to the game experience either, although could be a little more encompassing and possibly even allow for a hint or two if you are getting a bit stuck.

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From a character point of view, you spend your time in the ego of Holmes. He is, for want of a better term, a bit of a prick. He has the smugness of intelligence and an overly authoritative air, but at no times does he become insufferable. And as soon as you finish the first case, you realise that he is merely the vehicle for you to make those hard moral decisions. As a character himself he does use the crime scenes and Scotland Yard as his own personal playground. He feels he is above a lot of the general day to day process of the police and the slightly dim-witted Inspector Lestrade and a fawning Dr Watson, who would have been great as a character to give hints if you so desired. He is complete with his vices, at one point coming down from what appeared to be a very heavy opium trip, which allows you to see how he is operating way beyond a merely human capacity. His eyes, his perspiration and his slightly ragged appearance at times allow you to see that he is flawed, despite his genius.

The characters around Sherlock, despite the two fairly tepid interpretations of Lestrade and Watson, are quite alive and enjoyable to talk to and discover. And by discover I mean completely judge them. The look of the characters of course allows your immediate reaction to their mindset, personalities and history, a bit like LA Noire. But their speech and utter Victorian stoic tones make extrapolating what they say more challenging in your deductions. Victorian London and its areas are very nicely recreated in the game. Everything from the Verulanium ruins in St Albans, Kew Gardens and the offices of Scotland Yard. Even the many stations in the railway case are very atmospheric and lovingly created. But they all also have that quiet and slightly antiquated air that you’d assume from a Victorian setting. Yet the stories that occur in them are full of intrigue and adventure and exploration. Especially the case where you explore the Roman baths.

From that point of view, and of course I will not spoil a single thing in these cases, they are very well designed, breeding intrigue, and have multiple characters that could all be guilty. The dialogue is well acted enough without being too hammy or not engaging enough. The addition of Toby, Holmes dog, is a nice touch too with his GTA V-esque smell tracing ability, along with some little parts of the Holmes universe that doesn’t serve a story purpose but exists for the atmosphere. The characters aren’t as well animated as LA Noire but are good enough for the type of game this is. In fact to call this is simple point and click detective game set in a 3D environment would be disingenuous as the moral aspect of the game and the lack of progression importance on what is right and wrong clearly defines it as it own.

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The only criticisms of the game that I have is that at times, and that maybe because of the nature of trying to explore absolutely everything on my part, is that the game can be a bit slow. As the puzzles become more trickier and the areas of exploration larger and more diverse you do end up taking more time to complete a case and, whilst the different endings do give you quite the replay value, it also puts you off a little because of the time you would need to sink in to it. Once you discover the run button with the right trigger/R2 it is a bit of a godsend because getting around at a walking pace is incredibly laborious. The soundtrack is nice, haunting and quite unobtrusive, but it is only really at the title screen that its noticeable and it would have been nice to have a little more in the game. The puzzles whilst challenging and as the game progresses become more challenging, also don’t seem to change much out of their three main types. Lock picking, chemical tests and the occasional logic puzzle. Some cases excel at it more than others which leaves the gameplay a little stale at times.

Crimes and Punishments presents a strange case for review because it is a successful game that you could argue doesn’t really have much depth out of its 3D adventure setting. Yet the success and point of this game is to challenge your perception of right and wrong and the moral choices you make. What kind of person are you to decide the fate of these suspects? A harsh master exacting the law to its fullest degree, a pacifist that sees the deeper side of the emotional torment in the cases or a flake who doesn’t want to get their hands dirty at all? In that way it is completely successful but does it make a game? Well we play The Sims in order to have this kind of perverse control of perceived life and this game in that way is no different. In fact it’s almost more perverse given that we discover a lot more and have a more intelligently formed decision about the characters and situations in the game. Which means that in this way, the game completely gets it right. It is pleasant to look at and enjoyable to play but is it open enough in its game play to be an amazing game? I’m not sure, I can’t decide. What I can decide though is that this game certainly sets a great standard for games of the detective genre and the shifting of moral choices directly in to your hands is the right amount of unsettling to keep me playing the game.

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[tab title=”Summary”]
Crimes and Punishments in one way fulfils its remit of being a high definition 3rd person investigation game which could be classed as middling. But the mind games it plays with its deductions and moral choice dynamic lifts it above that in to an unsettling yet enjoyable experience.

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[tab title=”Good Points”]

– Moral Choice system works well
– Good stories and characters
– Visually great recreation of Holmes’ world

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[tab title=”Bad Points”]

– Can be a bit slow
– Support characters a bit tepid
– Puzzles don’t change too much

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[tab title=”Why an 8?”]

Because whilst the game had the potential to be a lot lower score, it is a very good experience, visually well presented and the stories are enjoyable to play. Even if you spend hours debating the moral choices you make in deciding who’s guilty.

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

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Escape Dead Island interview with Anthony Cardahi

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Escape Dead Island is coming soon and Sean managed to grab some words at EGX with Anthony Cardahi, a creative producer at Deep Silver, and talk about the game.

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Escape Dead Island. Very very different. It’s a very different choice of game for the Dead Island franchise. How did you come about that process?

So it’s a mixture of several elements that blended in together. One of them was that part of us wanted to deliver a game experience that was kind of related to those early trailers that had such a nice reception from audiences. And the other side that was just a desire to give a bit more background information as to what the Dead Island universe was about. That really convey the idea that there was a bigger picture that we aren’t just putting out zombie games without a link between them. Dead Island has its lore and we wanted to find a format that would be appropriate for delivering this information. It came also from some personal taste in terms of games and movies that just all blended in and gave birth to what Escape is now.

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Did cel shading feel like the natural choice?

Yeah, on several sides it was a logical art style to go for. Just going with a more narrative and story driven kind of game, that we wanted to be able to marry to the player in an impactful way, we knew we wanted those comic cutscenes that are useful to the story. So it made sense for the game itself to be in a comic style approach so you get a more wholesome feel to it and more expressiveness. Later on we realised that it was a lucky pick because it allows us to differentiate from the main Dead Island franchise, give no confusion to the players and make it look and feel like a spin off of the main series.

I suppose it also helps with the implied psychosis that your main protagonist has during the game?

Definitely. The madness that Cliff will be gonig through as he progresses through the story just begged for a visual style that would allow us to bend reality and all the crazy things that we have in the game. It helps to convey all the various faucets of this and make it much more visual and direct in to the players face.

Following the preview, the game reminded me a lot of the Keanu Reeves movie A Scanner Darkly which was a Phillip K Dick story, which was partially animated. Where did you guys draw your inspirations from?

Everyone who’s worked on the project from Deep Silver and Fat Shark. Being a Swedish developer means they have a very fine artistic side to them, so lots of different influences came from everyone. We had some strong influences from Groundhog Day, Memento and Lost. Inspirations more for tonal idea and atmosphereic impressions we wanted to make during the game. And these mixed up with the fact that we all really enjoy comics and are very knowledgeable about them. So it’s cool that we can mix these things with the key ingredients of what makes up a Dead Island game. Even after 10 seconds, you still know it’s a Dead Island game, which is really unique. So blending all this togehter gave us this result, which I don’t think anyone could have seen at the conception stage. It’s a nice process to watch unfold.

It is very different, so how do you think the fans of the franchise will receive this expansion of the artistic nature of the game compared to the previous entries to it?

I’m guessing it will depend on what type of player the fan is and what drew him/her in to the Dead Island games first. For those who have any kind of curiosity about what our world is and what the events transpiring there are, they will probably be intrigued with us giving information that relates to bothe the past games and the upcoming ones and create a kind of bridge. Also I’m guessing a lot of people might just come due to sheer curiosity with the fact its a different take but it still has the the whole “paradise turning really bloody” vibe that the main series has. So the art style might make people more curious and we have those key elements like the emphasis on melee combat, survival approach, the zombies. If you like Dead Island as you play the immune superhero, you might like the new approach to be on the other side as a regular guy and be a lot more careful and defensive.

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Where did Cliff come from because he’s a beautifully flawed character?

Yeah it was really fun trying to reach the point where we had our protagonist. We didn’t want him to be a cliche of heroic guy shows up saves the world kind of thing. Working on him and the way to bring about the regular dude venerability of the character ended up inspiring him. He’s a flawed guy, you’ve probably seen him in a lot of college comedies, or you might know someone like that like “you know he’s a cool guy but sometimes he acts like a douche.” Which is referred to quite a number of times in the game. This kind of dual dimension and his prescence there I think also helps to explain all what he’s going to go through. He’s showing up on this island wanting to be the new Vice, [thinking] “I’m going to film this documentary that’ll prove to the world what’s happening here, I’ve got to unveil the truth.” He’s really enthusiastic but ultimately disconeccted from reality, never achieving anything in his life, in his fathers shadow and wanting to prove himself. Daddy issues to some extent which is a driver, but also a component of what Cliff’s going to be going through during his adventure, or misadventure.

So why haven’t you gone to next gen with this game?

Well the majority of our audience is on the past generation consoles, plus Dead Island 2 being the flagship title for next generation, we thought we’d stick to that. But we’re keeping our fingers crossed and hope it does well.

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Escape Dead Island will be available on 21st November for PC, Xbox 360 and PS3. You can see our preview from GamesCom here!

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Dragon Age Inquisition interview with Neil Thompson

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Dragon Age Inquisition is the new offering from Bioware in the franchise that has very quickly become a fantasy icon in video gaming. Sean got to sit down at EGX with Bioware’s Director of art and animation, Neil Thompson, and have a few words about it.

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It’s a very interesting art style compared to other Dragon Age games, especially with the Frostbite 3 engine. How did that come about?

Well the interesting answer is the adoption of Frostbite. We did the previous two Dragon Age games on a Bioware engine called Eclipse and I think it’s safe to say it was starting to show its age. We wanted to take Dragon Age Inquisition on to the new hardware and new generation. What does that mean? Well a lush, diverse and complex experience and there’s no reason why that shouldn’t apply to us like everyone else. We’d already seen what Frostbite was capable of with Battlefield and we wanted a piece of that.

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How has that approached how you create the game? Before the previous Dragon Age’s single player experiences very much in the Bioware theme and the characters and now it’s multiplayer and more open.

Multiplayer is one aspect of the game but the single player and multiplayer are still two different things. The single player experience is still an immense priority for us. We wanted to extend that single player experience, larger worlds, and better combat. You don’t allow the paradigm of the hardware or the engine to dictate what we wanted to achieve with the franchise. We wanted push the pillars of Dragon Age with a more open world experience, a larger or more diverse world. That’s what we wanted to use for the game because we felt it would be a better experience for the player.

The advent of the new generation consoles has come along at the right time for you to embellish that as well?

We are on all five consoles with presents a challenge in itself. But the move to the next gen has made the older generation versions better because of it. We try to satisfy the needs of the players across all platforms. We don’t want the last generation console owners to get less of an experience than the other console owners.

The art style has changed, partly because of the Frostbite 3 engine and you’ve been able to put new features in to the game like the tactical view. Tell us a little bit about how that came about.

Well it’s the result, not really of Frostbite option, but between the team and the creative director that they wanted that RPG experience. Origins and many of our games have that dynamic and I think it really enhances the combat. You can play the game with the traditional third person way and its fine. But if the challenge becomes too much you can always pause and think about it more strategically and from a party perspective. Rather than just playing from the one view.

Where did the inspirations of that mode come from and for it to be as seamless as it is, because you can see comparisons to MOBA’s and Warcraft?

Well I think Bioware’s inspiration goes back further to Baldur’s Gate and those top down RPG’s.

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The game is the third in the franchise, so you’re fairly well established with Dragon Age and what you do. There’s a lot of other games as well coming around at the same time with competition like Lords of the Fallen, Shadows of Morder, Elder Scrolls Online. How will your game go in that kind of market as it is very different and unique compared to what is there?

It is and what I think is good and that is positive for the Fantasy space market is that it is possible to sustain multiple franchises. And it just encourages strength across the board. Fantasy has had something of a revival in recent years with Lord of the Rings, Game of Thrones and stuff which is fantastic, a positive environment for fantasy and the games that inhabit it. So I think it’s great for everyone.

You say fantasy is having a bit of a revival, I’d say role-playing as well is having a renaissance. Dungeon’s and Dragons is back again with new rules, simplified. There’s a lot more indie gaming that’s using the mechanics. How do you keep things accessible when there’s a lot of other options and different things about?

It is challenging. I think you can’t be stuck in the position where you’re trying to please everybody. You end up diluting the experience so what we’ve tried to do is allow you to play Dragon Age the way you want to play it. If you want to get more in depth and in to the tactical side of things then you can absolutely do that. But if you are a more casual player and if you want to go through the narrative without getting as deep in to the ability trees then you can. What we’d like to see, if you are a more casual player, is that you get introduced to it and you just dip your toe in the more complex systems and if they enjoy it then they do.

With art & design, you’ve probably seen enough concept sketches to keep DeviantArt running for years to come. What kind of artistic inspiration do you take, how do you get that world created?

We try to go as broad as possible. We’re keen to have a broad palette for our artists, not just from the genre of games but from film, TV, architecture, fine art, contemporary art, sculpture, writing. You name it people are passionate about it and it provides the spark of creativity then it’s a wonderful thing. So we look very broadly with our inspirations.

There’s a lot of things that come from the games characters, how much of the classic Bioware character driven style is still in the game, given all the changes? 

It’s still incredibly core to the experience. You start with the narrative perspective, get the story outline, introduce the characters. Their personalities are explored and evolve right from the concept artist even before the 3D side of things. It is still absolutely part of it. Dragon Age Inquisition is a game about a vast and threatening diverse world and the people in that all have needs and desires and that’s key to the experience.

DAIINT4I suppose it might be a new thing for a Dragon Age game where you’re going in to an online world where the key is community. Destiny has shown already how many people, even on consoles, will form groups, discuss the game, play the game, etc. How do you see Dragon Age being received by the community like that, as the genre leans very heavily towards that kind of community?

I think Dragon Age and Bioware itself already has a very vibrant community. There’s no shortage of passion for the franchise. I hope Dragon Age will get people more involved and more emotionally interested in these characters and drive further conversation and further collaboration between fans and Bioware.

So what’s been your favourite thing so far in developing the game and what have we got to look forward to?

It’s hard to say, there’ve been so many things. It’s been a challenging development. Anything like this is difficult to achieve. I look at the final game now and I see how the design and the art has gelled in to the experience and I feel very satisfied and I and the rest of the team are very proud of it. We’re always working on new ideas and Dragon Age has always got more stories to tell. So there’s a lot more to come.

How about getting the Xbox One version up to spec with the PS4?

Game development is challenging, it’s always difficult. I think the key is trying to give the same level of satisfaction and experience across all the platforms so we hope to achieve that.

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Dragon Age Inquisition is due out on November 21st on Xbox 360, Xbox One, PS3, PS4 and PC.

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