Rock Band 4 – Preview

rb4ft

[divider]

It wasn’t actually that long ago that I put down Rock Band 3. It was probably about six months ago after I had an aching need to complete The Beatles Rock Band (something I’d forgotten I’d already done). I then went in to the old habit of looking through songs and making a playlist of mostly Pearl Jam songs and rocking out a bit, whilst getting frustrated that my well worn guitar was betraying me.

Where as many games press have stories of Rock Band and the preview party we’ve all attended over the past week, mine is slightly different. I was a musician for many years. Now I’m a non-practicing musician, but at the time I was (trying to remain as humble as possible) a damn good bassist who’d gone from fronting a cover band to being a bassist in a rather fast and riff frenetic punk-grunge band.

pgallery5_15_03

This movement to our awesome power trio removed a lot of the covers we had previously played. This led to Rock Band, and others, being my escape to just having a bit of fun with songs I loved. Thankfully, I was joined in this by my drummer and some other friends that has led to many drunk nights, parties and a mysteriously broken drum kit foot pedal (we all know who broke it really).

So why did we fall out of love with the game? Well, we didn’t really fall out of it, did we? We just moved on. The market got so saturated with spin offs to other music types that it became a bit of a joke. When everyone started doing the karaoke games we kind of moved away because it was no longer just “our” thing.

Our guitars and controllers through years of aggressive use were beginning to fail and we just didn’t want to spend a load of money to upgrade them. The DLC flooded our Xbox Live and PSN screens making it frustrating to find anything else released on the same day. We all moved to smaller places… Put simply, life happened and we had said goodbye to the rhythm game genre without even an epitaph.

Which is quite convenient as both Activision and Harmonix are sure that it isn’t dead. So sure in fact that both companies are releasing new games: Guitar Hero Live and Rock Band 4. The former has taken quite a dramatic turn from its previous incarnations but Rock Band is sticking with exactly what it knows. So on Monday, me and our friends from Xtreme Gaming and Xtreme Academy took to the stage and rocked out… Here I am, right there, strumming and drumming.

IMG_5096

[divider]IMG_5098

Like an old friend we had met in the pub for a nostalgic beverage, we instantly found where we were and got right back to embarrassing Dad-level party rocking in front of our peers. That is because Rock Band 4 is sticking very rigidly with what it knows, almost to a point where it looks that very little has changed whatsoever. The next generation graphics help to better animate the backgrounds going on, but the basic design is the same – square notes to hit, overdrive accumulation and deployment, vocals on top with guitar, drums and bass on the screen on scrolling towards you.

The obvious thing to say is “why change anything if it works,” which it does. The team behind Rock Band 4 are the same team that it’s always been with years of experience from Guitar Hero to the many Rock Band releases and making little tinkering adjustments each time to perfect the formula. The main thing for Harmonix’s perspective is to make sure that the gaming experience is as fun as it’s always been.

pgallery5_15_02

So we have a new next generation engine, which is in alpha build, a load of new and more refined peripherals coming along with support for all of the previous ones released on the last generation with some, and I quote, “gnarly engineering” to make the Xbox 360 stuff work with the Xbox One.

The game will have a voting system so that playlists can be dynamic and you aren’t just lumped with someone like me putting on every Pearl Jam song. The dynamic system for drum fills and the like is more refined and the vocals now become freestyle, so that even if it isn’t your strong point you won’t be punished like you would have before.

There is a lot of focus on backward compatibility with the song library from Rock Band 1, 2, 3, etc, and DLC being mostly available (thanks to a few licensing issues, it isn’t everything). If you had them all on the previous console then you can get them again for free. Xbox 360 to Xbox One and PS3 to PS4, but not across the platforms it seems. That’s 2000 odd songs, TWO THOUSAND… Better make some hard drive space available for that one.

Rock Band and Harmonix are looking to make the transition to next generation as painless as possible and because of this, Rock Band 4 we’ve been told will be the only release for this generation. The improvements and digital ability to patch the games whenever the team want means that they will be adding new content and constantly evolving the game via this method. It’ll be interesting to see if that’s stuck to, given the theories on the projected lifespan of this generation of consoles.

rb41

This is all happening thanks to the further development between Harmonix and Mad Catz. For Rock Band 3, Mad Catz actually made the official controllers and this time they’re also acting as publisher for the game, making a long partnership a lot more solid. We need to see more, as the game is scheduled for a 2015 release, from the engine, the new controllers and the soundtrack. We would like to see the new consoles actually hitting a higher frame rate and really tackle any latency.

What we want to see and what we have seen is fun. The same fun as we had before, the same well-tried and enjoyable formula that kept us all occupied with our impressive fourth button skills in the late 00s until YouTube showed us how much we truly sucked at the game. Music has changed though and the younger people (which normally translates to the best sales) of today probably won’t feel like the frustrated musicians we all did at the time.

Our decision on if we buy this game will be a mixture of the desire to experience nostalgia and if we can justify buying the equipment again if we sold it. It’s probably not a great time to release a game that can require spending £120 on equipment alone (although eBay, Amazon’s marketplace and Gumtree/Craigslist will become hunting grounds for good deals on old controllers).

Right now, the frustrated musician in me is going to put on Green Grass and High Tides and see if I can fix my broken bass-drum pedal. Then we can talk business on Xbox One and PS4 later this year.

[divider]

[author]

Project Cars – Review

pcpft

[divider]

We’ve been lucky enough to have checked out Project Cars a few times over the course of the past year. This review is going to confirm some things we’ve already said and probably you already know, which is that Project Cars is awesome.

Of course I have to talk to you about this from the console perspective, but I’m no slouch. I’m well aware of the PC offerings like Asseto Corsa and I’ve been playing racing games on this new generation of consoles very rigidly. However, this is nothing like DriveClub, this is nothing like Forza Horizon 2 and to compare them would be an error. The closest thing you could possibly compare this to is Forza Motorsport 5, but again, that would belittle the attempts of Slightly Mad Studios.

pcp1

The game has seen its bumps along the way. Funded by the community and the developers themselves, tight budget constrictions and no publisher to fund them (although Bandai Namco now have distributed the game) has seen some big ideas and some big sacrifices. The planned Xbox 360 and PS3 versions were dropped due to the consoles being unable to run them, and the WiiU version was recently put under fresh doubt for the same reason. The investment in this is now reliant on just three platforms: PC, Xbox One and PS4.

Graphically, you can easily (and I mean easily) see why other consoles would have struggled with this game. It is quite simply sublime. From the detailing in the inside of every car, to the shape and look of every car (we’ve talked to Project Cars’s Andy Tudor before about photo realism), to the look and feel of every track – Project Cars is the almost the most graphically complete racing game on the next generation consoles… Almost, with the exception maybe of DriveClub’s beautiful settings and weather dynamics, but it will take some beating. My favourite touches always involve the depth perception of the player, something exclusive to the helmet camera. You can see how your view shifts to where it needs to be as you come to a corner. You lock your attention on the apex of the corner as your dashboard becomes blurred, losing focus in favour of the next place you need to be but relying on your track knowledge as a driver to be already slowing, braking and controlling the car, especially if surrounded by other cars.

What the graphical touches do is highlight how important the thought process is of a racing driver, which given the major involvement of racing drivers in the production of the game is no surprise. The way your head turns and the focus shifts is encouraging you as the driver to always be a few steps ahead, at the minimum. As you focus on the corner, you aren’t actually looking to turn in to the corner. That thought process has already happened. What you’re thinking and looking for is the point where you can get your foot back on the accelerator and power out of that corner as quickly and as smoothly as possible. In fact the helmet cam actually be a little cheat for people who turn off the suggested driving line as it helps to to dictate your braking points.

maxresdefault

There are issues. Occasional glitches, some skipped frames, the gear changing animation frustratingly (and probably unavoidably) happens after your gear change, especially noticeable if you use manual gears, and the game’s replays also suffer from car placement glitches. There are patches due to help cure some of these issues but for the most part, the game does exactly what it needs to do on the screen. This includes some excellent customisable HUD options and data which, if you know even a minuscule amount about racing, are incredibly helpful for reasons I will embellish on later.

Behind the virtual wheel the game plays like a more hyperactive Gran Tourismo than the earlier mentioned comparisons. As far as PlayStation goes (which is the version I tested) Gran Tourismo 6 is probably the closest most recent PlayStation game to it and in the earlier parts of the game Project Cars excels it. The career mode sees you starting in karting and very quickly puts you in to souped up road cars around the more national level racing circuits. You end up signing short contracts for a season in a formula with a team with many invitational races and tournaments along the way. To be honest, this is quite nice as a career mode. Compared to DiRT and GRID’s various attempts at “fan” accumulation, and Gran Tourismo 6’s utterly asinine and soulless progression, it’s one of the best modes that isn’t narratively based (I’m counting most open-world racers as narratively based).

The only issue that I have with it is that it feels a tiny bit forced because the game doesn’t strictly need it. There’s some nice, slightly unfulfilled, career choices like making a fake twitter name and having some fans comment after every race, and some very tiny email addresses where your team give you plaudits and others invite you to races. But it’s just there to read, there’s no real interaction, there’s no way to customise your driver in helmet or design and it’s all there just to push you to the next event. But with the game having everything unlocked straight away with cars and tracks, the career mode really is there to allow us to experience every kind of car. For that reason though, it might not keep the attention of the more casual player as there isn’t really anything to achieve in a gamification sense.

pcp1

The experience is very good of course, you can tell that the karts are zippy and responsive compared to the Renault that I went in to next. You can notice how slippery your car is when the tyres aren’t up to temperature and how your car struggles with cold and unbalanced braking.  All of this is brilliantly translated by the on screen data in the HUD and there are several third party apps that can record this information for your analytical desire. After a while though, it all gets a bit too similar especially with so many similar spec cars. Whilst you do get the feeling of every car it doesn’t translate in a way on the controller that you’d have hoped for given the onus on simulation. Add in to that the rather aggressive and poor AI which you’ve undoubtedly heard about then you do get rather frustrated.

This isn’t an AI that will get out of the way for you to get an easy win. But it doesn’t get out of the way at all or give any quarter when beaten, anywhere or anytime. This leads to frustrating collisions and several occasions of being run off the road. At times in practice and qualifying when you’re the faster car and overtake someone, you’ll immediately get a blue flag telling you to let the guy back through. The AI themselves struggle with the cars level of simulation detail with occasional sliding and tricky braking. All things real drivers deal with of course but when you have to cut a corner to get out of the way, or run slightly off to get around a car pushing you off the track, and you get penalised for it with lap penalties, it feels very harsh. If it happens more than once in a short qualifying session then you’ve got no hope of setting a time. So eventually, you will get frustrated.

pcp2

However, when you use a steering wheel (we used the Thrustmaster T300 RS which will be reviewed shortly), Project Cars becomes something utterly spectacular. The video below is actually me using the wheel, racing around a shortened Monza circuit in the Formula C (Formula 3) car. What the game’s realism does is make the steering wheel a much more enjoyable, reactive and interesting experience. You feel why the cold tyres make the all the difference and how the data shows you why you are overshooting corners with cold brakes. When you change to something else, even a McLaren, you can tell that the single seater cars are light and flighty compared to the dead weight of a normal car chassis.

 

You can understand when you go around Laguna Seca’s famous corkscrew and come to the next left hander, why you stay up on a high line thanks to a horrific dip in the track that completely unbalances the car. Practice sessions not only become essential but also a fascinating journey of discovery for the tracks and the cars. It breathes new life in to the game that you probably wouldn’t expect on console. Project Cars is a responsive and intuitive game with a control method normally championed by serious PC simulators and it works brilliantly with it.

The thing is though, this game is obviously for racers and it’s not that the game isn’t interesting or intriguing to people who aren’t huge sim racing fans, but the lack of a more narrative-based career progression and things to unlock does alienate the more arcade style of players. It’s not to say that this isn’t for them at all and that everyone can’t get some enjoyment at any level because you can. But this is a simulation racing game. This is perfected for the people with the kit who take as much pleasure on a track on their own perfecting a lap and a time as they do racing others and pulling off a tricky outside overtake at high speed with dodgem car wielding AI. And on that count, Project Cars is a spectacular game and a triumph for Slightly Mad Studios and the development model they used.

[tabs]

[tab title=”Summary”]

Project Cars is the game that real console racers have probably been waiting for since Gran Tourismo 4. It’s responsive, interestingm in depth and rewards the expense of a wheel and a proper set up, whilst still being perfectly enjoyable without it. Arcade racers might get annoyed with the lack of career achievements, accolades and frustrating AI but can surely warm to that perfect lap which Project Cars captures perfectly.

[/tab]

[tab title=”Good Points”]

– Excellent graphical detail for cameras, cars and tracks

– Amazing depth of detail to suit all levels of racer

– Great support of steering wheels

[/tab]

[tab title=”Bad Points”]

– AI is very aggressive and causes many issues

– Career mode doesn’t grab the more casual racer

– Some occasional glitches that we hope will be patched

[/tab]

[tab title=”Why an 8?”]

Whilst this game is absolutely amazing and a brilliant achievement for the production costs and the development model, I can’t look past a few issues, like the AI and a more narrative career mode might have increased the scope of the game a little further to encapsulate the casual player a bit more. I wouldn’t say the game is reliant on a steering wheel but the type of game that is make it clearly biased towards one which of course could limit gameplay for people who don’t own or don’t want to buy one. Still, this is the torch bearer for the coming years of simulation racers and I’m sure will be tough to beat.

[/tab]

[/tabs]

This review is based on the PS4 version of the game and also used a Thrustmaster T300 RS steering wheel and the T3PA pedal add on.

[divider]

https://www.youtube.com/watch?v=fuw0cJ_Z2Vw

[author]

F1 2015 – Preview

f12015preft

[divider]

The rain beats down heavily over Marina Bay. The flood lights are reflected, shimmering in the pools on the tarmac occasionally splashed with colour from the lights of ferris wheel. You’re thrashing through the streets, skating as you hit the puddles, the floor of your V6 turbo-charged hybrid monster scratching against the contours of the tarmac where it rises above the water. The raspy and angry sound of the 600 BHP engine roaring between the concrete barriers and bouncing under the stands as you enter the final chicane. It sounds like a petulant child as you carefully feather the throttle, taking every effort of your concentration not to squirm the misbehaving rear in to the wall, and screams with great freedom as the straight appears and you floor it, feeding petrol and recovered kinetic energy in to one last hurrah before crossing the line and taking the chequered flag… In 14th place.

f12015pre2

The changes to Formula One in the real world are finally ready to be properly reflected in the video game franchise from Codemasters. F1 2014 used the last generation engine and for those that played it, it definitely showed its need for an update. Yearly licences will always get to a point where the cross over of technology can betray it. F1 2014 was beset by this on both the gaming front with next-generation consoles and with the motor sport’s own evolution following a massive dynamic shift to more energy efficient vehicles. We previewed F1 2014 last year and you could tell from the games entire demeanour that this wasn’t going to be the game of F1’s past. In a way it was almost a good soft launch or education in to capturing the feel of the new cars.

So we fast forward to this year and F1 2015. A game that is coming DURING the season, which is excellent news. The game has traditionally, and rather annoyingly for Codemasters, launched towards the end of a season rather than other sports titles that precede their competitive starts. And as a bonus, although some may see it as a “thanks for sticking with us last year” present, last years Formula One season will be included along with the 2015 season. So you can dominate as Lewis Hamilton’s Mercedes against two different seasons worth of driver lineups.

As you can probably tell by my opening paragraph, the game is tricky. It of course can be watered down with assists but, come on! The sport is deliberately trying to make these cars harder to drive, so go along with it. Like most simulation based games, practice and an appreciation of the learning curve needed to drive a virtual Formula One car is very rewarding. Especially when you see the work that has gone in to making the game stand out on Next-Genertaion hardware.

f12015pre1

You could argue that the EGO engine was due a facelift and it has got it. Whilst the Singapore circuit and the changing weather effects are quite obviously for our demonstration benefit, they are a great demonstration. The problem with many racing games, thanks to the realism in the cars and the track, is that the surroundings can suffer from not feeling very alive. But as you drive around Marina Bay in the lashing rain, you actually feel the tinge of fear. You have that worry that the beautiful puddle in front of you that’s majestically reflecting the light from the theme park is going to send you aquaplaning in to the floodlit tyre wall. As you enter the chicane under the grandstand towards the end of the circuit, you come close to where the waters edge is and you wonder if a big crashing wave will come over, through the barriers and on to the track right as you’re hitting the apex. Of course it won’t but that’s the feeling the game can evoke. Your fear and trepidation makes you falter with the intense concentration you need to drive these cars, and they are intense in the wet.

So much work has been done to make the game feel more alive and it’s not just a mechanical device in the gameplay, it’s also an atmospheric one. The new focus on broadcast cameras and new cutscenes, along with the return of Stevenage’s lesser known F1 master, David Croft, brings the game closer to the presentation that EA hit for their games. But this isn’t at the expense of the game or just added colour. If you remember the old F1 games on Playstation, you used to have Murray Walker making occasional quips which after a while grated and annoyed more than pleased. And commentary can quickly date a game. But the branding, the new camera angles, the more graphically televisual approach to things like menu screens, driver selection, etc can really get you in to it. Along with a new race engineer, the game is aesthetically getting quite the facelift, much like the sport.

I operate under a strange bias when it comes to Formula One games as I love the sport and I’ve really enjoyed Codemasters games. F1 2013 was a magnificent package. But I’m also quite demanding now thanks to what has come before it with Project CARS’s wonderful visuals, Driveclub’s amazing environments and the freedom and sense of vehicle character you get with the Forza Horizon games.

f12015pre3

Much like current Formula One, your management of your car and fuel is paramount. The control methods on both wheel and controller are easy to use (last year’s pad control wasn’t particularly great). But this heightened drama is being propped up by better AI and the Campaign mode. Picking a driver and playing an entire season with them has been a staple of ALL racing games so it’s good to see it finally appear in F1 2015. There’s the new Pro Championship mode which is for the purists (masochists) to give you the most authentic experience without having to individually turn everything off.

The dynamics of Formula One are changing all the time. For all of the Mercedes dominance, Renault’s failing’s, Red Bull throwing their frustrations at Renault, Bernie Ecclestone making soundbites that would probably dissolve many PR companies and McLaren Honda’s struggle to make their new partnership deliver on the track, it is the narrative behind all of them that grip up to those 2 hours on a Sunday where we live and breath our passion for the sport through our love of the racing on offer.

It’s something that the rule changes have done to give us a more open race and therefore a more interesting narrative. F1 2015 looks on course to give us the solid experience of racing and the drama we crave from the sport. If it’s the evoking of a powerful visual of a rain soaked track in Singapore, the elation of mastering a corner, the bittersweet sadness of seeing Jules Bianchi’s name in the roster from last season or the triumph of winning a race, the early impressions are that F1 2015 has it. Let’s hope it keeps up the pace during its final laps.

[divider]

[author]

GEEMU! – Bandai Namco’s Level Up Preview

TenTailClone_battle_intro01_150330_1428656372

I’m incredibly westernised when it comes to games. Whilst I love Japan and its food and customs, I’ve never been able to really access its gaming and anime culture like so many of my contemporaries have. So for those of you who do know more about these franchises than I do (which is probably everyone), I apologise in advance.

Earlier in April, Bandai Namco invited us to their Level Up tour event. It’s a nice get together they’ve put on this year, touring the major cities and giving the press amongst others a first look in to the catalogue of upcoming games and a few bits of hands on experience. There’s another game that will be coming separately from this event. But for now I’m going to look at the incredible, and rather large, line-up of Japanese games coming to the UK. Another advance warning, as these are all Japanese games there’s very little to nothing in the way of Xbox here. Sony rules the roost in Japan and it shows with this lineup.

[divider]

Godzilla

Firstly, let’s look at something that everyone knows. Godzilla is the now 61 year old metropolis-crushing monster. Recently brought back in to media prominence by the movie of the same name starring Breaking Bad’s Bryan Cranston with less beard and more top hair. So what better thing is there to do than to bring the beast to Sony’s consoles and DESTORY! You will take charge of the titular character and destroy everything in your path to harness G-Energy. Us pesky humans have been using G-Energy as a power source and, much like most fossil fuels, is coming back to bite us and destroy our world by also awakening Godzilla. This time there’s no Al Gore to save us all.

There are around 25 levels to destroy along with an obligator versus mode against other monsters and a build-your-own mode where you can construct the perfect city to destroy. Your Godzilla will grow and level up with more of this G-Energy and apparently will also fly. I think Red Bull might have missed a wing-giving marketing opportunity here. What we have is a monster beat-em-up with smile inducing amounts of collateral damage. The game is coming this summer for PS3 and PS4 although there’s no local co-op or versus play, only online battles.

[divider]

One Piece Pirate Warrior 3

So my mind is a little blown here. It looks and plays like Dynasty Warriors, which is easily explained by the fact it s done by the same people. This is the third instalment of the series where you play as Luffy, or Monkey D. “Straw Hat” Luffy of the One Piece anime franchise, a young man with some super powers after eating a Gum-Gum fruit. So begins his adventures on the open waves and many lands to help defeat Doflamingo. You will travel through many worlds from the anime and earlier games, uniting your brothers and even playing in up to date areas like Dressrosa.

Controls, masses of enemies, combo multipliers and crazy mad magic attacks abound, this is pretty typical “Warriors” stuff. it works well and it’s crazy. Of course if you’re looking at this then you’re probably a fan of the series and the game. It’s a nice button bashing game with some awesome anime graphics and specials. Travelling across these worlds nice scenery with completely obscured by mad particle effects and many waves of enemies before big boss battles. Although for me it was made better by one of the characters (Sabo, I believe) looking like Ginx TV presenter and comedian John Robertson due to some great top-hat game. If you’re a fan, then keep your eyes open around August 2015 on your PS4, PS3, PS Vita and on Steam for PC users too.

[divider]

Naruto Shippuden Ultimate Ninja Storm 4

I am a giant frog in a straw hat crushing many tiny people who look like ants and beating big rock creatures. I then, after much Warriors like gameplay, jump onto some giant tentacled or armed creature and grind my way down it, slicing it open as I do and dodging fireballs into an anime big battle climax. I’ll be honest, with the gameplay that I played there actually didn’t feel like there was a lot to this game or at least anything that distinctly separated it from One Piece’s superior wave combat. After some research I’m actually a toad with a super katana named Jutso and the PS4’s triangle button charges our attacks. The attacks are simply controlled but are still pretty fun to unleash after you’ve charged yourself up at the expense of many tiny army’s, who have no chance against your massive webbed feet.

What I did get though was some excellent graphics. Violent and vibrant colours filled my screen at breakneck speeds mixed with anime-rendered characters and sequences. You could liken it for cel-shading but the style is all of its own. And out of every game I saw it was this element and this potential that gripped me the most. If the consoles can pull off this kind of magnificence then there’s a lot of exciting things that can come of the art style. At least that’s what I thought I saw, I could have just licked the toad and tripped out. You’ll be able to find out later this year on PS4, PC and Xbox One if the consoles can deliver the full package.

[divider]

J-Stars Victory VS+

This looks like a standard cross licence beat-em-up but it isn’t. There’s a lot more than that. As me and Steven (from our good friends at GGS Gamer) sat down and picked up the controller, we selected our battlers from various universes and were shown in to an arena of an old village. There we let rip, with me playing as Goku, and kicked butt in a massive destructible environment, charging up our special abilities and using the scenery to our advantage. Our 2v2 team battle was easily lost when we realised we didn’t know the controls but we thought we were cool and that’s the important thing.

The game is great for manga/anime fans, especially those of JUMP magazine. The game gives you a huge roster of characters and environments from many different series including One Piece, Naruto, Dragonball Z, Toiko and Jojo’s Bizarre Adventure just to name a few. The PS4 graphics are excellent and although we didn’t get a great deal of the game or its characters, it certainly seems to be a one stop shop if you are a fan of multiple series and like cross overs. The game play, whilst a arena style team based fighting game, is an interesting departure from the other games in this feature and could keep you coming back, even if you’re unsure exactly how the story is working. You will play and mix across all the included licences though through that story and we’re going to get an arcade fighting mode. So keep your eyes open this summer if you’re a PS3, PS4 or PS Vita owner.

[divider]

Tales of Zestiria

The Tales RPG series has long been requested in the Western markets. For the 20th anniversary of the franchise this latest game, Tales of Zestiria sees you play as Sorey. Your curiosity of history allows you to see a race of invisible people called the Seraphim and leads you to become the Shepherd, a legendary figure in this universe and you will set forth to unite both your human domain and the invisible Seraphim world. Sadly there wasn’t anything of this game playable to us but we did get to see this great trailer. The game is dual voice over in language as you will hear. The game will be available on PS3 in the fall of this year. This game returns the series in to a more action adventure style game but even in last-generation graphics, it looks like and exciting and good looking fantasy environment.

As far as fantasy RPG’s go, we are going to be pretty spoilt in the coming months. Rumours of a new Fallout, The Witcher Wild Hunt (also a Bandai Namco release), Elder Scrolls Online, Final Fantasy and whatever HD remakes are sure to come. But for owners that haven’t yet made the jump, this is going to be a really interesting and beautiful purchase. For all of the slight cliches of the genre in the trailer the world is pretty, magical and fascinating anime landscape that could probably be a last thing for you to enjoy on the last generation of Playstation. JRPG’s have a long history and if this as good as it looks then it’s a fitting end for the console.

[divider]

Anther notable game is Project X Zone 2. A sequel to the popular 2013 strategy RPG that sees a huge mix of video gaming licences. You’ll have Tekken and Tales of Vesperia characters from Bandai Namco, Capcom’s Resident Evil and Devil May Cry characters and Sega’s Virtua Fighter and Yakuza: Dead Souls all filling an impressive roster. Again this will be a single play game for the Nintendo 3DS coming in the fall.

 

There’s also Saint Seiya: Soldiers’ Souls. A game that has some excellent anime art based on the TV series of the same name. The premise is that you, being given the golden armour called God Cloths are to defeat the Gold Saints who have returned from the grave. Again this game is due in the fall and will be on PS3, PS4 and Steam for PC users.

[divider]

[author]

 

Battlefield Hardline – Review

bfhrft

[divider]

“Sir, Mendoza’s last run in the field, no offence, was a total clusterfuck.”

It’s hard to not see Khai Ming Dao’s first critique of her new partner as a tongue in cheek look at the last Battlefield outing. Battlefield 4 was one of the titles badly affected by EA’s 2013 of discontent… Ok it wasn’t really called that. But Battlefield 4’s online issues and subsequent board and legal battles are well documented. Enter in to the fray 2015’s Battlefield Hardline. A game in itself that was delayed twice after an arguably poorly received Beta last year.

[Nick Mendoza - Greener than a field of grass in the spring time]

[Nick Mendoza – Greener than a field of grass in the spring time]

Rolling the DICE this time around is Visceral, a studio best known for the Dead Space series (although they also had quite a run of 007 games in the past). And as a departure from the more futuristic armed forces based gameplay, we enter the world of the Miami Police Department and their never-ending war on drugs. Nick Mendoza, a police detective who is also a refugee of Cuba, comes fresh faced in to the department and starts by helping to botch a simple search with his partner, Stoddard, stumbling upon an worrying development in the cocaine trade. Nick then gets partnered with Kelly Hu’s character, Khai Ming Dao, and the two unearth worrying revelations about the force they work for as well as the drugs trade they’re trying to curb.

I’m not giving away any spoilers, although you have probably guessed at this point that Nick ends up as a prisoner and there’s a lot of shouting and comedic lines. That’s because they’re all in the trailer. To be perfectly frank, despite the TV presentation, this is just a B-movie script. You’d see this plot in the summer movie list starring someone like Jason Statham or the never-ending ream of former SNL comics who straddle the action movie/funny man circuit. It’s an entertaining don’t-think-too-much romp of gratuitous gunfire, explosions, criminal underworlds and broken trust. In fact the only thing missing from its action movie stereotype is some pathetically carnal whimsy between the main characters. Although you will get you comical tech wizard sidekick and his crazy Ex who you’d never have pictured him with – literally ticking all the boxes of a mindless audience approval screening for a formulaic American TV detective show.

[Press X to administer Savlon to wound]

[Press X to administer Savlon to wound]

There is something with the episodic format that works though. It worked very well for Alan Wake, it’s worked very well for TellTale games although that’s become more strained as they become more generic in their design, and Battlefield Hardline is no exception. However, because the whole game is there from the off (as in you don’t have to wait months for DLC or the next episode) and you could easily complete the story within a days gaming, you could very well miss these nuances. The “Next Time on…” and “Previously on…” segments simply don’t exist unless you save and quit out of an episode. All of the little nods to the popular TV formats are there, from characterization, multiple layers of intrigue, secrets, lies, etc, etc. But it doesn’t make a game. It makes for some entertaining cut scenes and moments but the gameplay of Battlefield doesn’t really match it. And personally I can find it quite jarring when the 30fps cut scene changes in to the 60fps player controlled shooting time.

The mechanic in the game is the ability to be non-violent. The reward for not spraying bullets into a zone is that you can unlock and upgrade weapons, attachments, etc, for arresting people rather than mercilessly capping them. In effect, the reward for being a pacifist is that you unlock newer, more customisable, shinier ways to kill people. Once you’ve hit level 15 and you’ve found all the case files to unlock everything, that’s it. With the recent issues with policing in America and what is seen as a militarisation of the force and a reduction in accountability, there’s probably been better times to release a game where a major part of the gameplay is arresting, or killing several unnamed Latino racial stereotypes for bonus points. But once you’ve earned those points, the hypocrisy can begin and you can start playing the game the way first person shooters are meant to played – Like a mindless, bloody, hilariously over the top, unaccountable hero: Utterly empty

[I know it's American but I want a Swag bag, not loot]

[I know it’s American but I want a Swag bag, not loot]

In that regard, absolutely nothing has really changed in the game since Battlefield 4, at least not for me. Yes, there’s been little changes to the gameplay here and there, the removal of grenades from the single player changes the game into a bit of a Metal Gear Solid stealth simulator (albeit a pretty poor one), but very little actually changes the game or how you play it. The graphics on the Xbox One version run at a lowered 720p so that the frame rate can be consistently hit. The PS4 version does run at a higher resolution, but a lot of the game is, simply, quite messy. Certain areas are graphically very poor, which isn’t surprising given the resolution. But the textures at times are shoddy, the aliasing is abysmal and the whole thing plays like a faster frame rate past generation game, and not the HD re-release kind. Yes there are some awesome moments in the game that take in sound and visual cues like the hurricane hitting the mall, but for the most part it really is sub-par. I’ll be honest, I’ve not been impressed with EA’s flagship engine. The Frostbite 3 engine seems to be either beyond the capability of the consoles it’s running on or no one knows truly how to get the best from it. In fact the best game using the engine so far has been Dragon Age: Inquisition. Hardline is most definitely not a good advert for the engine, away from the high-end PC hardware acceleration.

The graphical difference is very clear in the multiplayer modes. Battlefield’s multiplayer relies on not being graphically heavy so it can withstand the big team nature. Personally, I find the amount of people and the utter chaos utterly confusing and frustrating. The now tried and tested CSGO style of earning money and unlocking weapons and bonus packs is in full force here but those feel incredibly difficult to achieve thanks to how tough the early level options are to use. The game modes, mostly variants on Capture the Flag and Control game types slightly amended to suit the policing theme, are fairly obvious rehashes of normal game modes with swanky names and aren’t a massive departure from Battlefield’s past. Whilst it can’t graphically hold a torch to Call of Duty in these modes the more realistic and frenetic gameplay does aid certain game types, but only once you’ve racked up multiple deaths in your effort to level up. At least a lesson has been learned from the previous release and the servers are plentiful and fully operational. The benefit of having what is essentially a good, competitive multiplayer environment is that the infrastructure is finally there to support it. And for all its entry-level difficulty, once you do get some success and push on through the levels it can be very enjoyable. Much like many other recent online games, it benefits a lot more from having a group of friends that are all in on the action and playing regularly.

Whether or not it is the right time to release a game based on heavily armed police forces full of corruption against a nameless, seemingly replaceable, throng of Hispanic and Latin organised criminal gang members is slightly contentious. But it’s recent events that have dictated that the game can be perceived as insensitive, not the initial conception and plan that must have been drawn up 18-24 months ago. Sadly the game hasn’t really improved or built much upon any lessons within that time since Battlefield 4. For all of the criticisms, the beta feedback and the delays, the game hasn’t grown like, and it’s a bad comparison, Call of Duty has in the recent years. In fact, its distance from Activision’s franchise in the release cycle has certainly brought more of the series’ faults to the fore, at least more so than normal. This one is certainly for fans of Battlefield’s multiplayer and is definitely focused to capturing an audience that is willing to dedicate time and form groups to play it, much like its PC online FPS cousins. For the rest of us though, it’s a short-lived action romp and getting the box set of The Expendables movies could better scratch that itch.

[tabs]

[tab title=”Summary”]

Battlefield Hardline excels in what it does best. Which is really frustrating for the game as it spends a long time trying to avoid it – That being the frantic shooting of all manner of bullets against the enemy. The police drama is a good enough B-movie and the style certainly works as a format but the content holds very little for video games like this. A consistent and functioning multiplayer hides a game confused between a pacifist setting and a all guns blazing FPS format.

[/tab]

[tab title=”Good Points”]

  • Interesting change in game focus
  • Multiplayer is fully functioning and well supported
  • TV style and Episodic format works very well

[/tab]

[tab title=”Bad Points”]

  • Incredibly poor graphically for next generation consoles
  • The usefulness and novelty of hypocritical non-violent gameplay wears off quick
  • Very little improvement on Battlefield 4

[/tab]

[tab title=”Why a 6.5?”]

This game has tried to change the landscape a bit. It hasn’t been too overly brash about itself or claimed itself to be a new frontier in gaming. TV episodic tropes are tried and tested. But beneath the good intentions lies a game that is incredibly hypocritical of its pacifistic direction due to its FPS roots, a game that is graphically shoddy and a difficult multiplayer for entry-level players. It is at least stable and works, but all in all is confused and lacking.

[/tab]

[/tabs]

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

[divider]

[author]

Super Dungeon Bros – Preview

sdbpft

[divider]

Super Dungeon Bros is a four-player game that brings some of the best elements of some of our favourite multiplayer indie games. You can see the inspiration of games like Castle Crashers. Dungeon raid, rouge-like, co-op smashing games have been a regular staple on people’s top console indie games lists although not many have done them too well. The aforementioned Castle Crashers is probably the best example.

Super Dungeon Bros takes this action into a top down, slightly isometric 3D view. The aim is to beat traps and puzzles along with occasional enemies to raid the dungeon with your three other compatriots. This is both on and offline, so you can all share a screen in your house or your own screens online. The game also allows you to craft weapons so that you can customise how you play, as well as use each other as weapons. There’s quite a nice set of weapons too from ranged crossbows to swords, hammers and even some mad co-op attacks. But the main joy is the constant trolling that will come.

sdbp1

[Spectral ghost boss… Far more interesting than the title it’s spoofing.]

You can pick your fellow Dungeon Bro up and throw him as a weapon. Which also means you can throw him across chasms, much like dwarf tossing. You can also just descend the game in to constant madness by lobbing your friends off the map and endlessly kill them instead. You go from having great fun, to experiencing great annoyance and eventually end with uncontrollable laughter… a staple of multiplayer gaming if there ever was one. All of this ends with boss battles and then carries on continuously.

Each level is procedurally generated. That’s right, 2014’s buzz word returns and in this case, you get the fun of different levels every time. Although they do follow a basic rule set across the three different worlds of the game, set to some fairly heavy rock music. The game’s story is that it’s set in Rökheim, which is described as “a giant scar of godforsaken earth where wars are waged in underground crypts built by the gods themselves”… *Insert generic town insult here* But they are all yours to loot, pillage and get coin! Dungeons are awesome like that.

Whilst we were at EGX Rezzed we got to have a look at the game at the ID@Xbox stand. It was interesting to see the dynamic of four friends sat down and slowly realise that they can play the game and at the same time, screw each other over. It’s something this writer remembers very fondly, that communal sense of hating someone for ruining the experience of a game, but it was so frequent and often that much laughter was had. That particular experience was on Halo 3, but we can see ourselves having similar experiences with Super Dungeon Bros.

[Rule One: Where there are skull and monk like creatures - Avoid.]

[Rule One: Where there are skull and monk like creatures – Avoid.]

Do not fear though, as despite it being on the Xbox stand, it isn’t an exclusive. As we watched a group of people try hard to throw each other off of a floating tower, the developers told me that the game will also come to Windows 10 and will benefit from the same cross platform play as Fable Legends is going to have between that operating system and Xbox One. Although the game is also coming out on PS4, PC (older versions of Windows) and Mac and is also cross-platform on those formats as well. Which led us to presume that there will be some Steam integration for this cross platform support.

The game we saw was the first every playable version of the game and we were quite impressed with how stable it was (given that we have seen some games lately that aren’t at all). The game is due to be released sometime towards the end of this year by US developer, React Games and Watford based Wired Productions. The game is being developed in the Unity engine too so it should be rather pretty without being too strenuous on a system.

It is early days yet for this game and there’s a lot that is sure to come over the coming months, especially with more game shows and the ID@Xbox banner behind them. The self-publishing vehicle already has a lot of great games that have been released or will be released shortly. This certainly looks like one game that will be an entertaining party choice for those of us inclined to troll our friends.

[divider]

[author]

WWE Network – Review

wwenetworkft

This week is wrestling week at TheGameJar. Which means we’ve asked all our writers to share memories of wrestling games past and present. Today, instead of a game, Sean looks at an app which is making a lot of noise and gaining a lot of subscribers.

[divider]

The WWE Network app certainly has made a big impact since finally releasing in the UK. It’s also something that a lot of people have asked me about since subscribing. Is it worth it? What’s on it? Is it just all the new rubbish? Well we thought we’d answer that for you. If you watch WWE at all then you cannot escape the rhetoric of constant promotion and advertising on its programming. There are a lot of good things about it, but the one that’s made the most headlines is the lack of quality in the current product (see the 2015 Royal Rumble match). I can’t argue that, but there’s a great deal that’s excellent.

wwenetwork4

[Current WWE NXT Champion Kevin Owens, who is making the Powerbomb a feared move again.]

Firstly there’s WWE NXT, which had been on Sky Sports before now. It’s a developmental brand for WWE that has transcended its status to become a bit of a cult hit. One hour focused on new and great wrestling talent, without the storyline flack that the two big shows seem to be filled with. The divas get a proper wrestling outing too, showcasing the talent the WWE has in its wings for the future, and talent that will be very familiar for those who follow the independent promotions where a lot of these wrestlers cut their teeth.

In fact it’s the lack of the two big shows on the network that’s the most disappointing. There isn’t the big back catalogue of Raw and Smackdown that there could be. For all of the 1000 odd shows that there are of Raw, there’s not even a tenth of it on there. Same goes for Smackdown. There’s no Sunday Night The list can go on There are probably reasons for this and some things are slowly being brought out, like WCW Monday Nitro. But there isn’t even a hint at almost a decade’s worth of television, which is very disappointing. Although there’s lots of classic WWE like Tuesday Night Titans, Prime Time Wrestling and Saturday Night’s Main Event.

The thing is, you’d need to be quite the wrestling boffin to want and know of these things. What WWE Network does really well is its Pay-Per-View content, it’s highlighting of classic and brilliant wrestling and its in depth look at some of the greatest stars we’ve had. WWE has produced some excellent, if not incredibly biased, looks at the careers of many wrestlers, factions and promotions.

wwenetwork1

[Great shows like Legends of Wrestling show that smoking cigars is very cool.]

Everything from former stars like The Hardy brothers to recent Triple H documentaries, all with interviews from many people. Stand out ones include a look at Bobby “The Brain” Heenan and Paul Heyman, both creative geniuses and arguably the greatest managers in the history of the genre. There’s some great specials from the vaults like the Legends of Wrestling roundtable chats which seem to be filled with lots of smoking… Seriously, everyone smokes in WWE apparently. There’s the excellent looks at now defunct promotions like ECW, WCW and AWA although again with a WWE bias. In fact one of the standout things, although stretched out over a full season it can get a bit repetitive, is the documentary of the Monday Night War. The television ratings battle between WWE (WWF at the time) and WCW which ushered in a golden age of wrestling and the Attitude era that we all remember so fondly.

The hardcore wrestling fans might be a bit disappointed at the occasional editing due to licensing purposes like music and the very fine cuts of events that we all love. But credit to WWE, it hasn’t been shy in putting tricky content out there. One former wrestler in particular is included in programming which is good as before terrible events, he was an excellent wrestler and is part of sports entertainment history. There are many disclaimers before most of the content that isn’t PG programming or programming they created themselves.

Technically the app on every console works very well. I’ve tested it on Xbox One, PS4, PS3 and Xbox 360. In fact the worst iteration of the app I’ve tested is the iPad version which also doubles as the generic WWE app for news. Although I’ve never had a problem finding content, everything is laid out in an easy to find manner, the quality of the streaming is excellent and very rarely drops and the PlayStation versions of the app include nice little chapter points to fast forward easily to specific matches. Why the Xbox version doesn’t have these I have no idea, because it really should.

wwenetwork2

[Still my personal favourite Wrestling/Alan Partridge crossover.]

What this app does do is allow us to relieve what we loved as young people in the big and special nights. We can go back and watch Mick Foley being thrown off the cell. We can revisit the real Icon vs. Icon matches like Rock vs. Hogan and Ric Flair vs. Harley Race. We can look at those matches we never see nowadays like the hardcore matches, the first One Night Stand events and most of the ECW back catalogue and the original Hardyz vs. Edge and Christian ladder match. We can all relive our WrestleMania moments again and, thanks to the great value, you can watch all the new ones too without having to pay Sky £15 every time for just one show.

Whilst this can be for the purist, it’s great if you have young family members who are fans but can’t afford a Sky subscription or Pay-Per-View costs. It’s parental controls stop most things you don’t want them to see and you can relieve your best memories. Faces you’ve likely forgotten and ones that have never left you. Yes, there is a lot of content that is missing but arguably, a lot that’s missing isn’t worth being put on or is coming. Except for the huge gap in Raw and Smackdown replays, WWE Network hits the right button for fans of wrestling and those guys who remember what things used to be like.

[divider]

[author]

Hotline Miami 2 Wrong Number – Review

hlm2rft

[divider]

Hotline Miami 2 follows on from the enormously successful indie game Hotline Miami. For those of you that have probably seen but not played it before, allow me to enlighten you as to the status quo. Hotline Miami is a 2D top down shooter that is played at a frenetic and unforgiving pace. The style, which takes an eclectic look at the 80s through the eyes of an unnamed man (known by the community as Jacket and is inspired by the movie Drive), is a colourful and vibrant psychedelic mind explosion that is beautifully married with extremely prejudicial violence and an amazing electronica-fused soundtrack.

[Where everybody knows your name... Or mask, rather.]

[Where everybody knows your name… Or mask, rather.]

It was quite simply marvellous and extremely difficult and frustrating all at the same time. Hotline Miami 2 sets itself to conclude the story of the first game, a story that was a strange mix of imaginary and forced coercion into violent acts by the mob, and delivered by a narrator that was so unreliable, he’d probably get a job as Middle-East peace envoy. In a series of flashbacks and fast-forwards, which are beautifully realised by some excellent old VHS tape and tracking effects, Hotline Miami 2 gives you the before and the after of the first game, putting in to perspective the events that caused the extreme violence that’s tricky but enjoyable.

Whilst this is an excellent mechanic of course and the story actually tells you very little of what is actually going on (which might frustrate those of you looking for closure), it’s the constant jarring between different times and characters that will sit most uncomfortably for those used to a more linear experience. It possibly could have done well to have these flashbacks in their own chapters with the book-writing journalist bridging the narrative gaps. But as a criticism of the method in the game, it can lose you, especially if you spend a while on a tricky level and suddenly get thrown into unexplained mid-80s Hawaii with a covert military unit taking out rebels.

In fact at times in these levels the game becomes quite nostalgic for the older gamer. It’s less “Honolulu Strangler” and more “Operation Wolf.” Remember that arcade game? That big heavy plastic gun controller with moving parts that was always five times the size of your hands, whatever age you were? The comparisons don’t stop there. Where the first game echoed the inspiration of Drive, Hotline Miami 2 throws in the crime and decadence of Scarface, echoes of Platoon and Apocalypse Now in military thrillers, and a very unique look at societies fascination for physical and sexual violence in film and how it can blur reality. You are still left with questions and guesses to the real reasons of what’s going on, despite the political power plays happening in the background and the shared psychosis of the chicken mask. If this is the last one then the story is open ended enough to leave you wanting more.

[Shopping on Black Friday always ended badly.]

[Shopping on Black Friday always ended badly.]

The gameplay however isn’t as good as everything else going on around it. Playing on a controller is difficult but once you get in to it, it’s easy to use. Thankfully that responsive challenging control method and crazy pace hasn’t changed at all, but everything around it is a bit trickier than before. Which would be great if it feels like an intention of the game, but it feels a bit annoying, like the game has just copied the AI across form the first game without improving on it. Most annoying is when there are many enemies off-screen that kill you very readily.

The controls to scan around the area are also fairly short in their stretch and there are several instances where the pathing of the enemies, especially dogs, gets caught up on something and starts spinning around. The new enemies that involve a bit more of a challenge are great but almost impossible when surrounded by more than one person with a gun. Sometimes the enemies feel a bit too awkward in their positions and dogs can be especially tricky if your timing is even a beat of a millionth of a second off when hitting the button.

Although your new characters can do cool things like stretching their arms to shoot horizontally in both directions, control a chainsaw and a gun at the same time, and barrel roll out of the way of fire, it’s the lack of the weapons and masks from the first game that sadly take away some of the replayability of the game. The level designs are good but ultimately don’t feel any different from the first. I personally would have loved more interactive things around the areas and the houses in the level introductions. They are there as newspaper cuttings, but a few more and maybe some more humorous spots could have bumped this further than being sequel that doesn’t change it up too much.

[For the stars of DuckTales, early fame led to a bad crowd.]

[For the stars of DuckTales, early fame led to a bad crowd.]

With that being said, for the negative aspects of how the game hasn’t grown or changed, it has a butt load of things that it’s absolutely excelled at. If you follow any games writer, PR person or general gaming related avatar on Twitter, you’ll know the Hotline Miami soundtrack is required Friday listening. Well, we’re adding another playlist to the Friday sounds. Hotline Miami 2’s soundtrack is not only longer, but also better and amazingly posited to the levels they are on. It’s actually a bit of an artistic masterwork when you see how seamless it is and how much the music keeps you in the game during the frustrating constant respawns.

The retro look at the 80s is also fantastic from video tracking and VCR sub menus when you pause the game, to the excellent use of Video Nasty cassette tapes as the level selections and the video rewinding effects to instigate flashbacks. It’s not style over substance by any means but the style is a key part of what makes Hotline Miami 2 a great game and as great as first one.

Hotline Miami 2 is once again an incredible ode-to-violence that will divide players between those who see it as a challenge, those who see it as masochistic, those who just love the look and sound of it and those who don’t have a damn clue what’s going on. There are some criticisms of the violence it portrays and that the sexual violence in the beginning is gratuitous and unnecessary. Which it is and the fact you can turn it off is an admission of that. The game hasn’t leapt on from the first and in some cases has taken stuff away that we would have loved. But what the game does best is put an incredible pop-culture visual over challenging levels that will dictate your Spotify playlists for many years. Now if you’ll excuse me, I think I can hear my phone going off.

[tabs]

[tab title=”Summary”]

Hotline Miami 2: Wrong Number has fulfilled everything we expected and asked for in a sequel, which was “more of the same, please”. More music, more 80s style, more challenging shooty fun. But we probably didn’t realise that we’d have liked a bit more refinement, maybe a bit of cohesion between flashback sequences and bit more of an improvement in the AI. But you don’t get what you don’t ask for, right?

[/tab]

[tab title=”Good Points”]

  • Super awesome soundtrack
  • The conclusion and background to an intriguing story
  • More of the same from the first game

[/tab]

[tab title=”Bad Points”]

  • Hasn’t changed enough, and removed some masked fun
  • Regular death from enemies outside of all vision
  • Narrative can be jarring in flashbacks

[/tab]

[tab title=”Why an 8?”]

There’s a great game here, and a game that when you look past the amazing soundtrack that we love, the visual style that we applaud and the unreliable narrative we all discuss, could have been better. Little things like the enemy AI, being shot from off screen too often and a lack of improvement in that area of the game holds it back a bit. But it is still a great game and terrific value.

[/tab]

[/tabs]

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

[divider]

[author]

LEGO Jurassic World – Preview

LJWFT

[divider]

Hold on to your butts… Clever Girl… Life will find a way… I’m getting these out of the way early so I am not tempted to fill this preview with many puns. But it’s true, there are numerous moments throughout the history of the trilogy (soon to be quadrilogy) of the failed Dinosaur theme park that have adorned our popular culture both visually and in quotes. Which is why it makes perfect sense for it to be a LEGO game. I can’t believe I didn’t see it before but if we’re honest, we’ve all wanted a great Jurassic Park game.

LJW1

[You know back in my day – the Cretaceous period – gluten intolerance wasn’t a thing.]

There have been people that have tried but in all honesty, LEGO as a video game franchise hasn’t produced a full on turkey of a game yet. So it’s good to see that the game we all wanted may well be best served by LEGO. In fact I’ve got a list of franchises that I would love to see in blocks. For now though, I can’t wait to build my first Dinosaur.

Yes, whilst there’s a lot that we’ll talk about with LEGO Jurassic World, the important thing is that you can build your own dinosaur and wreak havoc with it. Along with the dinosaurs from the movies, including the new movie, you’ll be able to unlock them all as you play the game. Much like in the films, Amber will contain dinosaur DNA for you to collect. This will unlock one of the twenty dinosaurs, which you can then use to create your own, much like the character creator that’s already there for custom players. Except in this case you’ll also get the abilities of that dinosaur’s part. Acid spitting? Sure thing. Finally giving a T-Rex long arms? It’s about time! And we’re told there’s an arena of sorts which you can pit your dinosaur creations against each other. Which, as a sentence, is pretty cool.

LEGO Jurassic World will have a lot from the new movie of the same name although right now we’re not allowed to know anything about it, because obviously that would spoil the movie. But the game follows the original three movies as well and there have been some very seminal movie moments in them. So we were given a few levels from the first movie to play.

LJW3

[Here’s a scene we all forget where human inability to do simple logistics ends in someone being eaten.]

First up, we got to takeover as extinct-species-poop expert Dr. Ellie Sattler who gets to delve into some LEGO dung and cure a Triceratops with lollipops and fruit. You can then control the Triceratops in order to bash things and complete the mission. It’s standard LEGO stuff until the storm starts approaching. Yes, THAT storm from the movie that so excellently screws over Dennis Nedry’s escape from Isla Nublar. There is a dynamic weather and day/night system in LEGO Jurassic World, which will enable things in the exploration phase of the game to change randomly, as well as in levels to suit the film’s transposed dramatic moments.

Our next dramatic moment involves our favourite lawyer getting eaten. The scene of the T-Rex escaping the disabled electric fence and bullying a couple of kids (stupid T-Rex) in an upturned car is replicated very well. Highlights include the original voice work from the movie (including the wise-cracking Jeff Goldblum), constructing a distracting musical box that plays a version of John William’s excellent theme, and the special abilities of the characters. Dr. Alan Grant’s Velociraptor claw can cut through foliage whilst Lex Murphy, the screaming granddaughter of John Hammond, can scream which will break glass.

LJW2

[Objects in this mirror may be more blocky than they appear.]

Finally, we see the cheeky and broken-legged Ian Malcolm being rescued by Ellie and warden Robert Muldoon, before being chased by the rampantly annoyed T-Rex. You can also shoot things in to its mouth for an added bonus, but I was personally gutted to see our favourite mirror joke not make an appearance. Again this kind of level design is something that LEGO has done very well before and LEGO Jurassic World is no different.

Whilst the mechanics of play may slightly change between the games, it is a truly tried and tested formula that lends itself to a lot of nuances in Jurassic Park. One of which is the return to a more expansive open world and hub system. The Tolkein franchise games (Lord of the Rings and The Hobbit) all had a sense of the journey and the excellent areas of Middle-Earth. Whilst the two recent super hero franchise games have an open-ish world, it wasn’t the in depth and changeable areas that the Tolkein ones were, in my opinion anyway.

LEGO Jurassic World combats that by having two hubs and both the islands from the movies to explore, Isla Nublar and Isla Sorna. You’ll have the dynamic weather mechanic and of course the parks themselves. Mr. DNA, the theme park’s mascot, will be guiding you along the way as well as giving you education bite-sized Dino facts.

Mostly, I’ll be excited to replay various things from the movies and by association, watch all of them again. Too often I only watch the first one because it’s on TV conveniently on the same day and time that I order pizza. With LEGO Jurassic World, we appear to have ticked many boxes: Movie dialogue, excellent music, interesting levels replicated in LEGO and the beautiful South American islands of prehistoric genetically re-introduced doom. So if the early levels are any indication, then the LEGO franchise has found another new home in it’s chameleonic existence, and hasn’t jumped the Megalodon just yet.

[divider]

https://www.youtube.com/watch?v=TXNwFstNTdE&feature=youtu.be

[author]

Not a Hero – Hands On Preview

NOAFT

[divider]

Not a Hero will have a lot of attention coming its way. Developer Roll7 won a BAFTA for their skateboard game OlliOlli and their platform shooter is equally as addictive.

The game may hark back to the days of classic platformer design, things you’d likely see from a Spectrum, Commodore and occasionally 16-Bit consoles. But the look is very much of the 80s vibe. From the days when gaming’s limited colour palette meant bright and fun level designs.

NOA2

[Bunnylord is not afraid to get his paws dirty.]

The premise is intriguing and continuously funny (I’ll explain that statement later). The idea is that the not-so-evil visionary, Bunnylord, has decided to go back in time to become Mayor. Mostly because the world got in to such a state in the future that only he could change it by going back to the past. When he is there, he hires a group of mercenaries to eliminate those opposing his leadership. You are those mercenaries.

You’re not technically the bad guys though because Bunnylord is right and although his methods might be one you’d attribute to an evil megalomaniac, you are in fact cleaning up the town. And if you’ve played OlliOlli or any other Roll7 game, you’ll know that it’s something you’ll be doing at a frenetic pace that requires precision timing. Not a Hero does this perfectly with gameplay that’s reminiscent of the best shooting platformers of the 8-bit and 16-Bit age like Robocop Vs Terminator or that decent Batman game. You have very simple options but it’s the timing that makes it work. You can shoot, which is the easiest thing, get in to cover and shoot, fly through a door and tackle enemies or execute them.

NOA1

[Someone took the Blue Pill, we see.]

Instead of the awkward, or should we say challenging, control methods of other violent games like Hotline Miami, Not a Hero is incredibly easy because it operates with only one or two buttons, and very rarely are they operated at the same time. Like OlliOlli, the time that you hit the button and the moments you choose to pop out of cover, or jump out of a building is more important than the shooting itself. Scenes of buildings with a slightly isometric front on view give a great indication of what’s around you as well as an interesting city landscape dominated by “Bunnylord for Mayor” signs. He’s not evil, he’s cute…

Until he starts speak to one of your nine characters that is. This is where the game is continuously funny and incredibly sweary. A lot of people have put a big importance on procedural generation within games, however that’s been limited to the gameplay and the levels. Just check Steam Early Access or Kickstarter and you’ll see that procedural generation is now massively prevalent. Not a Hero has put some procedural generation in the speech rather than the levels, or at least you could say some randomisation. What happens is certain key words are replaced and changed when Bunnylord is talking to you and given you orders, leading to often hilarious and new passages of dialogue every time you play. It gives a new lease of life around the game repeatedly, especially when the levels are so gosh darn replayable.

NOA3

[It’s important to utilise cover against the gangs you’re cleaning up. You know, so you don’t die?]

We are introduced to the world when Steve, a former assassin, gets involved with “mayoral candidate from the future” Bunnylord, and becomes his campaign manager. Then begins the slanted 2D, or 2 and one quarter ISO-Slant technology as Roll7 call it, craziness of the cover-shooter… Which actually isn’t limited to shooting. Samuari swords, kick ass Tarantino-esque moments, jumping out of 5 story windows directly in to a van (which was a very enjoyable part of the demo we played) and a various cacophony of comedic 8-bit violence. The missions themselves are normally a fixed objective but you do get, much like in OlliOlli, a list of secondary things that you can accomplish in the level. Things like 3 executions slide tackle 5 enemies, that kind of thing. And these are occasionally randomised as well so that brings another new level of challenges to the game.

In our play through with Cletus, our shotgun gave us some great range. Being able to shoot through doors and enter a room straight in to cover like a violent pixilated ballet gave us great hope for the rest of the game. The characters all have their own weapons and unique personalities and I’m not sure there’s a better, non-evil, humanitarian potential candidate for government than Bunnylord in all of existence. I kind of hope he hijacks our actual national election and given the pictures on the official website I don’t think he’s beyond that, especially as the release date on Steam (PC) is May 7th… Election day. Coincidence? I think not. Whoever becomes mayor, the PS4 and PS Vita will see a release later in the year.

[divider]

[author]