Escape Dead Island – Preview

Compared to the next generation offering of Dead Island 2, the current generation offering of Escape Dead Island is completely different.

Dead Island is now seen as a franchise and developers Fatshark have created a very enjoyable single player experience. The story is that you are Cliff. A son of a wealthy media mogul who’s a bit of a socialite douchebag and wanted to make his impact on the world having been in daddy’s shadow for too long. You hear of the first infection from Dead Island and make the gargantuan stupid move that only rich-searching for relevance-brats can make: You get a boat and go to the island with a few friends to make a difference.

escape dead island preview 1Except it doesn’t go to plan, you crash on another island in the archipelago and so you begin your slow descent into the fictional world of zombie bashing insanity. Insanity is actually very key here as the game is incredibly surreal. The descent in to madness is both a physical journey and a mental one here in Escape Dead Island. Stretching the boundaries of what your character is perceiving and leaving you to question his sanity and the reality of the world around him.

The big aid in achieving this element is the comic book art styling of the game. You might know it as cel shaded or as Borderlands style (if you’re that young). But it creates a world of 60s comic book action campness with splat’s, kapow’s and bokko’s coming from every hit. Well everything except the bokko… That was from the Young Ones, but you get the picture. It blends it well with a more modern visual styling of the world and the characters. You may think The Walking Dead both in comic book and Telltale Games feeling but I would go a step further, given the insanity aspect of it and say that it reminded me of the Keanu Reeves movie of the Philip K. Dick book “A Scanner Darkly.”

The game itself plays third person as a big semi open world arena of stealth attack and world manipulation. In fact the whole effort to keep it simple aids the game environment a lot. There’s no HUD, no inventory and simple controls. The weapons you have change and upgrade as you find things throughout the world in the staggered narrative order you’re supposed to. Narrative, especially compared to Dead Island 2 is the key thing here. It is an adventure game, not an RPG. You do get to visit places in the world you’ve already explored so that you can get things that you need or collectables.

escape dead island preview 2The world environment is a wonderful, almost semi cartoonish place. It blends the more realistic elements of some things like the big cargo ship containers and the beach huts of the island, with the more surreal action that unfurls around it. The idea of the franchise of ‘Paradise Meets Hell’ is in full effect both visually and in the narrative.

The decision to go with the previous generation may seem a bit stuck in the past but actually makes good sense as most Dead Island fans will still be on the previous generation of consoles or at least own them. This will be out towards the end of this year for the Xbox 360, PS3 and PC. It may come to next gen in future but for right now it is sticking with the old. The game does have some replay value despite being very linear and single player with a new game plus mode but there are no difficulty settings.

The atmospheric approach to this game as a spin off of the main franchise storyline is interesting and it’s certainly worth a play, especially if that is your kind of thing. The focus on hyper-reality and narrative background in the canon of the Dead Island story will make itself clear in the full game. But it isn’t going to scare you. In fact this is much more of a survival thriller and more psychological than horror. With a hint of mystery thrown in to the mix. When the game arrives later this year, hopefully we’ll understand a lot more. Or will we?


 

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EA Report – GamesCom 2014

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

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

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

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

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

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

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

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

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Xbox Report – GamesCom 2014

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

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

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

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


 

So here is the big news of the day:

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

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

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

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

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

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

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

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

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

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

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

[author]

MX vs ATV Supercross – Preview

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Normally when you hear the sound of trail bike engines, it’s due to some annoying 15 year old who’s just passed their CBT, ragging the poor restricted thing up and down your street at 1am. But this? This is where the sounds are meant to be heard.

It’s been a while since we’ve seen an MX vs ATV game. Mainly because the ownership of the studio has changed hands a few times, mostly due to the demise of THQ. So in fact it’s been a good three years since the last one ‘MX vs ATV Alive’ graced us. If you don’t know much about the franchise then the gameplay and the sensibility behind it comes from fans of the big X-Games style indoor arena dirt tracks. The ones those crazy Red Bull sponsored kids fly their bikes up and pull tricks like wild men celebrating the taming of a bucking bronco.

mx vs atv supercross preview 1One thing you notice as soon as you pick up MX vs ATV Supercross is that it has had a lot of care put in to making it work. From the most fundamental level there has been constant referral to real life riders for their take on how the game plays and even physics professors coming in to make sure that Newton’s hand is enforced correctly. All this has lead to one thing: An incredibly easy to pick up and play game. Now personally I don’t find racing games too hard to master with the exception of motorbike based games. Moto GP for example I find far too tricky to handle.

MX vs ATV Supercross however appears to have nailed it with their new intuitive, almost symbiotic control set up. You control the direction of the bike with the left stick and you control the counterweight of your body with the right. Sounds difficult but it really isn’t. Think of the first five minutes you spent getting used to the controls in Brothers: A Tale of Two Sons and you’ll soon become accustomed. Include in that a clutch control with the left trigger and you’ll be tackling those raised dirt corners like a demon… I’ve lost you haven’t I? Well dropping the clutch gives you a great getaway when you hit the gas. Much like a normal bike the kick you’ll get from hitting that biting point will shoot you forward a good deal more than if you didn’t use it. It is also great for race starts. Finally a simple right stick flick for getting the jumps on a bumper to control a trick makes this sound a whole lot more difficult than it actually is.

Which is something great about this game. Once you’ve taken a few minutes to master it, it really rewards you and you feel a lot better knowing you can do it. Most racing games reward you for hitting the right line after the 75th attempt to get that gold medal in training. This game has those pure racing rewards too but just getting to grips with it feels like an awesome achievement, when really the illusion is that it’s quite simple. 1-0 to the game.

Racing so far is a bit more difficult because the difficulty levels haven’t been set up fully yet but that only pushed me to get a great result and the obvious gains you get from hitting the air at the right time, sliding through the corner and shifting your bodyweight before dropping that clutch and zooming off is a great feeling. It’s made even better by how good the tracks are. Challenging? Yes, at times, but it’s the constant evolution of the track that makes it fun. Like rubbering in a tarmac track, the dirt will carve out lines throughout the track from your bikes and they will stay, affecting the contours of the track and adding some more bumps. If you have a big ol’ wipeout crash and skid your prone torso up a bank face first (which I did a few times) then that is also saved. You can go back around a lap later seeing the Moses-eqsue parting of the dirt and feeling the bump in the track it has caused.

There are many licensed riders, sponsors, parts manufacturers involved and the upgrade system is simple and effective. The bikes themselves come in various degrees of powers like the 250cc to the fun pump and squirt of the 100cc. Basically nothing detracts from the racing experience at all. But there has been a lot of care to get involved in the bikes themselves. Customising them, getting zoomed in and seeing what you can add or subtract from the bike is enjoyable and the closest you’ll get without getting yourself caked in grease and oil. I already miss my racing green 250cc with the gold wheels. *sniffs*

The game itself was a lot of fun and when it’s complete it will certainly be a great alternative to the current crop of four wheel games which after a while get a bit asinine. The bad news? Well it is previous generation so it will be PS3 and Xbox 360. The good news? The price. Completely aware that this game is a last generation tech, it will be priced accordingly. That in itself is a refreshing change, but from the shadows of what could have been a completely doomed franchise out of the control of anyone involved is coming an enjoyable, easy to master and rewarding game from Nordic Games that should definitely be worth investing your time in later this year.

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Screenshots

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GRID Autosport – Preview

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It’s time to don those fireproof overalls again, strap on your helmet and delve in to the wonderful world of club competition racing.

GRID Autosport sits in a very weird place as far as Codemasters previous games have been positioned. GRID Autosport is the culmination of about 12 months worth of community feedback over GRID 2 which, despite the reviews and depth, wasn’t exactly what the loyal and passionate fans were after. And so, the decision was made to appease these fans and create a new game for the existing generation to try and set the balance.

I got to have a good go on the game’s last preview build and straight away saw marked differences. In fact I’d go so far as to say they’ve completely trimmed the fat to almost modernism when it comes to the presentation of the menus and XP breakdowns. You could argue that the game has seriously channeled GRID: Race Driver more than anything, but in honesty, it’s taken it a step further.

grid autosport preview 1Gone are the team decisions and the choices of rewards and livery. You are a lone driver now and you sign season contracts from already existing teams. No longer are you building your own team dynasty. As such you don’t have to make calls on reward targets from sponsors or customise the livery to give the big money guys the bigger spaces on the car. No, this game is purely about the racing and as such takes away anything that could distract you from that.

The racing is split in to five different classes: Touring Car, Endurance, Open Wheel, Tuned and Street. Gone are the various different competition invites and more arcade style game modes from GRID 2. This is all about the team racing and getting your own XP level up enough to get better and bigger contracts. No money, just XP.

The racing itself hasn’t changed much, if at all, from GRID 2. It’s been tidied up for the lesser car/track options and therefore polished a bit further, but is essentially what you get from the previous two games. The EGO engine looks as lovely as ever and still manages to impress me, even with the last generation technology it’s performing on. The car models are great, the tracks and lighting are wonderful (I even got slightly blinded in the Formula C car as the hot track reflected the sun into my eyes), and the cockpit/in car view has returned.

Slight warning: this isn’t the full release version that I played although it is as close as possible to it. The cockpit view disappointed me greatly. Not the level or the view of the track. That was fantastic but there was a very low level of detail in the car. It was very blurred, with zero mirror accessibility and it looked incomplete. Moving the camera view left and right defaults to the side car views. I just hope that the issue was that it wasn’t complete otherwise I fear the people who campaigned for its reinstatement will be rather aggrieved at the results.

Bare minimum is kind of how the game feels at times, but in a very positive way. I mentioned that it’s trimmed the fat and what I mean is that it’s lost a couple of stylistic stone to become much simpler and open about what it is: A racing game. Which is why the AI annoyed me a bit. Medium is far too easy, as is normal for me on a Codemasters game. Hard is a bit more challenging but AI cars are still too slow in the corners, not able to control the torque their cars have and as such take racing lines that are better suited for finding an escape road than an apex. It’s a problem that really gets on your nerves a bit more when you’ve made an effort on Hard to properly set up the car.

grid autosport preview 3I did one race meeting, which is the same track twice (think GP2), with different setups in the Formula C open wheel and using the overhead camera shot (interestingly, the cockpit graphics looked better from this view than the drivers view so here’s hoping it’s just not finished yet). The first race I set myself up to be oversteer heavy and in a car that wants to whip itself into a donutting frenzy as soon as you squeeze the juice, it was tricky but manageable. I finished 5th thanks to a last corner tank slapper. The second race I optimised my setup to combat such oversteer and torque and get better cornering grip/speed. I finished third, I had an occasional wobbly moment but the biggest problem in that was how noticeably bad the AI cars were at taking these corners in the cars.

Hopefully these are all things that have been finessed out by the time we get our hands on the game proper next week. Or that is easily curable with a quick patch. AI has always been a tricky thing in the Codemasters games (ask anyone who’s played the F1 series – we love it but damn does that brake testing frustrate us sometimes). One thing they have done is taken the game back to its core components that made it fun, shed the fluff and come out with a decent all-access racing game with technology that they are now super comfortable with.

For the next generation people out there, there’s no news on a PS4/Xbox One version of GRID Autosport but Codemasters have been very honest about only releasing a game on the new systems when they feel they are ready to produce something of outstanding quality. From the feel of it, GRID Autosport will certainly take up some time while we wait and won’t beat around the bush either.

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GRID Autosport is out Friday 27th June on PC, PS3 and Xbox 360. Check back on TheGameJar, Facebook or Twitter for further news and reviews.

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Screenshots

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The Evil Within – Preview

The weight of expectation on The Evil Within is certainly on some broad shoulders. Resident Evil director Shinji Mikami happens to own those shoulders.

Annouced two years ago and almost finally upon us, the game follows a modern day Police Detective, Sebastian Castellanos into a deeply disturbing psychotic environment filled with zombie like creatures, shifting environments, evil monsters and the pairing of a mysterious boy and his doctor.

the evil within preview 1Playing through the two demo levels I got the chance to experience, the atmosphere is certainly one reminiscint of the iconic survival horror of the PS1 era. Even at this early stage the classic over-the-shoulder view, dark colours and foggy outlines are effectively imposed here. As you walk in to the first level, you are almost paranoid of everything and desperate for supplies, smashing all the boxes you can and getting as little ammunition as is available. There are several other options you can use including a multi faceted crossbow.

In fact, that’s one thing that I was surprised by, the weapons. So far they are incredibly effective, almost too effective. The only thing that really stops you from going quite run-and-gun at this stage is the amount of ammo. Something that will change as the difficulty increases especially. Quite an interesting dynamic is the way that you can‘t fight off multiple enemies forever, or just simply mow them down in a haze of bullets.

Eventually you will get swamped and overrun. You can slow them down but until you take a flame to them, they’ll keep coming. You have to be precise with your shots to put the down in the first place and you have to be conservative. Your gun won’t always be on target, so no panic shooting. Melee will only buy you a bit more time. But the game employs some clever, and tense, devices to help you with dealing with the mobs. Plenty of objects are around that are easy to use as explosives, traps to set, corners and corridors to funnel them in to, but the best has to be the weapon wheel.

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The weapon selection wheel (think any Rockstar title of recent times) has quite nicely been implemented but unlike most games where it either pauses the game or continues it, it slows the action down, quite conveniently buying you some time to think, plan and execute you next moves.

The visuals of the monsters (known as The Haunted) are, to be honest, as you’d expect for a zombie monster horror. Everything is as gory as you’d also expect with blood, guts, flesh, and Shining-esque set pieces. However the star of the show already, by far is the audio.

From the first moment that you hear the opening bars of Clair De Lune echoing from the save points, you already know that you’re in for a scary ride. One of the things you notice when playing with headphones is how much the audio design is completely surround sound biased. The little sounds and the use of echoes and reverbs resonate in your ears and creep you out.

If one think has come along the furthest in the days of the PS1 survival era, it is sound options available to game developers and this game takes full advantage of that. At the games developmental stage, the audio is the biggest winner and the thing that needs improving the least.

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I must stress that this is an early stage, so there is definitely no criticism. This will be an incredibly atmospheric horror with many interesting subplots and twists along the way. But there will be some work needed along the way to make the visual and the weapon balancing just right, then it will certainly be a game to play with the lights off.

[author]

Lords of the Fallen Preview

Lords of the Fallen has already had its share of comparisons, and it’s easy to see why. Being treated to a demonstration of a level following the anti-hero Harkyn, the new game from Deck 13/CI Games could easily be accused of ‘ripping off’ other franchises like Dark Souls, Darksiders and the like. Even the executive producer Tomasz Gop was formerly involved in The Witcher series. So it’s something they freely recognise but want to distance themselves from.

However I saw something different. I saw a game that, whilst with RPG elements, owes a lot more to its action and its combat. The player’s ability to have choices in how to handle a situation (gung ho, using the environment, using magic) makes the combat look very easy.

It’s all about timing, learning to use the combat system and followed up by how you want to you use it. In fact, I would say that as a game, its gameplay owes a lot more to franchises like Dynasty Warriors than its visual credentials portray.

“With the art direction, this definitely isn’t dark fantasy… It’s more of a high fantasy,” Tomasz told me.

Seeing the current build on a big high definition screen certainly helps to show how good it is.

“The old pen and paper Warhammer series was also an inspiration… but we want it to be more arcade, [in the] Dark Souls/Tekken kind of way.”

lords of the fallen 1You can see what he’s getting at as well. The third person, almost hack and slash, style of the game certainly gives you a very easy pick-up-and-play atmosphere, which is where I got the echoes of Dynasty Warriors. Even just watching it, you could see that as an introduction game for someone who’s never played one before this would work excellently.

That’s not to say that the game is too easy. There’s going to be, depending on the gameplay style, around 20 hours of play in the game. That being said, once you’re in the rhythm though, it’s easy to see this becoming an Internet speed-run favourite. The way the game sucks you in though isn’t its story, or its next gen graphics or enjoyable smashing of nasty skulls. It’s that your anti-hero Harkyn has ‘credibility’.

The game’s lore and entire creative side has been started from scratch, so everything in here is brand new.

“What’s important is not realism but credibility, and the credibility in here means that we want people to believe that Harkyn is actually a guy who can learn things. He could actually wield these weapons, he can actually fight them because he knows what it takes to survive.”

That is something that comes across and makes you connect with Harkyn despite the RPG element of the game being rather secondary to the action and tactical nuance needed for the combat system. Again it means that things are not just there to be powerful or to make yourself heavy or affect your gameplay, but it can just look cool and be fun for, as I put it, kicking ass.

“I’m really fond of the design of the armours of this game,” Tomasz pointed out. “There’s so much detail, I love looking at this and hinting towards people ‘you might want to try this because it looks cool.’”

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This could be, if you forgive the two MMO games coming soon, the first fantasy action/RPG to land on the next generation consoles. Its combat is easy to pick up and play, like Ryse you could surmise, and its RPG element isn’t so deep that you need expert advice on a D20 and a history of mages to embrace it.

Due in the winter months of 2014, you can expect Lords of the Fallen to fall quite literally into your Christmas laps for PC, PS4 and Xbox One. Of course at the moment there’s no word on if the Xbox One version will hit 1080p. But if it’s a choice between the game being finished and the resolution holding up other releases, we got the feeling the release would be more important.

[author]

Enemy Front Preview

THE NAZIS ARE BACK, THE NAZIS ARE BACK!

Real Nazis of course, not those zombie/alien/mutated/alternate reality ones, genuine Nazis. In the context of a video gaming sphere, WW2 games have been gone for a long time.

CI Games have decided that, given the slew of future shooters and ‘modern’ combat games, it was time to revisit the events of the Nazi machine, complete with chain smoking commanders, and plop us down in the middle of resistance fighting in Enemy Front.

The concept is pretty easy to grasp, you’re an American newspaper reporter who is trying to get stories from rebels behind enemy lines, until you’re eventually more of a shooty-shooty sneaky-sneaky mercenary than a journalist.

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I managed to get some hands on time with the game and bag a few words with Steve Hart, the executive producer of Enemy Front.

CI Games are of course no strangers to shooting things, having been responsible for the Ghost Warrior series. This game is set more towards the end of the war, exposing the German’s attempts at nuclear fission and splitting the atom.

This then sees you going from various different locals in Europe that, seeing as it’s been a while for a WW2 shooter, gives you a nice feeling of actually belonging there. The textures and overall feel of the environments – be they the French countryside, snowy Norway or the rubble of Warsaw – seem to escape that maligned browny-greyish tinge that so many WW2 games possess.

Thankfully this is something that the Cryengine tackles very well, along with the lighting elements.

“Each area has its own texture set,” Steve Hart told me. “We’ve got dynamic lighting passes for each level… They’re so far removed from any other WW2 title. It’s been in development now for two to three years… [the art team] have worked tirelessly on it.”

So a lot of effort has obviously gone in to the visual artistic direction.

Including the weaponry. Every weapon is lovingly recreated from the authentic guns complete with accurate reloading animations. It could be classed as a good historical document on the weaponry.

“The development team really pushed to get the bespoke animations,” Steve tells me. “The team are big WW2 nuts and military nuts and have put the extra effort into creating it.”

Why do a WW2 game though? Well, according to Steve, the market is ready for this now.

“People are after something like this now and CI Games (a Polish company) wanted to get across the whole Warsaw uprising story.”

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The game isn’t just this run and gun shooting affair though, given the companies history of sniping games. The game gives you a HUD that incorporates a stealth system. You can, or at least attempt to, give yourself a sneaking edge and are given the tools to do so, such as binoculars and tactically tracking the soldier’s patterns, even a record player hiding somewhere for distraction (good luck if you can find it, I did – ner ner de ner ner).

Of course the one thing that some of you may have already guessed is that this is now a last-gen release, coming out on PS3, Xbox 360 and PC later this year. It will also feature the obligatory multiplayer modes we come to expect now. Graphically, the older consoles may struggle a bit more with the visuals, compared to the PC version but hopefully time will tell when we get closer to release date and see some more and play some more.

For now, it is a thoroughly enjoyable WW2 shooter and a return to a gaming environment long abandoned nearly five years ago, but now a bit overlooked and ready for a return.

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Enemy Front by CI Games is due to be released on June 10, 2014 for Xbox 360, PS3 and PC.

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TheIndieJar: Starbound Preview

Look, it’s not Terraria, OK? Yes it looks a lot like Terraria, it feels like Terraria, it plays like Terraria and so on, but its not Terraria. We got that? Good! Let’s begin.

Starbound is a lot like Terraria. This early access Steam title has grown fond in the hearts of indie gamers and YouTubers a mere two weeks into its release. If there is one thing you can say about a game that is very close to an already successful game, it’s that you can jump right in and know what to do.

starbound 2In this case you can choose from a number of races and random options to explore the procedurally generated worlds below. Yes, worlds. Starbound has the potential to be absolutely huge. Your main aim of the game is crafting and surviving in this retro style 2D crafter/platformer that looks like the inside of Hunter S. Thompson’s head – very trippy environments, completely alien, all with their own quirks and monstrous horrors. You craft to survive and find fuel to power your spaceship so you can explore everything. It’s a bit like Spore in that sense, only hopefully without the need for a future add-on pack to make that game mode even remotely interesting.

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The closeness to Terraria does make the game feel quite repetitive by association. You yet again have to start a game with nothing and construct your way through painfully slow tools to then build things up for yourself. And an annoying quirk of the beta release is that updates to the game may delete the characters you’ve been playing with. You’ll also have to get used to a slightly different set of controls and after a while, remembering that it isn’t Terraria will eventually be pointless.

It does have some positives over its comparison sibling. Animations are better on some things (cutting down trees that actually fall down is very satisfying), the multi platform availability is a big bonus and, in the beta stage at least, constant updates will keep the game a bit more alive. Compared to Terraria’s long awaited but rather large patch, a consistent release of new material could help the fans to stay. There is one thing that these games and genre have really excelled at. Soundtracks. Starbound’s is a beautiful mix of compositions that accentuate how lonely and alien the game world is, and if anything the atmosphere that it creates helps separate it from the more childish one that Terraria provides. You can even listen to these on their website and I highly recommend that you do.

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I want to play more and need to play more. There’s so much potential and possibility, especially with its almost infinite procedural generation, that you could really get lost in it. It is certainly worth getting and enjoying, even at the beta stage, but it is a game that you would probably only like if you were really in to the craft/platform idea and weren’t bored of it already. For any real longevity I’d feel that you’d have to be quite a hardcore gamer. But as far as introductions go, it’s incredibly smooth, incredibly easy, quite funny and very, very playable. All in all, it’s a very promising start for the beta but it does need something to just give it a bit more of its own identity.

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