Call of Duty Advanced Warfare – Review

codawrft

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

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

codawr4

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

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

codawr3

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

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

codawr1

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

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

codawr5

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

codawr2

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

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

[tabs]

[tab title=”Summary”]

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

[/tab]

[tab title=”Good Points”]

– Great visuals and performance

– Multiplayer mode is a vast improvement

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

[/tab]

[tab title=”Bad Points”]

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

– Campaign story doesn’t push the boat out narratively

– Use of Exo skeleton in Campaign too restrained

[/tab]

[tab title=”Why a 7.5?”]

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

[/tab]

[/tabs]

[divider]

This review is based on the PS4 version of the game

[divider]

[author]

MX vs ATV Supercross – Review

mxatvrft

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

mxatvr3

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

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

mxatvr1

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

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

mxatvr2

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

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

[tabs]

[tab title=”Summary”]

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

[/tab]

[tab title=”Good Points”]

– Easy to pick up and play

– Good track evolution dynamics

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

[/tab]

[tab title=”Bad Points”]

– A bit too niche for a wider audience

– Becomes too easy very quickly

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

[/tab]

[tab title=”Why a 6?”]

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

[/tab]

[/tabs]

[divider]

This review is based on the PS3 version of the game

[divider]

[author]

Shadow Warrior – Review

shadowwrft

Shadow Warrior is of a different time and a different age. Yet it comes to us with the sheen and veneer of a new game. But it’s not just the license that makes this game ancient. Released last year on PC and given the next-generation port treatment, the now barely acceptable racial tropes of the mid 90s 3D Realms shooter/slasher got a modernization and is all the better for it.

Unlike the last attempt for a 3D Realms reboot, the ill received Duke Nukem Forever, Devolver Digital and Flying Wild Hog games have struck a fairly good chord, one that ultimately suits Devolver quite well given their back catalogue. The efforts that have been made to separate this game from the more unsavoury parts of its past are excellent, but somehow its past has still dictated how the game works in some areas and sadly spoils at times an incredible effort.

The story of this game wouldn’t be out of place in the plays of Sophocles and Euripides. It’s a Greek tragedy in so much that whilst the playing end revolves around you, the mortal in flesh but immortal in ego Lo Wang, and your demon compatriot Hoji, the story behind it – the Shadow Realm’s immortals specifically –  has all the hallmarks of a family encountering tragedy through lust and power with a resolution that can only be revenge. It’s story telling is so ancient that it cannot help but be entertaining and gripping as it goes on. Not that it’s anywhere near original or that the parts of the story that unfold while you are playing are anywhere near as entertaining. But the back story and the animations that accompany them are excellently produced and let on enough of the truth behind Hoji’s words and the memories that the Whisperers are tied to. It does this at the right times and drop feeds you enough to make sure you get the right amount of emotional connection at the correct point in the story. It’s very cleverly done.

shadowwr1

The voice acting isn’t too shabby either, especially with the potential of Kung-Fu lampooning that is at every turn. Where Wolfenstein: The New Order (which came out after Shadow Warrior’s original release) didn’t shy from its roots and managed to provide occasionally humorous turns in its dialogue and sound bytes, Shadow Warrior does the same, although it cannot escape its puerile past at times. Wang’s ego is so astonishingly adolescent at points that it kind of gets old quite quickly. Thankfully the game realizes this and tones him down as it goes on. But you can still find the mid 90s humour you’re looking for in the fortune cookies scattered around the levels, if you’re that way inclined. My personal favourite being the “404: Fortune not found”, but there are some of them which keep reverting the game back to its roots and sadly, its out-of-date humour. The sound design is also slightly weak at times, occasionally dropping out dialogue and having too many weapons and explosion noises going on at once to make sense of the cacophony you’re presented with. The music is great but after several hours playing the same three tracks it gets a bit old (although kudos on the death bunny heavy metal music). At one point I was going up a bamboo scaffolding with heavy cloth underfoot and I was getting the sound of walking on metal.

For everything this game does excellently, there’s a hangover to the original game that keeps it firmly locked in the past. The game looks beautiful. At times the scenery is stunning. We said in the preview that the bright colours and high resolution make for an excellent experience and they certainly do. This is definitely a visual treat at times, especially as you head towards the lighting and the scenery in the end of the game, although incredibly graphic in battle. This has been at the cost of performance though as the more enemies approach and the more effects/explosions/gore happens, the bigger the frame rate drop is. In fact at times it feels incredibly last generation due to the lag you get in the game from the loss of frames and as the difficulty goes up, so does your frustration. It’s the only thing that really makes you realise you’re playing a port of the game rather than something designed for the next generation console. The enemies themselves are quite well designed and have some interesting dynamics to them but the game again holds too close to its roots in its design. As the game goes on, instead of upping the difficulty or the challenge, the game makes progression more difficult by throwing more and more enemies at you at once, in more and more extremes. The levels themselves and the game becomes slightly too long because the enemy gameplay becomes a bit repetitive due to this and the sense that you are trapped in an endless cycle of the same corridors and doors can lead to very aggravating déjà vu. I’ve been to Japan and I’m pretty sure that everywhere I went wasn’t decked out in the Ikea-esque black painted wood cabinets that seem to be everywhere in Shadow Warrior, whether you’re at the docks, underground, in a oil tanker or traversing through a cemetery. Another hangover from the older styles of level design maybe?

shadowwr2

I did sometimes wonder whether this was just laziness on the part of the games development as the guns in the game and the leveling system is excellent. You unlock more guns as you go and the money you find on the way will help you upgrade them into quite the potent and enjoyable arsenal, much like Wolfenstein does. The ammo is readily found and the many options that you can use to take on a battle does give you some more freedom than most shooters would in how tackle a situation. The level design in that regard is very good as it gives you, for the most part, spaces to hide, things to blow up, and many secrets to be found that will aid your upgrading of skills. There are two skill upgrades, one that requires a Ki crystal which most levels have one or two, and karma which upgrades your usable skills like healing, special katana moves and protection buffs. This is all accessed via the controller and yet again the game handles this transition to console very well. The controls are for the most part intuitive and where you’d expect them to be with easy weapon selection and easy combos in order to access the more magic based skills like healing. Annoying though, this is at the cost of the more traditional “L2 aim R2 shoot” button layout, and as your upgrades demand more of the controller, using the skill combos becomes harder. Which is another pain when your faced with an enormous amount of enemies in a frame rate dropping space and the controller thinks that you’re wanting to dual wield Uzi’s instead of healing.

For every thing the game does right there’s something that, compared to Wolfenstein’s success, holds it firmly in the past. Whether or not it’s the level designs, black Ikea-esque cabinets and the throw-all-the-enemies-at-you style of difficulty increments or occasionally borderline racist humour, the game suffers from it. Which is a shame because the ease of the gunplay the nice graphics (despite the frame rates at times) and story behind the game is actually very enjoyable and if we’re honest, is what perks this game up. Along with its lower retail price it’s probably a good game to fall on if your looking for something nostalgic and with a change of pace to the heavy hitters that are coming out this Christmas. It has no multiplayer but does include a survival mode and a New Game+ option that will allow you to unlock everything and get all the secrets. If that’s enough for you then fair enough. I was pleased enough with the story that I enjoyed the game, despite its faults, and for a quick pick up and play shooter with big game style graphics, this is a pretty good option.

[tabs]

[tab title=”Summary”]

Shadow Warrior does its best to bring a tired, old and slightly politically incorrect game out of retirement without falling to the errors of former sister title Duke Nukem Forever. But the hangovers from 3D Realms inspired level design and the “throw everything at you” difficulty make the game a bit too long and repetitive, although the story does rescue it. Definitely fun to play though with excellent visuals, great guns and ease of upgrades and use.

[/tab]

[tab title=Good Points”]

– Visually great and engaging environment

– Quite a cool Greek Tragedy storyline

– Guns are awesome and easy to use/upgrade

[/tab]

[tab title=”Bad Points”]

– Suffers from frame rate drops in busier levels

– Gets a bit too long and repetitive in levels

– Humour still a bit politically incorrect at times

[/tab]

[tab title=”Why a 7?”]

Actually, I’ve agonised about this. I went from a 7, to a 6, to a 6.5 and back to a 7. Because even though the game has its faults, I’m still drawn back to the enjoyable story and fun, easy gameplay that made me want to give it the 7 score in the first place. There are issues, yes and it’s a game you’ll probably only play through once but it’s fun, it’s something you can switch your brain off from and play and just be entertained. Which is something that’s quite hard to pull off successfully.

[/tab]

[/tabs]

[divider]

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

[divider]

[author]

Sleeping Dogs Definitive Edition – Review

 

The way I look at Sleeping Dogs and this Definitive Edition release is thus: If you were an adolescent man in the early 2000’s you undoubtedly have them in the back of your DVD collection. Or might have recently sent them off to a trade-in site. I’m referring to the Hong Kong Legends DVD releases that showed some of the early careers of Jackie Chan and Jet Li, before Chris Rock and Mel Gibson made them action names in Rush Hour and Lethal Weapon respectively. The thing is that these movies look cheap and, frankly, they are done on an extremely low budget with the stars risk taking, death defying (quite literally) stunts gripping us to the screen. That’s how I think of Sleeping Dogs; on the face of it, just another low budget action movie looking at the big guns and trying to emulate their limelight. But secretly, and in both cases it maybe one of the best kept secrets, they are actually incredibly good, enjoyable and have a great deal of passion in them.

Arguably the first non-Western set open world game on the market at the time in 2012, Sleeping Dogs quietly took up a respected position on the last gen consoles who were waiting for a delicious treat to fill their growing Grand Theft Auto holes, which it did. But to pigeon hole it as just that would be disingenuous to the game. That is certainly something that the Definitive Edition of the game has given light to. I never fully got in to Sleeping Dogs the first time around due to other concerns coming my way like education and that thing you do between getting educated and sleeping. So now was a great time for me to delve in to Hong Kong, without any real prior knowledge of the way the game worked except for maybe a couple of hours play.

For those of you who don’t know much about the background of the game you play as Wei Shen, a vagabond undercover police detective looking for a place to belong after the death of his sister due to drug addiction. You take part in an operation to infiltrate the Triads in your native Hong Kong under the supervision of another Hong Kong officer and a British superior. The game switches its dialect as freely as Hong Kong probably does from English to Cantonese and the island of Hong Kong with its high rises, its ports and unique autonomy from most places in design (get prepared to drive on the left) creates an environment that is second to none and full of character with places to explore and items to go and find. Even mini games galore and Karaoke! Put simply, in the first place, even before this new revamped edition of the game, Square Enix and United Front Games did a marvellous job.

The first things I instantly noticed jumping in to the former British colony were the things that have been lauded by everyone. The increase in draw distance helps just as much as the increased texture levels and lighting dynamics. The depiction of Hong Kong in the game is wonderfully claustrophobic and it creates a heightened sense of panic and unease with its density. The way the early part of the game gives you the busyness of the market and the reflection of neon helps the pace of the game no end. That’s not to say that the resolution upgrade isn’t completely without its flaws at times though. A few things haven’t had the same care and attention as others, which isn’t really that apparent or grating until you notice them. The cars don’t have the same kind of realistic curvature as those of a Rockstar game or Watch_Dogs. For the most part, the game has been upgraded in enough to be a thoroughly enjoyable experience.

But therein lies the problem. You can argue that, even with the graphical upgrade and even with the addition of the bonus content (which is actually a lot of fun and a welcome addition to the game), that there are some flaws in the game that could have been cured but haven’t. This of course means that there are flaws in the game and occasional glitches and issues. For example the radio stations are slow to change and the music doesn’t really play like a radio station but a temperamental old MP3 player. There are also a few sound glitches with the speech where the lines of dialogue seem to overlap other lines of dialogue. I had a sound bug at the final mission where a machine gun noise was constantly happening and I occasionally came across a few crashes. These kinds of glitches make the game a tiny bit frustrating when you actually realise this game could have been better than what it was before with a tiny bit more work. Although in the same vein, given that the game hasn’t changed, this is a positive. Much like the Anniversary editions of Halo, the core of the game has remained unchanged and that includes some of its much-celebrated gaming mechanics.

There are also a few things that could have improved in this regard too. Driving in this game very rarely holds much of a challenge other than learning how to perfectly control the hyperactive handbrake and I would have gladly taken a bit of a challenge in the types of cars and their handling. The camera can be annoying at times when in combat and occasionally countering the attacks isn’t as responsive as you’d like it to be. That is where my complaints end. There are many things that Sleeping Dogs DE does well and the combat system is one of them. The free flowing, combo-based melee martial arts combat is 99% of the time, fluid and exciting. It doesn’t have the quick to target striking of an Arkham game or Mordor but it doesn’t need it because it’s great as it is. The enjoyable variation of moves that are under your control give you the satisfaction of nailing exactly what you want to nail. The missions are fun and the parkour/free running element gives you that feel like you’re Jackie Chan, hanging on the back of a bus and flying through a gap that no human should possibly fit through or vaulting a fence they shouldn’t be able to leap over. Then you get the slightly hard to handle, never perfect, gun system. Guns are rare in Hong Kong supposedly and using them is even rarer in the game. Which is incredibly refreshing and when you do use them, the reward for getting the shot perfect is a lot better than just simply hitting a headshot every time. There’s recoil and occasionally wild shots, and it compliments the rest of the combat system well.

sede2

There’s not much you can say about the design of the world that hasn’t already been said. Nor the story, which has been much celebrated for ignoring stereotypical tropes, Orientalism if you will allow a literary term. It’s a play detailing the lower end of the triad hierarchy and the rise to power of a man playing several ends of law-enforcing fiddle for his own ends and questioning his beliefs. It is enjoyable without being too over the top or over-egging the cliché’s that the genre is inevitably tied to. When you compare the story and the characterisations in the game to those of others in the genre, like Watch_Dogs, it gives itself a good outing even after two years. In fact, except that Watch_Dogs is graphically superior, Sleeping Dogs is in my opinion a better game. It has a more engaging story, vastly better voice acting and much more interesting environments to explore. Its clothing options are distinctly more varied and the characters, even though they aren’t perfectly synced and have occasional hangovers of the lesser textured versions, are far more enjoyable, believable and allowing of empathy.

The problem is when reviewing a game that has essentially already been reviewed is that you have to take the positives and the changes and critically assess them. So in that regard Sleeping Dogs Definitive Edition is good. It isn’t great though, but it is definitely very good. If you’ve never played the game then now is the time to start. If you have then I’d certainly recommend it for the nostalgia kick and for the fact that it is an overall much better game than Watch_Dogs, the only other next gen open world option for each console at the time of writing. But where its improvements highlight its understated and underrated quality, it also sadly highlights where it fell a little and where it has aged. It means that once again, and maybe this couldn’t be helped due to release dates, that it appears in the shadows as a stopgap for those waiting for the next Grand Theft Auto. But as shadows go, this one is a silhouette above the rest.

Summary

This is a welcome return for Sleeping Dogs and its a release that will make you enjoy revisiting the world or dipping in for the first time, especially with everything thrown in. The graphical upgrades are great despite a few gameplay bugs not being ironed out which could have made it better. Worth the investment and maybe shows potential for a sequel.

Good Points

– Great work on texture and lighting upgrades

– Excellent game and story to begin with

– Combat system is pretty awesome

Bad Points

– Driving isn’t really that challenging

– Occasional bugs and glitches remain

– The game feels a bit old at times

Why an 8?

When you have a great game to begin with, and get the option to port it across to better technology, why not? Sleeping Dogs DE is still fun, enjoyable, and an excellently created world and story. It’s a welcome addition to the next gen shelves and heres hoping this breeds more from Wei Shen’s adventures.

 

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

 

Review – Styx – Master of Shadows

Styx, the Master of Shadows, is a goblin. To be precise he is the first goblin. In a fantasy world made up of elves and humans, Styx is there to rob them blind. Taken prisoner and forced to escape incarceration so he can steal the heart of a big underground tree – which the humans keep locked up and which the elves need the sap of to grow in – Styx travels through the world with stealth avoiding enemies and trying not to succumb to the overwhelming chances of death that surround him, whilst dealing with short term memory loss as to his supporting characters and what his plan was.

Sounds good? Maybe. But the game has done absolutely nothing to sell me in to that fiction, nor has it given me a gameplay system that I can enjoy in the meantime. I’m not particularly great at stealthy games and the lack of playing styles within the game definitely reflects that hole in my gaming ability. But I’m not taking out my frustration at the game due to my lack of skill. No, sadly, the game hasn’t reached something that I consider to be enjoyably challenging. It didn’t help that I was flummoxed for a few moments as the game told me to “Press Cross Button”, which I then realised was actually the X button. Lost in translation? Maybe, but there’s more to my conclusion than a simple case of incorrect terminology.

I’ll tackle the storyline first because the amnesiac trope doesn’t really get me going. In a game where you have started to lose your mind but can ably remember how to jump with confidence from beam to beam, pick locks, kill people and are able to use some fairly complex magic (I’m guessing it’s magic) to help your situations, it really holds no weight to give the character convenient memory loss. Of course it’s a cliche dynamic to help you get invested in Styx and explore this world but after a short time playing the game, this element of the story is completely unimportant to you as a player because everything else about it will begin to frustrate you. Its cutscenes suffer from poor animation and lip syncing, which you might forget or not notice as after the initial scenes, still drawings with voice overs for memory sequences and background plot information. These drawings are so colourful and vibrant compared to the games dull, dungeon inspired palette that they stick out quite badly. Not quite as bad as the lip syncing during the in game cutscene sequences though when they occur. The passiveness of the faces of every character, including Styx, and poor syncing make for a forgettable time where you should be enjoying/learning plot. Something about bootleg drugs them making Styx telepathic…  It doesn’t help that Styx appears to be American at times with a hint of Joe Pesci and everyone else is either a poor impression of the Oliver Twist style working class Britons or upper class governmental types. As much as I don’t mind a Dickensian cast this game doesn’t really benefit from it, especially as the dialogue either never changes or has very limited random bits of speech. It also doesn’t help that the game can’t decide if it’s humorous, dark or just fairly innocuous. So it adds occasional curse words to be edgy and a few one liners with the same amount of panache as a football pundit trying to drop a pun in to commentary.

It is a shame because, as a redeemable quality, the idea behind the worlds and dungeons is good and graphically, the game is pretty good as well with some nice lighting dynamics and interesting settings. Before they become too repetitive that is. Everything interconnecting to your hideout and the slight puzzle solving element gives a nice feel to the bigger picture and it had the potential to make you part of a situation and give you a grounding in the world. But the design is such that after the second or third trip through a level it becomes utterly repetitive, whether you’ve died a lot or are retracing yourself. The placement of health/amber potions and useful items are too few and far between and at times it seems that the one path (there are different options but it kind of ends up as a “all roads lead to Rome” style of design) you can take will eventually end up with you finding a fight. Which makes using cover, a key component in stealth games, fairly useless, although the cover itself isn’t particularly useful anyway, especially if you’ve been spotted. The great idea in the levels to go up as opposed to across everywhere gives you more of a stealth gymnastics vibe at times and as a gameplay mechanic it is very well utilised and enjoyable if you don’t fall to your doom repeatedly. You can see the inspiration of Assassins Creed in the scope of the art but it is sadly lacking in the end. Big scope is great but a fairly bland view with that scope is just showing where the idea hasn’t progressed fully to the finished product.

This world itself is utterly confusing because, despite it being a fantasy based game, it has no idea exactly what genre it is in. The mystical amber substance, which seems to be as close a combination between heroin and that drug from the movie Limitless as you can get, grants you certain abilities that, whilst presumably magical, probably owe more to complex genetic engineering. As a plot device it’s like a cross between a decent psychotropic Phillip K. Dick story and if the movie version of that story was butchered by Mel Gibson – possibly interesting but pointless in practice. The clone system (you can summon a clone of yourself), which is very useful as a scout party and getting in to nooks and crannies for mission progression, is hilariously implausible in the genre. The fact that when you are in the shadows and hidden, the game tells you this by giving a large portion of your body a luminous fluorescent orange glow is incredibly ridiculous for a stealth game. Although you can also make yourself invisible for an annoyingly short period of time. This lack of clear set universe parameters, especially as they are fairly unexplained in the outset, makes the game feel quite jagged and, much like Destiny, offers up some story that you instantly switch off from due to lack of setting to ground yourself in.

Problems in the gameplay start with the game being a “stealth or die” kind of game. We’ve had many great stealth game franchises over the years including Splinter Cell, Metal Gear Solid, Hitman, the aforementioned Assassins Creed, and you could even include the recent Thief game in that. But in those games, despite the stealth element being paramount, you are able to smash your way out of a situation if it becomes tricky or overrun, or even hide easily. Styx is quite similar in that way to Manhunt except that Styx’s combat is almost non-existent. It is there so you can sneak up on people and murder them to get to your objective. Trying to fight basically means quick death and further repeating of the level (Advice: Save Frequently). There are fighting elements but these are all completely obscured by the fact that any fight you haven’t initiated can take up to ten seconds of parrying the opponents attack before you can kill them, but the AI will come in their droves within five seconds to defend their mate and kill you. Hiding as well is pretty tricky due to there being a lack of places to hide when you really need them and the AI pretty quickly finding you in those situations too.

Those aren’t the only problems. You cannot run from a fight really aside from dodging and rolling away, even on normal difficulty. You can dodge and parry, even kill, which is fine for a one on one battle. But if you’ve found that kind of battle then well done to you. Most battles involve two or more people being alerted and you being unable to defend yourself from the other two cronies stabbing you as the game locks you in to a singular battle. This becomes a far too common situation and problem as you play against the slicing idiots.

And they are idiots. The AI is awful. Both as an easily fooled obstacle to navigate past and as one who doesn’t see a lot or sees you from too far away and flash mobs you. They become pretty droll rather quickly and even when they introduce the weird blind bugs which I couldn’t seem to fight, they still don’t have a lot of challenge to them overall if there’s a long way around you can use. In fact, one thing with the gameplay that made it more fun for me, and much more enjoyable as a game, was to see how fast I could run through the level. As a redeeming feature, playing the game in the opposite way it has been designed isn’t a good one. But it did make for more fun progression and less of an environmental bore. You can get a lot of help from the Skill Tree but it’ll take you a good few hours to make any meaningful progression in to it and the fact that you can only upgrade yourself at your hideout (at the end of each level) will leave you probably 100 meters from the next upgrade for numerous deaths.

There are a few things that could have brought this up a few notches. There are 3 execution animations which happen randomly. I’d certainly prefer more of them and I’m sure I’ve got enough buttons on my PS4 controller to be able to choose them. The levels could have been a bit snappier and Styx himself is a pretty cool Goblin. I’d even have taken more than two weapons in the entire game and I’d certainly up the amount of potions and throwing knives that you can carry (two is by far not enough). Ultimately Styx just falls short of enjoyable. It’s a game you can certainly play if you really love stealth games but for what it looked like and what the introductory six minute cutscene teased, it is a bit of a damp squib of a game and if it is part of a bigger universe and plan then there’s a lot of ground to make up for Styx to become an interesting proposition.

Summary

Styx: Master of Shadows is a stealth game that is clunky in its mechanics, lacking in any story engagement and has a poor combat system. Which sadly eclipses the good work of the idea behind the world and occasionally interesting takes on level design, making it challenging in the unenjoyable way.

Good Points

– Nice graphics and lighting

– Can present a challenge at times

– Satisfying when you finally pull off a perfect level

Bad Points

– Awful dialogue/lip syncing

– Terrible combat system

– Repetitive settings and poor AI

Why a 5/10?

Styx tried to be an engaging character stuck in a strange position of item liberation whilst fighting human oppression of the elves in their uneasy alliance. But the game behind Styx just isn’t good enough to carry the good points of the game to fruition.

 

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

 

Sherlock Holmes: Crimes and Punishments – Review

shcprvft

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

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

shcprv1

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

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

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

shcprv3

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

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

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

shcprv2

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

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

[tabs]

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

[/tab]

[tab title=”Good Points”]

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

[/tab]

[tab title=”Bad Points”]

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

[/tab]

[tab title=”Why an 8?”]

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

[/tab]

[/tabs]

[divider]

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

[divider]

[author]

Destiny – Review

Destiny is quite possibly the most ambitious console game we have seen, other than Grand Theft Auto V. Quite the statement I know, especially given what you have already read elsewhere. The traditional review calls for positives followed by negatives and then a summary. But I think what is needed more is some objective input on those negatives that we’ve heard.

The first thing I will mention though is the story. It is not very good and, despite everything I’m about to point out, it is fragmented too much in its linear progression to hold the attention of you, the player, during the minimal times where we get expositional dialogue. The exposition is garbled and that is because it is trying to convey a lot of information and lore far too quickly. It makes Peter Dinklage’s Ghost sound as apathetic as Robert Webb doing TV advert voiceovers. It sadly makes Bill Nighy as wooden as Michael Gambon’s Gandal-Doore Prophet in Elder Scrolls Online. But once again, out of all the well-known voices in this game, it is Bungie regular Nathan Fillion of Firefly/Castle/Halo fame providing some amusing and enjoyable sound bytes.

In its defence however, and I suppose to play devils advocate a bit, Destiny’s story is a very complex and intriguing experiment in creating a universe, not a linear narrative story. The company that brought us many Halo’s will always have a torch held against it to produce compelling single player narrative. This game doesn’t actually set out to do that except for establishing you in its universe. The stories are your own to make and whilst the back drop of galactic war and Dune-esque family creepiness in the Awoken give you a sense of a history, the game leaves you completely in charge of how you experience it. Which is quite the gamble when you think about it, but it works once you’ve leveled up enough to get some good gaming time with your friends. It’s also worth pointing out that I cannot think of an original MMO IP which has a decent story or hint of a narrative. Remember, the Warcraft universe had been going for 10 years before WoW. Lord of The Rings, Elder Scrolls, D&D, Star Trek, even DC Universe, all had long established canon and lore before an MMO license came along.

What I’m saying is, yes the story is a bit droll and lacks any kind of empathy to its characters. But it isn’t designed to do that from what I can tell. It’s not an excuse for lackluster dialogue though, which I’m sure is hurting Dinklage as much as it is the creative team at Bungie.

The universe that they have created is visually spectacular. Bungie’s application of lighting and atmospherics has never been in question, regardless of if you liked or disliked Halo. The next generation of consoles finally has a champion of graphical power and beauty. Little inclusions that you’d never think about make this game incredibly immersive. If you’re on the moon and you look at the International Space Station debris long enough, you’ll see a few satellites flying over. You’ll also see the Earth experience its dynamic night/day cycle. The Mercury Crucible map is a great example of a map with real environmental challenges and a glorious Sun enveloping the landscape. Venus’s terraformed world with its abandoned buildings are a thing that Bungie have done for a long time, and they excel at it here. The difference between the Xbox One and PS4 versions is negligible even to the tech wizards at Digital Foundry, thanks to the freedom of memory from Kinect. It is, in a word, beautiful.

Of course you end up playing little games to yourself as well, exploring the world and trying to find little things that amuse you. I like to listen to the soundtrack, which has Marty O’Donnell all over it, and try and find where new composers have tried to make their mark. They haven’t. O’Donnell’s trademark use of soft brass instruments with choral arrangements and string based tension heighteners, completely eclipse the other music in the game, despite their efforts sounding like a decent homage to Murray Gold’s Doctor Who work. But the sound design itself is incredible. The guns sound amazing and sometimes it’s chaotic and frenetic trying to have a party chat whilst the destruction around you is filling the audio channels. My favourite part so far is not only discovering that your Swallow has a reverse warning noise like a car, but that when one goes past you like that, you get a Doppler effect from it. It’s some amazing attention to detail.

The game itself is an experimental hybrid between MMO, RPG and FPS that few have achieved. Borderlands does, without the scale of the online element, Call of Duty does, without the RPG element. Destiny, in my opinion from the game play point of view, completely achieves the fusion they were looking for. Vast areas to explore with different enemies, excellent replay value, well designed multiplayer modes and levels, fun to use guns and an excellent leveling system that allows you to really play your own way and use what you want to achieve that. The quest for Legendary and Exotic items will keep people playing more than they’ll admit and from that point of view, Bungie have got the basics of this game nailed.

The criticisms of the game though are well known and, I hope, easily addressed. The 3-person size fire team limit is too small. But the Crucible can handle a 6-person fireteam and the maps handle multiple teams, so I’m sure that the number of people can be increased. Even if it is by one, that’d still be great. I’d like to add another niggle though and that’s the lack of loadouts. The difference in the style of play between levels, and the PvE to PvP modes, are great and allow you to use multiple weapons effectively for different things. But the inability to save a set of weapons and quickly change to them is a pain. Especially when you forget and have to spend about a minute standing still and change them over in game, losing your secondary weapon’s special ammo. In fact this is quite the oversight to the mode.

A further criticism, and this ties back in with the story and the lore, is the enemies, namely the amount of them. There are essentially five different races in the game: The Guardians, The Fallen, The Hive, The Vex and The Cabal. This really doesn’t help in progressing the already confusing narrative and lore. Which one came first? Who is the worst? Who is wiping out who? Why do they give a toss about The Traveler or Earth? It’s hinted that there were pre-human structures on Venus that were being investigated before the collapse. So a timeline of the universe as the story goes on gets sketchier and sketchier, and a race could possibly have been cut out if I’m honest.

You’ll also find a lot of parables in the enemies and the way to play against them that are incredibly reminiscent of Halo. The Hive are the new Flood, Cursed Thralls are suicide Grunts, The Vex take traits of the Flood’s Hive Mind, The Cabal’s Phalanx’s are defeated in the same way as Halo’s Jackal’s, a Cabal Centurion is a Hunter, and it seems that every race at every point are using Forerunner-esque ancient structures. The visual designs are great though. The enemies look very cool. I love the way the Vex Goblins feel like Terminators with their red eyes and keep coming whilst beheaded. And the shift of weak points does keep you on your toes, even if the AI doesn’t after a while. The Vex themselves also feel like Bungie looked at Halo 4’s Promethean units and sneakily thought that they could do a lot better, which they have.

The thing is with Destiny and the plan for the game is that it is fluid. It is going to be constantly in flux and added and expanded upon. The end game, despite some repetitive grinding, is intriguing and rewarding. The whole game is especially rewarding with friends in the same way that Halo’s co-op campaigns were. What Destiny lacks in compelling narrative and confusing lore is certainly compensated in the short term by its beauty, its size and its scope. In the long term, the expansions and extras may make more sense of the very in depth and expositional lore we have already and keep the gameplay just as entertaining and enthralling as the “just one more round” addictiveness they currently have. It is by no means perfect and as consumers, critics, hype revelers, gamers, lovers of Bungie; we expect a lot, possibly too much. But for what Destiny is, a successful cross over of massively online multiplayer, role playing and first person shooter genres set in a hybrid science fiction and fantasy universe with mind blowing graphics and atmosphere, it is the most ambitious console game we’ve seen, other than Grand Theft Auto V. Certainly that is something to experience and that is something for Bungie to be proud of.

Summary
What Bungie have set out to achieve has largely been successful. The game combines the Role Playing levelling element of fantasy MMO’s with its own take on online open worlds and blending in their expertise with art, audio, level design and first person shooters. Sadly that is at the cost of their normally excellent narrative style.

Good Points

– Visually spectacular
– Successfully fuses genres
– Amazing online experience

Bad Points

– Confusing narrative and set up
– Too many enemy races
– Team size limit too small

Why a 7.5?

The story isn’t great, but we’ve played a lot worse. The success is the fusion of genres, the ambition behind it and the beauty of its worlds. A triumph and an excellent showcase of what the new consoles can do, even if it is narratively lacking.

 

Tropico 5 – Review

tropico 5 review feat

(Note: This review has been approved for general release by Penultimo, General Director of the Tropico Press Freedom Commission)

Welcome to Castro Sim 2014. Once again we set sail to the colonial era nondescript Caribbean Sea islands in an effort to find our inner despot and proclaim ultimate rule. This time however, some things have changed around the region of Tropico since our golden age of technology back in Tropico 4.

tropico 5 review 1Once again we enter the world of political satire and city building in our attempt to subvert the status quo of modern democracy. We start quite literally under appointment from His Majesty, The King. The new campaign mode sees us seeking independence from the Crown and then being very careful in politically playing our way through the changing allegiances of the World Wars, whilst still building our own dynasty.

The comedy of the game, its wit and fairly tested satire, is really what always binds it together. The story of the game in fact delves in to those newer jokes, more pop-culture mockery and the constant hilarity of Penultimo who continues to administrate the islands along with your unflappable British ambassador and the anarchistic military heroine. But the political allegiances that are always in play actually mean a lot more than just appeasing local rebel insurgents. As you work your way through the instability of the World Wars and the Cold War, who you choose to keep on side will make you more or less money and better trade routes to keep your extended term as ruler.

It’s these game play elements that make the game a lot more fun to play than Tropico 4, or if not more fun then certainly a lot easier to play and therefore easier to concentrate on the enjoyment. The similar tropes are still there from before; task based acquisition of money and buildings to establish your island amidst the pirates and homeless that will plague it. Although the game hasn’t changed enough since Tropico 4 for those tasks not to get a bit old after a while.

In fact, that is possibly the only hangover that the game has from its predecssor. The city building is a lot easier than in previous versions with an incredibly simplified build menu, a new load of building designs that change through the historical eras, and all of them are incredibly easy and adaptable to place. The Almanac and the island’s layers information is not only easier to navigate but also far more readable and understandable. One thing Tropico does do, once you get into this more strategic st,yle of playing the game is make you assess your space a lot more effectively and the improvements in the game have made that a much easier and enjoyable prospect. Which for a time offsets the overused “Export me 5,000 of this because the consequences are dire if you don’t” repetitive tasks. Although as soon as you’ve established a good bit of exporting through high value crops and get mining, you can financially ignore those which aren’t mission specific.

tropico 5 review 2Which is good because creating your own paradise is very aesthetically pleasing. The games engine runs very smoothly on a system that can cope with the high graphics or just under top performance. The water crashing into the beaches, the wind blowing through the trees along with a much more inviting map fog for exploration, make the environment very nice, along with some excellent detail in the buildings, people and animations. One of the things I loved about previous Tropico games, especially compared to Sim City, is that there is a lot of detail in to creating the lives and attractive buildings in the game. This makes you more aesthetically invested in the design of your island paradise and interested in zooming in and just watching things happen. Much like Banished can do, except with a lot more Pina Coladas.

There are some things that do notch against it, admittedly. The game is moving on with the technology so make sure you can effectively run it (I had a very weird experience where the game performed fine but the menu screens were incredibly laggy on one of my test systems). The fact that the map controls are natively the arrow keys was annoying as I was so used to a WASD set up, so some ergonomic reshuffling is required. The previously mentioned repetitive task mechanic can have the effect of bogging you down in things against what your mission objectives are and it does feel a bit like a continuation directly from Tropico 4. Other strange things are the Dynasty and Swiss Bank Account mechanics. They are certainly fun distractions, and the Swiss Bank Account has more a place in this game than previous titles, but they ultimately feel positioned there to add a bit more colour to the humour more than a gaming mechanic and sometimes, I want something to pep up the game, not top up the satire.

But Tropico 5 is a very good game. Given the market options at the moment (Sim City, Banished, CitiesXL, et. al.) Tropico certainly does raise a bar in accessible strategy city building with enough humour to keep you honest about the fact that it’s a game. And if it wasn’t for those loading screens, I’d have had no idea that officially, Kim Jong-il was born on a mountain under a double rainbow and a newly recorded star, as foretold to the North Korean people by a swallow. So you learn something new and knowledge is power!


 

[tabs]
[tab title=”Summary”]Tropico 5 might be a few steps away from its independence in the strategy category, but it certainly is up there with the most playable of city-building despots at the moment. A lot of fun and exactly the right level of challenge/design/world event difficulty.[/tab]
[tab title=”Good Points”]- Looks lovely, like a portrait of El Presidente.

– Very funny, like El Presidente’s bumper book of pub jokes.

– Gameplay simplified and optimised, just like El Presidente’s Consititution.[/tab]
[tab title=”Bad Points”]- Random task system a bit repetitive.

– Can feel too close to Tropico 4.

– There are no cons and Penultimo is not holding a gun to my head to say this, Viva El Presidente.[/tab]
[/tabs]


Trailer


Screenshots

Tropico 5 14 Tropico 5 13 Tropico 5 12 Tropico 5 11 Tropico 5 10 Tropico 5 9 Tropico 5 8 Tropico 5 7 Tropico 5 6 Tropico 5 5 Tropico 5 4 Tropico 5 3 Tropico 5 2 Tropico 5 1


[author]

 

 

 

Watch Dogs – Review

watch dogs review feat

So the thing you might be thinking, especially if you’ve read other reviews of Watch Dogs or if you’re hearing stories whilst waiting to buy it, is that Watch Dogs is disappointing to the hype it created. Of course there was a huge amount of hype, it was a delayed next generation launch title! But ultimately it’s created a large amount of expectation that you think it won’t deliver, given what everyone else has already reported.

That was something I agreed with for the first couple of hours of playing. To start with the game drops you right in to the action. Actually, narratively, it’s a bit too deep in to the action. So let’s address the issue of the story, as I’m sure you’ve heard a lot about it.

The story of the game is that you’re a lone technologically advanced ex-hacker who has become a vigilante in the Windy City, otherwise known as Chicago. However this occurs because your character, Aiden Pearce, carries the weight of guilt in being indirectly responsible for the death of a family member. His actions and setup make him a man on a course for redemption and satiation of said guilt, which leads you on the path of destruction and death in the name of justice.

watch dogs review 3Now the criticism of Pearce, the vigilante apparently known as ‘The Fox’ but that’s hardly ever mentioned, is that his character is unlikeable and the empathy for him is hard to come by. Which is partially correct, but there are reasons for that. Firstly we don’t know enough about what Aiden has done after his trauma and secondly, the open world nature of the game doesn’t direct us in the vigilante path unless we wish to.

This means that a very important part of this character is essentially redundant, depending how you play it. As reviewers we spend as much time as we can working to complete the game as fully as possible which means we’ve all kind of ignored the crime fighting sub-plot element of Pearce in favor of gunning down many bad guys on our lone ranger redemption fest. It’s also very weird how even with this crime fighting persona, you’re still a criminal actively stealing vast sums of money from unassuming innocent people, which further reduces the belief in Pearce’s confused psyche.

But as you go on further in the game, Pearce does become a tad more emotionally accessible and, by the end of it, you are invested in his story. The entire situation he is in is a mess and unless you appreciate the finer points of the past decade of television drama, it may completely gloss over you.

In fact the past decade of television drama has an awful lot of sway in the story of this game. I recall a preview video somewhere that said one of the villains of the piece, Iraq, is someone the voiceover referred to as Iraq Barksdale. The reference to The Wire is not amiss either as a fair portion of the game owes a lot to the gritty projects portrayed by that show.

In fact, if I was to sum up this story I would class it as this: Robocop’s OCP meets 1995 movie Hackers, interspersed with Wire-esque gang warfare and a hero based on The Punisher that, all in all, tries a bit too hard to deliver a serious message. And it does try very hard to deliver an Orwellian style nightmare of a surveillance state, ala Blair CCTV, and the dangers of integrated networked automation.

Sadly though this is let down by the fiction of the world being very repetitive and poorly constructed and acted. The random stories you find along the way hacking into other people’s conversations and phones (a device intended to humanise the world round you) very quickly become repetitive and tiresome, and the random jobs/salary and recent activity information can get a bit silly at times. The tertiary elements such as radio news pops and television broadcasts as well as the occasional DedSec interruption are incredibly wooden and far inferior to the rest of the game’s acting. Which is strange as they’re actually crucial for plot exposition but feel casual and almost throwaway.

But we’re gamers, right? We don’t give a shit about story and my dramatic criticism of the narrative construct. You want to know how it plays and want me to stop twatting around like this is an literature essay. Well, alright then.

watch dogs review 2As I have touched up on the fiction of the world, let’s discuss the world itself. It is, quite frankly, magnificent. The open world Chicago is designed very much like the original Grand Theft Auto San Andreas. There are the ropey areas, the slightly middle class areas, the big city, a more desolate backwater area and several ways to get around. The inner city is sadly a bit dull though. Apart from the enjoyment of checking in to a place on your phone and finding out some history regarding the area, the city itself is not very interactive except where the game has its set pieces. The metropolis is effectively a built up road maze with many obstacles and tools for you to escape the police, or the prying eye of the ctOS.

However, Pawnee, an area you grow very accustomed to in Act III is one of the most beautifully realised places I’ve seen in gaming. As a rural gaming environment, I’d put it up there are one of my favourites next to Bright Falls from Alan Wake. The colours are rich and deep and, regardless of the resolution blah de blah (I was playing it on a PS4), it is a lovely place to just walk around and it arguably has more interesting things to check out than Chicago itself. Even the old wooden bridges, appear in excellent detail and add to the atmosphere.

Pawnee is also one of two places that you can see the beautiful sight that is Chicago from afar. When it hits night, you can look over the largest expanse of river and see those skyscrapers lit up. The only other place is on a boat out in the water expanse on the east side of the map (presumably Lake Michigan). Whilst the game doesn’t compare at all to Grand Theft Auto V in its fiction or depth, it does portray the metropolis from a distance that GTA wasn’t able to do effectively, in my opinion.

Now, the hacking… I’ll be honest; the game revolves around this apparently jailbroken iPhone being the Excalibur of hacking and it does get a bit old quite quick. There is almost an over reliance on it. It’s far too easy to do things and, especially when earning (stealing) money, it makes the economic part of the game entirely redundant. I never once, apart from the mission where I had to, purchased anything from a shop. I brought one gun as part of that mission. The rest, the ammo, the component parts for grenades and distractions, were all found in game. I’d amassed over $200,000 and spent none of it except for a gratuitous coffee or beer. Even the clothes are just different colours of the same clothes and I think Watch_Dogs missed out on a great customisation opportunity here.

The weapons are not as comically violent as others in the genre and are very functional. Mostly sub-sets of themselves but they are all easily handled and the weapon wheel is easily used. You get by without really getting annoyed or frustrated at weapons or their selection which I am guessing is the plan for it. Driving is relatively simple but very sluggish in the early stages of the game and as soon as you can get a motorcycle and your hacking skill tree is good enough to manipulate any potential chases/ramming sequences, then it’s again far too easy. The motorcycle is in fact incredibly overpowered. It is, unless you make the mistake of going head first into something, practically accident free.

The online part of the game is relatively fun although I found it quite a distraction from playing the storyline of the game or a side mission. The game occasionally prompts you into going online, thinking that someone is actually already trying to get you. Which is fine, except that it takes you very off course of where you were initially heading. I wouldn’t say that the online is an successful expansion for the end game or between missions necessarily, but it does mix it up a bit. Although there are rewards for winning such battles of hacking prowess, there isn’t really any punishment to drive you to defend yourself.

watch dogs review 4

If I was to describe the gameplay like I did the story then it would be thus: Metal Gear Solid stealth meets logic puzzles in engineering kills/data retrieval, combined with an overused Driver-esque-ram-someone-off-the-road mechanic, and if you want you can just shoot the crap out of everything anyway. Apart from frustrating take down missions where you have to get close up to a guy and knock him out. Which is quite annoying, as you’ve previously murdered 90% of the people before him so why do you need to keep him alive? No one knows.

The other game modes are quite interesting too and there are plenty of mini-games around even though exploration is a mini game in itself. Finding cars, intercepting convoys, doing take-down hits are all fun little distractions. The two stand out games though are the Digital Trips and The Cash Run game. The Digital Trips are kind of psychedelic digitised acid trips that are games in themselves. Madness is basically Carmageddon, Alone is almost a game version of the Edgar Wright/Simon Pegg movie ‘The World’s End’, Psychadellic is a trippy free falling trampoline bouncing game involving flowers and points rings and Spider Tank is a tank designed like a Spider destroying the city for points… Enough said. Cash Run however is my favourite. This turns the game in to an augmented reality, free running 3D platformer to collect coins and is great fun.

watch dogs review 1One thing I must mention is the portrayal of women in the game. Now I’m not defending GTA at all in this, but GTA is intended as a satirical look at society and its problems. Watch_Dogs is not. There are points where the portrayal of women is absolutely misogynist to the point of screaming at the game and thumping my Caitlin Moran books in its general direction. Our companion in the story, Clara Lille (with her wobbly accent), has a massive chest tattoo that highlights the fact she’s wearing a top that is unnecessarily revealing. It’s almost comical how low cut her top needlessly is. She is completely over-sexualized, especially compared to our hero Aiden who is wearing more layers than a space-walking astronaut.

Also there is an entirely random storyline involving human trafficking (The Wire season 2 anyone) and the sex slave trade. Now I get that it’s trying to be edgy, but it just felt like gratuitous exploitation and left a sour taste for me. Even the girls in the drug labs were wearing bikinis and as you first hack your way around the projects, sexual assault and sexual acts are rampant and completely pointless. It doesn’t need to be there. The entire sex trade thing didn’t even leave a message; it just felt like it was there to spice things up. If the entire sequence were a drug-based enterprise, I’d have been fully accepting. But this just feels vacuous and needlessly objectifying in an already testosterone filled game.

The thing is I actually started to enjoy Watch_Dogs a lot more towards the end. To start with I had to plough on and, much like everyone else, remind myself that this wasn’t trying to be a usurper to the Rockstar crown. And whilst I had my reservations and criticisms, I also enjoyed the game and some of its stand out moments. But this should have been a launch title and at times, it feels like it should have been. That’s not to be derogatory to it, I’ve had fun playing it and I’d rather a game be delayed so that it is ultimately ready when we get it. Watch_Dogs delivers a good impression on what a next gen console can be capable of whilst not really getting the basics right.

Summary

Watch Dogs has a lot of strong moments and is an interesting take on the open-world genre, but ultimately lacks the punch and direction to make it great.

Good Points

– Chicago looks excellent, especially at night.

– Weapons are easy and powerful

– Hacking is easy

Bad Points

– Hacking is too easy

– Story line isn’t very well set up to start (poor exposition)

– Doesn’t further the genre into the next gen like we’d hope.

Why a 7?

Well, going by the idea that other recent examples in this genre are an 9 or 10 score, this has got a lot of work to do to get that far. But it is still ultimately an enjoyable game for a time and is visually great.

Trailer

https://www.youtube.com/watch?v=e_q-s3QdmU8?rel=0

The Elder Scrolls Online Review

the elder scrolls online review feat

 A thousand years before the Dragonborn was summoned to the Throat of the World and around 800 years before Uriel Septim was slain and the gates of Oblivion opened up around Cryodiil, there was you, caught in the events of the Elder Scrolls Online.

The Daedric prince Molag Bal is realising his machinations of world domination and will combine both the hells of Oblivion and Nirn. The Imperial City is in the middle of a battle between the three factions, each forced to coexist in an uneasy alliance to fight evil as they wrestle for control. After escaping prison (Elder Scrolls cliché number one), you awake to find yourself in the world of your faction. Your only guide on this journey is The Prophet, an observer you helped free from prison, who is trapped elsewhere and that only you can see and hear. And so you find yourself leaping from quest to quest, putting things right that once went wrong, hoping that the next… No, wait. That’s Quantum Leap.

People that played the beta realised that the introductory story arc was long and fairly uninteresting with drawn out moments of conversation with little to no action. So in the full release, this has been cut down and altered to get you into the action quicker. Like most Elder Scrolls games you start in an attempt to flee your incarceration, for reasons never to be explained, and end up in a town ready to go literally anywhere in an expansive and lonely world. Except it isn’t that lonely anymore. The story arc however doesn’t really collaborate with everything in the right order and the secondary characters and hours of questing that you start doing first is in retrospect completely unimportant and counter productive to the progression of the main story. So much so that once you get around to it, you’re confused by both strands and really don’t care.

the elder scrolls online review 3In a RPG like Skyrim, you want to spend time immersing yourself in the story and take note of every character’s narrative and impressions. In an MMO you want to raise yourself by levelling and get the best loot to do the hardest dungeon challenges and PvP battles. And so you really do just find yourself clicking through all the carefully scripted and expansively voiced dialogue with wooden characters and acting to get to it and really, you give up caring. I say carefully scripted, at some points, you don’t even get that. I’ve seen an NPC quest where you must avenge a man by slaying a creature that ate his foot, whilst he clearly still has both feet. Also (in a horrible hodgepodge of editing to facilitate the introductory story cut) the great Dumbledore himself, Michael Gambon, who voices The Prophet, has to be substituted for an audibly poor voice-alike to accommodate the change in narrative.

It is written with a complete onus on the solo adventure, and as the word ‘online’ suggests, you are far from alone. With the online universe, it’s very hard to sell that story with a level 6 Wood Elf jumping up and down beside you like a hyperactive child who’s snorted ten lines of pure sherbet. My disappointment stems from the fact that it feels like a substandard Elder Scrolls game and the core ideal of the lonely player in a huge world discovering their story, and that true sense that you are changing things in that world with your actions, has suffered with the leap to MMO. It sadly means that questing can feel quite laborious and unenjoyable at times.

That being said…

[clear]

Once you have stopped caring about the game’s failing as an Elder Scrolls title, and comparing to its predecessors, you realise it isn’t those Elder Scrolls games  you enjoy and that this is a totally different beast. For all the narrative criticism I have, as a game it’s actually quite enjoyable to play. You need only look at the visuals to see it.

As far as MMO’s go, they need to be easy to run but also visually appealing and not a complete recycling of textures in the various places. The world itself is beautifully realised and if you can run the higher graphics, you will not find a better-looking MMO. There are early points where you are around an area for a while and the textures begin to bleed their familiarity into your eyes but other than that, it is a wonderful place. I’ve been playing it on a Mac. I started with high graphics and it worked well and looked stunning. I’ve since reduced the setting to give myself a better frame rate and it still looks good in comparison to its contemporaries.

I’ve not had any problems at all with bad clipping, lag spikes or any such connectivity issues in the game, apart from the launcher being pretty sketchy about any errors and log in fails. Clearer information that the login has failed due to your subscription elapsing would help enormously. To play however, it is incredibly smooth and the gaming experience is all the better for it. The first person view is good, but really doesn’t lend itself to the MMO environment that well when facing multiple enemies. The third person view however is great, easily adjustable and the HUD is brilliantly designed to allow for easy ‘hack and slash’ attacking without character boxes and inventory disrupting the view.

the elder scrolls online review 2Once you learn the HUD and get into the levelling system, which is a hybrid of Elder Scrolls basic Magic/Health/Stamina and the WoW style attack skills system, you realise that this game is actually a very good MMO. The learning curve is incredibly easy and the world design, unless you just wander off like an idiot, is very careful to level you correctly and keep you in areas that don’t make you lose enjoyment by going in too deep. The fact that there isn’t a Player to Player trading system like an auction really does help to keep you more on top of your inventory and stops people getting too overpowered due to their economic nuance.

The inclusion of the crafting system inspired by Skyrim is also very welcome. Food is much more MMO-based and useful as a tool than other Elder Scrolls games and the combination of that, drink and such as Provisioning is excellent. The ability to make your own weapons is also very well executed and whilst you don’t really think of it as much as you do in other MMO’s in looking for ore, you will occasionally spot an ore and you can casually level yourself as a blacksmith with very little change to the overall progression of your game.

In fact The Elder Scrolls Online plays so well that my only grumbles about the gameplay are very minor ones. When you find an enemy, their body will have a small red aura about it to indicate that it is an enemy. However the health bar of that enemy is red with white text displaying what it is and what level. Unfortunately every single character and player has the same health bar and white writing. I’d much rather have enemies more clearly indicated in their health bar as, as soon as I get to two or more around me, along with fellow players, it can be confusing.

The only other grumble I have is that sometimes the hit box is a bit glitchy. Especially if you are all up in their face or visa versa, you seem to lose the hit box of the enemy but you yourself will take damage. So you need to have an amiable gentlemanly distance about your melee combat. The same goes for accessing crates/boxes/etc. The game feels like the view point has been designed for the first person mode so when you spend all of your time out of it, it can be a tad annoying to find the right position to access things.

The combat is actually quite good though. You never feel too over or underpowered and enemies will only punish you if you’ve been stupid and run headlong into a throng. Resurrection wayshrines are also decently interspersed. Sadly my time flying around on different quests means that I haven’t experienced dungeon raids or PvP first hand. But from what I’ve seen, it is a good system. Cyrodiil is the setting for the entire PvP arena and you end up naturally gravitating towards joining a group and experiencing the collective battling. Despite it being a game of attrition rather than level or strength, there is a lot of reward for creative tactics and smart coordinated assaults as you attempt to take the Imperial City.

You have to argue with yourself a bit over whether it’s worth the money and if you’ll keep it up. One major sticking point, especially compared to its competitors, is its cost, as it is the most expensive MMO and PC game at the moment. I’d say it’s worth the try for 30 days, although unless the subscription costs come more in line with what is affordable in reality then it may not keep a large enough player base. When it comes to around the console releases however, this may be a very different story and I’m sure that will affect the pricing of the PC version massively. Especially given the relative failure of other MMO’s at higher prices like Star Wars: The Old Republic and The Secret World, the console market may force the price to be more competitive. Keep your eyes peeled.

[divider]

[tabs]
[tab title=”Summary”]

Elder Scrolls Online fails to live up to the hype created by the title when it comes to telling a story which sadly detracts from that fact that, if you can stomach it, it’s a very good, easy to learn game that rewards your faith in it.

[/tab]
[tab title=”Good Points”]- Excellent learning curve and gameplay system.

– Great graphics.

– Runs very well regardless of system.[/tab]
[tab title=”Bad Points”]- Very expensive.

– Horrendously constructed narrative.

– Doesn’t live up to the name.[/tab]
[tab title=”Why a 7?”]Because the game itself is not bad. Sort out the cost, stomach the failure of an introductory story and you’ve actually got something quite enjoyable.[/tab]
[/tabs]

[divider]

Trailer


[divider]

Screenshots

elder scrolls online 1 elder scrolls online 2 elder scrolls online 3 elder scrolls online 4 elder scrolls online 5 elder scrolls online 6elder scrolls online 7 elder scrolls online 8 elder scrolls online 9 elder scrolls online 10 the elder scrolls online 1 the elder scrolls online 2 the elder scrolls online 3 the elder scrolls online 4 the elder scrolls online 5 the elder scrolls online 6 the elder scrolls online 7 the elder scrolls online 8 the elder scrolls online 9 the elder scrolls online 10 the elder scrolls online 11 the elder scrolls online 12 the elder scrolls online 13

[divider]

[author]