Cities Skylines After Dark – Review

 

There is no secret here – we loved Cities Skylines. So what do you do when one of the best games of the year brings you an add-on that brings you more? Well, you rejoice, naturally as ‘After Dark’ is now here. Except that probably the biggest part of it is actually free. So what are you actually getting by parting with your hard earned money? Actually, quite a bit.

It’s something that SimCity did, and to be fair to Maxis inglorious city-building swansong, it actually did it quite well. Day and night cycles made a fairly middling game look absolutely stunning, especially with some of the futuristic buildings. If there is a criticism of Cities Skylines, it was that the passage of time didn’t really feel very much like a passage of time. Part of this was because there wasn’t a night cycle, but part of it was because the timer and the date function feels rather arbitrary.

Now with the addition of the day/night cycle, it does feel like there is a certain progression but only if you don’t pay much attention to the clock. The beauty of the mode isn’t the visuals though (which are indeed absolutely lovely and don’t tax your system that much more than your current operating requirements). It’s the ability to micromanage things that are happening in those cycles. For example, the game will naturally increase crime during the night because it’s dark and criminals often work under that cover. So you can adjust your budgeting to allow for a greater police presence in the night and less of a presence in the day to balance it out. It’s useful for other things too, including trash collection (by creating a time with less traffic to operate these services).

That visual aspect, along with the micro management side of of this expansion has been added for free to the base game. But there are little bits to make going that bit further a lot more worthwhile. There are two new specialisations that bring their own challenges as well. New to the game are the Leisure and Tourism specialities, which allow you to build new bars and entertainment strip areas along with making use of beaches and hotels. So thankfully, all of your map can be used to exploit its natural beauty and give yourself challenges. Fancy making Atlantic City? Go for it!

Also added is the new dedicated lanes for buses and public services. There’s also plenty of new buildings and services for you to unlock which has been helped by the stellar job the modding community has done. In no small part, things have been implemented in to the game because they are popular mods and there is obviously a demand for them. City services, special roads and new additions to existing buildings can make life a lot easier.

For example there’s now a bus/bike lane to help the flow of traffic or at least help your services survive it. There’s a metro station built in to the airport now. There’s better train access for cargo. Lots of things can make your life easier. But make no mistake about it, this is an add-on. Not a new game, not a change in the game’s parameters or a fantasy world, it is a new bunch of stuff to stick in to the already existing stuff and help address a few issues the original had.

It’s arguable whether or not it does that. Traffic is still traffic and will still be a big issue the bigger you are. The crime rates stay fairly similar and Chirpr still overly chirps. The main focus here is that the game is just getting some more stuff. If you want to go further in to the rabbit hole for £11 then you can, but the main focus of the add-on’s title and the benefits that it directly brings are available to you now, for free, in the updated game.

Does this then negate the add-on? Possibly, it depends how much you’re willing to spend and to be honest, the game isn’t expensive so you’ve probably not payed out anywhere near what SimCity asked of you. Plus you will get some extra goodies so that also counts for something, and everyone’s thought of making their own version of Magaluf’s notorious strip in a game before so you can exploit those tourists for all their alcohol money… Haven’t they? Just me? Bugger.

Summary

Cities Skylines After Dark adds some cool new things but that’s basically all it does – Add. It’s not a game changer, or breaker. And the biggest part of the content is included for free in the day/night cycle, which you can switch off from the main menu if your system is struggling. There’s not masses there but for a game that’s got so much mod community support, it needs very little except to start the spark. Which this does.

Good Points

  • New industry specialisation
  • The day/night cycle is visually awesome
  • The biggest part of the pack is a free update

Bad Points

  • The biggest part of the pack is a free update
  • Not a lot of content beyond the cosmetic
  • Hasn’t improved certain issues like traffic congestion

Why a 7.5?

A lot of the value of the add-on will depends upon what you’re actually looking to get. And as the game has added probably the biggest part of it already, and for free, it does question how much is in the paid additional content that you’d use. In that regard, it probably doesn’t add as much as you’d have hoped but is a nice support for the game none the less.

 

 

Dishonored Definitive Edition – Review

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I am one of those people. The ones who didn’t play Dishonored the first time around. I know I’m a terrible person but you’ve got to appreciate that whilst I was studying at one of those fancy rich educational establishments (a concrete block of a North London university) I was busy playing Halo 4, and practically nothing else. I had things to do, essays to write and some neon glowing digitising necromancer to completely obliterate. Although TheGameJar did review it and you can check out what we wrote about it three years ago here.

So when I get a remaster of Dishonored appear on my Xbox One dashboard, I couldn’t be happier. Not only did I now have the time and the excuse to correct my glaring lack of steampunk-stealth, but I could do it in an uprated resolution! Bonus. It actually surprises me that this has been released now, if I’m honest. It’s quite the busy time for games and this is one of those critically acclaimed games that, from when I’ve spoken to people anyway, seems to be the one most people missed. You’d have hoped with the second instalment having been announced but not dated, it would have been released at a time to give it the best exposure.

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Normally I don’t talk about business errors and such because I’m a games critic, not a financial aficionado. But I mention it because it is a game that is really deserving of the applause and plaudits it got and definitely needs to be enjoyed by everyone for two reasons.

Firstly, this game is a bloody visual treat. From the outset the mix of dystopia, that reeks of the Michael Radford 1984 movie, is a wonderfully dark world jarring against where you start, that palatial and almost Olympus-like godly seat of power in Dunwall. The divide between the ruling oligarchy and the plague ridden masses owes a lot to the industrial era feel and there are several nods to this in the items and throwable objects in the game, things like Whale Oil (which was the preferred combusting fuel before petroleum was found).

But you know this because you’ve probably seen it/played it already/have heard others wax lyrical about it. What we do have to say is that the updated resolution both champions this and also lets it down in a few places. The characters and the sights are wonderfully detailed in their slightly Gerald Scarfe-esque way. The areas are also deliciously detailed in that Victorian London way. But only in places. Whilst the game’s uprated textures are wonderful, you can see where the original design had to be scaled back to work on the last generation consoles and sadly some of them aren’t updated. It’s inevitable that some low res and copy-and-paste textures appear in games and one of the sad side effects of improving the game for this edition is that it’s highlighted it.

It highlights it in other ways too with occasional frame skips and screen tears. I’m not one to bang on about such things as you know, I’m pretty much in the “enjoy the fucking game you stupid bastards” camp. But I have to mention it because there are times where it is very noticeable. Again this isn’t laziness or anything like that, it’s just the usual sort of problems that occur when you force an old engine to do things quicker. Lots of remasters have fallen to this issue and Dishonored hasn’t escaped it but it is by far one of the best looking and stable of the bunch.

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Which again probably goes to show how good it was in the first place and that is something that’s reflected in the gameplay, the second reason to champion this game. The “play-how-you-want” dynamic is something that we’re probably quite used to now with the release of so many open-world games, but none of them really have the same dynamic choice as Dishonored, even now. Yes you can go super stealthy or super attacking but all interwoven with the steampunk is the magical fantasy that has the powers such as the Blink ability that can teleport you anywhere within close reach, regardless of height. It definitely adds a new dimension and can meet any player at and difficulty challenge that they wish.

So thankfully this is all still really good, although slightly overpowered. The plot of Corvo trying to reinstate the rightful heir with the help of separatists, whilst also avoiding the plague that is befalling Dunwall also still holds up rather well. And that soundtrack, well it is lovely. In fact, you can listen to it hear for free and I implore you to do so. This edition also brings you several DLC packs included in the game, which include two story add ons. So there’s more Corvo for your concern.

It is a great game, and I’ve enjoyed visiting it for the first time in this semi-updated guise. Although I do have to admit that I wish I hadn’t approached it from a critical eye because the faults I’ve found are all ones of age and engine capability rather than the game. It does make me annoyed that it’s taken me this long to get in to it. I’m not a lover particularly of stealth games, but the way that this game gives you various options to go about your tasks, regardless of if it ends up as a chaotic mess, still hasn’t been bettered in this type of game, at least not in one that I’ve played.

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Well, this is exactly what it says it is really, a definitive edition of 2012’s Dishonored. The uprated graphics, rather than breath new life, do a great job of showcasing how good it was to begin with and make a great case for you to play it if you haven’t before. Sadly the graphical limitations appear thanks to the game engine’s age which can’t be helped. But enjoyable and great value with all the DLC included.

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[tab title=”Good Points”]

  • Uprated textures highlight great character design
  • Still a great game with a very dynamic approach
  • Doesn’t feel like a remaster for the sake of a cash-in

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  • Some textures not improved in scenery
  • Occasional frame skip and screen tear
  • Probably not good for those who already brought the game

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[tab title=”Why an 8?”]

Well, to be honest nothing has changed. That’s not to it’s detriment, but the improved graphics and frame rates are nice, the package is nice and the option to revisit or even start off an adventure in Dunwall is very welcome. But it is essentially exactly the same game, and so exactly the same score. Which is good really because the limitations involved make it hard to be better without changing the game dramatically and the porting across to the current generation hasn’t made it worse. So it’s quite the success really.

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Days Out – EGX (Eurogamer Expo)

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In a new, irregular series of features, TheGameJar goes and visits gaming events and lets you know whether or not they’re any good, how much of your wallet you’ll have left and if you’ll enjoy them.

It’s true that the forced move from the well known and relatively easy to get to Earls Court to Birmingham was a bit of a sticking point for Londoners (myself practically falling in to that catchment area). When I say easy to get to, that’s a geographical and logistical misnomer. Because Birmingham and the N.E.C. in particular is the most connected place in the country outside of London. In fact its location makes travel and attendance easier for everyone across the country.

What it doesn’t do however is help justify the cost of travel. I booked my ticket in advance on Monday for the Thursday (I could only afford to attend for the one day). This cost me £22 but it was a timed return, so I left my home town at 7:05 and had to get the 20:05 train back. Any other choice would have thrown me up to £75 for a single ticket and £158 for an open return. There are of course cheaper ways to do it with more advanced booking, group tickets, driving yourself and even using the 10% discount code EGX put on for Virgin Trains. But compared to my incredibly open £25 London travel card from last year which allowed me to go in to central London, see sights, eat slightly less overpriced food, and enjoy a beverage by the Thames, it is an extortionate cost. One that sadly is completely out of the control of the organisers and, it seems, anyone that doesn’t own a train company.

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It doesn’t help that there is practically nothing else to do. It’s like that Tom Hanks movie “The Airport” where the guy can’t leave. The N.E.C. is Birmingham only because it isn’t close to any other major city. It’s barely in Birmingham and there is literally nothing to do. I’ve added this paragraph after reading a Midnight Resistance piece on the same event which says that the loss of the community focused events, like podcast/website community meet ups, are the real casualty here as no one can meet anymore. There’s no where to have little meet-up events and the lack of those fun, semi-industry meet ups and drinks is a real shame. As someone who runs and owns a site in the same vein, I heartily agree, and there’s never going to be any convenience for sites like us to arrange a meet-up, and we’ll never have the finances to independently arrange it. Obviously you can’t blame Gamer Network for this, this is their event for their brands. But that’s another conversation for another time.

Before I go on to the more positive sides, I do have some very practical niggles about the venue itself. The N.E.C. is a veritable maze of oversized airport-esque craziness. That’s not a problem as long as you adequately signpost where the heck you are going from the station. There was one sign that said which halls it was in, about the size of an A3 poster once you’ve traversed the long concourse from the station. Then there were occasional people pointing you in the right direction. Other events were nicely signposted with cardboard cut outs of Police Officers for the emergency services show pointing you the right way. It was like the event was a dirty afterthought for the conference centre at times. So after getting my press pass, I went to the  Wetherspoons pub in the centre to get a coffee and some breakfast (much needed after a two hour train journey). There was a few people at 9:30a.m. on this Thursday already drinking. Now, I’m not an old fuddy duddy but any alcohol before 10am is only allowed socially if you’re in an airport before going on holiday. This was a family event for video games and if you’re that desperate to have a pint with your mates, then you’re probably not going to have a good time.

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Ok, the event itself was… Alright. I had a few appointments for interviews which basically gave me no chance of playing any game. The EA both is very typically busy at all times but as the event opened, the queue for Star Wars Battlefront was over an hour long. After I finished an interview, it was three hours long. This is the same for pretty much everything with a few exceptions for what is essentially ten minutes of gameplay. This is normal for events of this type but I found myself mostly watching games by looking over the shoulders of those playing. If I had a family and was paying for this, I’d need to meticulously plan this otherwise it would be utterly frustrating. I saw a tweet this morning where someone had listened to the VideoGamer podcast whilst waiting in the queues. It’s a bit silly really.

It’s mostly silly because we’d all hoped the move to a bigger venue would mean that the expo would be… Well, bigger. But most of it only felt bigger in the aisles and walkways. The idea, we all thought, was to allow for more gaming, more fun and ultimately more of an experience. But to be honest, it didn’t really feel like that was the case. Playstation had a rather large and cramped area with two loud presenter type people more obsessed with spinning a prize wheel and garnering attention away from the Xbox stand, who were also shouting rather loudly about their game footage and drawing a crowd in a slightly larger area under the promise of free things. And they weren’t alone with YouTube Gaming doing the same although their streams and content was actually quite good, including the Gamer Network owned teams, along with Cam and Sebby, showing off games with developers and watching footage of games like Total War: Warhammer and people playing Destiny.

The problem is with these events is that the games that are supposed to take centre stage get hidden behind personalities, available space and consumer demand limitations, and the apparently more beneficial longevity of the swag generation. Stick around for this whole presentation and at the end we’ll throw T-Shirts at you. In the case of the YouTube stand, people just appeared at the right time like a sixth sense. If you’ve ever been on a boat or in a harbour where you lean over the edge with some food and suddenly lots of tiny sprats appear like a swarm of locusts in a field… That’s what this is. Maybe I am sounding old here but it’s an atrocious sight to see human beings baying for branded garments for no other reason than them just being there.

The Indie area on the other hand is cramped, busy and interesting. Pretty much like it always is, and if you are more interested in this then EGX Rezzed at Tobacco Docks in London is probably better for you. But it’s fun as long as you can get around it and look at the interesting games there, although having been to many events this year, I’ve seen a lot of the same games over and over again by now. But there are good things to be seen here.

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Then there’s the awesome community around games that really love just going there to see friends and have a good time. Cosplay had a smaller stage this year but it was great to see so many people being involved and enjoying it. The Rock Band 4 stage, compared by our great friends at Xtreme Gaming, was a great interactive and fun experience to get involved with (even though the surrounding people were probably sick of hearing Tribute by Tenacious D so many times). The retro gaming area is always fun and incredibly easy to get on to the old consoles and have some fun as well.

The thing is with this event is that it’s a little too big for what they’re attempting to do. Sure you can go and and have a little shop around as there’s lots to buy, you can even go and get some food and a coffee at a price not too far removed from the previous venue. You can go there and have fun if you’re patient and organised. You can even play the games that aren’t out yet if you want to wait in queues for long enough, or go and discover a gem. But with the game release silly season coming up, the cost of getting and staying in Birmingham (if you are doing multiple days) may not be worth what you get from it. If we can get better deals on travel and accommodation, then this would be a much better proposition than it currently is.

Images taken from Eurogamer and Indigo Pearl’s Twitter Feeds

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Second Fallout 4 Cartoon Shows Off Perception Talent

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More of the public service announcements from Vault-Tec yesterday as Fallout 4 gets another cartoon video. This time Bethesda is showing off the talent of Perception. Which can only mean V.A.T.S!

If you missed the first one last week, Bethesda is releasing a series of 1950s style public service cartoons to aid your knowledge about on the various attributes that you can assign to yourself when you start the game. Fallout 3 had the baby book. We’ve been over this already, you know this, let’s get to the video.

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https://www.youtube.com/watch?v=ZlC8cTvk9Us

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If you haven’t seen the E3 gameplay video of Fallout 4, assigning these talents happens very early on by a visiting salesman for Vault-Tec. He visits your house and will successfully sell you a place in the local vault in case of nuclear doom. Again… a spoiler – Nuclear doom ensues.

Bethesda, or Vault-Tec (who probably exist now somewhere), are doing a video for each of the attributes: Strength, Perception, Endurance, Charisma, Intelligence, Agility and Luck… S.P.E.C.I.A.L. in case you didn’t get that. Yesterday’s video shows us how the V.A.T.S. system works. The Vault-Tec Assisted Targeting System is a perception based aiming tool. You can scan your enemies in advance and choose where to shoot them. The better your perception the better your chance of hitting the person. Plenty of headshots and decapitations ensue.

There’s also a lot of stealing possibilities which the video encourages. These ‘morally ambiguous’ skills should be practiced on children, the elderly and the incapacitated. In case you were in any doubt, you can totally play the game as a massive arsehole, which suits us just fine!

Fallout 4 is due out on PC, Xbox One and PS4 on November 10th 2015, and we for one cannot wait. If you’re local to the Colchester area, be sure to check out our friends at Xtreme Gaming who are doing a community event celebrating Fallout on Friday September 18th 2015. (@Xtreme_Gaming). Keep it here for all the goodies!

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EVE’s Virtual Reality is better than your own reality

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The old marketing line of that Xenomorph attacking movie is that “in space, no one can hear you scream.” One of the best things about Virtual Reality is that when you’re in space, EVERYONE can hear you scream – scream like you’re a cross between Marlon Wayans and Ariana Richards. There’s a small part of it that is fear, but mostly it’s crazy, unbridled joy.

From the moment you fit yourself with the Oculus Rift and sit down in the cockpit of your Wraith Mark II fighter, you are amazed and a little bit giddy. Not at the disorientation, but more at the ability to see your limbs as if they were not your own. It’s not exactly out of body because you are in control buy your head turning and looking at all of these things, but still, it does a good thing of immediately displacing your own reality and dropping you directly in to the fiction.

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And drop it does. In the most fun parts of our science fiction movie history, we get launched from a tube like the best of our Battlestar Galactica/Star Wars fantasies at a terrific velocity and in to the rather crowded arena of our fleet in deep space. This of course leads to an incredibly space battle which sees you wildly flipping your head around (that from the outside must look like it’s going to fall off), desperately searching for that enemy in some excellent dogfighting. Add in to that Katee Sackhoff doing voiceover content, customisable ships and also the potential of Sony’s Project Morpheus, and you’ve got me sold.

This is the experience I took away from my time with EVE Valkyrie whilst at Gamescom. You can see the video below which is the same demo I experienced (although from the eyes of CCP) and it was also my first proper experience of VR gaming. I know, what a fool I’ve been to miss out. But I’ve always had a quiet respect and fear of EVE. It’s a game I’m sure I would absolutely love but the difficult learning arc, deep fiction and incredibly dedicated community can make it very daunting. However, I believe that Valkyrie can change that.

The great thing that CCP have done over the years is find a way to make their product, not only more appealing but more accessible to people like me. People like me who sit on the fence and haven’t been able to go further than dipping a toe. Because, let’s be honest, giant space MMORPG isn’t everyone’s cup of team. But giant virtual reality space dogfighting is. CCP have often tried to look outside of their own box, the PlayStation network game DUST 514 being a prime example (with an first person shooter that crossover over with the online play of EVE) to take the franchise away from its PC roots and expand to a console, attracting a new audience. The comic book series, EVE: True Stories is really interesting too, delivering the House of Cards-esque economic and political intrigue of actual situations in a narrative discourse with the fall of the Band of Brothers.

So it should be no surprise that the current four year development of EVE Valkyrie with the new VR technology is doing new things and pushing the envelope. If you’ve used the Oculus Rift then you’ll know that the only criticisms have been based on delivering a resolution like current monitors can and the power of the system that will be needed to power it come consumer release. But as far as the game goes, it is absolutely fantastic. But the CCP VR journey doesn’t end there either.

EVE: Gunjack is the upcoming launch title for the Samsung Gear VR, a VR headset add-on for the Samsung Galaxy Note 4. You stick your phone in the front of the Oculus developed peripheral and you’re good to go. Gunjack, developed on the Unreal 4 Engine looks absolutely excellent given the spec of the tech and and the scope it is going for. You get an incredibly similar scope of vision like you with Valkyrie but without the ship movement so it’s a lot more static. The best way to describe is is that it’s a one button shooter (the button is on the side of your headset) whilst you are in a fixed turret attacking the oncoming waves of enemies. It’s very similar to games like Space Harrier and Child of Eden with oncoming enemies in various formations with power ups abound. It’s a simple concept (perfect for mobile gaming) with a one button control (also perfect for mobile gaming) and is playable with or without the Gear VR. It also comes across very well and is just the right amount of casual for the concept and for the technology.

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Virtual Reality is constantly being touted as the future of gaming. I’ve heard it from developers, publishers, technology journalists, a random guy in a pub who frequents many business shows to sell things… By this point you’ve probably heard it from your dog in a moment of existential mania. But the problem of course has been how slow the technology has taken to get in to the consumers hands and with content for it. Just look at how 3D failed to take advantage of anything in this regard. VR however has been worked on for many years, between b-movie horror in The Lawnmower Man to crazy full body experiences. EVE has an appeal beyond it’s core online subscribers because, even if we don’t understand it or can access it, most gamers who have heard about it are secretly really interested in what’s happening in there. Whilst Valkyrie and Gunjack both give a bigger platform for exposure, they’re success will be that they’ve made it easier for more people to feel like a part of the universe.

Headset or not, one button or a controller, or a fully beefed up PC or a mobile phone, that’s what I took from playing the games. I took the connection that I’ve probably lusted for since first letting my subscription to EVE Online slip, and enjoyed every second of it. If you’re going to any conventions or shows over the rest of the year, I implore you to go and try it and see if, like me, this is the way to satisfy your EVE craving.

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Rugby World Cup 2015 Xbox One – Competition!

 

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THIS COMPETITION IS NOW CLOSED.

It’s nearly time for the World Cup. Not that rubbish round ball thing that we aren’t very good at, NO! The Rugby World Cup. England (along with a bit of help from Wales) will be hosting this years premier international rugby competition, with the winner (hopefully England) lifting the Webb Ellis trophy at Twickenham on the 31st October.

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But as the competition starts in two weeks, we’ve teamed up with Ben Ben Interactive to give away three copies of the Official Rugby World Cup 2015 game on Xbox One! We’ll be reviewing the game shortly so you’ll be able to read our review here too!

As always with out competitions, we’re keeping this simple. We will be picking our lucky winners randomly from one of the following ways to enter, so get your entries in on Facebook, Twitter, and commenting on the site for multiple chances to win! Good luck!

You can enter via Twitter, Facebook and here on the website. You’ll find the details below for Twitter and Facebook, or you can enter simply by commenting at the bottom of the post. Make sure you read the small print and just so you know, this is for UK readers only as these are UK game codes. Sorry, America. But you don’t do Rugby anyway. *joke*

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HOW CAN I WIN?

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ENTER ON TWITTER

It’s easier than a tutorial mission, just RETWEET the message below and make sure you are following @TheGameJar on Twitter.

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— TheGameJar (@TheGameJar) September 04, 2015

 

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ENTER ON FACEBOOK

1. ‘Like’ us on Facebook.

2. SHARE the post below with your Facebook friends.

We’re giving away THREE Xbox One code for Rugby World Cup 2015!To enter, all you have to do is make sure you are ‘…

Posted by The Game Jar on Friday, 4 September 2015

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You can enter more than once via Twitter, Facebook, or the site for extra chances to win.

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ENTER ON THE WEBSITE

Don’t use social media? Not a problem – head to the bottom of this post and leave a comment… it’s that simple!

You can enter more than once via Twitter, Facebook, or the site for extra chances to win.

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SMALL PRINT

The competition closes Friday 11th September 2015 at 6pm UK time, with the three winners chosen at random from all the entries and announced on the same day. This competition is only available to UK entries. Entrants on Twitter and Facebook who haven’t “liked” or “followed” our Facebook or Twitter will not be counted. Full competition terms can be found here.

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Dying Light – The Following – Preview

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It’s over two years since Techland went solo from their Dead Island franchise and found a new home with publisher Warner Bros. The result was last years release, Dying Light, which was a very familiar game if you’d played any of their former franchise. But with a focus on movement and parkour that freed up the constraints in the open world city of Harran, the game was different and enjoyable enough to earn the top spot in January 2015 for sales and became the highest selling debut survival horror franchise ever.

Now, the story continues as you take Kyle Crane to a new area of the world. Gone are the sprawling decaying concrete blocks, discoloured by the eastern Mediterranean sun, as you enter a new, vast farmland area, filled with brooks, small alcoves, interesting groves with people to find and farms and industrial buildings galore. The world is apparently four times the size of Harran. It is very sparse compared to the built up Turkish town and its not the worse for it. It allows for many different approaches to an area or a situation, which I’ll come on to later. But what you will find is that the shadows have given way to the glorious rays of sun that now dominate the skies and the view, really making some lovely use of the Chrome Engine and further solidifying why the last generation of consoles would have had no chance of running these games.

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The plot sees you trying to track down a cult called The Following. Presumably to eliminate them, although I must stress that the preview we played gave us no spoilers for the plot so we have no idea what we’re looking for or who we’re killing. But kill we shall because we are given weapons and the overwhelming urge to use them. In our preview, we climbed our way around a big mountain and dived from an impossible height down to a pool of water. As we climbed out, we saw our first hint of The Following in decorated rocks, much like those you’d see of native tribes around the world. Our journey then led us up to an abandoned house where the poor unfortunate souls before us left a gun and, most importantly, a crossbow.

Then we traversed our way across the farmland that was awash with zombies. Lots of zombies. Basically, don’t traverse the field if you can help it. It’s fun to start killing things with a crossbow, hitting people in the head, as we practiced at the house by clearing the garden. But as soon as you are outside and everyone is on you, forget it. Run. Where were we running to? An old water tower by a small farm building. There were a few ways there of course, either through the throng in whatever zig zag you’d like, up the path where the throng was less or up over the pipes that went across the field. I chose the pipes and ran my way to the high vantage point.

At the top of this vantage point, we saw our prize. A car, or to be more precise a buggy. After clearing the area of militia by using our crossbows at a sniping vantage point, we zip-wired down to the ground, mopped up the remaining guys hiding inside the surrounding buildings and jumped in to the waiting buggies. We, it must be said, was me and my co-op partner and what followed was a race and a slight moment of control adjustment to work out how the buggy went forward and reversed. The race culminated, after mowing down various zombies in the road, in a massive jump and an explosion that signalled the end of our play.

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What I managed to take away from this is that it isn’t a big leap from Dying Light, which is good. We also have a large, new area to explore and traverse. Also good. We have new interesting buildings like docks, processing plants, small villages and the like. Again, good. Then there’s the rather unknown story of this cult, The Following, and the presence of militia and zombies. It certainly gives you some intriguing propositions.

The fact it isn’t a big leap also allows you to jump back in to the game very easily. I haven’t played Dying Light since November last year (before the release) and I picked up the controls like I’d never left them. Simple, natural and the buggy was pretty good once you got your head around how twitchy it is. The weapons are fun and the options you have in approaching an area are also pretty fun. But you sense that, despite a huge world that’s been promised, a lot of it is empty and just populated with aimless zombies for you to mow down. I always find that fast transportation does allow to kind of get away with vast unpopulated areas. I might be wrong, but I’d need to play and explore more.

All in all though, the expansion is solid, the lighting and art direction is great, as it was in Dying Light, and it’s really more of the same. Normally, these things end up being just missions and a few new buildings but a whole new area is a great thing from Techland and a new storyline, regardless of your thoughts on the original’s plot, is entirely welcome. If you’ve already got the season pass then you can expect it for free (I know, right? A season pass that actually includes the add-on DLC!) or if you haven’t then it’ll be $14.99. No news on a UK/EU price yet but I’m sure you can guess one.

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Constructor HD – Preview

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Back in 1997, a game was released by Acclaim on MS DOS and then ported to Playstation in 1998. It was a very difficult game, which took on a life of its own with a dedicated following that enjoyed its sense of humour, its challenge and, probably most importantly, its playability. This game was Constructor, developed by System 3 and it was one of the first games to successfully make the leap from PC to console in the strategy market (apart from real time games like the Command & Conquer series and possibly Sim City on SNES).

The aim of the game was simple. Build houses, get tenants, compete against the computer players (or friends on a LAN) in building more and gaining control, whilst your tenants become more unruly and moan… A lot. The game had a little bit of the dodgy dealing cockney kind of 1960s feel about it. You’d probably get the sense of the camaraderie from the original Guy Ritchie movies like Lock Stock and Two Smoking Barrells, but it probably owes a lot more to the late George Cole’s Authur Daley from the Minder TV series. The problem with the game was that it was incredibly difficult. The dedication you’d need to keep any semblance of control, keeping tabs on the thugs, builders, tenants and the opposition whilst everything potentially crumbles around you, was immense. Of course as video gamers, we loved it and lapped it up like cats with a saucer of milk.

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But of course it isn’t 1997 anymore. It’s 2015 and the original game, re-released a few years ago on PSN and GOG, has certainly aged. The humour and style is still there but the years have not been kind to its 256 colour palette, its very close view or its steep learning curve. And in this age of remasters, forgotten classics and current generation accessibility, the game is going to return. Recently announced by System 3, Constructor HD is coming to PC, Xbox One and PS4 in 2016, in the hands of original developer John Twiddy. Why? Well in his words “of all the games I’ve done, this is probably the one I enjoyed the most.”

It hasn’t been for the want of trying though, as John told me after seeing the game at Gamescom “I know it’s taken a long time to get around to it, but it was never the right time. We always planned to do something.” Over the years of course the technology has moved along so that System 3 can improve on the game and give the fans, and hopefully new converts, something they’ll enjoy. A lot has certainly changed to make it more accessible, and I’m not just talking about the however many million more colours there are.

Firstly, the game itself is exactly the same. Same premise, same enjoyable caricatures of British or more London stereotypes, same neat animations and unique ways of dealing with problems. Thugs can still be deployed to take over a property to intentionally piss off your tenants. Or repair men can fix, or cause, any issue that the ever more demanding occupants of your properties may come up with. You’ll have local mills and cement works ready to give you the tools and supplies you need to build your property empire. All of them though are lovingly upgraded from the original drawings to the new HD era. But the best thing though, by far, is the upgrading of the user interface.

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On the face of it, it’s exactly the same design as it was in 1997. A right sided tool bar with a ticker up top and the game being displayed in a window. But now, thanks to screen ratios and better design tools, the toolbar is much more free. It’s a part of the game window rather than your game window being a part of it. The essential information is now conveniently positioned on the sides of the screen, so as to allow more game space. The biggest improvement in this though though is in the map and view itself. as you can zoom out much further and see much more of the maps that you are playing.

One of the biggest cruxes of the original game was the limited view that you had. Another crux was that the sub-menu screens dominated the whole playing area. When you clicked to see about a house or move tenants in or any kind of sub menu, it literally took over and was a bit clumsy. But now, these menus fit on the same screen and are mostly opaque so you are never fully taken out of the action of the game. And, thanks to the original simple design of the menu, the controller works perfectly with them. There are some that still need you to go deeper like selecting individual houses but for the main part of your game, construction and assigning your workforce, you’re never away from the map.

“Because the original Playstation version was a straight port of the PC version, it never really worked that well. It was always a bit slow,” John tells me. “Where as now, with the shortcut keys I actually find it easier to play with the controller than I did with the keyboard and mouse originally.” Back in the PC/PSX days, you could have a keyboard and mouse controller, which was alright but never spot on for the PlayStation. But as John told me, the use of the controllers now allows for very quick and easy accessing of various options and submenus. Something that is a lot easier thanks to the bigger screen, easier controls and very fluid shortcuts. Of course the biggest part of all of these improvements is that game retains what it originally had, which was fun by the bucket loads.

And it has. The demo we were shown allowed us to flood an enraged tenant out of their apartment. Another allowed us to have a Young Ones-esque perpetual house party, much to the annoyance of the occupants. The wooden fences went up around an empty lot that we selected and a team of builders came in and erected a house. We made someone else happy by giving them a rather garish iron fence around their property. The metro system allows for super fast travel and the yard, your base of operations, still has that backwater hut feel about it. The kind of trailer that you’d see at the back of a scrap yard and be impressed that there’d be a fax machine in it, regardless of whether it was plugged in or not.

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The game looks great of course as the original material was cartoonish and comical enough that it kind of transcends its age. In fact the only thing that really dated Constructor was the technology and graphics. So Constructor HD really doesn’t have that much change in its design. The only thing it really has changed is the aspect ratio and the easier, less intrusive sub menu system. Although the game has had some modifications to its famously unforgiving difficulty.

It’s all about rebalancing the game, John tells me. “People got overpowered by the complaints, so we’re reigning that back in to give more balanced gameplay. For the story, similarly, we’ve got new tutorial modes because it is quite a difficult game to get in to. So we’re trying to make it for a more modern audience who want a bit more ‘pick-up-and-play’ and try and improve it for them.” But they are keeping the masochistic difficulty level. “You have to make it difficult to give someone a challenge,” according to John.

Of course it might well be the right time to start looking at strategy games on consoles. It’s not been a popular genre for the twin analogue stick machines, but Zoo Tycoon is a pretty decent game. Civilization Revolution was a fantastic game on console and the Tropico series seems to have made the leap superbly. There probably hasn’t been a better time, especially with the announcement of Halo Wars 2, for a strategy IP to make a comeback. Constructor HD will probably irk the more casual gamer and if it does, then expect the boys around to trash your house and get you to move out, you complaining tenant!

Constructor HD is due for release in January 2016 for PC, Xbox One and PS4.

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Mafia 3 – Preview

M3PFT

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The year is 1968. The Vietnam war has been raging for over ten years but the American public have begun to protest against the reality of the violent images dominating the headlines. President Lyndon B. Johnson declares he will not go for re-election after assuming the Presidency following the assassination of John F. Kennedy, which then sees the election of Richard Nixon at the end of the year. America begin to win the space race after Apollo 8 orbits the moon. Elvis Presley’s Comeback Special cements the artist’s place in music history. Dr. Martin Luther King was assassinated causing riots across the country and lead to the biggest social change in recent history. The Khmer Rouge comes in to power in Cambodia and a coup d’état sees Saddam Hussein become the Vice Chairman of the revolutionary council of Iraq leading to his assumption of total control. It’s safe to say that 2K and new studio Hanger 13 are right in saying they’ve chosen one of the most turbulent years in American and world history in which to set Mafia 3.

The story and the date are paramount to the sense of opportunity and upheaval that the America of the time presents. Mafia 3’s lead character, Lincoln Clay, comes back from the Vietnam War without a cause, without a family. He finds one in New Orleans with the Black Mob but as soon as he finds his new home, his world is once again shattered when the Italian Mob attempt to murder them all. Clay survives and starts his one man war against the Mob, starting his own “family” of close lieutenants and vying for control of The Big Easy.

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The development of the Mafia has pinged about a bit as 2K reshuffled themselves and the 2K Czech studio closed. But the newly formed Hanger 13 picked up the mantle over in California and for the past two years has been up to a lot of secret work developing the game. One of those secret things has been a lot of upgrading to the games engine. You probably wouldn’t believe it but Mafia 3 uses the Mafia 2 engine that has been heavily updated and it looks absolutely awesome. The open world of New Orleans looks great with tiny little alleys and small buildings with neon signs advertising Jazz. But it also seems to operate well enough with a lot of entities going around. The streets are a buzz of life and people trying to forget the looming threats in the world. The big graveyards with concrete tombs painted in the vibrant colours and celebrations of life are the perfect meeting grounds for New Orleans’s dark underbelly. The clubs are frequented by many people looking for fun and a good time and behind every door in these clubs, in every cellar, there could be a hideout for the mob, waiting for a hostile takeover.

Hostile is very much the aim of the game here, hostile and violent. In a world that has been born of corruption, ruthlessness, warfare and oppression, violence is inevitably the human answer. Open world games have come on quite a way, even since Mafia 2 and one of the things that exposes a lot of the genre to criticism is violent combat. Mostly because it is taken out of an arena where violence is blindly accepted and put in to a social, close context. The game is very violent but only in the same regards as Hollywood action movies and rolling news’s normalisation of brutality. The third person perspective gives that feeling similar to GTA V and Uncharted in that the game suddenly turns from open-world exploration to cover-shooter and stealth killer. Anything from shooting guns and hiding behind scenery that slowly breaks with more bullet holes, to pulling your combat knife from your holster and lodging it deep in to the brain of your assailant via his eye socket. Car chases will ensue where the Police and the mob will chase you, highlighting the repercussions of your actions, shifting the power dynamic. But Clay is a man that knows nothing but violence. Between war and crime, it is the only way he knows how to respond effectively. This won’t be for the feint of heart.

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That dynamic shifts as you take over the various businesses and hideouts that the mob controls. You don’t just want to kill those that tried to kill you, you want to take everything from them, everything they’ve owned, everywhere they deal, you want to annihilate them completely. Your lieutenants, after you’ve enlisted them, become vital to your operation. They can be set to control these new acquisitions and have different skills that will get different bonuses out of them. They can also be called from pay phones to help your situation, like clearing your wanted level for example. If you’re a Mafia fan, you might even recognise one of them. Vito Scaletta returns from Mafia 2 but his story has moved on somewhat. He’s joined by new characters Cassandra and Burke.

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The New Orleans of the time is a vibrant and superstitious city. Louisiana is a place of the soul and of magic, the population as enraptured with voodoo and the darkness as they are with the escapism of 1968 America. The French Ward, which we were shown around in the demo, is a colourful place that feels like there is something going on everywhere. It feels like the multicultural party city it is portrayed to be and the soundtrack especially evokes that. Some excellent cuts come over the in-car radio as well as the clubs of the city. From choice riffs from Jimi Hendrix and the great hearty soul and blues of Sam & Dave, The Rolling Stones, and others, this is a game that wants to place you within a time and within an era.

From our first impressions, Mafia 3 looks like it will be a great game. Yes it’s going to be a departure from the Mafia’s we knew before. The move forward to the end of post-war America and a game at a time of social upheaval is actually quite exciting. We’ve had many games deal with sensitive points in history but never before have we had one so focused in a particular time and place that wasn’t a satirical pastiche or a historical war game. I’m interested to see more of how the game handles the time but I’m very confident in how the game handles gaming. It looks, sounds and appears to play very well and I’m looking forward to more.

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https://www.youtube.com/watch?v=YYhlmUd9Xoc

[author]

Rory McIlroy PGA Tour – Review

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Golf is deceptively simple and endlessly complicated; it satisfies the soul and frustrates the intellect. It is at the same time rewarding and maddening – and it is without a doubt the greatest game mankind has ever invented.

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Arnold Palmer said that. It must be said that this quote came from a world before Rory McIlroy PGA Tour Golf came to us armchair 19th hole patrons. There’s been a lot of changes to the franchise over the past four years, some of them enforced by the changing dynamic at the top of the PGA rankings, and some of them enforced by the development cycle of the current generation of consoles. So let’s first address these changes.

Firstly, Tiger Woods is gone. The name, the player, the licensing, everything that was Tiger Woods is no longer here. Yes Rory McIlroy is the new cover star but it goes a bit deeper than that. I’ve constantly found myself referring back to the name out of habit and quite possibly expecting a similar level of depth, gameplay and customisation that a nearly eighteen year franchise should bring. This game is a very different game in some respects compared to what we are used to but the kind of reliable soul that the previous games have, that kind of feeling where you know what you’re getting and you know you’ll be pleased, is gone. It’s always a risk making this kind of change because you could completely break what has made the formula successful. They haven’t broken it entirely but something isn’t right.

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Tiger Woods isn’t the only thing missing. In fact you could call the game anaemic compared to previous titles and even other EA Sports games. The game boasts eight courses and four fantasy courses, so twelve in total compared to the last game which had (including variations) thirty six. So we have a third of the courses of the previous game. We have just as much cut from the roster. Gone are the ladies tours and the amount of golfers that you can select. Gone are some of the licensed clothes, clubs and courses (The Masters deal having expired) and gone are a lot of the different faces and body looks that you can choose for your golfer. In fact, this is probably the worst cut of them all as, when embarking on a career, you lose any of the personalisation, the feel that you are a part of this career role playing and mostly just level up your character so he can hit things better. Yes, this is what you do anyway but it does show a lot more thanks to the lack of anything else.

The game engine has changed with the EA Sports signature Ignite engine giving way to the EA Games signature Frostbite 3 engine. Honestly, this hasn’t really made a lot of difference, the game still looks quite good although there are some odd moments where you have things like bushes and fences pop in and out, and the crowd very rarely moves in any fashion other than in unison. The faces in the game itself aren’t particularly great either with Rory McIlroy himself looking more like Formula One’s Pastor Maldonado. Strangely, with the menu system and everything else going on around it, it does feel quite… Battlefield-y. Like a mod of a Battlefield game almost. Not surprising given how much Battlefield there is with a humourous character and a playful destructible course. The actual gameplay is largely unaffected with very similar controls and displays as you would find in the previous games, although it does look a little easier to read, a litter tighter in the design and a little clearer overall, with the exception of the putting and green reads which are, frankly, pointless. All this is then coupled with an incredibly repetitive and cliche ridden commentary team that seems to have the NBC logo attached to it for no other reason than to look a bit like the TV. It’s absent everywhere else so it’s inclusion is confusing.

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Gimmicks are here a plenty actually with a PGA Prolouge mode that introduces you to the game, its controls and a rather bored and nervous looking McIlroy speaking to camera about his Open Championship win, which you then recreate through the tutorial. There’s a Nightclub mode where you do several challenges that look like the golf course version of a nightclub (Why? I mean honestly, why? You want to show night, I get it but a “nightclub” themed mode in a golf game? Seriously?), and there’s an online play mode but mostly, much like everything else, it has all been scaled back. No skins mode (there goes my old drinking game), no select holes (back 9 for example) and no alternative game modes really at all. Which would be ok if you could actually play a full round of golf in the career but as soon as you start, you get the highlights of the last few holes. Your entire career mode is basically not messing up what the computer has already simulated for you. Hardly my career, is it?

We’ve had a few sports games lately on the site that are entering their first current generation attempts. It feels worryingly uniform now that (unless you are FIFA seemingly) game modes and features are haemorrhaged for seemingly little gain in the new experience or anything above an expected graphical improvement. It can’t be easy for EA Tiburon as they haven’t used the Frostbite engine before now, and they’ve produced, under the pressure of expectation, a stable and capable golf simulator. Unfortunately in doing so any of the magic and fun of the previous iterations appears to have left with Tiger Woods (although he certainly hasn’t kept that magic himself). It’s an interesting reboot with a big new name and with a sport that will likely see a much more open and less solitarily dominated landscape in the future. If only the game could have captured that.

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Rory McIlroy PGA Tour is a new direction for the EA Sports franchise that has had the chip lifted from its shoulder and let free again. An engine change and a new generation of consoles seems to gone well and the gameplay is still as reliable as it was before. So in one sense, job done. But the lack of game modes, massive cuts to the roster of golfers and courses, and customisation and career mode input has taken some of the spark from the game and really, for a generational leap, it has fallen way short and landed with a rather subdued thud in the bunker.

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  • A nice looking golf game, with only occasional visual glitches
  • A solid gameplay experience that has carried well from the last generation
  • An easy to read display that allows you to play well, and quickly.

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  • A complete lack of features compared to previous games
  • A huge lack of courses compared to even the last game
  • It feels like its missing a little bit of its soul, like it lacks the confidence to be a new golf game.

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I mean, honestly, it’s not a terrible game. It’s very playable if only for the time it takes to play a casual 18 holes. But the lack of anything that made the last games great has really hurt this iteration. For once, in an odd circumstance, we’re actually upset that there isn’t more in the game to do because they have transitioned to the new engine and new generation quite well. But poor looking player models, a third of the courses and with 75% of the fun removed from the experience, it needs some saving to build on the solid gameplay they have next time out.

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This review was based on the Xbox One version of the game, provided by Xbox. Thanks!

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