Saints Row 4 Re-Elected & Gat Out Of Hell – Review

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We here at TheGameJar have previously been very positive regarding 2013’s Saints Row 4, as well as previous Saints Row games. I personally however have never been in that bracket having never really experienced the franchise. I know, I’m a bad person but life, other games and just general laziness has kept me from the franchise before. If anything it puts me in a unique position as someone who can come to the newest gameas a new player and see if it’s really accessible to a new generation of console gamers.

But the questions you must be asking yourself, and presumably you ask for every next generation remaster, are these: Is it worth me buying the game again, has much changed or improved and is there any point to doing this anyway?

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Firstly, there might be if you’re interested in the standalone “expansion” pack Gat Out Of Hell, which I shall come to later. Secondly, it is my firm belief that a lot of the final games of this past generation of consoles really stretched them to their limits and having this new tech is a good way to show what their game really could do. This isn’t the first open-world remaster I’ve played/reviewed and I’m pretty sure it won’t be the last.

So here is the thing… I can’t decide if it was worth doing. That’s not a negative yet, so hear me out. The game runs very smooth although its upper frame rate of 60fps is rarely held that high and the game, despite a massive overhaul in textures, still has a lot of jagged last-generation textures in it. Along with fairly flat and uninviting tall building with boring static lights-behind-a-drawn-curtain images that give it a very inorganic feel. It’s touches like this, which also appear in Sleeping Dogs, Watch_Dogs and even GTA V that make you realise that these games are last generation. That’s not a bad thing for the nostalgia kick or if you’re a fan. But this really isn’t too far off the PC version of the original release graphically. Work has obviously been done but it makes it more apparent where work hasn’t been done… If that makes sense. It is certainly an improved and smoother experience compared to what it was, but all that really does is make you realise what it should have been when it was released.

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Which is why you really need to want to buy this game. I’ve enjoyed it, don’t get me wrong. But it is riddled with in-jokes and references to the series’ previous iterations. Failing that though, the game is still the exact same fusion of gaming and pop-culture references piled in to one big comedic world fiction. It is funny. Yes it can be puerile and filled with ridiculous machismo but it is still the right side of funny. Whilst for a new player, the characters are already established lampooned tropes of action movie characters in a Matrix-esque world and plot, the whole thing is still fun to play. Even though for the earlier part of the game I had absolutely no idea who anyone was or what was going on. I can see though, if you’ve played it all before, there’s very likely to be nothing new for you here.

In fact the greatest thing about this isn’t the remaster itself, but the package that comes with it. If you put it off the first time after Saints Row The Third then now is a good time to get back in to it. As the original release doesn’t differ massively in graphics from The Third, this version certainly does. Along with all the DLC and the expansion, it makes a very good cost effective package. And what isn’t great about shooting up aliens in a virtual city and capturing areas, only to be greeted with the ’90s infectious rhythm of Haddaway’s What Is Love when these sequences are over.

Gat Out Of Hell, Saints Row 4’s standalone expansion, sees us take control of Johnny Gat and Kinzie Kensington as you are flung in to hell to save the President (i.e. you) who has been unceremoniously sucked in to the underworld thanks to Matt Miller’s party game going the way of an early ’00s teen horror. Again this is definitely more for the fans of the series rather than a new guy like me, given the plot and people involved, but sadly this game doesn’t really do much more than Saints Row 4 did anyway. The superpowers are changed for arcane ones (flying with Satan’s wings for example), and the world is a new area with the same darkness and gloom as Saints Row 4’s perpetual early evening atmosphere. The plot, involving stopping the president from marrying Satan’s daughter with the help of former adversary Dane Vogul of Ultron, is typical of the franchise but stretches in to the realms of being too over the top. The strangest thing is that the streets and the general art look doesn’t remind me of Saints Row so much as Carmageddon.

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Yes there are new weapons, new things to do, interesting pseudo religious entertainment tropes and Satan to kill. Including the much publicised Armchair with mini-guns. But the game offers exactly nothing that Saints Row 4 already does, except with a new skin. It feels like it’s interesting and cool for about ten minutes and then you realise it’s just what Saints Row 4 did with a lick of paint and maybe a bit more demonic inspiration and then you tire of it very quickly. That is where this pack does lose its value a bit because you are essentially getting exactly the same type of game, challenges and humour that you’ve probably already grown tired of by playing Saints Row 4 or the Re-Elected version again. I can’t help but think that if this release was closer to the game’s release date (i.e. not 18 months later) then it wouldn’t seem so repetitive. Thankfully both versions of these games are available separately on the digital stores for Xbox Live and PSN and Gat Out Of Hell is available on PS3 and Xbox 360 as a standalone release. So if you think you’d lose out on enjoyment by having the whole thing, there are options for you.

Essentially this game or collection of games is exactly what you’d think it would be. A sharper, smoother version of the over the top, well balanced open world shooter with crazy customisation, and full to the brim of gaming cliches and references that we all know and get. Does it deserve a second term? Maybe, but I’m sure fans would want to see something new instead and for the uninitiated like me, it does make me wonder what kind of game the next one would be. This is a last generation game with the veneer of the new generation loading and processing. It does the job, but in another way it’s a bit like a middle-management role that no one really asked for or knows why it is there, except to contrast against the seriousness that makes up most of our AAA gaming at the moment.

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Whilst Re-Elected is a nice return to something you’ve probably already finished, there’s a certain replay value in the experience but not much more. Even for someone who hasn’t played it before, you can see where it can get repetitive and tiring. Which is why Gat Out Of Hell just feels like it missed the mark. Otherwise, if you’re a fan and you want to add to your collection, go for it. If you really want more of the singular experience of the expansion or the original game then these are all available separately and that might be better for you.

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– Smoother and more playable experience.

– Still the same Saints Row you know, with the same humour and disregard for propriety.

– As a package it’s pretty good value, especially if you’re new to the series.

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– Very little has actually changed or improved apart from textures.

– Gat Out Of Hell is more of the same, quite literally.

– Can be very unaccessible to new players for early parts of the game.

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When the game came out, we originally gave it an 8. It was and is a good well balanced open-world third person shooter with challenges and things to do. But other than texturing and general smoothness, very little has actually changed. That also extends to Gat Out Of Hell, which feels more of a byproduct of the remaster rather than the game itself. Entertaining but nothing we’ve not seen before, quite literally.

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

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Skyforge Preview – Is 2015 a year of Russian Gaming?

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A few things come to my mind when you say Russian to me: Red October, The Dude’s favourite drink, and the orchestral cover of that crap Sting song that Charlie Brooker uses in every Yearly/Weekly Wipe. You might not think gaming is a synonymous word but it really is. From every WW2 shooter under the sun, to Catherine in every Civilization game, Chernobyl in S.T.A.L.K.E.R. and Metro 2033/Last Light, Russia, its landscape, its literature and its history has quite the plethora of gaming inspiration.

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It also has one of the biggest captive markets outside of China for gamers. Whilst the console market isn’t as strong as the West, the PC market and browser based games are a huge draw. My.Com is part of a much larger communications giant in Russia with access to over 100 million users. At several points over the past year, we were invited to look at the three big draws the publisher has to offer. But now seems the right time to look at them, probably because you’ve already finished your second play through of Dragon Age by now.

But it’s not just Russian companies that are in for this market as My.Com have recruited some of the best to work on their titles. World of Speed, an online multiplayer arcade racing game with various real world locations and licensed cars to boot, is being developed by Slightly Mad Studios. You may know them for being the developer behind the much anticipated simulator Project Cars, and various Need for Speed games. It’s a fun game, especially in the 2v2 style of racing that isn’t just positional based but points based as well, leading to much tactical thinking. There’s also Armoured Warfare, which on the face of it is a World of Tanks clone. But the game has a lot more of an arcade “pick-up-and-play” feel to it. It doesn’t have the military history of the aforementioned Wargaming.net game but it is a fun tank shooter in the familiar vein, like a slightly less futuristic Battlezone.

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Armoured Warfare and Skyforge, the main game we’re going to look at here, have something in common. They are being co-developed and optimised for the Western audiences by Obsidian Entertainment. You should know Obsidian… Fallout: New Vegas, Pillars of Eternity and the game you voted as your best RPG of 2014, South Park: The Stick of Truth. Along with Russian developer Allods Team, Skyforge is an MMORPG set in a mixed environment of fantasy and science fiction on the fictional world, Aelion. A very large and visually enthralling world at that. Skyforge represents an entire planet for you to explore with a mixture between the worlds you would imagine from a Iain M Banks novel mixed with visuals from a hodgepodge of Warcraft realms. It’s an incredible combination of a futuristic world mixed with ruins and nature that doesn’t resort to turning things in to a bland destroyed battlefield to give it some visual nuance. In the game’s story you are an immortal (quite convenient) who must rise to become a God and earn followers throughout Aelion.

Playing the game is incredibly open, and I don’t mean in the worlds but in the characters. The UI and combat system is pleasingly simple and is pleasantly just above spamming the keyboard all the time. This is mostly because your combat talents are actually pretty cool. There are lots of things depending on your class that you can do like fire a snowball that grows and collects all the enemies in its path. But the key in this is the character progression system and the ability to change your class. The progression tree, which is called the Ascension Atlas here, works in a very open way, much like a web. In fact, if you’ve played Civilization: Beyond Earth, the selection is very similar. Some things take longer to research and what you research opens up other classes and skills like a web. And, as long as you aren’t in combat, you can change your class. This is particularly intriguing as you can change what you are dependent to what you need, as can anyone in your party. It’ll make raids especially interesting. Just change from Paladin from Cryomancer in a couple of clicks. Easy.

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All of this is unlocked via prestige. And as in any MMORPG you unlock this via quests. Quite like Dragon Age Inquisition is at times, quests are attained locally rather than via a singular point. Which means instead of going to a quest giver, just entering an area will activate a quest. You’ll be able to see that quests are available in an area via the big sky globe map on the space station, called the Divine Observatory, circling Skyforge. Battling and killing enemies, will unlock prestiege, unlock levels, better attacks, more attack slots, etc, etc, etc. Normal fayre for your MMORPG. There’s no word yet on buy-to-play bonuses with this. But you can earn it in your standard PvE and PvP ways and if you can get a good group of people together it could be quite a fun distraction for those of you who seek new challenges after World of Warcraft, Elder Scrolls Online, ArchAge, etc. Something that will be interesting is the Guild PvP mode which will be coming in the future.

The game was certainly fun to play when we were playing it although it does have a very big audience to try and capture in the West. The Russian end will certainly warm to it quickly as long as they have a fairly good PC so it certainly won’t be a dead server zone. There’s no specs yet that are confirmed but it looks like it’ll need a decent package at least athough MY.Com promise to keep it as technically accessible as possible. The game is currently in Beta which you can sign up for now at their website. It’s PC only at the moment but as most players are PC based that’s probably a good thing. Obsidian are working mostly on “Westernizing” the game. We’re pretty sure that doesn’t just mean language translation but optimisation of where things should be on a UI, how stories are communicated in quests, etc. It’s quite amazing, when you look at how universal a lot of games are (WoW, LoL, and other Upper case-Lower case-Upper case acronyms, for example). Our recommendation? Give it a go. After all it will be Free-To-Play, so why not?

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Are Boxing Day sales over for games?

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It was good to walk in to my local GAME store and see people queuing to buy games this past Saturday. Obviously the glut of online retail sales and their frankly aggressive marketing hasn’t dulled the public’s taste for high street shopping. And given that my town has either GAME, a CEX, or a very small (practically non-existent) section of WH Smith’s for entertainment sales, there truly isn’t anywhere else to go except online. Or maybe a supermarket but I always find it weird that these big chain stores are becoming the only non-online outlet for my hobby vices. I’ll have sale copy of NBA with my clearance advent calenders and family pack of Wotsits, please… My shopping receipts probably look like I have marijuana munchies all the time.

Which is why it has surprised me that big old Amazon, the internet terror that has dominated the retail and server-scape for the past decade has had no games on sale during the Boxing Day sales period. I mean quite literally ZERO. I know, I’ve been watching it like a hawk. DVD’s and Blu-Ray’s, yes. Xbox One console sales, yes. But games themselves? No. GAME itself had better prices on games before Christmas, which all went up after Saturday.

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But cast your mind back to Black Friday. Games galore were on sale. Mostly Shadow of Mordor and a few others. But there was certainly far more options at that time than there is now. I even highlighted on twitter how the Xbox store has an old game at effectively double the price compared to the US store. Although the discounts on PSN/XBL rarely get to be really… discounted.

Of all the games discounted this period, the big ones have to be Assassins Creed Unity, a game that was incredibly broken at launch and has received such a bad reception that a price drop was needed to shift the units, and The Crew, a game also with bugs at launch and that was mostly downloaded for free because of the issues with the former game. In that regard, any sales are good for those games. But there appears to be, compared to other times of the year, a massive absence of games on sale, or games that weren’t already on sale beforehand at better prices.

So is this it for the traditional “Boxing Day” sales time for games? Retail seems to have so many different sale periods these days that it’s hard to even define a sale period. No doubt the Easter period will see some of the better deals for gaming sales, or the same games at further discount. But the availability of digital platforms, of digital stores and the fact that every big release this year seems mostly to be part of the annual franchise brigade that holds their price until they become worthless in two years time, suggests that our linear interpretation of sales is probably at an end.

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Which is a bit of a shame because if anything us gamers have had to become more thrifty. I read a tweet recently about how even freelance journalists like myself can’t afford to buy all the games they want to play. I can’t either, I’ve just played some discounts and Tesco vouchers rather well. So all of us have to make use of good timing and good searching if we really want something.

Of course this probably has more to do with the success of Black Friday rather than anything else. I had a word with the management in my local GAME store, just casually, to discuss the prices. It was a bit crazy where Xbox One versions of games were cheaper than the PS4 versions and even pre-owned was more expensive than the new copies of games like The Last of Us. In the space of four days, The Crew had gone from £25 to £35 and back down to £30, presumably when someone realised that £35 was probably too high. The distributors and the console “powers-at-be” set these prices and amend them if they need to. So really, it’s got very little to do with the outlets selling the games as to what deals we get.

But Black Friday’s massive success has thrown a spanner in the works. From a business point of view, the January sales are great for showing profits and accounts in the black over a typically poor quarter for retail (as the pictured graph shows). The strength of the first month makes the rest of the financial quarter rather mute. What Black Friday has done has moved that to before Christmas and the success of those sales seem to have thrown everyone off. The price setters have already done what they needed to in order to drive sales so they don’t need to discount so much in January to drive those profit margins. It’s something that could unsettle our economy a little bit if the companies don’t adjust their predictions correctly.

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A great example of this is the rumour that the Xbox One is going back up in price to $400 in the US. That would knock on to the UK and see console prices likely return from the £320 mark to about £360-380. Given that you could have purchased an Xbox One during Black Friday for £269.99, enough units appear to have been shifted to start raising the prices, ready for when past generation game production finally starts to slow down. So when people are “forced” to upgrade, the prices will be higher, but enough has been sold already to inspire a higher amount of game production for those consoles. It’s a bit cheeky but it’s business.

What that means is that the traditional time of purchasing games appears to be at an end, something my local GAME agreed with despite queues to buy products. Steam certainly makes buying video games very fluid and their sale periods seem to be an event unto themselves. Online/High Street retail seems to have three periods that will shift units, Black Friday, Christmas and Easter. But Boxing Day, a time we used to love for having a wallet full of generously donated notes, looks like it will join that great retail gig in the sky along with Woolworths, Our Price and C-List celebrities opening Supermarkets.

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TheGameJar Awards 2014 – WINNERS!

TGJ AWARDS 2014

Yes you voted for them in your fractions of thousands and I’d even put some of the games in the same category twice (ED – thanks James, I noticed too late). But you saw fit to cast your choices and we’ve come up with your favourite games for 2014 in a nice little video below. So without further ado, here are TheGameJar readers 2014 Award winners. Enjoy!

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The Winners

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Best FPS

Wolfenstein: The New Order

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Best Point and Click

Broken Sword 5: The Serpent’s Curse

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Best Sports

NBA2K15

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Best RPG

South Park: The Stick of Truth

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Best Action/Adventure

The Evil Within

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Best Remaster

Metro Redux

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Best Platformer

Oddworld – New ‘N’ Tasty

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Best Online

Final Fantasy XIV: A Realm Reborn

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Best WTF?

Jazzpunk

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Game of the Year 2014

The Wolf Among Us

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TheGameJar Awards: 2014 – YOU DECIDE!

TGJ AWARDS 2014

The title says it all ladies and gentlemen. Through two weeks of messaging, talking and editorial brain churning, TheGameJar crew have narrowed down their choices for TheGameJar Awards 2014.

There are ten categories and this includes the obvious and the not so obvious choices. You may disagree with some of them. Please feel free to debate this on Facebook or on Twitter. In fact we encourage it.

Normally we decide ourselves on what we think has been best for us for the year. But this year, we decided it was time to let you, our faithful, beautiful, kind, excellent readers have a bite at the award giving cherry.

For the first time on TheGameJar, you get to decide who wins EVERY AWARD. Yes we’ve shortlisted it but the power is in YOUR HANDS. It’s like The X-Factor for games except less hair gel, less pay-to-win fixing and less Dermot O’ Leary having to keep a straight face.

A few things you need to know, everything is completely anonymous, it’s one entry per computer and the closing date for this is Midnight on January 1st 2015. So you have eleven days to cast your votes!

Below you’ll find the survey embedded in to the page, or if you can’t see it, CLICK HERE!

Choose wisely and good luck to everything we’ve shortlisted. Their fate is in your hands.

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Total War Arena – Hands On Preview

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CRY HAVOC! AND LET SLIP THE DOGS OF WAR! These were words I did not scream at the top of my lungs to my teammates as I flanked my way around a mountain pass. But they were in my head rather poetically as the hoards of Roman armies powered forward. As I took command of Leonidas of Sparta, my little army of an archer unit and two spearmen units charged their way forward to take the enemies base.

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Total War Arena is the new venture into the multiplayer online battle arena (MOBA) genre from Creative Assembly and the Total War team. In fact, a completely separate and dedicated Total War team. This real time strategy MOBA, like the rest of them, will be free to play but will give the big scale of the historic battles that the franchise is known for and the accuracy in the units and commanders it uses. So as you would expect, it excels at this. There’s a great levelling system which rewards your battles with unit upgrades, a tech tree, fancy hats (they aren’t just hats they are actual upgrades) and unit customisation. You’ll also unlock special attacks that you can use during the battle between cooldowns.

Battles, battles, battles. The 10v10 real time strategy is very effective and forces you to do a few things. Firstly, it makes think about where you places your troops and how you move them. Much like the Total War games, the ability to flank and hold your archers back to get some good shots on the opposing troops, is essential. How you play the map environment is equally as important as how you play. Charging is a fools errand but being stuck down hill with a unit of archers above you is equally foolhardy. All of this really makes you think about how you approach your movement. Secondly it makes you communicate with your players. This is very much needed with such a large amount of teams and battles commencing and with two different ways to win a game. Having tactics is one thing but talking with others to make sure they work is equally important and using the in game pen drawing system works very well… As long as you understand what the person is saying.

This game follows in a similar vein as World of Tanks in creating a player controlled set up that makes you work with others and using historical military gaming as its set up. The maps we played were very challenging with their own quirks, sneaky ways to base capture or ways to funnel the enemy in to certain death. Which, if we’re honest, is half the fun of these things. The actual combat is easy and smooth and it works very well. Although it can be hard to pull your troops out of a situation if they’re bedded in to a ground skirmish. Well, it would be hard in real life when people are jabbing spears around you and others are smashing their shields in to your buddies. So in this way the game plays very real and in quite the epic scale.

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The upgrading system is privy to in-game purchases, despite the game being free to play. Whilst we are not fully sure how this will work yet, you can use your commander XP to upgrade your units as well as your commander. So we’re guessing the purchases would work in a similar way but we’ll see. The commanders range from the most historically notorious to the entertainment-friendly generals Hollywood has made us love. The aforementioned Spartan is joined by Julius Ceaser, Alexander the Great, Germanicus and their units all have the relevant and correct attire and tools from their period of history. Much of Total War has been their unerring attention to historical detail and with Arena, you get it for free and with a very accessible and dynamic feel thanks to the smooth multiplayer.

The game will be on PC and is currently in Closed Alpha, which means a Beta is surely on the horizon and it would certainly be fun to try. So keep your eyes open. We enjoyed what we played and it’s certainly something that serves the Total War fans and the community very well, as well as the MOBA players and curious minds. Although it might feel a little too refined for the die hard Total War players, it might also allow them to experience something new in either the ingenious way that other humans play, or find themselves some easy cannon fodder for them to destroy.

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LEGO Batman 3 Beyond Gotham – Review

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Greetings caped crusaders! LEGO returns in DC comics form to control your minds, brick by tiny brick and shrink your world… Quite literally. LEGO Batman 3 Beyond Gotham is a LEGO game that is very obviously the product of three things. Firstly, complete and total passion for the DC universe by its creators. Secondly, its a game that has the vast experience of many LEGO games before it. And finally it is the product of a team who were able to fully express themselves and their creativity.

The story of LEGO Batman 3 sees our caped friends chasing after Killer Croc in the sewer to try and thwart another dastardly plan by the Joker. However with the rather large and hypnotising Brainiac looming down on Earth, backed up by the stolen power of the Lanterns, all the Justice League and the assembled villains must join forces to stop a bigger threat. It’s all very amusing and takes advantage of the characters own dynamics and storylines that are easily accessible, even if you haven’t exactly been a big DC or LEGO Batman fan. The story is quite simple to follow and in the great tradition of these games, very family friendly. It’s easily played by all ages due to its very familiar controls and is enjoyed by everyone for being the slightly neutral comical romp it should be and never takes itself too seriously.

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When you have done as many LEGO games as TT Games has, it can almost feel like second nature. This makes the third LEGO game after The Hobbit and Marvel Super Heroes in the last 18 months and whilst the feel of the games aren’t exactly getting tired, if you played them all then you must be someone who really enjoys them or are a massive fan of every franchise they’ve covered. If that’s the case then this game is definitely for you as a DC universe fan. The smash-everything-unlock-cool-things gameplay is as smooth as ever and I’m pretty sure there are less infectious things on the World Health Organisations watch list than this brilliant formula. It’s made all the more infectious by the sheer amount of unlockable characters that there are. Plundered might not the term for the depth of the back catalogue of characters they’ve given an outing to, but they certainly looted with intent to riot. They’re fun, quirky and not all together the most serious (Batcow, Condiment Man, Conan O’ Brian, Kevin Smith) but they are a vast and representative look at the DC universe.

The levels are quite a nice length in most places and the free form way you experience the later levels in the story is quite nice although it does lack a little direction. It’s a good excuse though to go and check out the Lantern planets and their wild, vivid and crazy colour palettes. It is definitely an expressive designers dream and after two games worth of the dark dank nature of Gotham, I’m sure it was well received. That along with some nice tourist attractions around the world and the replay value in the levels themselves for collecting and sight seeing (the moon is fun along with the ability to freeroam the Lantern planets), means there’s always something to do and have fun with in the game. Especially with the inclusion of Adam West and 1960s Batman as a bonus level. It may be one for the fans and the parents out there but if, like me, you grew up with early morning reruns of the show before the Tim Burton movies appeared then this will hit you right in the nostalgia bone.

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Whilst we can’t actually review the extra content that is coming, it is worth saying that if characters are your bag, the DLC on offer will be most fun. Dark Knight Batman from the Nolan movies, Arrow from the TV universe with Stephen Amell voicing… There’s lots to keep you as a fan entertained character wise. Is it worth the season pass money though? Well if it’s your thing to collect all the things then yes. Otherwise it might not be.

We’ve all got our favourite LEGO games. Mine so far have been the Star Wars movies (although the game does feel a bit dated now), Lord of the Rings and the Harry Potter’s. So when I have my criticisms of this game, please bear in mind that I know these are different universes and franchises and that they have a different artistic direction.

LEGO games in recent times have been very open world and Batman 3 is not, at least not in the same way. You have a central hub in The Watchtower where you navigate your way through the story, various unlockables and areas to reach those things. But it doesn’t feel very natural to do that beyond the level selection and transport to other worlds. You have to go to the Batcave to do a lot of things and that includes the frankly excellent bonus mission of the 1960s TV Batman. But it all feels very far apart and isn’t very well directed. Not like that of Middle Earth in Lord of the Rings, or even the S.H.I.E.L.D. Helicarrier from Marvel Super Heroes. It’s a bit hard to work out where to go and where everything is. Making a great little bit of exploration, sure, but it can get you lost very easily.

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The levels at times, despite mostly being a good length, feel a tiny bit too short. Some of the Lantern planets in the story, although you can replay them and explore them, feel a bit rushed at times. Like they needed to push the story along and not get the audience lost or make them lose interest. It’s a pacing issue and one that I feel all LEGO games suffer from at times after the middle part of the game but it would have been nice to have more time on those planets and some crazier things to enjoy. They aren’t a massive stretch from what the Star Wars games were achieving but they’re obviously much more colourful. Plus I’m pretty sure there are other areas on terrafirma in the DC universe that could have been utilised. Maybe that’s another game though. The occasional mini-game levels however, which look inspired by TRON/Daft Punk, are utterly confusing and to be honest don’t really add much to the game except a “what the hell is this?” reaction moment. I’d quite happily have taken an easy on-screen puzzle if I’m honest and kept them as a fun aside in the Batcave.

Balance is quite a key thing in LEGO games and for you to unlock all the characters, you have to want to unlock them. The balance of what the characters can do with their powers, modifiers, different suits and such is very key to how you play the game. Whilst you don’t want these bonus characters to be required in order to complete it, there is a bit of an overpowered set which you don’t really need to stray too far from. It’s not that bad a thing but it doesn’t really make you explore the other character options. Where as Harry Potter certainly did with their different spells. It would have been nice to have seen some more integration of the characters sets in to the main game for freeplay. I want an excuse to unlock Batcow! Although my only main character based criticism is how the level design of some of the levels really doesn’t like The Flash. Barry Allen moves so darn fast that you usually end up not actually fighting anyone, spinning around punching the air and falling off edges more often than a lemming.

LEGO Batman 3 Beyond Gotham doesn’t really go beyond what LEGO games are known for. But it is a romp that makes you wonder where the heck LEGO games could go next. Ghostbusters would be fun and I’ve always said the Star Trek movies could make good LEGO games, even Doctor Who (nerdgasm). But for now we’ve got to the point of exhausting the franchises we have. Is DC exhausted from this? Possibly. Other than story and environments, there’s not that much more I think that would bring people back to LEGO Batman as this has most certainly ticked and filled every box. A good LEGO game, a fun Batman game but easily consumed. Next, please!

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LEGO Batman 3 Beyond Gotham hits all the right spots for a DC fan and keeps up the great tradition that is now LEGO franchise gaming. It’s simple, easy, family friendly and incredibly addictive. Although at this point the gamer in me wants to see some more imaginative things, bigger, better puzzles and something new along with the smash everything, collect everything gameplay. But you can’t fix something that isn’t broken and LEGO games still work great, and this one definitely goes in the lexicon very nicely.

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[tab title=”Good Points”]

– So many characters, so little time

– The Batusi jiving, catch phrase slinging Adam West

– A nice expansion of the DC universe and for the player to see more than Gotham

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[tab title=”Bad Points”]

– Mini game TRON level not needed

– Watchtower hub and utility placement confusing

– The Flash is a bit too flashy and hard to control

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[tab title=”Why a 7.5?”]

The game is a great thing for DC fans, and a fun thing for LEGO fans, but even though it’s accessible to all, it doesn’t quite hit the interchangeable hairstyle on my LEGO head. There’s loads to do and some great extra bits along the way, along with some excellent worlds to explore. But it can be a bit confusing, easy to get lost and it isn’t a leap forward from the other two LEGO games we’ve already had very recently. It’s fun, but for me it isn’t the best the series has offered. But if you’re a DC fan then this will be brilliant.

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This review is based on the Xbox 360 version of the game.

[author]

Never Alone – Review

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Sometimes we are blessed as critics and as players that we have a vehicle with video games with which we can experience art, art that no others have access to. There are parts of video games that you can argue transcend the emergent gameplay they inspire, or the visual treats and beautiful moments where music, visuals and story combine to make some narrative magic. Red Dead Redemption has this in the Mexico crossing. Bioshock has it in the encounter with Andrew Ryan. The Last of Us has it in the ultimate lie. Brothers: A Tale of Two Sons has it in its unique and symbiotic control method. Never Alone (Kisima Innitchuna) has it in its tradition and inspired recounting of storytelling.

never alone 3 Never Alone is a platform game that tells the tale of a young girl, Nuna, who ventures out of her village to find the cause of a blizzard. As she travels, she comes upon the destruction and unpredictability of the elements along with enemies to avoid. To help with this, she befriends an arctic fox that can control the spirits around her.

It is based on the story Kunuuksaayuka, a tale from the indigenous Alaskan tribes retold in a puzzle platformer environment. Environment is something that should be mentioned here because the snowy plains look excellent and show off the Unity engine, with which the game was developed, very nicely. The colour palette might be different shades of icy white but that doesn’t lose any depth in the games backgrounds and levels.

Your arctic fox, a trusty companion who can control and summon spirits that act as convenient platforms, is your secondary player that you can swap between to help solve puzzles. From a gaming standpoint, it can be a little bit clunky at times and isn’t the super smooth experience that the rushing winds and icescapes attempted to convey. There are times that you have to be ready to pick up where you died as the game loads incredibly quickly back in to the action.

Your bola (a weapon of magical stones attached by string to a feather) help to solve some of the dead ends you come upon. The game isn’t that long but it is entertaining while you are playing, highlights being the Northern Lights that steal you away if you get in their path and you frantically being chased by a Polar Bear. The inner Attenborough in you wants to stop and admire the great creature and the gamer in you knows you can’t as you’re about to get eaten. From a gaming point of view, even though the game is over quite quickly, it is enjoyable, and it does give you an emotional story (although nowhere near the level of man blubbering that Brothers attained) that is fun for all ages. It’s easy to play and isn’t really that challenging save a few puzzles that require a bit more thought. In fact, I almost want it to be more challenging at times, but that’s just the gamer in me.

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However, this is where the lines are going to blur because this isn’t just a game. This is a work of art. This game is a beautifully realised experiment in to how traditional storytelling, and how generations that pass down the folk tales, can survive in the 21st Century. The story is read in their native language and the cutscenes are animated in a style reminiscent of the Scrimshaw drawings and carvings. The characters, the girl who is the piece’s everyman and the evil manslayer villain, are all from the folklore of a community and a culture.

Not like a culture that a western society may be used to now we are so mixed and interconnected, but one that has stayed true, has survived hardships and exists like a family. Whilst there is a gaming element, Never Alone strives to be an educational look into something that you might not know about unless you’d seen it on TV, read about it or experienced yourself, and it also strives to find new ways to tell the folk tales that inspired it.

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Folk tales are nothing new in games but they mostly work in an intertextual way. Games like God of War take myth and legend and remake it to tell their own story. Never Alone tells the story that is traditional and has always been told but has found a much more interesting and accessible way to do it than most other folk tales have. The game allows for you to experience the beliefs of Alaskans in a unique way.

It helps to show you how the Arctic Fox is a little rascal but will always keep you out of trouble if you befriend them. It tells you how the world is alive and how the spirits manifest themselves as animals or more human forms with the animal’s features. It shows you how they believe the Aurora Borealis are the spirits of the dead children dancing in the sky, and it shows you many things that a people have believed in and trusted and survived with for nearly 1,000 years.

When you are playing the game and you hear the voice of Robert Cleveland recounting the idioms of the folklore, and you get the connectivity of empathy with Nuna and the fox, you are kind of transported in to the world that these tribes live in. You learn and enjoy their beliefs and you find yourself becoming emotionally attached to the characters. The game completely succeeds in a way that most educational games haven’t since the early 90s when you used to get CD Roms with a computer bundle from your local store.

But whilst educational, your enjoyment of this game becomes more apparent because of how seamlessly it all integrates. The animated cutscenes, the beautiful art of the spirits that the fox manipulates to help you. The stark and harsh nature of the thick ice and destroyed wooden platforms and buildings. You are surrounded by nothing except the ice, the wind, the blizzard and the elements. But all the while, you are sharing your adventure with your companion fox. This transcends to the real world as you want to share this story with others. It makes you as a character, in a sense, Never Alone. The title is no accident as when you learn of the culture behind the game and the tribes, they too are never alone. It is a perfect title for a traditional story being told in a fantastically artistic and interactive way.

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[tab title=”Summary”]

The game itself could be better and a bit more polished in its controls and handling. Although its art design is great, the music and sound are excellent and it is a charming and intriguing tale being told. The experience is that of an educational one of a culture and community in which the indigenous Alaskan tribes have existed for many centuries and are sharing with us in a unique and expressive way. Backed up with some excellent unlockable videos to really explore this life and tradition, Never Alone is a fantastic slice of 21st century educational gaming that I would definitely like to see more of in the future. After all, there are many stories to be told.

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[tab title=”Good Points”]

– Easy to pick up and play

– Beautiful art and sound design

– An incredible story told in a traditional way

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[tab title=”Bad Points”]

– Controls are a bit clunky in places

– Not very long

– Isn’t too challenging to play

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[tab title=”Why a 9?”]

Very rarely do games come along that succeed in educating. But even more rarely do they come along and educate, entertain and create art at the same time. Never Alone may not be a long game, or the most challenging. But it is certainly one of the most immersive in its narration and storytelling, the most true in its design and inspirations and impressive in its environments. A beautifully realised tale imaginatively told in an incredibly expressive medium. If that isn’t art, I don’t know what is.

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This review is based on the PS4 version of the game

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[author]

Lords of the Fallen – Review

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Lords of the Fallen is a game that takes a lot of patience. It also takes time. It’s not a game you can casually pick up for a few hours and just enjoy, not unless you’re a hardcore, seasoned gamer who lives for the kind of sadomasachistic gameplay the genre typically provides. This multiple death action RPG, which pits your wits against ever more complex and deadly opponents while trying both your patience and sanity, is one of the first for the next generation of consoles but is by no means worse for it.

Full disclosure here, I am not very good at these games. In fact my ability to remain calm and best the tactics of bosses is poor at best, even though I know the tactics I should be (and usually am) employing. Maybe I’m just not quick enough or patient enough. Basically the reason this review is later than you’d probably expect is purely due to my playing of it, and my schedule allowing me to get the most time with it. These aren’t the kind of games I normally play so I’m naturally slower at them. I love watching people play Dark Souls online and I’ve started playing it numerous times before getting too busy. Saying that though, I have found Lords easier and more accessible to start than I have Dark Souls. Just so you know, as it is the game it is always going to be compared to, Dark Souls will be mentioned quite a bit in this review although there are many good reasons for this comparison.

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You will go through a very frustrating time in the early stage of the game where everything will appear too powerful for you and unless you have a few hours to kill then progression in the game will be initally slow. Especially once you’ve got past the first boss. However, after several more hours you will eventually be at a good level in your skills and inventory to have plateaued the difficulty in the general playing of the game, despite occasional enemies being hilariously hard in difficult to fight spaces.

In some regards, this is where Lords of the Fallen actually triumphs over Dark Souls, especially for the uninitiated. This easier gameplay is still challenging yet not too alienating for you to reconsider sinking a good weeks worth of play in to it. You could easily lose a whole weekend and finish the game and still feel quite happy about it. I’ve read and heard others refer to this as your character being too overpowered after a certain point, and if you are a well seasoned gamer with experience of these types of games then you might think that. But for everyone else that isn’t the case. The best way to describe the games challenges and difficulty is that it makes you feel like they are never beyond you despite testing you. It’s more of a “let’s sit down and talk about this” feel compared to Dark Souls’s “COME AT ME BRO!” attitude.

However that is also a bit of a curse as, if you aren’t really the kind of person who will want to learn new tactics and play about with their options, the game can get incredibly slow and laborious for you. You could easily be patient and defeat a boss just using your magic gauntlet’s projectile attack if it’s levelled up enough. But that will take you nearly an hour and time is a precious commodity in the gaming world. Of course, it’s so easy to employ that tactic that you can easily get frustrated, start using alternative attacks, ruin everything and have to start all over again wasting even more time. Although you do get a lovely health boost from your experience ghost (like the souls from Dark Souls when you die) that drops on your death. The Experience system is actually very good. The Risk/Reward idea is well balanced with you either cashing in for safety or racking up the multipliers. Either way, your character’s skill progression is pretty easy to achieve over the course of the game. Even if you do get a little bit overpowered and just use your gauntlet to death.

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But to miss out on the various combinations and weapons on display in Lords of the Fallen would be a crying shame because this is again one of the games best features. Armour is excellently detailed and incredibly varied with everything from clerical clean cloth and plate armour to dirty jagged heavy armour. Every part can be worn independently and is totally interchangable in class and design. Heavy boots and light chest? Sure, why not. They look cool. The helmet armours, especially the face mask based medium armours, are increidbly awesome, invoking memories of Flash Gordon’s General Klytus. The weapons and shields are equally as cool with many different sword and axe options, including awesome drops from bosses like the Persistence greatsword, a massive flaming blade, and the Commander’s Shield. What’s even better is, unlike Dark Souls, the items stats are incredibly easy to understand and compare. Not basic but certainly streamlined to give you the essential damage/defence information that you need to know incredibly easily. Even the rune modifers that the Groot-esque spectral blacksmith helps you unlock are easy to understand, change and modify for the right battle.

Unfortunately this doesn’t lend itself very well to a balanced gameplay type, although I’m not saying that it should particularly. That’s the challenge of course to adapt yourself and your style to these different challenges. But these challenges do come at quite the learning curve, especially if you’ve just spent the past however many hours of the game perfecting what you’ve currently equipped. Ultimately it really depends on how you level up your character. There are three classes but these fairly redundant depending on how you use your experience points and spell points, although once you’ve got the gauntlet up to speed it’s a pretty heavy distance weapon, regardless of your character’s stats. The best go to tactic is speed in these games and that kind of dictates how you set yourself up with your armour and your overall weight that you’re incumbered with. The weapons are rather weighted towards the heavy side too with big, high strength requirement weapons that deal big damage very slowly. These quickly become impractical and the lack of lighter, quicker weapons with decent or modifible damage really makes the balanced/rouge class gameplay a longer, more frustrating experience towards the later parts of the game.

Part of me always questions why we refer to these games as being partly role playing in genre as they never really seem to do something that the genre naturally excels at; Storytelling. Lords of the Fallen has a basic arbitrary plot with several side quests to keep you pleasently confused. Confused because there is no direction apart from a basic instruction. Yes the game is intended that way, and its freedom of exploration should allow you to happenstance on dungeons and intersting areas. But in practice it makes you confused as to where you’re supposed to go, can get you stuck in an area way over your level or just lead to dead ends and locked doors with no apparent keys to find and unlock said doors. The voice acting is ropey in the cliche kind of way and your cast of misfits joke and monolgue their way into the oblivious ignorance that the mostly absent leader Antanas is pulling some kind of Emperor Palpatine style subterfuge over everyone. Yet Harkyn, your Roghar slaying anti-hero presumably on a quest for redemption, is actually pretty cool. A bad-ass monster with a terrible past, yes. But despite his tattoos of shame and whichever bullish way you choose to play him, he still seems to earn the forgiveness of someone somewhere and make them happy, whilst saving the realm that incarcerated him to prison and marked him for life.

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The game is intentionally claustrphobic. This makes battles incredibly hard at times but allows for a very well textured atmosphere with nice particle effects all round. The bigger areas have a nice artistic direction to them as well, with the bridge between dimensions being a stand out visual treat. But there aren’t enough of these to really capture your imagination like Dark Souls and they are a bit too similar. A snow covered monastary made of stone and a rather stone based Roghar realm with occasional smatterings of snow… It must have been quite a bad winter when the art designers drew up their concept pieces. It looks great but is all a bit familiar after a while, which doesn’t help your patience, and never really makes you go “wow”.

If you’re looking for reviews of Lords of the Fallen so you can deicde on whether or not to buy the game, it can be confusing. The experienced players will tell you it’s too easy. People like me will say it’s challengingly entertaining but that you shouldn’t get your hopes up for it being like Dark Souls or Skyrim. Ultimately the game succeeds in what it intends to do, which is be itself. It may not be for you, and the style of the gameplay may seem a bit too slow or weighty for the veteran players and the beginners. There’s life in the game with new game plus mode and different classes to try out but you really need to WANT to explore the options to benefit from it. If that’s your kind of thing then you’ve probably done that already in your first playthrough and won’t have much desire to do it again. Or you may consider that you’ve had enough of the challenge now you’ve bested it. Either way you’ll enjoy your time with Lords of the Fallen but just don’t expect it to scratch any itches other games have left you with and you’ll be pleasently surprised.

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Some might call it Dark Souls ‘lite’ or that it’s too easy once you’ve got your character levelled up. Personally, I found Lords of the Fallen enjoyably challenging and it is a game that, even though I’d never normally go out of my way to play, I actually have. There are things that make it much easier than Dark Souls for the uninitiated in the genre and it does look excellent, although the gameplay doesn’t really allow for a balanced approach. If you’re new to this kind of game and have a Next Gen console then it’d be a shame if you didn’t try it, especially if you’re going to buy Dark Souls 2 next year on reputation alone. Start here, and you will enjoy.

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[tab title=”Good Points”]

– Excellent Visuals and claustrophobic areas

– Easy to read stats and excellent weapon design

– Experience System is great and game is open to many tactics

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[tab title=”Bad Points”]

– Will be a bit too easy to get overpowered for more experienced players

– Levels do get a bit similar in the smaller world

– Weapons, while weighty don’t, really give many lighter options

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As I’ve said, I’m not an experienced player of these games. But I do appreciate them and would love to get in to playing them when I have more time in my schedules. Lords of the Fallen is my entry piece and it should be yours too if you’ve never played these types of games. The visuals are great, the weapons and armours look cool and the game always makes you feel like you have a chance at beating it. A few more options for the lower weight armour classes and more varied classes of weapons would have opened this game up a lot more. But it’s a good marker for our Next Generation multiple death Action RPG’s.

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This review is based on the PS4 version of the game

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[author]

What’s Next For Resident Evil?

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Resident Evil has been mentioned quite a lot recently. In the normal run up to Halloween and when any survival horror game is released, the game of PlayStations past is invoked as if grand royalty has entered this panicky jump-ridden realm. It has also come up because of The Evil Within, a game that our writer Andy reviewed most positively, as Resident Evil creator/director Shinji Mikami was at the helm of that production.

But we have two new Resident Evil releases that are due early next year, thankfully not movie franchise releases that have been ruined by Paul W.S. Anderson, although one is coming apparently. You know if you look at the movies in his repertoire, you might not be shocked to see how bad that series of films are. But the guy did Event Horizon, I mean how much more intensely atmospheric do you want to get? You’d think Resident Evil would be in safe hands… I’ve digressed.

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We will be receiving the next generation spin off Resident Evil: Revelations 2 in 2015 along with the remake of the remake. The GameCube’s remaster of the original Resident Evil game is getting yet another remaster to bring it up to next generation standard. On Halloween, the lovely guys at Capcom invited us to their offices to try the games out and see what we thought. Bribes were only provided in the form of fizzy drinks and seasonal Krispy Kreme’s.

Firstly, let’s tackle the remaster. You’d be forgiven for asking why this is happening. It seems like games publishers are torn between what us as gamers want and what us as gamers want… Bear with me here. On the one hand, despite our critical moaning about a lack of creativity in big game producers to come up with new ideas, we do like to see the games we love brought up to date and given a new lease of life. We want be able to show them off to our current significant others as to why this was a life changing game for us and not get laughed out of our relationship because of the now very dated graphics and hilarious FMV cutscenes. So this edition of Resident Evil kind of satiates that itch.

The game plays exactly the same way as the GameCube version does with an upped resolution although the textures and general artistic design are basically a complete port with some shine on them. If you’re looking for a new look and angle for the game you love, this probably isn’t it. Unless of course you never played the GameCube version, in which case, this is definitely for you. The thing is of course that nothing’s changed, but ultimately you don’t want that much change. There is the option to go full retro controls, or “WHERE’S MY F**KING ANALOGUE STICKS???” controls as I like to call them. Which is actually quite a nice reminder of how much better and more patient you used to be at playing video games. You can of course update it to use the sticks and that makes for an interesting experience. The stick controls highlight how the newer technology is adapted to the older games control and movement methods, which is rather strange as they suit the turning and running but the rest of the controls don’t exactly compliment them. It’s something you get used to of course but is a learning curve to start with.

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The option to have the original FMV sequences is there although you should probably only do that if you’re the kind of person that regularly searches their TV’s channel guide function for the worst that SyFy, Horror and Movies For Men has to offer on a lonely Tuesday with a 2 for 1 pizza offer in the wings. The game is a great reminder of how games were and how the mechanics they used would scare the crap out of you.

In fact, it’s a great experience in seeing how good the original game was in inventory management, atmospherics (although it does feel a tad too bright for me) and how to navigate complex controls under panicked stress. It will certainly bring back good memories and if you’ve missed it before, and it looks worthy of being added to your collection.

On the other hand, there’s those of us that love the genre and what the franchise can bring, and so we want to see new things. More new ideas, more new environments, puzzles and games. NEW, we tell you, NEW! And so we have Resident Evil Revelations 2, the sequel to 2012’s Revelations. We’re in to the realms of all things third person now which is great because that naturally goes very well with survival horror. But it does make me lament for the sometimes obstructive but much more terrifyingly voyeuristic cameras that the original game has. This game has moved away from 2012’s nod to the Resident Evil lore and becomes a bit more of its own entity.

No more Jill and Chris in the demo we played. This time we get Claire Redfield and Moira. Moira’s gift with the more colourful expressions of the English language make this game hilarious at times, and undoubtedly will involve many different versions of certain lines having to be used. In all the new generation glamour of dirty abandoned places being wonderfully sharp in resolution, you can enter a new world of hunting for ammo and supplies, crafting magical herbs that heal you and, more importantly, seamless swapping between characters to your advantage. The way you move between your two protagonists to solve puzzles AND give yourself more inventory space is excellent. It’s like Skyrim’s companion but much more useful. She’ll find things with her torch skills and run distractions for you as you take on headshot duty.

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The enemies kind of move between your traditional slow moving big powerful zombie and super fast crazy psycho zombies, the ones you don’t want in real life. But fighting them makes you think about your ammo usage. You can’t just unload your gun in to one guy and then pick up more ammo. No this resource is scarce and more enemies will come, so you have to think about how to use your tools and your environment to your advantage. Especially where there are traps that can be used and different enemy weaknesses.

The demo we were thrown in to made us feel like it was some crazy Saw-like adventure. You have no idea what was happening and whilst your character remains quite resolute under this pressure (less so than Moira) you begin to get intrigued as to why you are here and what the hell is happening.

It’s this more contemporary take on the survival horror tropes that make Revelations 2 quite intriguing. You’ve got the quality and design hallmarks of Resident Evil but you’ve also got the inspirations from other successes like The Last of Us and The Walking Dead. The series has moved on a lot from the Romero inspired house of horror that the original, and the remake, and the aforementioned remake of the remake, provide. It almost feels that a different branch of the universe, one that doesn’t have to be stuck in the lore of the other games and characters, is begging to emerge and mature. Whilst it is tied by name and situation, it appears to be quite free. The only thing I’m finding is that there is potential for it to get a bit long in the tooth. There’s a very strange lock picking mechanic that I’ve never seen used before and, quite honestly, I can see why. It’s not awful and once you’ve done it a few times you’ll get the hang of using both analogue sticks to find an unlock point and tapping R1 to activate it, but it certainly could be more user friendly. The controls come in that weird backward option where X is back and Square is confirm (although I’m sure that will change for western audiences) and eventually it will become second nature to you rather than you screaming “What in the Cock is that?” in early game frustration.

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Both games should be out in 2015 and the last part of this year has raised the horror genre into interesting territory. The Evil Within has given us more of the same updated for a new generation and Alien Isolation has given us the ultimate in terror, crafting and very little action whilst still delivering an atmospheric game. There’s said to be a new Alone in the Dark in the works and newer first person games like Outlast and Daylight have taken the genre to a different area.

But Resident Evil looks safe and appears to be satisfying both of the fans demands. Bear in mind that we are now around 22 games in to this franchise so you could forgive it for getting a little stale or similar. However Revelations 2 should be an interesting experiment in to where the series should go next and Resident Evil’s release will certainly nod us in the direction of the series forefathers and make us want to experience the new.

[author]