Destiny – By The Numbers

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So it’s almost upon us, that time we’ve been waiting for since E3 2013. The time when Destiny comes to us and the Traveller will occupy our time solidly for the next 3-4 months.

So how many of us are actually waiting for that? And what is the deal with the numbers behind it? Let’s have a little run down, shall we?

Publisher Activision have said, although developer Bungie have disagreed with this in part, that Destiny has cost up to $500 million to make. That would make it the most expensive video game ever developed. A record that is currently held by Rockstar’s Grand Theft Auto V. Take Two and Rockstar reportedly spend around $115 million to develop the game and $150 million on marketing it, making a grand total of $265 million in total development cost. That figure would be nearly doubled if Activision’s account of costs are true. Bungie have said that the development costs went no where near that figure and that Activison would need to tell you how much they’ve spent on marketing. Although Take Two’s Q3 profits for 2013 thanks to GTA 5 were $1.62 billion so I’m sure they’re happy.

GTA 5 also shifted 32.5 million copies to make that figure. Destiny has already got a lot of pre-orders going for it, more than Watch_Dogs. The figures suggest that Destiny has beaten Watch_Dogs previous record of being the most pre ordered game for next-generation consoles and is the most Pre ordered new IP (intellectual property) in history. So how does this work out? Time for some maths:

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The Pre Order chart for the US (dated the week ending 23rd August) shows the Destiny pre-orders at that time. That was three weeks ago though so this could have grown quite exponentially. The next-generation console pre-orders total up to around 1,584,897 copies in the US alone. (we couldn’t find the EU figures unfortunately). All format pre-orders make that total 2,016,517 units. Now looking at Amazon.com, the prices of the two most readily available copies, the standard edition and limited edition, are priced respectively at $59.96 and $99.99 for all formats. Some numerical jiggery-pokery makes that an average price of $79.98. So how much have the pre-orders potentially made them? Well that would be a cool $161,281,029… That’s just over $161 million.

That figure is of course conjecture and not at all official. That does not however show any figures for the EU and other territories and obviously cannot legislate for how many people will actually buy it on the day of release either. Those records are currently held by Grand Theft Auto V.

The records that GTA 5 holds are incredible and it would take some monumental effort to beat them. The Guinness Book of Records shows that GTA 5 sold 11.21 million units in its first 24 hours. For Destiny to do that pretty much everyone that owns a PS4 would have to buy it and at least half of the people with an Xbox One if console sales figures are to be believed. GTA 5 made $815.7 million in the first 24 hours which is more than Marvel’s The Avengers and Guardians of The Galaxy films made in their opening weekends combined. Destiny has that potential but we’ll have to wait and see. The three records Destiny could potentially break at launch are: Best selling video game in 24 hours, Highest grossing video game in 24 hours and Highest grossing entertainment product in 24 hours.

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It is something that Bungie have done before however. When Halo 3 was released way back in 2007, it completely smashed then record holder Spider-Man 3 as the biggest US entertainment launch in history, making $170 million at launch. That also beat the final Harry Potter book as well and was helped by the 1.7 million pre-orders of the game.

The figures will be interesting given that, except for Watch_Dogs, this is the most high profile next generation release. It will dictate how many other games will go about their business in the years to come of this generation. I’m pretty sure the pre-order figures for the US also don’t include any console bundle pre-orders nor do they count the digital download platforms of Xbox Live and Playstation store. We’ll know for sure at the end of the week but one thing for certain is that the business end of Destiny will be talked about for as long and in as much detail as the game playing side will be.

[author]

Lego Batman 3 Beyond Gotham – Interview

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While we were at Gamescom, we got to have a look at Lego Batman 3 Beyond Gotham. The next instalment in the DC universe from TT Games and Warner Bros does exactly what the name suggests, goes beyond Gotham City. You will be travelling in to space to save the Earth from Brainiac and visiting far flung planets along the way to add new and interesting environments to the normally dark gothic concrete palette of Gotham. I managed to have a chat with Philip Ring, an executive producer with TT Games and talk about the upcoming chapter in the DC Lego universe.


 

The universe is greatly expanding with the introduction of space flight missions, reminiscent of the Star Wars franchise, and a whole host of new characters, which is what Philip says they were trying to achieve.

“We really wanted to big on the DC content this time around, add a whole host of new characters, new locations, new gameplay styles even with the space combat and VR missions. Just really cram this game with as much content as we can.”


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The content is indeed huge with over 115 characters including Beast Boy, Plastic Man, Catwoman, Bat Cow accompanying the traditional set of our caped crusaders and, my personal favourite, a complete remaining of the 1960s television Batman with levels, characters and Adam West voicing the titular character! TO THE BATCAVE! I asked how good it’s been to have been given the freedom of so many great franchises.

“It’s been absolutely fantastic. We’ve been so privileged to work with the franchises that we have and to go back and really dig in to the DC world. We started off with the Batman story arc and DC have been fantastic that we’ve got that freedom to do things like the 1960s level and the bonus content that comes with that like the speech, Adam West giving a voice over for it, and the modern universe too.”


 

Of course this isn’t just the television universe or the movie universe in the game, this time it’s going deep in to the lore of the DC universe.

“We have massive DC fans in the office so as soon as the design team start looking at what to include, everyone comes out with “I love this character, I want to include this” and so we’ve got everyone chipping in with the kind of content we’d like to include. And we listen to what the fans like to see. So when Blue Beetle and Beast Boy gets the kind of reaction from what the people want to see, we want to include that in this big DC experience.”


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The release date is close but there’s no sign of the development of the game stopping until the very last minute. Not because it’s not ready, but because TT keep finding things they want to put in the game.

“We’re really still putting stuff in and we really want to make it the best experience it can possibly be. So the whole team is still working and people are still coming up with ideas which you think ‘That’s too cool not to include’ so we’re constantly revisiting and adapting to make it really special.”

 

So does that mean there will be DLC if they run out of time to get it all in to the main game?

“Who knows? We’re really focusing on making sure the game is the best it possible can be. If there was something we wish we could of included or that didn’t really fit in to the main game then maybe we will do it further down the line.”


 

Lego Batman 3: Beyond Gotham will be released on PS3, PS4, PSVita, Xbox 360, Xbox One, WiiU, 3DS, Mobile and PC on 14th November in the UK and three days earlier in the US.

[author]

Mortal Kombat X – Preview

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One of the first things I did when I started writing about games was I did a review of Mortal Kombat, the release from 2011. So naturally I was very excited to get my hands on the new Mortal Kombat X and see how exactly the next generation power has managed to add to the already smooth and visually opulent violence.

In truth, it adds quite a bit. The level of detail and the smoothness of the frame rate is making this one of the most fluid fighting games to date. Not just in its own genre but fighting across the board. The solid 60fps (a phrase I am sure to have worn out by the time I’m done covering Gamescom) makes not only the motion of the characters incredibly smooth but also completely unaffected by the particle effects from attacks. Sub Zero freezing will give you no lag.

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Speaking of Sub Zero, the gameplay has changed a little bit. Nothing has changed in a huge way but enough in a freshening way. There are three subclasses to the character you pick. Each one of them has something that adds a buff to some of your moves and attacks, or resistance to the oppositions attacks with defence rebuffs. These variations add another element to the game that makes you think a little differently about how you approach a fight. Scorpion, for example has a demon that he can summon to grab them from the ground in one variation. Another can set himself on fire so that his opponent will also catch fire and the final one will have swords to slice with. These traits are on every character and not only add the tactical element, but also some kick ass new moves.

When it comes to new, there will be new characters. Without spoiling any story, and the lore of the Mortal Kombat universe is being expanded quite nicely with this, 25 years has passed since the last instalment. This means that some familiar faces may be gone but legacies remain. Such as Cassie Cage, the daughter of Johnny Cage and Sonya, and Kotal Kahn, a man who has profited from the conflicts by taking over the Outworld. Don’t fear though as roster DLC will be coming.

The environments where you play the game have also expanded too with the brand new Jungle area (thanks to Kotal Kahn) but the expansion is not just in the choice. The environments are all very smooth with excellent depth in the animations. But it also is immersive and has breakable areas and places that can be used for attacks and defence. Not just the branches of trees or rocks, but the style of the environment can also aid certain players attacks. I got some great freezing action in with Sub Zero in these areas.

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Of course you haven’t heard me say anything about the violence and the excellent X-Ray system from the last game. Well it’s here, it’s back and it’s expanded. If it isn’t broke, don’t fix it and it certainly wets the appetite for the old ‘ultra violence’, as A Clockwork Orange’s Alex would call it. The three tier power bar mechanic is back and it is smooth and deliciously gory. Some new X-Ray animations have been added, no small part in thanks to the new characters. But the animations are bone crunchingly, spine crackingly vile, repulsive, bloody and impossibly painful… Excellent.

This also means the fatalities are given the next generation treatment too and live up to the face slicing promise that you’d expect (there’s a hint there). The game is coming out on all consoles, so you don’t need to upgrade to enjoy the continuation of the new Mortal Kombat lore. However I would certainly say you are missing out on the smoothest 2.5D fighting game I’ve ever laid my hands on and until later in the week, it was definitely the best looking fighting game regardless of style (more on that in WWE2K15).

The release date is, predictably, 2015 and will definitely be worth waiting for. It has the potential to go unchallenged in its genre for quite a while as well in the next generation market so if you’re a die hard fan waiting for Tekken or a next generation Street Fighter, then you might want to explore this first.

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Middle-Earth: Shadow of Mordor – Preview

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So not a lot was really known to us about the new Lord of The Rings RPG, Middle-earth: Shadow of Mordor. Thanks to GamesCom, we now know a lot more and does it look deep, stunning and exciting. Who knew that Sauron could be this cool?

Set before the famous book in three parts by J.J.R. Tolkein that we all know and love, but after the last stand of the evil Lord Sauron against the alliance of elves and men. You take the reins of Talion, a Ranger of Gondor who, despite being dead, seems pretty animated to find things out. He also shares his dead body with Celebrimbor, a wraith who is currently experiencing a bout of amnesia over who he is, what his past is and what role he had to play in a bigger plot.

The duo travel around Mordor from mount doom to the newer previously unknown places further south, to uncover the secrets of the wraith and the world around them. Especially when they come upon a strange creature who speaks simply and has recently lost possession of a shiny gold ring to an adventurous thieving Hobbit. Along the way you will find artefacts that trigger memories as well as give an ‘eye’ on Sauron and his descent into the darkness.

The face of it, which is a good looking third person RPG is actually hiding beneath it a deep word that is continuously evolving and, by using Mordor, is completely open to creating new areas outside of the Middle-earth we are so used to playing in. It plays very easily, much like a good hack and slash in places but that would be insulting to its rich and intriguing enemy mechanics.

shadowofmordor2Each enemy, from the Uruk grunt you hit to the to the commander of the troop, has a levelling system that remembers your battles. If you die, you are not reset to a point but placed further down the line in time so those individual soldiers gain more skill points and move up the pecking order of rank. They’ll also remember what you did that they didn’t like, especially if they have fears. Some are scared of fire and they will flee if that comes near them, or some might hate wild animals and do the same.
This chain of command structure, evolution and AI memory is indeed very clever and puts a nice spin into the gameplay of smashing as many orcs as you can. You feel you know these guys, that they have a place or character in the fiction of this world, without having any kind of impact on the games main plot. It’s this detail, despite how graphically impressive it is, that really immerses you in the the game. Each commander has a place in the world, whether they work the slaves, are the executioner or just have a reputation for death. Even down to each commanders bodyguard who will give you a quick pep talk before trying to kill you.

There’s quite a few cool things your duo can do. As a wraith you can possess people to stun them or make them fight for your side. Or explode their head. Your weapons can create an awesome combo barrage of slicing and dicing, especially the slow motion kill cams that appear. Firing arrows gives you the chance to slow down time so you can really hit six or seven Uruk in the face, Legolas style, before you need to start slashing away. The artefacts and weapons in game also contain vast amounts of lore so as with a lot of modern games, there’s good reason to go out and find all the things you can and learn more about the history of this time.

shadowofmordor3You will level up and develop as well of course and your characters have traits, such as Talion’s ranger skills allowing him to climb up big walls and our wraith being able to control others. There is a puzzle element to it too, when presented with the wild landscape of Mordor and how animals and monsters can be manipulated to let you pass whilst avoiding costly combat.

The open world itself is very immersive, from the slave driven farms of Nurn to the ashen landscape of Mount Doom, Tolkein’s fantasy environment has been brought to live vividly and imaginatively. And being Mordor and not being limited to the canon of what is established, it is also quite big. You could probably make a small comparison to Dark Souls in the way that it looks but for once we can truly say that it certainly is its own game.

Not long for this one in the big wait. The game comes out on September 30th on every platform, including PC. Of course that means it has quite the release schedule to go up against but keep your eye on it as it will definitely be worth your time, Lord of the Rings fan or otherwise.

 

[author]

Xbox Report – GamesCom 2014

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

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

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

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


 

So here is the big news of the day:

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

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

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

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

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

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

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

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

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

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

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

[author]

MX vs ATV Supercross – Preview

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

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

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

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

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

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

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

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

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Alan Wake – Returning to Bright Falls

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Every six months this happens to me. Pretty much like clockwork in fact. Everyone has their go-to game that they pick up and play again; in fact everyone probably has several. I myself have several but this one game in particular keeps surging itself back in to my psyche like the darkness in it is making me one of the Taken.

Maybe its because I am a writer by occupation and am often enthralled by Stephen King. His book “On Writing” is possibly one of the greatest self-help/autobiography/training manuals on writing out there and I implore anyone to read it, writer, fan or otherwise. Alan Wake somehow finds that element in me that King and others evoke to pure enjoyment and amazement at their craft.

There is something very multi faceted about Wake as a character that draws me to him, although you could be forgiven for missing it. Sam Lake’s character creation is a good lesson of how to embrace the cliché and go running with it. Max Payne is a very obvious one, the self-destructive cop/former cop, driven by remorse, self-loathing, painkillers and booze. His inner monologue reads like some of the most prevalent pulp characters. Wake is different in how he is driven by anger, frustration, impatience and hubris, which ultimately disguises his own self-loathing, his fears and his nightmares, especially so early in his inability to protect Alice because of his temperament.

alan wake 1In literature terms, we would call Alan Wake a product of intertextuality, something you could also say of Grand Theft Auto: Vice City and even Max Payne. It is a piece of work that takes elements from other previous works and is directly inspired by them. Not copying at all but certainly Alan Wake feels like an homage.

The tropes of things seen to be evil but aren’t, messages hidden in plain sight, memory loss, fear of the dark, clinics, backwater towns… Twin Peaks and its surreal setting and happenings play a big part in the inspiration of the game. As big a part as Scarface and Miami Vice does for Vice City and it’s so enjoyable because of it. But not overbearingly in to a complete copy or pastiche of it, like Vice City effectively is. The setting especially brings more to Alan Wake than a setting does to most games.

Mainly because even four years on, using the Xbox 360, it still feels beautifully atmospheric and seeing the visuals in the PC version it is even better. Sure there’s a few niggles with the characters face animations but given you spend 90% of your time in a third person over the shoulder view, it’s very excusable.

Bright Falls has that magical sense about it that keeps you returning to a game environment. It is beautiful and scary. The decision to scale back from the original open-world intention is one to be lauded as you could see how the element of limited exploration heightens the suspense.

Being a regular consumer of boxsets, Netflix or otherwise, the game’s episodic format is especially refreshing and definitely one that works for the type of game it is. The cliffhanging suspense, the cinematic moments and the beautifully soundtrack and original score lifts this game above the more resource gather shoot and run style horror games that occupy most of the genre. You feel like you’re taking it at the right pace, whether or not you actually are. You get that feeling that it’s ok to put it down, go make a coffee and do some actual work. You’ve reached a natural point to stop and resume another time… You don’t actually do that but you get that feeling.

So why am I writing about my love for a four year old game? Well, and let’s excuse American Nightmare from this equation for a moment (it was a nice enough game which embellished the story of Wake’s inner battle, if not a bit repetitive), it really deserves a sequel. A sequel it is sadly not going to get. As Sam Lake himself said in a recent interview with Polygon, Alan Wake was not profitable enough to justify making a second, especially with it being next-gen and with Quantum Break being Remedy’s primary focus.

However I could see a time, given that the Microsoft exclusivity deal on it has surely or will surely run out rather soon, that a sequel could be touted and crowdfunded. There is enough die hard Wake fans that it could happen and we definitely want to explore the ocean that Wake is trapped in a little more. We’ve read the novelisation (and by the way, kudos on the strategy guide that reads like a book. It really reminds me of good old school game manuals that had care and artistic impression in them), and we are hungry for more.

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Sadly that doesn’t look like it will happen and whilst Max Payne 3, despite the lack of Remedy’s involvement, satiated our appetite for their archetypical droll characters it didn’t relieve the fear of the dark for us Wake fans.

The scary dark nightmare we played through that makes up Alan Wake’s novel ‘Departure’ got us to sit up, get excited and take note of how horror and thriller genres aren’t just the realm of indie games or Japanese franchises. I hope sometime soon we get to play through its sequel ‘Return.’ Until then, back in to Bright Falls I will go.

Do you have fond memories of Alan Wake? Why don’t you discuss them here, on Facebook or via Twitter.

[author]

GRID Autosport – Preview

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

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

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

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

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

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

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

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

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

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

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

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

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Screenshots

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Watch Dogs – Review

watch dogs review feat

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Summary

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

Good Points

– Chicago looks excellent, especially at night.

– Weapons are easy and powerful

– Hacking is easy

Bad Points

– Hacking is too easy

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

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

Why a 7?

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

Trailer

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

The Evil Within – Preview

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

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

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

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

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

the evil within preview feat 3

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

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

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

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

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

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