Battleborn – Preview

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Gearbox is at it again. No, it really is. Borderlands may well have been setting the bar for co-op shoot and loot FPS games, but their sights have now been set on something much more team focused and something much more competitive, despite the inclusion of a story mode. Battleborn is the studio’s latest attempt to look at the competitive scene and maybe break in to that much coveted eSports arena.

It’s something 2K hoped to crack with Evolve but, regardless of how good the game was, the amount of people playing it and the fairly long nature of play and upgrading characters hasn’t taken off as well as they’d have wanted. But Battleborn aims to capture this market, especially when Blizzard are releasing Overwatch, and give a decent and enjoyable story mode for you to play as well.

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That mode should allow for five player co-op online or via splitscreen and is what 2K are referring to as “Modular”. What that means is that you have a voting system of what missions to do next within your party, but you can also replay missions you’ve already done for better loot. So each mission is its own module or block. Loot and experience, much like Borderlands, is a key element here but, because of the competitive nature of the game, it is much quicker and easier to implement. The DNA helix is a very nice system, quite similar to those you find in MOBA’s for quick levelling and adapting your play style to suit the objective. The helix has a tier of ten different levels and you select the path you want by hitting (on the controller anyway) left or right trigger to select it. It’s quick and easy, it works well, it doesn’t take you out of the game, and it is very… Modular.

Battleborn is going to boast twenty five playable characters, some of which you’ll see in the video below. But you’ll get characters with a lot of different specalities like healing, massive destruction, speed… The usual you would expect. But it was definitely interesting to see a bit of the behind the scenes of these characters. We were treated to a look at the test game area in the game engine to see how the destruction skills of these characters are over an area and how much damage they actually do. Ambra for example can command a meteor down from the sky and compared to her small three space area staff attack, this makes the battle area look like game of Guess Who that’s close to the end – flattened. These powers are also helped by your loot improving your player. But this kind of talk doesn’t make for a great preview. So how does Battleborn play?

Well… It plays like Borderlands really. I’ve spent a good week trying to work out, from a single player co-op perspective anyway, how I can separate the two so that I can talk about the game in a bit more depth. But with the gameplay, the style, the humour, and more, everything is Borderlands-esque. When I say that, I don’t mean it’s Gearbox-esque. Gearbox is a good studio (regardless of what you think about the ex-magician in charge) and they’ve had a great success with the Borderlands games. So really, there’s no need to change the formula. But this feeling of similarity goes beyond just the basic mechanics that make those games.

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Our four player co-op mission saw us going through a fairly cavernous and empty futuristic storage complex that had been built in to an otherwise barren rock. We went through as a team, defeating the minor enemies in the way, to get to a certain checkpoint where there would be a mini-boss and then progress through to the bigger boss. On the way we can open up containers to get some power ups or health packs in the shape of little green balls, and all around us was amber shards of rock that we could destroy to earn cash. We were being guided though with a bodiless radio communication between characters at the top of the screen giving us the exposition we needed to fulfil our objective.

Our objective was to get this automated tank like unit called a “Wolf” safely to an area where it can open up a big door and where we get ambushed by these dark gangly creatures with white faces. The cash we’ve earned allows us to activate upgrades on the Wolf to help defend itself such as a big healing shield. There’s a lot in this co-op that would be good with friends albeit possibly a bit easy and, if you’ve had the six years of Borderlands, you might be asking where the differences are.

The differences of course are going to be in the competitive arena which will have three game types. Incursion sees you trying to destroy the enemy base whilst AI minions battle it out for mid-ground supremacy, Devastation is a deathmatch-come-king of the hill type game and Meltdown which sees you throwing minions to their deaths for points (much like a reverse Lemmings really). The humour of Gearbox is there and there’s a lot of different character choices with their own styles to make that experience a lot more fun and unique, and there’s going to be a lot of differences in the arsenal that can keep it fresh at least.

But even with the new colour palette and the slightly more fantastical art look, I still felt the game was a bit too close to Borderlands to have its own identity at the moment. Although that maybe exactly what you want. It certainly works well enough and the gameplay is fun but there wasn’t enough there yet, and I stress the word yet, for me to be sinking hours in to this and enjoying that time. I think what I want at this stage is just a bit more of Battleborn’s lore to come to the front, a bit more of the weapons and loot to be explained and more examples of how it all implements to your gameplay and character progression. Battleborn definitely looks like a game that can stand on its own but still has that air of a younger sibling about it. I’m sure as soon as we get towards the end of the year and some beta testing starts appearing, we’ll be able to see how much it has grown up.

Battleborn is currently due for release on February 9th 2016 on PC, PS4 and Xbox One

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LEGO Dimensions – Preview

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So it’s no secret that I’ve been a tad critical of the LEGO games as of late. I’ve found that maybe the formula had gotten a little stale and that, whilst nostalgia of the title kept my interest, they’d become a bit repetitive. Whilst I was at Gamescom, LEGO Dimensions proved me utterly wrong.

We all know and have heard the basic idea of LEGO Dimensions. Buoyed on by the success of franchises like Skylanders, Disney Infinity and Nintendo’s Amiibo range, it’s hardly surprising that a toy manufacturer who is already in the video game market noticed an opportunity. And it would have been so easy to see it like that, as an opportunity for profit using toys in games. But thankfully TT Games is at the helm and if there’s one thing that the years of producing LEGO games has given them, it’s that they know how to hit us gamers in the nostalgia bones and give us something with love.

Firstly, the game requires a LEGO Toy Pad and a Gateway which the start pack of LEGO Dimensions comes with. You’ve seen it no doubt, the little plastic pad you put your LEGO figures on and something that looks like the Goa’uld from Stargate would use to invade many worlds. And as the announcement video starring Joe McHale of Community showed, it you build it yourself using actual LEGO. All of the LEGO is actually playable and indistinguishable LEGO, from the Batmobile included and the three figures of Batman, Gandalf and Wyldstyle. Having a LEGO game with actual tactile LEGO is quite a fun novelty really. Building stuff for yourself is always fun, and during the game you will get the opportunity to reconstruct some things in order to solve various puzzles, with onscreen building instructions. Very awesome.

The game sees you going through the LEGO Multiverse trying to stop Lord Vortech from being the dastardly overlord who controls it. So you set out to stop him from taking the foundational elements and achieving this domination. Of course, you will have friends that join you along the way and you can even bring your own by getting the various packs that have been announced. But enough of the exposition, how does it actually play?

Incredibly well of course. TT Games has a very good pedigree in excellent, easy to pick up gameplay. LEGO Dimensions is no exception to that with the same look, style, controls and mechanics of any LEGO game. It is something that has translated perfectly to every franchise it has graced and it works just as well with multiple franchises. The demo that we played saw us walk down the Yellow Brick Road from the Wizard of Oz. Of course, not as the Oz characters, who were up ahead of us, but as our starter trio. Upon the road were some flowers that could not be passed by our intrepid trio. And so the toy pad came in to play.

We placed the Batmobile on the pad and a dimensional wormhole opens up and pops the vehicle in to the world. Batman jumps on it and we mow down the pesky flora from the yellow bricks of Oz’s M1. Our driving only went so far until we stumbled across one of the characters aiding Lord Vortech, The Wicked Witch of the West, who then started defying gravity* in order to attack our cross-series fellowship. It’s amazing that through all of this, nothing looks out of place. You suspend disbelief that these characters and vehicles don’t belong in the worlds your seeing because, quite frankly, it’s really, really cool.

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This cool crossover of franchises doesn’t just end with the main game. The recently announced Adventure worlds are separate worlds, much like you’d see in a normal LEGO game between the missions except that they’re all based on a particular franchise. We had a little go around in the LEGO Movie world because we had Wyldstyle but other areas will be accessible with the relevant figures selected. So you’ll have to have the various level or character packs in order to access these mini worlds. We’ve already seen clips of Middle Earth, Springfield, Hill Valley and Aperture Science lab inspired worlds and there’s fourteen in total (so far) so collecting these expansion packs isn’t just going to be cool to look at or use in game, there’s decent amounts of extra content as well.

Those extra characters all come with perks too. Scooby Doo for example can swim underwater, which is great for exploration and underwater racing. Much like the free-play elements of most LEGO games, every world and level has the same kind of task appropriate character and vehicle. There’s lots of cool little nods to all of the franchises as well including some slight cel shading for the Scooby Doo levels, Wyldstyle moves like she’s in some stop-frame animation. Every vehicle can be rebuilt in three different ways and can help with different tasks like pulling things down with a winch, or flying like the DeLorean from back to the future… Or spinning wildly out of control like the TARDIS.

Yes it’s taken me 850 words to get to a point where I can talk about one of my favourite parts of the game, and as a massive Doctor Who fan (who has had a TARDIS on every desk I’ve ever written on and a fairly full DVD/VHS collection), I am incredibly biased by this part of the game. Which is why you can imagine how high my expectations are and that after playing the Doctor Who elements of the game, the poor young lady who was helping to show me the various minifigures couldn’t stop laughing at how open my mouth was in shock.

Firstly, there’s The Doctor. With all of Peter Capaldi’s swagger and vocal officiousness. Capaldi voices the dialogue which has been specially recorded but every Doctor also speaks thanks to some clever raiding of the BBC and Doctor Who archives. And yes, I said EVERY DOCTOR. Just the one minfigure gives you thirteen unique Doctors that you could regenerate in to which all have their own little quirks and personalities. Yes even the oft forgotten eighth Doctor and the following John Hurt War Doctor. If you die in the game as The Doctor then you’ll regenerate in to one of the other thirteen randomly with a nice little animation. Then there’s the TARDIS. Jump in in and you can take off, spin around and fly with reckless abandon through worlds like only a 12ft tall oblong wooden box can.

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But then you hold down the entry button a little more and find yourself IN the TARDIS. The control room is fully explorable with all it’s pomp, flashing lights, incredible decor, time rotator column, round things and control panel. The far right control panel will allow you to change the music to whichever show theme you want, the middle one takes you to the relevant level pack and the left one allows you to choose any of the Doctors and have a little regeneration scene. So I went to my Doctor, the Seventh – Sylvester McCoy with his little hat and swinging an umbrella, and left the TARDIS. But then the poor young lady told me to go back inside the TARDIS. So I did.

The console room had changed. It was now the 1983-1987 console room occupied by the Fifth, Sixth and Seventh Doctors. It will change to whichever console room is relevant for which Doctor, including the first two having a black and white filter for ultimate TV authenticity. At this point I became speechless and started rambling about how much this meant to me as a fan of the show and as a four year old watching McCoy’s Doctor for the first time and the last for many years, and how strong my nostalgic connection was to this era… It came as no surprise that my time was up. But this is seriously the best job of Doctor Who anyone has ever done in a video game and this can only bring hope for further licensed stuff between LEGO and the BBC.

After my fanboy blubbering I was forced to conclude that, whilst this is going to cost me a lot of money to have everything, LEGO Dimensions is ultimately going to be worth it thanks to how unique every pack will be, how every level will have something special and how every character has their own life to them. I know parents will be asking how they can justify buying this and everything when they’re already knee deep in Skylanders, Disney Infinity and Amiibo statues and I say this to them – Buy it for you, because your kids won’t understand why this is so marvellous… Treat yourself.

LEGO Dimensions is due out on September 27th 2015 on PS3, PS4, Xbox 360, Xbox One and WiiU.

*Yes I like musicals and made a Wicked pun… Bite me.

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PES 2016 – Preview

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Every year it’s the same – A few promises of new excellence and a vain hope that this year will be better than last. It all sounds like lyrics to a 90s alt-rock song or a cringingly created poem for TV montages, but it is a fair and accurate representation of how fans of football games feel every August when we wait and see how FIFA and PES stack up. We all root for the underdog and wait for the excellence we once knew to return, and every year we say “it just might.” This year I am saying “IT DEFINITELY WILL.”

The thing with FIFA is that fans of Football games don’t actually play it. Football fans do because it scratches their itch for a quick 10 minutes of play, or they become helplessly addicted to the ultimate team mode like us older types used to get addicted to collecting Panini and Merlin sticker albums. But to actually play football, a virtual representation of the difficulty and tactical skill of the beautiful game, we football fans have always preferred Pro Evolution Soccer or PES (or Winning Eleven).

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The problem was that the game, for the past six years or so, hadn’t really caught up with the changing technology and just as it was, it changed again. The best football games lists will always include either PES 4 or PES 5 and last years PES 2015 was a hugely celebrated step in the right direction. But that list should definitely make some room for PES 2016. Playing it, I felt transported back to the days where I worked in an office and did a charity day every month where people just paid to come and play in their breaks. PES 2016 has that magic of creating stunning football again.

Firstly, let’s address the licences because the first thing people say is “oh, it doesn’t have every team with the correct kit”. Well boo hoo. Nothing ever used to have that and we always forgave PES because the gameplay was much better. But PES has all the licences you can dream of except the Premier League. All of Europe, a select few other clubs, international kits, the UEFA Champions League, UEFA Europa League and the recently announced Euro 2016 tournament are all here. There are going to be a couple of teams from the Premier League as always, so keep your ears open to hear more on that.

Of course there are several features that PES has always had and a lot of new ones. There’s a refined Master League and the myClub feature (kind of like the FUT) makes a return. You’ll also see some excellent use of the FOX engine which the studio used last year. The FOX engine if you don’t know is the Kojima Productions engine that’s powering Metal Gear Solid V’s Ground Zeroes and The Phantom Pain. As such there’s several things that the game can do compared to other games.

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You’ll get the ability to completely change what you’re doing while you play. Now by this I mean that the animation of what your player is doing is no longer locked. So you can abort out of a run, move, tackle or shot and really change what your doing quickly and reactively to what’s going on around you. The AI is going to make the player think more about runs and passing moves, as it will find the space and the runs and you need to be able to read it. Not just you sending your player on his way, it’s also going to be up to you react to your team. The collision system is much improved as well giving players a much more physical way to play the game.

 

That physicality directly translates to your controller. The game is much smoother than it has been and, dare I say it, even feels a bit weightier. There’s a gravity to the game and the movement that’s realistic and physical but not concrete or too light to be flying all over the place. It’s a very well balanced movement system and it might take some newer players a while to get used to. For the seasoned PES veterans however, this will take you back. I had a lovely animation where I was running under the ball, whilst fighting off an attacker and managed to head it away whilst turning my head, not my whole body, my head only. It was wonderful to see this kind of real physicality in the game.

One of the things that’s also improved thanks to the FOX engine is the graphical fidelity. Player textures are much better now and not just a shiny layer of lighting. The pitches and stadiums are just as well presented and dynamic weather will feature. So you can have a spat of rain, or a gleam of sunshine if you’re playing anywhere above Birmingham, and the game will change accordingly. There’s more to do with dynamic celebrations as well, much better keeper animations (something FIFA tried last year and half succeeded in). The TV presentation isn’t as TV heavy as FIFA’s but it’s nice and we in the UK get Peter Drury to voice our commentary. There’s also image editing on the PS3/PS4 too so there’s some great customisation options.

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PES is celebrating it’s 20th year. For the past two decades it has had some big highs and some very big lows. But 2015’s iteration was the first to really show the light and won a few awards. That in turn has obviously spurred the team on and they’ve really made a great effort here. From the time that I played it, I got the same feeling as I did back in the PES 4 & 5 days, where you’d share a memory card to get all the kits, and you’d work relentlessly just so you could hit that one perfect pass or catch that one perfect volley. You’d practice for hours in the training ground just so that when the time came, you knew where to aim that free kick and could let fly and be your own star of your imaginary football heroism. I think this could be the best PES in years and quite possibly the best Football game. You don’t have to wait long to make up your own mind either, but for me, PES has returned and will definitely ruffle a few feathers in the dressing room.

PES 2016 is due for release on September 18th 2015 in the UK and September 15th 2015 in the Americas on PS3, PS4, Xbox 360, Xbox One and PC.

A demo will be released on August 13th 2016.

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Mad Max – Preview

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I didn’t want Mad Max to start with. I didn’t ask for it, and I certainly didn’t really care too much about what the gameplay would be like. Fair enough, there was a movie coming that looked interesting but I just imagined a dead 80s franchise being milked while it became relevant again. Then I played Mad Max and I soon realised this could be the one game that I wouldn’t be able to live without.

It’s a bold statement in a year that has Fallout 4 on the cards and the similar stylings of Batman: Arkham Knight arguably in pole position as Game of the Year right now, next to Life is Strange. But something about the short time I’d spent with Mad Max gripped me and took me to a place of customisation and driving intensity in arid areas I’d never have imagined.

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To start with, it’s worth pointing out that whilst you are the titular Max Rockatansky, you are not any of the movie versions of him. He’s his own character and rather autonomous so you can slot in to playing as him better. The black V8 Interceptor (a 1973 Ford Falcon in real life) is absent thanks to theft by marauders, but this only furthers the plot and the gameplay dynamics. Swedish developers Avalanche Studios have basically been given the keys and asked to come up with their own thing. So this is not a tie-in of any kind – Box one ticked.

Gaming is very spoilt with dystopian post-apocalyptic madness, which has probably got something to do with the movies and fictions game designers had growing up in the 1980s. So it’s with a sense of irony that the films probably inspired the games we love (Fallout being a prime example) that then inspired this game. But Mad Max’s world is extraordinary.

Everything that’s crazy about the movie world is here. You have the crazy side characters and seemingly endless insane cults and gangs ready to wreak havoc upon you in inventive ways. You have the vast and inescapable desert and the occasional hard rock. You have the intense weather from the films, dramatic and violent storms blowing sand everywhere or crackling with electricity.

In the play-through I had a companion from the studio to help me get to grips with the game and the controls quickly, communicating through a headset, but that became absolutely pointless as a storm hit. The storms are not scripted events and have varying degrees of severity. It was loud and obnoxious like an old TV used to sound at 3am when you fell asleep to it and all that was on was static. The only thing I heard my companion say was “you need shelter,” and she was right.

Three cars had come out of nowhere and started attacking me and trying to ram me. It had nothing to do with the mission to reach a stronghold in search of a legendary V8 engine. No, the actual mission had become incredibly mute and unimportant compared to the three guys throwing fiery explosive javelins at me. The cars had come from out of nowhere, just like the storm, and destroying them presented other problems. My own javelins were doing their job but the wreck of the car was now scrap metal which got caught up in the winds and was now smashing in to my face.

My visibility was zero and I did what only a professional coward would, and drove away really fast. Anywhere, just away from the remaining pack of cars. This presented its own problems in the shape of large immoveable rocks that only a 4×4 would dare attempt. I crashed, weakening my own car even more before seeing how far out from my original waypoint I was on the in game map. The road was much closer than I realised and as soon as I relocated it, I put the foot down on my upgraded V6 powered car and lost my assailants in the dust. I reached the stronghold which was under attack, but as a cutscene played and the storm relented, I suddenly realised how open my jaw was and how much fun I had just had. – Box two ticked.

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All of this is made possible by some excellent gameplay features. The open world is a huge expanse of post-apocalyptic wasteland that is split in to regions. The story mode will take you across all of this but you will need a lot to survive. Our demo was a mission that was just under half way through the game, and so our character, our Max, was suitably levelled up for us. You can customise your Max in any way (looks, clothing, weapons) but what is more fun is the car, the Magnum Opus. Driving in this game is incredibly responsive and you can do a great number of things to your car to personalise your experience, and that personalisation feels key to what Avalanche are attempting to do here.

You can upgrade your engine parts, wheels, chassis, etc, by using scrap metal that you collect throughout the world. You’ll find old car wrecks and there’s bits and pieces that you can find after you’ve destroyed other vehicles. This scrap is then used to purchase these upgrades but in some cases, you need to find them first. A new car chassis will be in the desert for you to find and the rewards for exploration and discoveries like this translate directly to what you can do with your car.

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You have a companion called Chumbucket, on your journey who sits in the back of your car and is the man who fires your main weaponry.  Your harpoon is the standard weapon but there are also the Thunderpoons (the explosive bolts), a sniper rifle for distance shots, your own shotgun and the option to either quick fire or aim yourself. All of which you purchase with your scrap metal. So you can go quite balanced, very weapon heavy, quick armoured speed, whatever you want. Your car customisation can add a ram at the front, different hood ornaments, the cool wheels with spikes, flame throwers on the side of your car, your own colour schemes… There’s an incredible amount and the team at Avalanche have taken inspiration from Forza Motorsport of all places in how to personalise a vehicle.

The game should see you try to reunite Max with his fabled car whilst also looking to end his madness, but one of the things to stress here is that you are Max. So therefore YOU are the mad one and you can be as mad and as crazy as you want. The game is a veritable sandbox (desert pun unintended) that allows you to play how you want, to whatever goal you want and with whatever setup you want. Even in my demo, no two journalists had the same experience and we all had our own stories. I’d talked the day before with another journalist who thought the harpoon was overpowered because you can just tear the wheels off enemy vehicles with it and then mow everyone down in a Carmageddon-esque frenzy. But that was their story and unless I did exactly the same as them, my own story would be unique – Box three ticked.

The game did blind side me as to how much playability there was from what is essentially a core concept of a bonkers bloke driving a car around and destroying everything that attempts to destroy him. But after I played it I realised that the story I was taking away was my own, not Max’s. And although there is the main quest with a story and plot, this doesn’t interfere with your experience and how you go about attaining that. Where other games after a while do get a bit repetitive, and I can imagine that hunting for scrap could possibly get a bit repetitive if you’re that way inclined, Mad Max kept me interested, gripped and excited for what I was about to do next with reckless abandon. So now that I don’t have Mad Max, I want it even more. Roll on September.

Mad Max is due for release on September 1st 2015 for PC, PS4 and Xbox One.

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Gamescom 2015 – Day One


It’s been an interesting 24 hours here in Cologne. Europe’s premier games conference and industry trade fair is buzzing with people. Today is the calm before the storm where industry and press get to see some things before the peoples of Europe come and wreak absolute carnage. How much carnage? Well the organisers are expecting around 400,000 people approximately. That’s just under the population of Cardiff.

We start today with yesterday. Xbox’s annual briefing gave us some new glances into things we’ve been waiting for, such as Halo 5 Guardians, and Rise of the Tomb Raider. The latter of which we were treated to a secondary demo of after the breifing. Lara Croft’s adventures seem to follow the exact same system and style of the 2013 remake. Some have criticised it for being and Xbox exclusive (which we now know it isn’t after Winter 2016) and that Lara was a bit too indestructible. Honestly, whilst she certainly takes some pubishment, you don’t feel that she’s immune to the physicality she endures. The game has a frenetic and terrifying way of creating urgency in how you react against obstacles and big crazy events like collapsing caves. It does look good and we can hardly be critical for wanting more of the same and getting it.

Crackdown 3 appears to be the most technologically progressive out of the games we’ve been shown. The use of Microsoft’s cloud servers in delivering a better in-game experience is nothing new (we found out last year that Dead Island 2 was due to use the system). But there doesn’t appear to be a game that has ever been so reliant on it. The 100% world destuction is an ambitious ask for a console that has begun to find its gaming feet but it raises some questions. Will this be unplayable offline, will this be reliant on server connections being stable, will the amount of players cause lag and issues? The 4 player co-op sequel is in the pre-alpha stage so it’s going to be a while but what we’ve seen is impressive. The 100% destruction is based on actual construction with elements in the buidlings. There’s no empty shells with textures, every shatterd pane of glass, broken concrete, collapsed steel pillar and brick is a physical element in itself, with each building being based on its own server as to not interrupt gameplay. The demo we saw with ultimate destruction used 12 servers in addition to the Xbox One. Is it too ambitious? We’ll see next year hopefully.

We saw new game Scalebound (a rather jaunty hack and slash with dragons), debut some gameplay, and we saw some almost blase news that Cities: Skylines (the Sim City rival/usurper) will be making it’s way to the console. But the biggest new annoucement was a sequel we were all hoping for and from a studio that we really should have predicted. Halo Wars 2 is coming and it will be developed by Total War studio Creative Assembly. I for one am sad that it isn’t in house with a reformed Ensemble Studios but I’m more exctactic that it exists with a studio that has such pedigree.

Quantum Break was given more of an outing and we saw an expansion of the third person gameplay to something that looks quite like a rival to inFamous and the like. Remedy studios appear to be brilliantly keeping their TV style presentation for the game with Aiden Gillen (Game of Throne’s Littlefinger) sticking to one accent alongside a great cast. The gameplay does look excellent but we need to see some more, less demo-y gameplay now, and maybe even some hands on time.

We also had DVR announced (if you have that much memory left then teach me your ways), a new keyboard peripheral and backward compatibilty for Games with Gold. So your Xbox 360 Games with Gold from now on will be playable on the Xbox One. None of your previous ones sadly and there’s no telling how that’s going to limit the game choice but apparently everyone is on board so, we’ll see.

The next morning EA held a conference which, from the social media reaction, hasn’t really been well received. We have more news on FIFA 16’s Ultimate Team mode, a new Sims 4 expansion, some Mirror’s Edge gamplay, some Need for Speed and, most importantly, a new trailer for Star Wars Battlefront. To be honest, we weren’t expecting much from EA than what they had already announced at E3, with a new Battlefield game being slated for 2016. I personally didn’t see it as I was busy checking out Dark Souls 3 (a preview of which will come next week) but here’s the trailer for Star Wars Battlefield.

We also has a press conference from Blizzard which introduced new characters to Heroes of the Storm including the monk from Diablo, along with some gameplay refinements. We also saw a new standalone expansion to Starcraft 2, Legacy of the Void, new Hearthstone cards and more news on Blizzard’s first person shooter, Overwatch, including new maps and their 16th character – carnival loving Brazillian Lucio.

There’s still some noise to come from Blizzard with the reveal of the new World of Warcraft expansion and I’m going to be deep in halls checking out all that I can so stay tuned to our Twitter for more and more reports over the next week.

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Batman Arkham Knight – Review

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Riddle me this, Chiropetra loving friends: What ever shall we do when the Arkham game ends? This really is the end according to developer Rocksteady. Their trilogy (Origins was done by a different studio so it technically doesn’t count) has seen the most critically acclaimed Batman iteration since the Nolan movies, brought expertly to life with an excellent team of developers, writers, actors and artists. I’m actually a little bit sad about it.

It is kind of refreshing in this world that (regardless of your opinion on the games season pass) a franchise isn’t being milked to death, and by that I mean annual or bi-annual releases which, given the success of the games, could easily have happened. But there is a love here for the source material and the sense of achieving a great story rather than just making a great game, so this kind of closure is essential.

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Ok, enough pontificating, this is where I tell you that Batman: Arkham Knight is my game of the year so far and that I actually like the Batmobile. After the events of Arkham City, the game begins with some dirty work from Commissioner Gordon and everything being really peachy in the normally dark and rainy Gotham. This of course lasts all of 5 minutes before the work of Scarecrow ends up evacuating the entire city leaving it open to the evil machinations of the series super-villains at large.

So yet again, you have to go forth as the caped crusader and be the vigilante that kicks everyone’s ass. You’ll encounter various foes along the way, along with various allies and be flummoxed by the mystery of who the new villain, the titular Arkham Knight, actually is. All of this whilst trying to curb the spread of gang thugs across the abandoned districts, finding all sorts of lost firefighters who they seem to have exclusively kidnapped, solving The Riddler’s little treats across the city, and much more.

It seems with every Arkham game, the combat has got smoother, the fighting more fluid and the space more apt for the style of a character such as Batman. By this I mean that the halls of the Asylum have progressed to the cramped alleys of the City and now to the streets, rooftops, and buildings of Gotham as a whole. The space to fight and to have epic one man, or even dual takedown battles, really gets your excitement level up and makes you concentrate more on how far away flying objects are, how much there is to counter and how satisfying it is to get the timing just right.

One of the things this game certainly rewards, much like Arkham City, is Batman’s flying and gliding. At times, City felt a tiny bit claustrophobic, at the lower levels, towards the ground. Gotham is huge though and the space is there for you to fly around, get to the super high places, and glide between buildings and to really enjoy and explore the city. And as you upgrade your Batmobile, launching yourself in to the air is incredibly fun, seeing the metropolis of Gotham flash past you as you catch a current.

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Which is great because it is visually wonderful. The gothic dark beauty, evocatively creating the air of Burton’s movie direction and the lighting and building density of something like Blade Runner, is in abundance here. The super structures of business made of glass and steel mixed with the old industrial buildings of Founders Island are fantastic against the backdrop of the old and regenerating styles of Bleake Island and its imposing clock tower. Miagani Island shows some of that comic book juxtaposition of the fantastical and real life with the orphanage and Wayne Tower and the huge blimps always in the sky towards the eastern edge of the map. There’s an aesthetic and colour palette representing the dankness of grimy expired industry and modern chrome that, under the dark clouds and rain, only reflects the entropy it’s trying to counter or delay. It’s a stunning visual treat.

Flying around this city and even driving around it really makes you connect to the world, despite it being very different from most open world games and their maps. Mostly the connection is familiarity with the world around them in popular culture and history. But in the case of Batman it’s like being given the opportunity to explore a landscape painting, finding all of the tiny brushstrokes of life and colour. The missions that ask you to search for things (Riddler trophies and firefighter rescues) really do give you the opportunity to experience every nook and cranny, which is a wonderful thing.

The story reflects the character of Batman and everything that has brought him up to this point. The duplicity of his morals, the violence of his pacification and his single-mindedness dictate everything that happens in Arkham Knight, along with everything that has already happened in the franchise. The mysteries that surround what is happening keep you going from point to point and the non-story specific distractions are fun to keep you from going way too deep in to the Bruce Wayne introspective rabbit hole.

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Which leads us to the elephant in this room, the Batmobile. I like the Batmobile. The transition from ridiculous supercar to hovering tank is fluid, the arsenal and upgrades at your disposal are great and the driving is smooth and incredibly easy, especially if you aren’t normally a car guy. People that have played games with tanks in like World of Tanks, BattleZone and others will probably get on really well with it. The easy to read firing arcs of all the different enemy drones, encouraging the evasive action needed, make it an experience that isn’t jarring or too steep a learning curve. The puzzles that require the Batmobile all use a different part of the car and a different use of it as well, showing how man and machine can be quite symbiotic.

The criticisms I have is that the world occasionally doesn’t make a lot of room for the Batmobile when it is required, making the whole operation a little bit clumsy. That is something that isn’t helped by the controller layout with L2 on my PS4 pad activating the battle (tank) mode – normally L2 would be your brake or reverse in any vehicle. It’s something you get used to but you will slip up, especially if you do play a lot of games that involve driving. The other issue I have is how reliant of the Batmobile some of the missions are. There are many tanks and vehicles that the Arkham Knight’s militia employ and sometimes there are far too many to destroy or navigate in the casual missions.

The secondary problem with this is that it makes the side missions incredibly repetitive, especially if you’ve completed the main story. You kind of want to complete it but at the same time, it can feel very grindy and after awhile, the sense of achievement fades in to relief that it’s over, which is a far cry from how you feel throughout the main part of the game. In fact, it’s very similar to the work you need to do in another Warner Bros. game, Shadow of Mordor. A surprise hit of 2014, after the main story finishes there isn’t the greatest of incentives to fully complete it. With Batman, you can complete what you need to finish the game to your satisfaction but to 100% it and get the reward/achievement for it is a slog that you might not wish to partake in. But the other way you can look at it is that, if these are the only holes we can pick (well known platform issues aside) then Rocksteady have really succeeded.

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One thing I have to mention, as I’ve said it to friends that have played it and to those that haven’t, is that the voice acting in this game is phenomenal. As far as game voicing goes, we always look to big names like Troy Baker and Nolan North in recent times to turn out stellar performances, and they are present here too. But the Arkham series has had the magnificence of Kevin Conroy and Mark Hamill in the past reprising the roles they voiced on the animated TV series. Arkham Knight is no exception to that style. Everyone is stellar, and one in particular is worthy of an award if such a thing existed, as the performance was just perfect. Tara Strong is brilliant as is Tasia Valenza and Jonathan Banks (Mike from Breaking Bad) makes an excellent debut as a video game voice actor with Commissioner Gordon.

The thing is with this acting talent and the strength of the story is that the presentation becomes a magnificent thing. Excellent use of the game camera can turn one moment of insignificance in to a brilliant cacophony of entertainment, terror and danger. Flashbacks are brilliantly utilised and the slow reveals of plot are magnificently constructed in the game environment. Whilst some games can just portray this in a cutscene or a filmic way, Batman: Arkham Knight has done it in a beautifully encapsulating way, without falling in to the gaming cliché of quick time events or removing you too far from the action.

All of this combined is why this is my game of the year so far. The future for Rocksteady is solid, with Warner Bros having invested heavily into the studio and hopefully giving them some solid franchises with which to work their magic, especially if they’re involved in anything regarding the DC universe. But for their Batman swan song, it is a lesson in how to create a brilliant game with a potentially saturated franchise and ultimately, how to end a story. The answer to the introductory question, we can only cry. Cry lots with sadness that this won’t happen again and with joy that it was wonderful while it was here. Thank you Rocksteady.

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[tab title=”Summary”]

The end of a great era of Batman games and a brilliant game by itself. A fantastic story, a huge beautiful city, wonderful gameplay, and superb visuals are only hampered by some subjective issues with the controls of the Batmobile and the repetitiveness of some side quests that overuse the vehicle. Batman: Arkham Knight is the greatest way to say goodbye to this wonderful series of games.

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[tab title=”Good Points”]

  • Gotham is dark and beautiful.
  • Fantastic story and voice acting.
  • Excellent fluid fighting and gameplay.

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[tab title=”Bad Points”]

  • Some repetitive side missions and over-reliance on the Batmobile.
  • Slightly odd driving controls for Batmobile.
  • There won’t be any more Arkham games cries

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[tab title=”Why a 9.5?”]

This is my pole position contender for game of the year. I really connected with the voice acting and the artistic construction of Gotham. The colours, the light, the rain, the brooding… Everything made this an excellent vehicle to deliver a great story and the gameplay is expertly refined. I liked the Batmobile and the slight issues I have with that and the missions are the only things keeping this from a higher score.

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

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F1 2015 – Review

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Formula One is the pinnacle of Motorsport. There is no denying, despite the rise in popularity of endurance racing, MOTO GP, rally and other disciplines, as well as the introduction of Formula E, that Formula One is still at the cutting edge of aerodynamics, engineering and now, hybrid racing. We’re almost two years in to the V6 Turbo kinetic recovery era and, despite the dominance of one team and certainly one engine manufacturer, the technology is well and truly at the forefront of design and evolution.

So it should also stand to measure that Codemasters’ latest iteration of their franchise, F1 2015, should not only reflect this but also embody it. We are well and truly in to a new generation of consoles now and this game is the first look at the new and improved EGO engine. The past two releases on the last generation of consoles were not anywhere near the standard we’ve come to expect of the studio. GRID Autosport felt like a shoe-in to make up for people upset with GRID 2 but it really fell flat and looked rushed. F1 2014 was a shadow of its former years, but with good reason. Unable to release on the now current generation consoles, Codemasters had to come to grips with a rapidly changing F1 rule book and a short amount of time to do it (as well as probably having to release annually due to contracts). The game and the studio were not ready and it showed. You could say it was their Red Bull/Renault moment.

Recently, the studio has won back some kudos thanks to the early access PC title DiRT Rally which takes the formerly “Colin McRae” titled series back to its time trial rally roots and successfully so. The hype for Formula One then is very much real among racing game fans who are excited to see this new engine look spectacular, excited for the changes in the rules, for performance to be expertly reflected, for an in depth setup changing option, and a great racing experience against both AI and online drivers. I can tell you now that three out of five ain’t bad.

Firstly the game engine does look spectacular but not in the way you would imagine. Sixty frames per second, perfectly replicated tracks, cars with up to date livery, and a smooth and exciting experience are all present and accounted for. But graphically, it doesn’t have the visual effects or the artistic panache of Project Cars (also published by Bandai Namco). Although it doesn’t really pretend to have them or even match that level of photorealistic detail in anything except the cars, or the swoon inducing lighting glares. In the effort of maintaining realism to an obsessive level, you won’t get the traditional gaming motion blur to replicate the feeling of speed. As part of the more realistic “broadcast” style, the game looks and replicates a television broadcast experience. For example the lack of natural light on an overcast day dulls the visuals, as it would on screen. Your TV camera won’t get the artsy motion blur we’ve been spoiled with for many different racing games. Surrounding scenery though can look a bit flat and the crowds/marshalls are still poor last generation blurred models (something Forza Horizon 2 is far better with). But other than those niggles it does work incredibly well.

Where there are the artistic sacrifices however, significant gains are made in other places. Wet weather and night races are exciting and incredibly tricky. The weather effects aren’t going to hit you like DriveClub would, but Formula 1 wouldn’t race in those extreme conditions anyway. It does the levels it needs to do well and with expert translation to the car, the handling and the track evolution. The cars and the AI have a massive increase of memory to race better and give you as a driver a more authentic feel. The heat haze from the car’s exhaust is not just a pretty effect as I will explain later. The crash particle effects and the ancillary features like the pit crew and a tablet for the garage set ups are all nicely done, as they always have been. The actual experience of racing, the broadcast chatters and the overall environment around you has been well refined.

What this does is make for the smooth, constant experience, that Formula One is. The gameplay has much more room for interpretation and even if you’re on a wheel or a pad (we played with both) the level of feedback you can feel from the car is extraordinary. You can tell when the back is just a tiny bit lighter, when your brake bias is just that bit too far forward, when the tires are cold and when the torque constantly throws you around as you accelerate out of a corner. Die hard F1 fans will be happy to know that a rudimentary understanding of what everything does and tinkering with set-ups is not only recommended but practically essential on higher difficulty modes. More casual players won’t have a problem getting to grips with the cars thanks to the level of assists but will struggle to race the AI without delving deeper in to the inner workings of an F1 car.

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The understanding will make your experience better and possibly more frustrating. In real life F1 there is an issue with overtaking that I now appreciate a lot more thanks to F1 2015. The heat haze from the exhaust isn’t just a load of hot air and a nice effect to see, it is potentially crippling to your race. One of the issues with the current aerodynamic rules and set ups in real life is how much turbulent air a car causes. Normally when you get in to the slipstream of another car, the reduction of drag should allow you to have less air resistance and close up on the guy in front. But now, the air from the car and the exhaust, combined with the squirmy nature of the modern F1 car actually leaves you with no grip at all. So much so that being under the rear wing of another car will impede your progress. Your car will list one way or another and you’ll be forced to heavily compensate to keep the car facing the right way through a corner, taking vital life out of the tires and combatting wheel spin. This happens regularly in F1 2015 and it’s a frustrating and accurate representation of the sport at present. The best tactic is to hold distance about a half second behind before a DRS zone, use the corner to catch up and have the momentum to leapfrog and be beside your opponent so you can cleanly pass or out brake him at the next corner.

You get the message that F1 is realistic to a point which might take away from the enjoyment of it as a game, but it is an F1 simulator so this is kind of what you expect. And whilst the addition of broadcast style presentation and new cutscenes is nice in a “Pro Evo 5” kind of way, they don’t really bring much to the overall enjoyment. New tweaks like your car being tended to on the grid for the race, rather than the garage, and a new race engineer voice are all nice though. The new feature for the in-car experience on consoles is the radio chatter. You can now directly ask your engineer about race updates. It’s voice activated so you can press the assigned button (L1 in my case) and just say a phrase to get information from your engineer. That’s using Playstation Camera, Kinect or a headset. You also have the entire 2014 team list and season (Caterham and Germany both present), as well as a day one patch that puts the Manor Marussia team in and updates the McLaren 2015 livery. The Pro Championship feature also gives you the hardcore full weekend, no assists experience that you can’t be bothered to manually adjust to in the normal championship mode, which is convenient.

Yet there is a list of things that really let F1 2015 down and it’s a list that grew longer the more I played it. The lack of a career mode is a well explained absence from Codemasters but it is an absence none the less. Personally, I find it a bit too forced to have your generic avatar with your name racing. I’d rather have a full team management mode or some kind of career progression system with a supporting formula. But its absence highlights that this game has three game modes: Championship/Pro Championship, Quick Race and Time Trial. The lack of a challenge mode is a bit of a shame as something like that could have compensated and has always enjoyed the kudos of leaderboards and the Codemasters RaceNet. Sadly, there is nothing in single player for RaceNet users.

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What about online? Well… You shouldn’t have asked really. Patches will surely come but my experience of the online game has been incredibly bad and practically broken. The “hopper” system that searches for suitable session types, ability levels and the like, is supposed to make it easy to find and partake in games quickly. There are different difficulty hoppers and a race challenge that changes to reflect the real life calendar. Except I’ve been barely able to connect to any lobbies, when I do the hopper is already three or four races in out of five and therefore is rather pointless competitively. The game somehow cannot fathom what position you are in either. One race I spent the entire time in 7th out of 9 racers, crossed the line and was rewarded with first place. There were no penalties or anything to cause it, I was just given it. I even got the trophy for it. Sadly this needs to be patched rather quickly, for PS4 especially.

There are a few other things as well such as graphical glitches in replays (the cars constantly leave a tyre trail), and occasionally disproportionately fast race AI (frustrating after your two hour slaving over a setup and getting nothing out of it). The Race Engineer talk back feature can be clumsy as I couldn’t find the talk button whilst racing with a wheel and couldn’t reassign it in the menu. The manual is impossible to do while racing if you don’t have a headset (far too clumsy), and (most importantly) didn’t work with chat headset that Sony supply with the PlayStation. I tested the crap out of it and it only worked with my Turtle Beach headset. I also found that the engineer’s voice level is too low, even at full volume with the other sounds adjusted, and that the saturation of engine noises during races is so similar that, again even with levels adjusted, it’s practically impossible to hear your own engine. I’ve spent a lot of races either visually glued to the rev limiter or, after a couple of laps, changing gears by instinct. Maybe this is better with headphones or a good sound system, but on a TV it’s very difficult.

F1 2015 is a fantastic leap forward for the series, and game the engine and playability shows good promise for the current generation of gaming. Whereas many have struggled to get their visuals across or to hit a specific frame rate, F1 has sacrificed the right things in the right places graphically to make an enjoyable experience. But the whole thing kind of feels like an incomplete project. The game feels complete (which could be slightly worrying if you over think about what you don’t like), but it’s very obvious that the work, the improvements and the refinement in everything around the engine and the basic racing mechanic is not. Ultimately the game desperately needs a large renovation of its multiplayer set up and quickly, but fans should enjoy the single player experience even if it isn’t the immersion they crave for just yet.

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[tab title=”Summary”]

F1 2015 feels like a Formula One game. All of the detail, the graphics, the setups, the torque, the wheelspin, the frustration of riding in the wake of another car… All of it is good and a great reflection of the sport as it currently is. But it does feel like it’s a project that is still a work in progress with numerous glitches, absent modes and a very broken multiplayer. One for the die hards who will happily enjoy and wait for more.

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[tab title=”Good Points”]

  • Smooth 60FPS graphics.
  • Up to date 2015 season and bonus 2014 season.
  • Excellent translation from car’s handling to controller.

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[tab title=”Bad Points”]

  • Broken Multiplayer.
  • Absent Modes.
  • Occasional Glitches.

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[tab title=”Why a 7?”]

I’m a massive fan of Formula One: the sport. Therefore I will and do enjoy the game version. Critically the game itself is rather good as a single player experience and I’m sure a few hot patches for AI and driver performance will help in balancing everyone else’s experiences. A career mode would have been great but I’ll take its absence in lieu of having a bad career mode instead. The current issues with the multiplayer though are very poor and need to be fixed soon, and all these little glitches and issues sadly detract from what has been a promising outing.

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This review is based on the PS4 version of the game and tested with the DualShock 4 Controller and the Thrustmaster T300 RS wheel.

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[author]

Tour de France 2015 – Review

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There is a strange allure I have with licensed sports games. I just want to play them, just to see what they’re like. The more common sense person in me says “Don’t be a dick, Sean, that game is £40 and you’ll play it for a week maximum.” It’s this reason why I owned the TNA Impact game, the Rugby League games back on the PS2 and even golf games. I’ll look at a game like the Tiger Woods Masters game and think “Wow, that’s cool! I want to play it” despite my interest in golf being a rather shoddy back 9 at my local course when I was 17 years old. But I am a fan of racing and every year, cycling grows in prominence, especially in the UK. We have some of the best riders in the world right now and the legacy of our success from the 2012 Olympics is still rather strong here.

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We have some great names like Sir Chris Hoy (who’s interestingly making the leap to motor racing with the Nissan Le Mans team), Sir Bradley Wiggins (who presumably has a career as a Rhys Ifans lookalike as well) and, according to Tour de France 2015, Chris Frame and Mark Civendash… Yes the heavily licensed video game version of cycling’s pinnacle event is missing arguably two of its greatest stars. Their teams are licenced like Team Sky and Ettix Quick-Step but they aren’t. It’s one of the oversights that have dulled this experience for me as, believe it or not, I was very interested to see what this game was like.

One the face of it, the game is a less leisurely cruise though some of France’s greatest scenery among a throng of computer controlled cyclists vying to be the famed Yellow Jersey. Or if not that, one of the many sub-event jerseys like the polka-dot climbing leader or the green sprint one. You can race through these multiple stages and sub-races in your own pack or as part of the peloton and work your magic through the many stages of the competition. Great if you’re a video game playing cycling fan.

Not so great if you aren’t or if you’re hoping this would be a good entry in to the sport for you. Very little is made clear about the event. Where as most mainstream sports games are quite simple in their scoring and how someone wins, cycling is not and you will quickly become frustrated that it’s not a first past the post scenario. The game manual does help a bit but there’s very little clear indication in the game as to what exactly you’re racing for. How you get the overall lead isn’t particularly obvious, or how various people regularly affect the overall standings as you’re racing and what you’re supposed to do about it. Climbs and sprints, yes, very obvious, but everything else? No. There are also single rider objectives that you can meet for bonuses but even still, they are rather unclear if you aren’t a cycling aficionado.

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Which is a shame because one thing that Tour de France 2015 gets really right is the strategy element. Your one button click wheel can control your entire team remotely to plan and strategise exactly what you need to win a stage. Get your people up for the sprints or the climbs then get them to hold defence as you slavishly avoid the wind on the wheels of another before timing your breakaway to perfection. Micro-managing everyone’s energy levels for the best parts of their particular race along with your own wall hitting risk (which you will do), and timing when to top that up with a quick supplement will distract you from the fact that the game doesn’t make the experience that enjoyable.

There’s a commentator/team manager whose received pronunciation voice wobbles like Griff Rhys Jones trying not to sound welsh but accidentally slipping. It’s such a weird combo that you could imagine Coogan and Brydon lampooning it over a chilled chardonnay and a Boudin Blanc whilst following the tour via the regions lavish eateries. At times, the man adopts the tone of an overly worrisome elderly gentleman who bears more resemblance to Lance Corporal Jones than a professional cycling coach. Don’t panic though, as he’s there to guide you with all 8 lines of dialogue he has… Repeatedly.

This package leads to frustration as during vast parts of the game you are in the French wilderness minding your own business, expending far too much energy. Your control method can be adapted of course to however you play but it is essentially one button at a time. You press square to hold behind another rider or RT to pedal. You can then tap X to attack. All of this expends a lot of energy for your rider before you get to a big climb or sprint so you can either run your own race or languish in the peloton for the duration. Then if you want to try your strategy you’ll bumble along as you reach to keep hold of your racing button and select your teammate, ultimately losing grip and slowing down massively or steering in to a verge.

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Oh well, at least the game looks good, right? Well no surprises as to what you’ll see anyway, lots of fields with copy and pasted corn, sunflowers, motionless cattle and their human counterparts with their cars parked up on sides manically waving flags and shouting what I assume is complimentary encouragement to you in french. It’s all rather static and a little bit sterile. I mean I’m not expecting Euro Truck style immersiveness but when the Tourmalet climb appears pretty much out of no where on the horizon and your limited camera movement and one view cannot see its imposing form really approach, it’s a bit annoying. Looking back to the peloton, every rider has the same face and body and this only changes when you get a podium screen. Crowds will mob the course as you approach a climb before sliding hastily away when they realise they’re in the middle of a bloody road, and I do mean comically slide. Like an old Quake style stereoscopic no clip mode. And whoever decided that it was a good idea to give the sound department all of the Vuvuzelas from the 2010 world cup and make them the crowd horns and noises should really have thought better.

I’m making a little light of this situation obviously but it is a game that doesn’t give too much to you and probably expects you not to be asking that much from it in the first place. There’s an local multiplayer mode, a Pro team mode for those who want to create their own team of super riders to earn the yellow jersey and a challanged mode. One thing I’d have liked is a freeplay mode so I could have done individual stages but other than that, the game has everything it needs and it has the strategy right, if not the gameplay to pull it off. For the price, it is one for cycling fans who enjoy it but if you’re a more casual fan of the sport or even just the event, then you’ll probably find it frustrating.

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[tab title=”Summary”]

Tour de France 2015 does exactly what it says on the box, it replicates the premiere cycling event with loads of licensed content and real stages you can enjoy. What it has in strategy though, it lacks in cohesion and end quality. With a little more adventure it could be a really good game though. Fun for fans of the sport and virtual representations, maybe not for more casual players.

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[tab title=”Good Points”]

  • Almost completely licensed teams/riders.
  • Great representations of the race stages.
  • Excellent strategy system and micro-management.

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[tab title=”Bad Points”]

  • Graphically a bit poor.
  • Confusing objectives.
  • No open freeplay of stages.

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[tab title=”Why a 6?”]

This isn’t a bad game, it’s actually quite a clever sports strategy game given that it isn’t a management sim. But the one button control and the lack of coherence over what your aims are and how to employ the strategy is rather frustrating and alienating those without the knowledge. A few niggles add up to more and dampen your experience but the promise is there.

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

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[author]

Returning to Tamriel – The Elder Scrolls Online

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Returning to Tamriel brought some mixed emotions to me. Originally, I was going to review The Elder Scrolls Online again, a year after I last did this with its original release on PC, with it’s new Tamriel Unlimited moniker. Surely enough had changed and moved in that year on that I could go back and almost revise my review, I thought, but as the hours I was sinking in to it became longer and the reviews from other sites started coming in, I realised I couldn’t do that.

That’s because, despite improvements, nothing has really changed and the games positives and negatives are still exactly the same. It was actually quite nice to see so many people pointing out the exact same issues I had last time out, and even one of my friends I’ve been accompanying on our MMO adventure making reference to a major frustration of mine. So, instead of a review (because to be honest I’d be giving it exactly the same score this time around) I thought I’d give a brief summary of what I’ve learned now that I’ve spent much more time in Tamriel, and how ‘unlimited’ it really is.

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Money is Pointless

 

On the one hand, TESO has solved one of life’s biggest problems with the overly wealth-biased capitalist oligarchy that we live in. On the other hand, it does it at the ‘expense’ (pun intended) of any mercantile or crafting activity, save for a few well-subscribed guilds. Money is really quite insignificant in The Elder Scrolls Online. You need it to buy a horse and to increase your inventory space (more on that later), and that’s pretty much it.

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Since the abilities of the mounts all got normalised to be the same with no advantages, there’s no point saving 40,000 coins as opposed to 10,000 coins for the cheapest yet identically able horse. Other than that you can craft things and sell them to the merchants for an infinitesimal amount of money compared to the time and effort you have put in to scrounging for the crafting components. I have brought Starmetal so I can craft in my native style from a merchant but only at the start. Now I find everything while adventuring so my only reason to spend money with merchants is gone. There are guild traders so you can buy and sell items, a little bit like an auction house, but to even access them you need to have a guild of fifty active people which, if we’re honest, is bloody stupid if it’s a game you’re going to play with a few of your mates. I’m pretty sure if you’ve got ten friends then chances are 4 of them don’t even play video games and two of them probably don’t even like fantasy games or MMO’s so you’re bollocksed really.

Of course the lack of the auction house does stop people completely ruining the economy of the game, but the complete lack of it and the lack of incentive to actually do things which turn in to financial gain equally cripples the economy. It’s incredibly communist in its workings how the foraging and set prices for all commodities means that, whatever amount of gold you may have, you actually have no advantage or disadvantage whatsoever. Of course this is the way of the Elder Scrolls games, money is relatively unimportant to the world where everything is outside. But it is very relevant to an MMO.

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The Battle Against Inventory Space is Real

 

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It’s weird how “over encumbered” is a struggle we never really fully deal with. We want all the things so having to mercilessly scrap, sell and destroy things seems like a sad process. Much like when you’re going through all the old band T-shirt 21 year old you brought and 31 year old you looks at with envy at how thin 21 year old you used to be.

But MMO’s have their version of this problem and The Elder Scrolls Online is no exception. Limited inventory space is and obvious thing for any game but the limits in TESO seem to be far too small. You have two storage spaces in your bank and your own inventory (and a Guild bank should you be lucky enough to have one). This fills up on average 4,867,308 times per gaming session. Here’s the process:

Go explore/visit dungeon > Search crates/boxes > Pick up crafting items (jewels, provisioning ingredients, etc) > Fill inventory > Destroy things to get actual reward for mission/dungeon > Empty in to bank > Repeat.

Then there’s this problem:

Get items > Deconstruct everything for crafting > Fill inventory > Empty in to bank > Repeat.

Or there is:

Construct items for crafting writs > Fill Inventory > Bank Full > Scavenge for items to compete writ > Unable to refine items as inventory full > Scream > Repeat.

This is quite literally the only use for money and, because there isn’t really an economic system so you can actually be good at getting money, it takes a lot of time to make enough to unlock the extra spaces in either your own inventory or the bank. It’s a slow process filled with lots of frustration that can either be cured by not picking up anything (which feels a bit soulless) or by visiting the main city every 15 minutes to unload and consolidate what you have over and over again.

There are a few other ways to get around it like training horses but pretty much every way to increase your capacity and therefore your skills involves money. There’s also only one bank per area and the areas have between three and four towns. The lack of that accessibility really hampers the game and the exploring experience unless you’re loaded. And there is one sure fire easy way to get rich quick…

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Plunder Thy Booty

 

Stealing was “nerfed” very early on in the game’s life, but really it is quite stupid. I have almost every racial motif and a load of recipes, not to mention trinkets that I can pick up every 15 minutes or so from the boats at the docks. A lot of these things have come from my friend who is now a master thief. He has spent so long levelling up through stealing and making money by fencing stuff that he’s actually missed a lot of story.

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The annoying thing is that it’s very addictive and you can regularly make something like 1,500 gold per day at a minimum. There are obviously a few issues to hamper your experience like the stolen items taking up inventory space (they don’t stack with normal items) or the fact that getting caught can be a chaotic experience of running away followed by a lonely experience of avoiding anything resembling an NPC that can hurt you. But once you’ve done it a few times and got used to it, it’s the easiest way to make guaranteed money.

In fact it’s so easy, it’s overpowered. You can go down to the city’s docks at any time to see two or more people sneaking around checking every crate and barrel to sell everything, just to make a quick buck. The reward for stealing far outweighs the rick and it feels like a lot of measures that have been taken to stop people ruining the game have in fact helped to ruin it in some places.

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It’s not all frustration though. The console version is a very impressive conversion of the game. The controller has been very well adapted to the hotbar MMO design (a bit like Dragon Age Inquisition has, to be honest) along with easy to locate sub menus, which are well designed. My only gripe is that jump and action are combined but you can change that at the sacrifice of another button in the options.

Graphically the game is very nice. It’s a very different world to Skyrim but is definitely at a higher texture resolution. There’s the occasional lag for the texture streaming but it all works rather well. The only issue there has been the occasional downtime and PSN issues that have occurred. The game still suffers from being a single player story/quest system in a MMO environment but the group events like the Dolmer’s and boss battles make you feel rather grateful for the appearance of others. It’s also a world that makes you want to explore it and methodically complete it, much like its Elder Scrolls cousins.

I’m honestly glad I’ve returned to Tamriel, despite what might look like a typically British spat of moaning. For a console MMO it is the right mix of non-subscription and casual Elder Scrolls fun whilst still having the dynamics of the franchise and lots of playability. If you’ve got a lot of people or make a lot of friends in game then I’m sure the dungeons and guilds are a much better experience, but even for a small group, it’s a lot of fun. If you haven’t visited before, you probably should.

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https://www.youtube.com/watch?v=pYw96B8XFCk

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LEGO Jurassic World – Review

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If you had told the late Michael Crichton that his work would eventually become LEGO, he would have said “interesting, but please don’t let it be based on The Andromeda Strain because that movie has fucking bland colours”… Ok he probably wouldn’t have said that (it’s true though, watch the Robert Wise film it’s agonisingly bland in its visuals, even as a fan of the genre) but I’m sure he would have been surprised at the lengths his 1990 book would have been expanded to. Yes Jurassic Park was a book and the film rights were brought up before it even got published.

But now it is LEGO and because of that it is the new franchise for TT Games to give their trademark treatment to. On the face of it, a game that encapsulates 22 years of dinosaur action, terror, that rubbish third movie and the second one that is always on ITV2 but we never watch it, is a good idea. For years the Jurassic Park franchise has flirted with video gaming crapness, with the exceptions of the Jurassic Park: Rampage Edition and the arcade shooting cabinet of The Lost World.

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So here we are with a tricky franchise and a developer who has barely ever struck out.  Naturally, this works like an absolute charm and cleverly makes you spend money to see Jurassic World so that you can understand what’s about to happen in the game. It brilliantly mixes the fantastic visuals that the movies have created and the nostalgia that they invoke with the playful humour that has been tried and tested over many family focused games… More on that later.

As you would expect with any LEGO game, and even the ones we’ve recently reviewed, the gameplay is exactly the same as any other LEGO game – smash all the things, get all the studs and unlock all the people whilst enjoying creatively re-imagined parts of the titular franchise. It looks great on the version we played and isn’t an engine that stretches the older consoles either, so you’re all good on whatever platforms you’re using.

The two islands of Jurassic, Isla Nublar and Isla Sorna, are lovingly recreated with different areas for each movie, echoing the Visitors’ Centre of Jurassic Park, the terrible monsoon of The Lost World and the broadwalk of the new Isla Nublar complex from Jurassic World. There’s lots of interesting things for you to do and stuff to break and the levels have lots of fun things to juxtapose against the terror. Good points include the Jurassic Park theme music-box, an achievement for giving Timmy an electric shock and the continued presence of Jeff Goldblum, which is always a good thing.

It’s an incredibly evocative experience, especially if like me Jurassic Park was one of the first movies you saw in the cinema that wasn’t just a cartoon/kids film. That beautiful and dramatic score by John Williams is there in full effect, including some of the finer points of Michael Giacchino’s score for Jurassic World (the lovely horn motif that plays during the free roaming of the broadwalk is my stand out favourite). So you’ll get around twenty main missions, five from each movie, where you can revel in all of your nostalgic memories of the movies.

Like the most recent LEGO games, there are vocal clips from the movies in abundance, although a lot has also been re-recorded by the wealth of vocal talent in the industry (including Troy Baker and Nolan North). Sadly this includes Samuel L. Jackson from the first movie, but that’s presumably because his lines were delivered with a cigarette in his mouth and are quite hard to hear, and that he isn’t the most family friendly character… Again, more on that later.

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The key moments of all the movies are well represented although the first and last movies are the most creative and fun. The only problems with the others, which are problems with the movies in the first place, are that they become a little bit derivative. There are lots of leafy green areas, overrun jungles and hiding spots. The puzzles mostly involve opening things and avoiding dinosaurs, which, after a few hours, becomes very similar and familiar. Not that there isn’t new character or exactly the same puzzles but you do begin to get a sense of repetitiveness.

There are some nice chase missions that are included as a bonus, like being the dinosaurs rather than the humans. But if I were honest, I would have enjoyed them more in the actual game as a way to mix up the levels and make them more engaging. I only found a couple of bugs (a gyrosphere falling through the world and a few character changing issues, as well as a infinitely renewable coin source), which are frustrating but not game breaking. Then there’s your standard post-game free play and free roam search-and-destroy mechanics, which are the best way to explore, as always. You get that huge world sense like you did in Lord of The Rings and Harry Potter that makes you want to explore. Simple, engaging and intriguing – the perfect mix.

Yet there is one thing that hasn’t sat well with me, and it’s taken me a week to realise exactly what it was. I finally realised it is something that is completely missing from LEGO Jurassic World. Maybe I hadn’t noticed before consciously but it’s present in every other film based franchise LEGO game I’ve played. It’s possibly something to do with LEGO’s family friendly nature that they couldn’t show, despite having shown it before. So whilst I’m pointing it out and getting it off my chest, I’m not judging the game on it, and neither should you. Unfortunately, in my opinion, it’s one of the things that the Jurassic Park franchise not only excels at but also relies upon. I am talking about death.

One of the greatest things about the original Jurassic Park movie is how it doesn’t take itself too seriously. The falling banner about dinosaurs as the T-Rex roars is not only a great visual but also an amazingly ironic juxtaposition, purposefully created. It’s an easy joke but the death of the cowardly “blood-sucking lawyer” is black comedy at it’s action movie finest. Most of Ian Malcolm’s greatest quips are about avoiding death in an almost Woody Allen-esque overly talkative way (not surprising given that Goldblum’s debut was in Allen’s Annie Hall, and he siphons the actor/director tremendously in the films). But, and this isn’t a spoiler, nobody dies in LEGO Jurassic World.

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There are the all-important people eating scenes but all of them blissfully avoid actually committing to the death of a character, regurgitating them after, or just casually changing their death to a relevant whimsical scene. But, and maybe I’m being too adult about this, death is a central theme of the film series and is something that is expertly handled by them. Most of the deaths in the movies are comically based, rather than terror based (with the exception of Jurassic World), yet the complete avoidance of them in the game actually takes away something from the story and the fiction. I get why it’s happened because, a dinosaur eating someone is pretty terrifying. But it’s not as if the games haven’t done death before.

Another thing, and maybe I’m being picky, is a completely needless mini-game involving the Pachycephalosaurus. At first I thought it would serve a purpose to teach you a new mechanic but it just teaches things you already know from the earlier missions and is just there to divert the play from the story a little so you can explore the area. But you then have a part where you use the dinosaur as a battering ram before beating off your fellow Pachycephalosaurus’s in what is almost a dinosaur version of cock fighting. All this happening in a tourist arena with P.A. bellows of “oh don’t worry, he has the hardest head,” as if crying virtual LEGO children are in the stands pleading with mummy as to why the dinosaurs are trying to kill each other. There is a relevant symbolism in this with the movie of Jurassic World, which I won’t spoil, but it’s lost a bit in the game given that it doesn’t attempt to put the more moral dimensions of the plot in to any context.

After a few hours back on the islands, I must conclude that LEGO Jurassic World is an excellent nostalgic love letter to a series we all hoped would have a good game waiting to evolve from it. Although the movies are PG, I feel that the humour and the game itself has been aimed at too younger a player and could have had a bit more freedom in using the source material (Jurassic World is 12A). All of the excellent LEGO staples are there, including character and dinosaur creations, and it all works brilliantly. It is most definitely the best Jurassic Park/World game made and a good LEGO game, but could have done with a little more appreciation of what the audience can handle.

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This is probably the best LEGO game in a while, at least since Lord of the Rings for me personally. The Jurassic Park franchise fits it very well and TT Games has yet again, excellently put their trademark humour and enjoyable gameplay into practice. There are a few unpolished bits and the games suffer mostly from the same reasons that the movies did. Fun to play, good nostalgia and dinosaurs.

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– Dinosaurs, nostalgia and no expense spared.

– Great open world map.

– Another franchise that fits great with the bricks.

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– A bit unpolished in places.

– The story suffers after a while, much like the movies.

– Tiny bit repetitive in the puzzles.

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Whilst I have some criticisms, I’m not judging a score based on them. But there some unpolished parts that more testing could have helped. The game though is a lot of fun and enjoyable for a while, and whilst the pace suffers during the third movie, the only problems mostly stem from the source material. Could have been a little bit tighter in places and the bonus levels would have been great

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

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