Project Cars interview with Andy Tudor

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Project Cars is the new offering from Slightly Mad Studios. Sean got to sit down and chat with Creative Director Andy Tudor about the game at EGX.

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Project Cars is a very big, graphically awesome simulation. Simulation is the key word here I suppose compared to everything else that’s out there.

Yeah, I think the word simulation or simulator kind of gives people the impression that it’s hard, or difficult and challenging. But actually, all it means is simulating real life so it’s accurate, realistic. But compared to the competition there is out there, we said from day one planting our flag in the sand, we were going to be a competitor for Forza and Gran Tourismo. Compared to the other guys that are in that arcade space. So if you’re looking for that Forza/Gran Tourismo kind of game with a bunch of features that have never been in those games but have been on the PC sims, just not on console, the Project Cars is just that.

I’m a child of the Geoff Crammond years so I love the… I say simulation aspect but I probably mean the more technical tweaking aspects of it. And there’s a lot of things in Project Cars in driving that you won’t normally feel in other games because of those options. Just tell us a little bit of how you managed to recreate that experience so realistically especially on tracks like Brands Hatch.

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With Brands Hatch we used a laser scan. So we have the mathematical data of it, we know the elevation changes and all that stuff. Next the track team go out there and take gigabytes of data so we know visually what its like. The third thing is getting the guys out there to try it out themselves. So if you were watching a race at Brands Hatch on TV, you would see the cars flying around the track and they’d look perfectly smooth. Get in there, get in to a Formula Brands/Formula 4 kind of car, and go down the main pit straight, the engine the right behind you 6 inches away from your head, the car is screaming, the wing mirrors are vibrating so much and you’re making all these micro little movements. When you’re braking the car is trying to get away from you and you’re hearing the tinkle of gravel, tarmac and bits of rubber underneath the car… That kind of stuff you never see on TV or hear about it in a press briefing afterwards from the drivers, you don’t see it in the grandstand. You only get to experience that when you’re doing it yourself. That’s the key to it. The mathematical data is there, there visual data is there but the emotional bit is the thing that we bring to the table.

You’ve had a lot of input from racing drivers across different disciplines. How’s their involvement in the game helped?

It’s kind of come full circle. Usually when you hear about racing drivers giving their input in to games it’s usually at the end where there’s marketing pushes. But we’ve had those guys from day one so it’s a different angle. Ben Collins, the former Top Gear Stig, we hired because he doesn’t like racing games so he’d give us completely honest feedback. Nicholas Hamilton (brother of Formala One world champion Lewis Hamilton) has been playing sim racing games on PC for years. So he gives valuable insight on the expectations of that community, what the games get wrong and how Project Cars can do it right. Ollie Webb is a test driver for BAC Mono. He’s a European Le Mans driver so he’s driven 75% of the tracks in our game as well. So he can give us incredible insight on the car on a one to one basis and give us a direct comparison and he can say “oh I was just at Monza and they’ve changed the rumble strips.”. So much so [is the games realism from driver input] that real drivers are using it for training for the real thing. It was completely out of the blue that Rene Rast, a German GT driver, showed up on YouTube with a video of him driving Project Cars on the Le Mans track and was within one tenth of his real life lap time. He was using it because the game is so accurate that when he’d go to do the real thing, he’d have the sense of training you can’t get on a multi million pound Formula One simulator.

I noticed racing on Brands Hatch, something that most racing games don’t achieve is how thin the start finish straight is and how claustrophobic it feels.

Brands has got great elevation. Your eyes have a certain field of view. In games you have a different field of view. So you need to do things to make sure you get the same as you get in real life. [At Brands] You can’t see the peak of the hill from the cockpit. So it’s little things like that .

There’s been a lot of feedback from the manufacturers. Who have you had involved?

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We’re an independent developer but we’ve been doing games for 10 years so we have a relationship with a lot of manufacturers and a lot of track licencees as well. So there are certain cases, those guys are coming to us saying “We loved what you did in Shift 2 or GT-R and we’ve heard you’re doing something new, we’d love to have our cars in the game.” They’ve been absolutely great. The cars are 1:1 recreations, we get CAD data, the technical data, the lap-time information, plug it in to our engine. The guys make the cars from million of photo references from the manufacturers. We make sure the liveries are all painted effectively. We make sure the paint schemes are all perfect as well. We make sure all the interiors are done; every car has a full cockpit with functional dashboard as well. And then we have to give it back to the manufacturers so that they can approve it. So they have to be accurate. Graphics wise, we have got to the point where we can make everything photo real. The next generation consoles are quite capable of achieving photo realisim with glass and metal which makes up about 95% of a car. So they are a 1:1 recreation.

Racing games create massive communities, people who share their set-ups, form clubs and clans. There’s already quite a big community and interest around Project Cars. 

Absolutely and it’s always in our intention to not be hypocritical and support our community after launch. Which is why we have the Driver Network. Your profile is your licence and your stats, showing your what you need to improve. Your favorite cars and tracks, tracking your reputation online, how much you cause yellow flags, etc. The other big area is sharing. Steam has the screenshot gallery, you can stream by twitch, you’ve got the Xbox One Upload studio, you’ve got the share button on PS4, and YouTube. If you go to our Driver Network Flikr pages and YouTube playlist, we’re showcasing all the best bits from the community. Some people live on different time zones and even if you aren’t, the chances of you being online at the same time as a friend is a lot slimmer than before. With Project Cars you can do time trials against each other by downloading the ghost of a friend or anyone on the leader board. So you can see how people get those amazing time. And finally you have the Driver Network Community events. These are regularly scheduled events happening all the time, and everyone loves bragging rights.

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What has the feedback from players and the community been like so far?

Honestly if it was terrible, I’d tell you. But it’s been really good. There’s so much feedback from people who are playing and what they want. Graphically it looks great, gameplay is great. We’ve got a FAQ’s on our page but everyone wants to know about what cars are coming, what tracks, Oculus Rift support, wanting to set up their driver clubs and clans. So it’s been great but we are an independent studio and it’s taken a long time. Project Cars is ambitious but it’s worked. The PS4 version is already there and Xbox One version will be 1080p and 60fps at launch. We’ve always been honest about getting there and we have.

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Project Cars will be available on PC, Xbox One and PS4 on November 18th US and November 21st in the EU, with SteamOS and WiiU versions to follow in 2015.

[author]

Sherlock Holmes: Crimes and Punishments – Review

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

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

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

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

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

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

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

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

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

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

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

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[tab title=”Good Points”]

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

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[tab title=”Bad Points”]

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

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[tab title=”Why an 8?”]

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

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

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Escape Dead Island interview with Anthony Cardahi

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Escape Dead Island is coming soon and Sean managed to grab some words at EGX with Anthony Cardahi, a creative producer at Deep Silver, and talk about the game.

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Escape Dead Island. Very very different. It’s a very different choice of game for the Dead Island franchise. How did you come about that process?

So it’s a mixture of several elements that blended in together. One of them was that part of us wanted to deliver a game experience that was kind of related to those early trailers that had such a nice reception from audiences. And the other side that was just a desire to give a bit more background information as to what the Dead Island universe was about. That really convey the idea that there was a bigger picture that we aren’t just putting out zombie games without a link between them. Dead Island has its lore and we wanted to find a format that would be appropriate for delivering this information. It came also from some personal taste in terms of games and movies that just all blended in and gave birth to what Escape is now.

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Did cel shading feel like the natural choice?

Yeah, on several sides it was a logical art style to go for. Just going with a more narrative and story driven kind of game, that we wanted to be able to marry to the player in an impactful way, we knew we wanted those comic cutscenes that are useful to the story. So it made sense for the game itself to be in a comic style approach so you get a more wholesome feel to it and more expressiveness. Later on we realised that it was a lucky pick because it allows us to differentiate from the main Dead Island franchise, give no confusion to the players and make it look and feel like a spin off of the main series.

I suppose it also helps with the implied psychosis that your main protagonist has during the game?

Definitely. The madness that Cliff will be gonig through as he progresses through the story just begged for a visual style that would allow us to bend reality and all the crazy things that we have in the game. It helps to convey all the various faucets of this and make it much more visual and direct in to the players face.

Following the preview, the game reminded me a lot of the Keanu Reeves movie A Scanner Darkly which was a Phillip K Dick story, which was partially animated. Where did you guys draw your inspirations from?

Everyone who’s worked on the project from Deep Silver and Fat Shark. Being a Swedish developer means they have a very fine artistic side to them, so lots of different influences came from everyone. We had some strong influences from Groundhog Day, Memento and Lost. Inspirations more for tonal idea and atmosphereic impressions we wanted to make during the game. And these mixed up with the fact that we all really enjoy comics and are very knowledgeable about them. So it’s cool that we can mix these things with the key ingredients of what makes up a Dead Island game. Even after 10 seconds, you still know it’s a Dead Island game, which is really unique. So blending all this togehter gave us this result, which I don’t think anyone could have seen at the conception stage. It’s a nice process to watch unfold.

It is very different, so how do you think the fans of the franchise will receive this expansion of the artistic nature of the game compared to the previous entries to it?

I’m guessing it will depend on what type of player the fan is and what drew him/her in to the Dead Island games first. For those who have any kind of curiosity about what our world is and what the events transpiring there are, they will probably be intrigued with us giving information that relates to bothe the past games and the upcoming ones and create a kind of bridge. Also I’m guessing a lot of people might just come due to sheer curiosity with the fact its a different take but it still has the the whole “paradise turning really bloody” vibe that the main series has. So the art style might make people more curious and we have those key elements like the emphasis on melee combat, survival approach, the zombies. If you like Dead Island as you play the immune superhero, you might like the new approach to be on the other side as a regular guy and be a lot more careful and defensive.

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Where did Cliff come from because he’s a beautifully flawed character?

Yeah it was really fun trying to reach the point where we had our protagonist. We didn’t want him to be a cliche of heroic guy shows up saves the world kind of thing. Working on him and the way to bring about the regular dude venerability of the character ended up inspiring him. He’s a flawed guy, you’ve probably seen him in a lot of college comedies, or you might know someone like that like “you know he’s a cool guy but sometimes he acts like a douche.” Which is referred to quite a number of times in the game. This kind of dual dimension and his prescence there I think also helps to explain all what he’s going to go through. He’s showing up on this island wanting to be the new Vice, [thinking] “I’m going to film this documentary that’ll prove to the world what’s happening here, I’ve got to unveil the truth.” He’s really enthusiastic but ultimately disconeccted from reality, never achieving anything in his life, in his fathers shadow and wanting to prove himself. Daddy issues to some extent which is a driver, but also a component of what Cliff’s going to be going through during his adventure, or misadventure.

So why haven’t you gone to next gen with this game?

Well the majority of our audience is on the past generation consoles, plus Dead Island 2 being the flagship title for next generation, we thought we’d stick to that. But we’re keeping our fingers crossed and hope it does well.

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Escape Dead Island will be available on 21st November for PC, Xbox 360 and PS3. You can see our preview from GamesCom here!

[author]

Lords of the Fallen – Hands on Preview

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The last time we saw Lords of the Fallen was back in April. At that time, we got to see a big demonstration of a level by executive producer, Tomaz Gop, and had a few words with him. This time, he gave us the game for an hour and personally guided us through our play through! Which was nice, seeing the developer enjoying you playing and noticing how you play. So I apologise if I inadvertently nerfed anything. Given my last impressions, there were a few things that were worrying me, but with time spent playing the game these fears have definitely been addressed. Although the news broke just after I played that the Xbox One version will run at a lower resolution than the PS4 version, there is time to find some extra memory to ramp it up which I’m sure Microsoft will insist on.

The joys of having a game that shares similarities with other RPG titles like Dark Souls and The Witcher (the latter especially given Gop’s previous involvent with the series) does help you pick up and play the game, even though he admits the controls can be very tricky without the use of a tutorial. Whilst you get the basic idea very quickly there are a lot of nuances to the controls and your approach to the game that are best picked up in action. However the choice you make before you even start playing also dictates the style of game you play along with the controls you’ll be using.

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It’s not terribly over the top, you’ll have three classes to choose from. But the options after that and how you unlock things and progress later on in the game are all dictated by this choice. In this way the accumulation of spells, disciplines, armour class choices and the like owe a lot more to table top RPG gaming like Dungeons & Dragons. The way you can bank your experience is very useful. You aren’t set against just having enough XP for a level up. You can pick and choose how much you want to use towards each upgrade and slowly build it up without having to blow it all on one point upgrade at a time. It’s quite a nice system so that you can feel your progression and feel that you’re using your XP in the best way for you. The art style both, in game and in menus, is given a full on fantasy role playing vibe. Much like Magic the Gathering in the way a card system is used to help the character profile screens. You can still be over encumbered and things your character can’t use are still available, like boss drops. It all adds to how you handle the role playing element which doesn’t punish your smashing bad guys element of the game too much to be completely infuriating. Instead it compliments it well and visa versa. Which as a fan of fantasy but a hater of complex inventory/XP systems I very much approve of.

I started as a guy with medium armour which meant I was dead within a few shots but could move with enough agility to avoid most of the damage and time my attacks. There’s a lot of dodging but also the option for stealth which, especially when you get a few blind enemies around you, allows you to pick and choose your battles. The levels are very dynamic as well. It isn’t just enemy after enemy after enemy followed by boss. There’s lots of hidden places you can explore and extras you can get if you keep your eyes open. Hidden passages and the like can be found along with scrolls that open up a audio note style story nuggets, like Bioshock. Which is nice and it doesn’t move you out of the game. One thing with the controls though, especially given that they can be tricky to start, is how unobtrusive everything is to the in game screen. Everything is a nice size to allow you to see the world and spot all those nooks and crannies. If you change your weapon or magic for example, you’ll have a small notification of what it has changed to.

The thing is with this game is that you can play it how you want to. I’m not a stealthy guy. I’m a very smash and move kind of guy or I’ll pick people off from afar. Unless I know a lot about the world, I won’t care too much about the sheer volume of consumables and objects that can encumber you. In fact the size of Skyrim and everything you can get is one of the things I occasionally dislike about that game. But Lords of the Fallen has this very fluid, very easy to pick up feel about it which, once you acclimatise yourself to it, rewards you greatly. Its screens and options for objects, items and upgradable parts aren’t too overwhelming enough to detract you from playing the game.

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Additions to your weapons this way feel smooth and you really adapt them to how you play with them. When I switched to my second character with his dual daggers, but lighter more death inviting armour, it was a style I was not accustomed to and I found it harder. But with my starter character, I would have progressed him and made him better for my style of play. Lords allows you to do that very easily. The magic options are also very cool if you go down that route. There was a gauntlet which gave me a poison grenade launcher and a magic missile. It’s fun and adds more tactical elements to how you attract and damage enemies. My favourite magic has to be one that mimics your every move for a short time, including attacks, effectively doubling your attack for that time. It’s all very cool.

There are several little things that make me like this game a bit more than the onslaught that Dark Souls brings. Firstly, the lockable camera allows you to keep your focus in battle on a specific target and is easily switched. That’s a great help for the amount of times you duck and roll and keeps you in the fight rather than bouncing off the environment and getting one-hit-smashed to oblivion. You’ll find special challenges throughout the map that are dimensional portals. When you die the ghost of you remains, like Dark Souls. Except, this can be an advantage as your ghost gives you a health buff while you’re in the vicinity of it. I used it, once I died to a boss, as a health regeneration point and kept it there so I could fight the boss around this buff. You won’t get the XP straight away but it’s a nice tactical approach that can aid you. Strike combos make you feel like you’re achieving some awesome damage, much like a Dynasty Warriors game would. The influences from other games are very noticeable but that isn’t to the detriment of Lords, in fact it accentuates its positives.

Those positives are that the game is very easy to play, the control mapping isn’t all over the place and uses held buttons rather than complex D-Pad selections. In fact you can select and deselect your favourite consumable options to make the D-pad essentially your healing potion button. The art is visually stunning and each area feels as atmospheric as Dark Souls and the enemies are just as nasty looking as those in Doom and other horror/fantasy games. The demonic mini-boss I faced reminded me of the devil from Dungeon Keeper which has always looked incredibly cool. The game is tricky and challenging but not in the constant death way of Dark Souls. You don’t get that sense of frustration that sometimes Souls gives you. The game gives you the right amount of options to be able to carve your own Harkyn and your own style of play. The bosses do different things during their battles and it makes fighting them more challenging than just noticing their attack and vunerability cycle. The extras are nice to find and don’t completely obscure you playing the game and keep you in the world more so than the Elder Scrolls games do.

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Back in April I was excited for Lords of the Fallen but a little bit worried it’d be too much like other games or slightly tepid or more focused on the visuals to create a game worth playing. Now I’ve played it, my opinion has completely changed. It’s a game I can’t wait to play, I can’t wait to see speed runs for and I can’t wait to talk about. The next generation hardware was always going to give us good benchmarks for future games. There’s lots of fantasy RPG’s coming out with Shadows of Mordor and Dragon Age. But I think Lords will keep a very good and dedicated audience happy and set a bench mark for other RPG’s to aspire to in the coming years.

Lords of the Fallen is due for release on 31st October for PC, Xbox One and PS4.

[author]

Dragon Age Inquisition interview with Neil Thompson

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Dragon Age Inquisition is the new offering from Bioware in the franchise that has very quickly become a fantasy icon in video gaming. Sean got to sit down at EGX with Bioware’s Director of art and animation, Neil Thompson, and have a few words about it.

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It’s a very interesting art style compared to other Dragon Age games, especially with the Frostbite 3 engine. How did that come about?

Well the interesting answer is the adoption of Frostbite. We did the previous two Dragon Age games on a Bioware engine called Eclipse and I think it’s safe to say it was starting to show its age. We wanted to take Dragon Age Inquisition on to the new hardware and new generation. What does that mean? Well a lush, diverse and complex experience and there’s no reason why that shouldn’t apply to us like everyone else. We’d already seen what Frostbite was capable of with Battlefield and we wanted a piece of that.

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How has that approached how you create the game? Before the previous Dragon Age’s single player experiences very much in the Bioware theme and the characters and now it’s multiplayer and more open.

Multiplayer is one aspect of the game but the single player and multiplayer are still two different things. The single player experience is still an immense priority for us. We wanted to extend that single player experience, larger worlds, and better combat. You don’t allow the paradigm of the hardware or the engine to dictate what we wanted to achieve with the franchise. We wanted push the pillars of Dragon Age with a more open world experience, a larger or more diverse world. That’s what we wanted to use for the game because we felt it would be a better experience for the player.

The advent of the new generation consoles has come along at the right time for you to embellish that as well?

We are on all five consoles with presents a challenge in itself. But the move to the next gen has made the older generation versions better because of it. We try to satisfy the needs of the players across all platforms. We don’t want the last generation console owners to get less of an experience than the other console owners.

The art style has changed, partly because of the Frostbite 3 engine and you’ve been able to put new features in to the game like the tactical view. Tell us a little bit about how that came about.

Well it’s the result, not really of Frostbite option, but between the team and the creative director that they wanted that RPG experience. Origins and many of our games have that dynamic and I think it really enhances the combat. You can play the game with the traditional third person way and its fine. But if the challenge becomes too much you can always pause and think about it more strategically and from a party perspective. Rather than just playing from the one view.

Where did the inspirations of that mode come from and for it to be as seamless as it is, because you can see comparisons to MOBA’s and Warcraft?

Well I think Bioware’s inspiration goes back further to Baldur’s Gate and those top down RPG’s.

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The game is the third in the franchise, so you’re fairly well established with Dragon Age and what you do. There’s a lot of other games as well coming around at the same time with competition like Lords of the Fallen, Shadows of Morder, Elder Scrolls Online. How will your game go in that kind of market as it is very different and unique compared to what is there?

It is and what I think is good and that is positive for the Fantasy space market is that it is possible to sustain multiple franchises. And it just encourages strength across the board. Fantasy has had something of a revival in recent years with Lord of the Rings, Game of Thrones and stuff which is fantastic, a positive environment for fantasy and the games that inhabit it. So I think it’s great for everyone.

You say fantasy is having a bit of a revival, I’d say role-playing as well is having a renaissance. Dungeon’s and Dragons is back again with new rules, simplified. There’s a lot more indie gaming that’s using the mechanics. How do you keep things accessible when there’s a lot of other options and different things about?

It is challenging. I think you can’t be stuck in the position where you’re trying to please everybody. You end up diluting the experience so what we’ve tried to do is allow you to play Dragon Age the way you want to play it. If you want to get more in depth and in to the tactical side of things then you can absolutely do that. But if you are a more casual player and if you want to go through the narrative without getting as deep in to the ability trees then you can. What we’d like to see, if you are a more casual player, is that you get introduced to it and you just dip your toe in the more complex systems and if they enjoy it then they do.

With art & design, you’ve probably seen enough concept sketches to keep DeviantArt running for years to come. What kind of artistic inspiration do you take, how do you get that world created?

We try to go as broad as possible. We’re keen to have a broad palette for our artists, not just from the genre of games but from film, TV, architecture, fine art, contemporary art, sculpture, writing. You name it people are passionate about it and it provides the spark of creativity then it’s a wonderful thing. So we look very broadly with our inspirations.

There’s a lot of things that come from the games characters, how much of the classic Bioware character driven style is still in the game, given all the changes? 

It’s still incredibly core to the experience. You start with the narrative perspective, get the story outline, introduce the characters. Their personalities are explored and evolve right from the concept artist even before the 3D side of things. It is still absolutely part of it. Dragon Age Inquisition is a game about a vast and threatening diverse world and the people in that all have needs and desires and that’s key to the experience.

DAIINT4I suppose it might be a new thing for a Dragon Age game where you’re going in to an online world where the key is community. Destiny has shown already how many people, even on consoles, will form groups, discuss the game, play the game, etc. How do you see Dragon Age being received by the community like that, as the genre leans very heavily towards that kind of community?

I think Dragon Age and Bioware itself already has a very vibrant community. There’s no shortage of passion for the franchise. I hope Dragon Age will get people more involved and more emotionally interested in these characters and drive further conversation and further collaboration between fans and Bioware.

So what’s been your favourite thing so far in developing the game and what have we got to look forward to?

It’s hard to say, there’ve been so many things. It’s been a challenging development. Anything like this is difficult to achieve. I look at the final game now and I see how the design and the art has gelled in to the experience and I feel very satisfied and I and the rest of the team are very proud of it. We’re always working on new ideas and Dragon Age has always got more stories to tell. So there’s a lot more to come.

How about getting the Xbox One version up to spec with the PS4?

Game development is challenging, it’s always difficult. I think the key is trying to give the same level of satisfaction and experience across all the platforms so we hope to achieve that.

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Dragon Age Inquisition is due out on November 21st on Xbox 360, Xbox One, PS3, PS4 and PC.

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Dead Island 2 Interview with Isaac Ashdown

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Sean has been at EGX all this week. Here’s one of the many interviews he got, talking to Isaac Ashdown who’s a Gameplay Programmer at Yager for Dead Island 2!

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It must be really exciting to work on seeing how the well the community received the Dead Island games along with some of the critics.

Yeah, it’s certainly a great opportunity for myself, I was a big fan, and for Yager as well. It’s a really great game to be able to take to the next step by making the sequel.

Do you feel, because this is a different development team to the first Dead Island games, you need to do something slightly different, or get a good enough spin on it yourself to establish yourself in the franchise? 

We certainly aren’t letting ourselves be held back by anything in particular, taking it in the direction we want to make our own, and the next gen consoles give us a lot of opportunities to pull out the stops. We’ve got the seamless 8 player connectable co-op where you drop in and drop out of. We hope that will help bring the game to a more emergent level of gameplay.

I’ve played the build of the game, so lets talk about killing things!

Ok!

There’s a lot of death and we had a lot of competitions between the people who played for the highest death count. How much fun is it to programme that complete melee of destruction of zombies and that humorous tone of everything else about it? 

It’s a lot of fun. I’ve worked pretty extensively on the melee systems and the weapon systems in general. So our goals there are really take it in a direction that maintains the visceral nature of the first game, because melee combat was a lot of fun. We’ve expanded on it in a lot of ways, for a number of reasons. Because we’ve got an 8 player co-op, the number of zombies you’re fighting at any one time is a lot more than before. If you’re with a group of your buddies we’ve tried to keep the combat fun even with the amount so it’s been a lot of fun to do.

I got from playing the preview that there’s a very devil may care attitude about the story and everything in the game. There’s the bit with the Peter Fonda “we want to get loaded” speech on the radio. Obviously that’s very different to the original game so how do you see this fun element keeping people in and keeping the co-op going?

The story tone is a little different to the first game. It’s set in California and you’re one of the heroes that’s decided to stay in the state, even though its kind of been compounded by the government. And there’s also all the other guys there who are there for the same reasons but aren’t necessarily new like you are. But they’ve seen it as a new opportunity to build a life for themselves in a way that it wasn’t possible before in modern day life. So that kind of set up is what we’re going for with the whole combat tone as well. So you’re there to have a good time, basically, and embrace the lighter side of the apocalypse.

So the first game has given a lot of stylistic and artistic impressions to the franchise, but what are Yager’s inspirations for their take on the franchise?

It’s certainly a lot of fun to make such a colourful game. Taking this kind of paradise gone to hell and putting in a real world location like California, it’s a place I’ve been to a few times and have family there, so it’s fun to see a place I’m familiar with that’s been turned in to this zombie playground and still is recogniseable as a real place.

You’ve taken quite a lot of inspiration from the real life California and Los Angeles and how that city operates.

As Europeans, it’s not a place that we can really have a kind of claim to, it’s something that’s such an iconic location in popular culture and Hollywood has done a good job of presenting itself to the outside world. So it’s good as an outsider to be able to run with it, like a fantasy California. Like if the world of Hollywood was presented in this fantasy way, populated by these people who may be anarchistic or want to party, but not taking themselves too serious because… It’s LA.

We’ll see this in Spring 2015, so how’s the development all going?

The demo here we shipped for GamesCom a few months ago has come a long way. We’ve started playtests with the whole world with seamless 8 player. It’s fun to get in to the office, jump in the game and have other people also jump on your server. You’ll be playing and doing your own thing and then your buddy in the next room will jump in and you’ll team up, so it’s been great.

So the next gen tech much have really helped coming along when it did to give you more possibilities and scope?

For sure, the consoles themselves are much more powerful so you can do this open world and we’re using Microsoft’s cloud compute to run our servers so we can do a lot more than the traditional infrastructure of having a bunch of servers in a room somewhere in the world. Being able to spool up servers as you need them, being able to connect people with their friends, all that stuff makes the seamless 8 player co-op possible.

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Dead Island 2 will be released on PS4, Xbox One and PC in Spring 2015. You can check out Sean’s preview from GamesCom here!

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Preview – F1 2014

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It’s time again for Codemasters to let us in for a little preview of their efforts with F1 2014, which in real life has been a new and exciting time for the sport. For those of you that haven’t seen the fallout of Lewis Hamilton and Nico Rosberg this year over the news and the papers, you might be forgiven for even noticing anything different about this years Formula One season. Of course you’d also have been living under a rock that was stuck beside a stalagmite that was in the back of a very deep dark cave that had yet to have been discovered somewhere in the depths of the Amazon jungle that native tribes fear to approach due it possibly containing a soul sucking monster that could only be appeased by the sounds of a V8 engine… I digress.

Engines are a good place to start given that the real world F1 has had drastic changes to it this year. In an effort to be more representative of the current consumer vehicle climate so that manufacturers will stay attached to it, F1 ditched the petrol guzzling V8 super noisy beasts that had been powering them for the past eight years in favour of a V6 Turbo Powered engine linked to a hybrid energy recover system, or ERS. Basically the engine draws power from a battery that charges up kinecticly throughout a lap, as well as petrol. You may remember this as KERS last year which was available as a power boost. Now it is integrated into the car, which lights up the rear tires like never before giving you a squirmy torque nightmare to handle, along with a software adjusted braking system and the return of the rear wing drag reduction system (DRS). The aerodynamic changes, along with some safety improvements, have led to a step nose which is a design to replace the straight noses of previous years. Apparently it’s to stop the cars taking off in a collision but it has created some fairly ugly phallic designs.

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Why am I furnishing you with all of this technical information? Because it will answer quite a lot of your questions about Codemasters newest addition to the franchise. Your first question is “Why isn’t this on next generation consoles?” This is because those rule changes alone have drastically changed the way the game plays, Handling is now a completely different beast and different cars with superior design stick to the road a little better than others. The sounds the engines make has totally changed as well, along with two brand new tracks and a complete change in the way these cars behave aerodynamically. There is no way a next gen version of the game would have been ready. Disappointing, yes. But with the next iteration coming early next year, we hope it will be an easily satiated itch.

Your next question “Is this just another yearly franchise update and why should I get this when I can wait for the next gen version?” It seems FIFA has come under criticism lately for not adding much year upon year, if this years reviews are anything to go by. You could argue that until the classic mode, F1 was in danger of the same. The changes in the sport though require two things: practical testing of making those game changes work, and a comfortable experienced engine in which to implement it. Yes this is a yearly update but a lot has changed in the sport to warrant it, especially if you haven’t brought the recent iterations of the franchise. In fact, I’d say the combo of F1 2013 and 2014 are very clear pictures of several generations of F1 including this newest.

So your final question is “What’s it like and have they succeeded in adapting to the changes in the sport?” Here’s my disclousre of what I played. I did a three lap race in the Mercedes around Australia, a five lap race around Italy in a Ferrari and a three lap race around the new Russia circuit with a Lotus. That way I had all three different engine manufacturers (Mercedes, Ferrari and Renault) and three very different handling perspectives. The car selection actually comes with a difficulty meter now so you can tell which ones are the more challenging.

With the first race, I immediately had to find new braking points. The new brake by wire system does shift your bias quite a lot and with the 8 speed gear box, everything is a bit confusing if you’re a seasoned F1 veteran and are playing with the racing line off. The low growl of the V6 turbos has replaced the echoing roar of previous years and almost sounds a little dull and lifeless compared to the previous years engine. At this moment, there isn’t the raspy kind of sound the real life counterparts have in the down shifts and braking, which is a bit sad because I like that noise but hopefully it will come. The handling is, in the Mercedes, surprisingly responsive. I wasn’t having to correct the car nearly as much as I thought I would be which, when you think about it, is pretty indicative to how the Mercedes have dominated the season in real life. The Ferrari on the other hand was much less stable around Monza, especially after slowing. The first chicane was tricky getting around without the luxury of being glued to the road like before. Hitting your apex will be incredibly rewarding, not just for nailing perfect lap, but also for getting the car hooked up well with enough speed and grip for the next turn or exit. I didn’t notice too much of a change in the engine noise between them but there was slight differences.

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The Lotus was a very realistic representation… Utterly shit. If you’ve been following F1 then you’ll know Lotus’s fall from prominence compared to the past few season’s competitive car has been quick and nasty. Changes of drivers haven’t helped, especially with one of them running up the bill for spare parts quicker than you run up the bill at your works Christmas party bar. It might not have helped that I was driving around the new Russia circuit in Sochi that I’ve only seen in a BBC feature. The track is surprisingly tight and has a lot of potential to create missed braking points and wall collisions. The tightness, especially with kerbs and sharp apexes really make the car quite unstable and the torque bites the car as soon as you hit the gas. It does not have the raw pace of the other two cars which is quite nice compared to the other slightly unrealistic representation of lower grid cars. It presents more of a challenge to you by upping the difficulty of the car, rather than having to rely on upping the difficulty of the AI and of the driver aids.

There’s still a few weeks left before the chequered flag falls on F1 2014 and the last generation of Formula One racing games. In a way, it’s a shame that the rule changes happened for the game because last year’s effort, especially with the classic cars, was a great love letter to the sport, if not lacking more DLC opportunities due to licensing. The current £40 price tag will definitely be a sticking point for a lot of people, especially given the reception for GRID Autosport and its lower pricing. The only thing this game is missing visually is the red stripe of alcohol sponsorship on the Williams, but we shall see, puns aside, if the team at Codemasters can churn out a challenging racing game or an annual iteration. I’m hoping for the former.

[author]

Destiny – Two Weeks On

 

It’s been two weeks since Destiny burst forth into our lives and a week since the scores of reviews had their say on its confusing story and absolute beauty. So how have we all got on since we took our critical hats off and got down to playing the game for ourselves?

Well, frankly, excellently frustrating. That would be my two word comment. I got very lucky not long after our review was published and I got a legendary weapon drop. A Grim Citizen III auto rifle. This thing has been a fantastic help for all the missions I’ve played due to its power and I achieved level 24 very quickly… That’s when it stopped. Of course it can be done, as demonstrated by Twitch streamer N3AC3Y who not long ago became the first person to achieve level 30. But the road to light and legendary gear is filled with the grind of death.

Personally, this isn’t a terribly bad thing once you do something. This is something that you really need to let go of in order to actually accept the game’s MMO properties, and that is to realise that it isn’t Halo. It may feel like Halo, there may be sounds you recognise like the health bar regenerating and its low health alarm noise. There are even nods to Bungie’s former goliath on Mars with a Master Chief helmet shaped outpost (By the way, kudos to the person who found the Destiny easter egg in Halo 3: ODST. That made me grin a very large satisfying grin). But it isn’t Halo and you soon realise that, to coin phrases I hear on YouTube videos, the grind is real.

The reason I say that it isn’t a bad thing is because, compared to my experiences on World of Warcraft, EVE Online and other MMO’s, I’m actually having quite a lot of fun for the most part shooting the crap out of many heads/bodies/eyeballs in order to collect my bounties. The problem has come from how many times I’ve had to do the same missions to collect these on various difficulties. In fact around half of the strike missions now can be easily traversed within 10-15 minutes if you’ve got a good team. But the frequency of the drops of legendary gear, or higher light level armour at the least, is incredibly frustrating. Games like WoW have so much wikipedia presence that you could probably take a good guess at the available loot in a dungeon and what it will do to help you progress further, therefore choosing your experience to help you level how you want to or need to. Destiny does not have that.

There have been farming points noted by people, like the cave in the Skywatch area of the Cosmodrome which is a glorious alcove of drops, and doing the strike playlists help you to get those Vanguard Marks so you can buy the gear. But for the most part, it can be a long and repetitive struggle to up your level to a point where you can now do a raid… I haven’t yet been able to do a raid. There are lots of cool things that Bungie are doing though to keep our interest. The new Queen’s Wrath bounties (her of the strange Rift throne and jerk brother) give you another different way to collect tailored legendary loot outside of the crucible factions. There’s the now traditional “kill the devs” multiplayer fun which will earn you specific emblem kudos. My friend got an Exotic bounty randomly which will grant him a legendary or exotic item upon completion. So there are things there but personally, having been stuck at level 24 for nearly a week, the lack of progression is frustrating.

Which is why I think I’d have liked better rewards for finding the Golden Chests that are scattered about the four playable planets. Some are easier than others to find but more often than not, the loot is only a slight bit better than if you found normal chests. Another issue is the lack of anything in vast swathes of the Venus and Mars maps. Bungie have been excellent at utilising the space in other games to hide different things and, even though you can find the Ghosts for Grimoire rewards, there is a lot of places where sneaky and useful things could have been hidden. This is made all the more frustrating by the repetitive nature of the strike playlists at times. There’s only so many ways you can play the Summoning Pits on the Moon for only level 16 decoherent engrams when you’re a high level on a high level difficulty. Speaking of maps, I’ve found the lack of in-play maps to be quite frustrating too. Just to know generally where you are on a map, or where you’d like to go would be quite the addition. It’s a bit of a personal niggle because I enjoy looking at where I am when free roaming a world but the only accessible map is the tower map and that’s in the tower. I think we could do with some of the planets too.

Destiny’s patch updates have nerfed some of the difficulty in removing some ultras from the game. I’ll be honest, when I was starting at a lower level I agree that this probably needed to happen. And if my fireteam suddenly becomes two people instead of three then it does make quite large portions of high level strike missions incredibly difficult. But it is a bit sad because when you do have a challenge and your team pull together and create some kind of unspoken unity and tactics, even without voice chat and via random matchmaking, it feels very satisfying. So to lose those harder people is a bit sad. It’s a shame the game couldn’t just adapt its own difficulty dependent on the amount of people playing as well as their level but I’m guessing that’s a super technical thing to do so if nerfing is the answer then so be it.

Another thing that I have needed yet seem unable to find in drops is the Ascendant Energy needed to upgrade my super cool gun. I’ve got the high level drop of Ascendent Shards coming out of my ears but unless I find a random public event and get a daily reward, I seem unable to get them. I don’t know if this is because my level is too high so the game drops it less due to it being a lower level item, or if I’m not playing on the right difficulty level to get it. But suffice to say I’ve been six days into the final upgrades to my weapon without the energy I need and, whilst it shouldn’t be easy, it shouldn’t be this hard either.

I think when I’m playing Destiny with my friends and talking about it over our fireteam chat, the one thing that stands out is its potential. Whilst we have all these little niggles to what we feel is an excellent shooting game when we’re playing it, we still see the large areas where cool things could happen. Not where it could improve or where things could be nerfed. In fact the frequency of higher level drops is the only real gaming niggle at this stage that I really have. For all our moaning about the story, or to be more precise the lack of it, the game is more enjoyable to play at this stage because there isn’t any story in the narrative sense and you don’t even care about it anymore. If someone had just got this game, I’d say complete the story. Grind it out a little bit just to up your level and get the “things you have to do” element of it done as quickly and as smoothly as possible. Yes it’s a confusing story but in the scheme of Destiny’s later game, the one you’ll ultimately spend the most time doing, it is of practically no consequence and for your level, you’ll get a cool gun at the end. That maybe a slightly strange bit of advice when coming to a game, especially a Bungie one, but in a way the lack of narrative keeps the end game so open that we don’t really get closure and feel like we want stop playing. I have no idea if that is what was intended but in my case, that’s what they’ve achieved.

The game is still beautiful though so I’d recommend it purely for that and, two weeks on, I still want to play. I still want to max out my two subclasses, I’m still hunting trophies and despite the grind and the lack of drops for me. But that fact that I’ve managed to sink nearly two and a half days of total play in to Destiny, I can see myself staying for a long time. And if you have a group of friends that you can play with, or you have some fun experiences with a small randomly matched team and complete various missions, that is when Destiny is at its best. Because after all, there’s nothing better than having a dance off at the tower or between your friends after a successful strike.

Destiny Xbox One Competition

THIS COMPETITION IS NOW CLOSED and the winner has been notified!

Destiny has been out a week and if you are one of the few people who haven’t enjoyed it yet then this is for you!

We have a digital copy of Destiny for the Xbox One up for grabs, meaning one lucky winner will be joining their friends by dancing in the tower and enjoying the light of The Traveller. You can check our review here!

We will be picking our lucky winner randomly from one of the following ways to enter, so get your entries in on Facebook, Twitter, and commenting on the site for multiple chances to win! Good luck!

You can enter via Twitter, Facebook and here on the website. You’ll find the details below for Twitter and Facebook, or you can enter simply by commenting at the bottom of the post.

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HOW CAN I WIN?

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Enter on Twitter

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

 

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

 

Enter on Facebook

1. ‘Like’ us on Facebook.

2. SHARE the post below with your Facebook friends.

STATUS

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

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Enter on the Website

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

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

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SMALL PRINT

The competition closes Thursday 25th September 2014 at 6pm UK time, with the ONE winner chosen at random from all the entries and announced on Friday 26th September. Entrants on Twitter and Facebook who haven’t “liked” or “followed” our Facebook or Twitter will not be counted. Full competition terms can be found here.

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[author]

Destiny – Review

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

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

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

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

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

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

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

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

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

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

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

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

Good Points

– Visually spectacular
– Successfully fuses genres
– Amazing online experience

Bad Points

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

Why a 7.5?

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