LEGO Batman 3 Beyond Gotham – Interview with Matt Ellison

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On this day of DC Universe fun, we got a second interview in as many months with TT Games about LEGO Batman 3: Beyond Gotham. This time, Sean got some extended time to sit down with producer Matt Ellison from TT Games to talk about all the new things we’ve seen.

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We’ve just seen a lovely demo of the game, including London looking spectacularly small, Paris looking spectacularly small and Pisa looking very straight. What inspired you to go away from America and in to Europe with these levels?

It was always designed to be Europe actually. We do have Gotham as well so that’s American-ish. But it was an opportunity to show different things and different sights. It was really cool to be able to put London in there because we’re a UK developer and it was something we really wanted to do. Obviously Paris is very iconic and Piza with the leaning tower is very iconic and some of the other sites. It’s all things that are very cool that people recognise from a very young age.

As you say it allows you to have fun with those landscapes, like the Battersea Power Station having a load of toxic waste in it.

Yeah, stuff like that and the Houses of Parliament, Buckingham Palace, it’s very cool to be able to show these things that people recognise because it gives you a different attachment to it.

lb3p2 You’ve got a very extensive character and sub-character list. As there’s so many, how have you managed to nail down which ones you wanted to do?

There are a few different things that go in to how we come up with the list that we ended up with. The first thing is the story, so the story governs which characters are going to be front and centre. Then we have the LEGO side of things. LEGO make their playsets and we always try to include all of the playset characters in to the game so if someone sees it in the game they can buy the toys. Then there are the ones we wanted to include. Some of the most famous ones, some of the more obscure ones, some of the more colourful ones, quirky ones and then we talk to DC to find out what’s coming up, who’s big right now, who should we be including. And they send us all the reference for the character outfits so that we can make sure they’re accurate and representative of what they should be. On this game more than any other we’ve been listening to the public. Throughout the game development cycle, we’ve been asking what characters people wanted to see and a couple of those have been added fairly late to the roster, but there’s so many people asking for them, we’ve kind of snuck them in.

There are so many different suit and sub character options across all the characters, how do you limit yourselves to stopping getting an OP character.

Five of the characters have 8 suits; Joker, Lex, Batman Robin and Cyborg have those eight suits you can cycle in between. But they have all these different mechanics and visuals and the visual representation of what you have to do in the puzzles remains consistent. So there are different characters you’ll have access to who’ll be able to do different things and as you unlock them, you’ll notice which abilities you’ve got and what you’ll be able to work through. It’s traditional with the LEGO games so people should know what they need and when with the characters and we’ll give them as many abilities as we possibly can. But they are all accurate as to what powers they can do and what they should have.

It’s quite a good position for the DC Universe especially with 3 TV shows based off it and as you announced at the weekend, the Arrow DLC pack is coming too based on the TV show with Stephen Amell.

It’s an amazing opportunity to be able to include this kind of add on content, which is totally outside of the game. But there is a way in which we can do something on it, so we can have a level, we can have these characters and find a way to include them into this and be part of this experience. Arrow was announced at the weekend and there’s The Dark Knight/Man Of Steel and you don’t normally get those kinds of opportunities – no one has done a Nolan Batman game before. So that’s the first time that’ll be able to be seen and we’ve been very lucky that we’ve been able to get the chance to do it.

You’ve been lucky as well to use different things from different studios and franchises, including the soundtrack, from Danny Elfman to John Williams. It must be quite good to have that freedom?

The Danny Elfman music we’ve used on previous LEGO Batman’s as well and it’s sort of tied to our Batman now, it’s part of his identity. But, as you hear that, it’s great that we have the relationship with that and it’s good that people are starting to relate it to our Batman. The John Williams theme from Superman is a must from LEGO Batman 2, that was fantastic and we had to include that again. Being able to add that to Wonder Woman as well is quite cool and again it’s something that people remember, especially that older audience we have. The younger kids probably aren’t going to know that so it’ll be something that the parents will recognise and be able to educate them a little bit about the history behind it. lb3p6

There’s a lot of artistic freedom with the game because you’ve gone outside of the confines of Gotham. How do you approach the new world that’s not as obvious on the page of the comics? 

It is slightly different. We knew we wanted to make this game when we were doing LEGO Batman 2 so at the end of it we teased it by having Braniac say that he’s located the Green Lantern’s power ring. So we knew that we wanted to go in that direction. The Lantern worlds have so much stuff in them, the planets are so unique all with different vibes to them, lots of different enemies to encounter – visually they all look very different which works very well in a LEGO game having all these different colours and all the Lantern Rings, it was quite effective to replicate visually. So it’s just a great opportunity to be able to explore the wider reaches of it all. You’ve got the Watch town and the Hall of Justice as well so there’s lots of places for people to enjoy.

You’re all big fans of the DC Universe in the studio, what’s been your favourite parts?

I like the characterisation of some of the characters we have in this game. Solomon Grundy is probably my favourite addition of the new ones. The way he’s animated is just fantastic, walking around like he’s a zombie – he’s very funny. Just being able to include more of these characters I think is the best thing because we’ve got 3 times the characters we had in LEGO Batman 2, there’s just so many of them in there. Like Polka Dot Man, Condiment King, they seem so random but in a LEGO game they just add to the humour and add to the fun of it.

With the voice acting talent you’ve got Troy Baker back as Batman so you’ve got quite the talent behind the characters as well. 

LEGO Batman 2 was the first LEGO game to have voice acting in it, we brought Troy Baker back for this because he’s fantastic, it’s a bit of a no brainer. The voice acting is something we’re really pushing so we want to make it as good as it can possibly be. So there’s much more script, we’ve got Josh Keaton doing Green Lantern, Scott Porter doing Aqua Man and even Adam West doing voice overs for the game, it all adds to the authenticity of the game and adds to the weight behind it when you’ve got guys that really know what they’re doing.

Especially with Adam West it must be good for his amazing alliterative, totally tantalising dialogue that he’s got going on during this. And his era is replicated even down to the comic book “Kapow!” phrases and noises from the 60s Batman.

The 60s stuff is brilliant and is by far the most in depth bonus level we’ve ever done. That was really something we went all out on. Again it is just an amazing opportunity and was always on the wish list to try and do. So to suddenly have it happen is just fantastic for us because it’s the origins of Batman from the mainstream platforms. And it’s just fantastic having him voice it, having those “Kapow!’s”, having the Batusi dance… It all adds to it and people who know that Batman will love it and even those who don’t, it will still be bright and colourful and brilliant for them to enjoy.

lb3p5 The game is coming out in November, how much do you think you’ve left out from what you wanted to put in?

I don’t think there’s anything possibly left out. By far this game got bigger and bigger and bigger the more we got in to it. The original concept of what this game was and where we ended up is far bigger than what it was originally going to be. Because these opportunities present themselves as you’re going through it. You know you think “wouldn’t it be great to add this” and you just do it. It just builds and builds and builds and we’re so pleased we’ve got a massive game at the end of it.

I want to ask about Batcow, because that is very, very, very, very niche. So, why Batcow?

I believe the story goes: One of the designers said “We should put Batcow in the game.” And everyone said, “Who’s Batcow?” and then he showed a comic that had Batcow in and Batcow got put in to the game. I think it is almost that simple but it is a genuine thing that exists and it’s part of the humour that we have in LEGO games that we can do things that are obscure, chuck these things and widen the scope of the DC Universe in this game and it’s a very funny thing to be able to do. We’ve got lots of obscure characters in there but there are all the ones that people expect as well.

I’m guessing many other characters came about the same way.

Well, sometimes. We’ve got Manchester Black in this game because he has Manchester in his name and apparently comes from Manchester. So it varies and some of them DC said “these would be cool to include” and others people have been asking for them and we like to give people what they want. There are more than 150 characters in the DC Universe but the ones we’ve got we’re happy to have in this game.

Well if you used them all, you wouldn’t have a LEGO Batman 4.

[Laughs] Yeah, I dread to think where we can there.

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LEGO Batman 3: Beyond Gotham will be available on November 14th for Xboxb 360, Xbox One, PS3, PS4, PC and WiiU

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LEGO Batman 3 Beyond Gotham – Hands On Preview

lb3pft We’ve been furnished with some excellent news with LEGO Batman 3: Beyond Gotham over the weekend. The list of characters, over 150 in total, is very quickly taking shape and we have some awesome new levels being revealed to play with.

LEGO games are LEGO games. Part of the big idea behind them is that they all have consistent mechanics. They are family games for children and adults alike, best enjoyed together. As such they all have, whatever the franchise on top of it, puzzles and gameplay that is instantly recognisable and transferrable from previous LEGO games. This ease of play and similarity with other LEGO games is key to the design of them.

It also makes them rather hard to review and preview. Because we all know exactly what we are getting. There’s some awesome things in LEGO Batman 3 that allows us to go in to further detail but for the main part, this is a fully functioning, comically entertaining LEGO game. The story is that (spoiler for LEGO Batman 2) Brainiac has the Green Lantern’s ring and is going to embark on a dastardly scheme to gain control of the Earth. There our heroes of the Justice League and usual suspects Batman, Robin, Superman, Wonder Woman, etc will come in to save the day… Or at least prolong the saving. lb3p3

Different things occur which allow the characters to move a little bit out of their normal comfort zone thanks to the Lantern powers, especially from characters you wouldn’t normally expect. But in the scheme of things, the plot allows the game to move out beyond Gotham and out to other planets and  in to outer space. People who played the Star Wars games will easily recognise the flying/shooting mechanics and whilst the game is fun, it is never exactly challenging. But, see above… That’s the point.

You’ll also get some landscapes you’ve never seen before unless you’ve been in a LEGO shop recently. The game will take you to various European cities as well as Gotham, including our very own London. It’s interesting to note that all of the buildings like the Houses of Parliament, the London Eye and Buckingham Palace could all be built with actual LEGO and the games are all designed so that you could actually build the things in them. Quite neat I thought, and maybe that’s something I should have known. Why the Battersea Power Station is filled with toxic waste, I don’t know. Maybe TT Games know something we don’t.

Speaking of what you should know, the list of characters goes way out of the established norms for Super Hero games. The DC universe has been well and truly pillaged of almost everything and the deepest darkest vaults of characters have come to grace the obsessive collecting we must achieve when playing a LEGO game. Niche people from Batcow to Condiment King to the real life comic Conan O’ Brien, director and Comic Book author Kevin Smith, the Green Loonton, the Darkest Knight (all Green Lantern off shoots) and DC Publisher Jim Lee. DLC was announced at the weekend with Stephen Amell voicing his TV Character of Oliver Queen/The Green Arrow along with other characters from that series. More niche with Toyman, Trickster, Manchester Black… The list actually can go on for a long time and will require you to have more knowledge of the DC Universe than you ever thought possible. lb3p4

The best thing so far for me is the 1960s Batman mode. You probably don’t remember the TV series starring Adam West but you definitely know the theme tune (ner-ner-ner-ner-ner-ner-ner-ber-BAT-MAAAAAN). You probably only know Adam West from Family Guy. But the art and design including the alliterative brilliance of voice acting from West, KAPOW! exclamations with brass instrument sounds and even building the Batmobile (everyone’s favourite Dinky car when they were little) put you in to an amusing trip of nostalgia and if you don’t know the series which arguably shot Batman in to the mainstream then you’ll be pleasantly surprised. Other touches exist around the game, like Troy Baker (don’t pretend you don’t know him by now) voicing the eponymous hero, the John Williams Superman music returns when Superman flies and that has even been stretched to Wonder Woman getting her theme played when she takes to the air.

All told, we’ll be able to review the game closer to the release date and comment on its great level design, its fun story and its excellent humour, most of which is already apparent. But it has all the hallmarks of a LEGO game. Which you have to say is something that TT Games have done very well. They have created constantly entertaining and fun games, whatever the veneer on top of their mechanics and LEGO Batman 3: Beyond Gotham promises to be no exception to that trend.

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LEGO Batman 3: Beyond Gotham will be available on November 14th for Xboxb 360, Xbox One, PS3, PS4, PC and WiiU

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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.

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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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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.

[author]

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!

[author]

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]

Magicka 2 – Preview

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Magicka was a surprise hit written by eight university students from Sweden (what is it with that country and break out hits?). Magicka 2 not only promises more of the same but an inspired improvement on our multiplayer wizard blasting fun.

The wizards are gone, all but extinct thanks to the Wizard Wars. This has left co-operation between wizards rather tense and firey to say the least. Evil however is returning to Midgard as the folklore of the Nords is once again tapped to set a very atmospheric environment. You could imagine this kind of crazy situation being more suited to the table top antics of Acquisitions Incorporated (bonus points if you get that reference), but the ridiculous nature of your incredibly trigger happy wizards is more than suited to the top down view of the snow laden world.

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I think maybe a good way to describe the Magicka games, and this one in particular, is as an incredibly fun and easy co-op cast-and-slash (rather than hack). I don’t mean easy as in the difficulty. Oh no, the game is as tricky as it possibly can be when two or more crazed wizards are firing their deathly beams in every direction to beat the oncoming hoards of fantastical creatures. What I mean is the ease of how to play the game, the learning curve if you will. It completely adds to the fun whilst you are accidentally killing everything whilst you are learning and not accidentally killing everything once you have learned.

Friendly fire and casual friendly trolling has never been more fun than it is in Magicka 2. Yes you are kind of supposed to work together, because that’s the entire point of co-operative teamwork. But one snatch at a spell and the repercussive fall out is not only vicious but hilarious. This is a game meant to be played by people in the same room or over a voice chat and, having played it in the former capacity, it excels in creating that amusing, anecdotal gameplay. Especially when you start summoning demons. Having done that, it made for a very crazy 30 minutes of hilarity and constant death until we realised that teamwork actually works.

Speaking of the gameplay, it is very easy pick up and play. I played it using a PS4 controller which felt incredibly natural, something the development team was surprised by given their preference for mouse and keyboard controls. The gamepad support makes the spell selection and movement surprisingly fluid and easy to pick up and master. So now, if you’ve had previous experience of the game and want your friends to get involved, this will be a great way to get in to it. The spells themselves are fun. All based on the elemental system (fire, water, etc), the spells combine excellently with multiple people, especially with the healing and the speed at which everything unfolds, it causes a cacophony of light and a hectic firefight. It’s incredibly fulfilling when you cross the streams to combine these elemental powers, almost rewarding yourself for the several moment of derping around beforehand.

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The game itself has moved on from the previous incarnation with more customisation options for your wizard and many different spell techniques to get the hang of that really gives yourself a bit of a personal style. The newest thing however is the Artifact system. There are special artefacts to find during the game. The best relation I can give to this is Halo’s Skull system. There are things that add to the replay ability of the game like difficulty enhances (extra health for enemies, less for you, etc) and these can be combined. So whatever crazy hardcore self-masochistic difficulty you like to inflict upon yourself and others, it can always be worse. There are more comedic ones too like the sitcom artefact that adds audience laughter, boos, sighs and the like. Certainly makes for some more laughs.

Magicka 2 is coming to PC in 2015 and, as you might have guessed by the controller use, PlayStation 4. Given the strength of the console’s online play and given the amount of units sold AND the more to be sold with the oncoming release of games like Destiny, there could be a lot of demand and take up for this game on the PS4. It ticks the main three boxes I have with co-op based gameplay. 1) Online multiplayer. 2) Easy to pick up and fulfilling.  3) Absolutely hilarious gaming experiences. So there will be lots of interesting and engaging whooping of evil’s hoards by four dysfunctional and explosive wizards, controlled by you, riding from the ruins of Aldreheim in 2015.

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Gaming Cubed: Trapped in a Box of Jealousy.

Cube World has arrived.

This annoys me.

Why? Well for one, I can’t play it yet as I’m a Mac user (DAMMMMMMNNNNN YOUUUUUUU!!!!). But two, and possibly the more important issue, my friends are playing it without me. To do so, they have left the other cube behind that we’ve recently started, that of Minecraft. This means I am missing out on a huge amount of fun… Or so I thought.

I’ve been watching videos online of course, especially BdoubleO100 on YouTube, to find out what exactly I’m missing. I’ve also witnessed my friends play (although the heat of a small room with two PC’s really isn’t worth it). So far all I can gleam from it is that I will get very bored of this very quickly. Why? Because it’s a cube version of World of Warcraft, et al. Now, I’m currently playing a few games, am desperate for Maxis to hurry up with the Mac release of SimCity, and have very little money. So affording an MMO fee right now is out of the question. But my friends, who are currently playing the low res, independent and customisable MMORPG Cube World, don’t play MMO’s.

I’ve been a WoW and EVE subscriber a few times. My friends don’t have time to play those, or don’t care. I personally get very bored being the anti-social lone ranger I am when I have no friends to play with. So I eventually leave. Now I’m left out of this new indie gaming revolution and by the time I get round to it, they’ll totally be bored of it. So I’m incredibly jealous because I’ll be missing out on all the fun.

Right now, I want to play F1 2012  online with someone, I need to work my way through the Assassin’s Creed series which I ashamedly haven’t had any time for AND want to do more Minecraft online with friends/curse EA for the inventible continuing SimCity Mac delays.

So you can take your “very good for an alpha release game with the small team behind it” and SHOVE IT! *Cries like being the last boy picked for the school sports teams*