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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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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[author]

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]

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]

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 – By The Numbers

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

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

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

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

Destiny 1

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

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

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

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

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

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SingOn Review

SingOn feat

This is the strange thing about this review – SingOn isn’t strictly a game. I mean there are gaming elements to it of course, but the truth of it is this is more of an app than a game.

SingOn is a karaoke ‘game’ that is coming for the PS3 this week for its initial release. However its plans on household domination are hoping to be stretched to most consoles and even Smart TV’s. That’s because all this game/app needs is an internet connection. SingOn boasts a rather large catalogue of over 1,000 songs of various different genres. How? Well because, in the words of Tommi Halonen, Executive Producer of SingOn, it is “a streaming entertainment service rather than a gaming title.”

SingOn will have an ever-expanding catalogue of titles on a weekly basis. Unlike the rhythm games that proliferate and, let’s face it, spam our DLC sections on the stores; it will all be streamed to the game. Much like a karaoke Spotify if you will. The idea is that this is a social game that everyone can play. Halonen, who does a mean version of ‘Angels’ by Robbie Williams by the way, expanded on this further to me, saying:

“It’s a party game, it’s a family game, it’s for everybody basically. That’s why we have such a wide range in the catalogue.”

SingOn SeanWhich is a good thing to point out. At launch the catalogue will be fairly substantial with everything from rock, heavy metal and pop going up to be streamed. I managed to throw in a few verses of Poison’s ‘Every Rose Has It’s Thorn’ and some ‘More Than Words’ by Extreme. But there will be very regular updates, at least weekly if not more often.

“That’s one of our strengths,” Tommi pointed out to me, “for example, we keep updating the UK chart, so whenever there are new hits coming on radio players and Spotify we can put it on within the week, which is something no one has ever done before.”

In fact the benefit of this is that, because they are all Karaoke songs, there isn’t anything of the red tape horror of copyright legislations and all that palava from record labels/publishers.

In my most humble of moments I asked Tommi “What if I’m crap at singing?”

”It doesn’t matter. We have a few voice changing features. We have TuneOn which auto tunes your voice.”

So now you have the facts, you can have the review.

In fact there are two modes. There is the auto tuning function, which is pretty good, and there is a RoboOn voice, which emulates the kind of Daft Punk style electronic voice to the song. Advance warning, the latter seems cool, but if left on, the novelty will quickly wear off. If you do this and have hyperactive kids or irritating friends, it’s best not to tell them about it.

The service works very well indeed. The streaming of songs is quick, the words come up and your lyrics appear on the screen with an excellent sparkly fill. You’ll also get points (ala rhythm games) in order to judge your performance. This is where, as a veteran player of these games, I did notice a slight latency issue. But that could also have been me jumping the gun in anticipation of the lyrics. Something that familiarity of songs occasionally does. So in that regard the service is very good.

The catalogue is already as varied and open as it can be. In fact the only thing I noticed it was missing was musical theatre. Which, knowing several performing artists and their love for karaoke, is probably for the best unless you want to burn out your PS3 from overuse.

The social element is certainly something this game pulls off pretty well. The playlisting function and the ability to search while the songs are running is excellent. It’s smooth and it isn’t intrusive at all. So there isn’t any of that dithering silence between songs. You can get up, swap things around and have a continuous stream of people warbling their little souls out without the irritating pauses and indecision.

SingOn

So where are the negatives here? Well… You of course need a microphone. SingOn can use any mics from SingStar, Rock Band and Guitar Hero automatically. Which certainly solves the issues for console owners that have them. If not you can get them easily second hand or in a shop for cheap enough.

How much is it going to cost me, you ask? Now there are a few options here, you can have a three hour pass for around £3, a 2 day pass for £6 or a whole year for around £50. Really your choice here is a justification of how much you want to use it. The app itself is free and includes ten songs, also for free. If you think you have a party coming then your options are there. Certainly beats a DJ and people arguing over the iPod anyway.

Essentially, what you need to know is that I had a lot of fun with it. It certainly is a social game though, best enjoyed in the company of friends, family or people who are too drunk to be classified. It isn’t a game like your Rock Band’s or Guitar Hero’s. If you’re having a house party, it’s certainly something awesome to have on without the clunky, bad quality karaoke machines you can get from catalogue stores. But hey, it’s free so give it a go.

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[tabs]
[tab title=”Summary”]

It’s an app, not a game, which streams karaoke songs to you so you can sing your heart out (butcher) your favourite songs without downloading. The expanding catalogue and UK Top 20 deal will see it remain joyfully up to date too.

[/tab]
[tab title=”Good Points”]- Streaming works very well.

– Large ever-expanding catalogue.

– Easy to use.[/tab]
[tab title=”Bad Points”]- Mic needed.

– Pricing options need you to work out how much you’ll play it.[/tab]
[tab title=”Why an 8?”]It is exactly what it says it is and does it well. A wonderful social gaming experience.[/tab]
[/tabs]

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Screenshots

SingOn SingOn SingOn SingOn SingOn SingOn

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Will Defiance Defy or Defile?

Defiance.

It seems like a brilliant idea and a brilliant concept.

Here’s a “bring you up to speed” bit. SyFy in the US (the people that have brought you Battlestar Galactica, Caprica, Eureka, etc.) are launching a new show called Defiance over Spring 2013. Its premise is that aliens crash on a near-future Earth with an ark of animals and people and begin to terraform and cohabit with the humans.

Fair enough. But they are also releasing a game. Not a tie in, but a constant companion to the series. The game is set in a different city to the TV series (game in San Francisco, TV in St Louis) but it runs side by side with the TV universe. The stories, mythology and events of the series happen at the same time in the game. Characters jump from the series to the game and back out to the series to talk about what’s happened in the game. It’s what they call “Transmedia.” The game itself is a Massively Multiplayer Online First Person Shooter (MMOFPS) that will be on 360, PS3, PC and will have an iPad version. Here’s the website about it that gives you all the info and videos that you need. http://defiance.com/en/

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This has been in development for 4 years. In that time, from the TV perspective, SyFy made and cancelled at least two major (costly) series; Caprica and Stargate Universe. They’ve ended Eureka and have given a very big paycheck and primetime slot to Vince McMahon for WWE’s Smackdown. That fact that this isn’t a tie in and the whole duality of both the TV and MMO game makes me nervous because it is completely new territory. The game doesn’t make me nervous at all as a single entity. The game, if it’s a good game, will succeed, regardless of the TV series. Or it won’t (e.g. APB).

This is where my fears lay however, the TV series. For those of you who know anything about how television works you may get this immediately. For those of you who don’t, here’s how it goes:

  • Big series is developed. Lots of money goes into it.
  • Series premieres to rave reviews and large audiences. TV rakes in advertising money and distribution rights.
  • TV Execs immediately commission second series.
  • Series begins to fall mid season where not much happens. Viewer numbers tumble.
  • Series goes on mid season break. Viewers get annoyed with pointlessly long gap and forget series.
  • Series returns with more viewers but less than the premiere. Execs move it around the schedule to get best audience, but ultimately lose it because they keep moving it around.
  • Viewers fall completely with only peak at the end of season inevitable cliffhanger.
  • Second series starts and audiences drop to a third of what they were.
  • TV Execs continue to move the show around, hoping they stumble upon an audience like they’re drilling for oil.
  • Series is cancelled by mid season break.
  • Avid followers begin uproar; execs cite how much money they’ve spent.
  • Series ends and Execs have stirred the fans into such an angry frenzy, they’ll bleed money from the huge DVD sales.

That’s pretty much it. With a show idea like Defiance, it has three major problems that will lose the casual massive audience it needs to prevent that from happening. Firstly, it’s Science Fiction. This is a harsh but true problem. With the exception of Star Trek: The Next Generation, there hasn’t been a successful mainstream Science Fiction show produced in the US in recent times that has kept a casual audience. In the UK, Doctor Who may be the only example of this. But as soon as you start putting in aliens, spaceships or whatever, casual audiences turn off. Secondly, its allure is innovation. This works incredibly well in a movie environment where it is a one off. But once its been done, its old and people will forget it. For all of Avatar’s innovation for example, there is hardly anyone that will argue that the story was more wooden than Joan River’s face. As a TV series, Avatar would have been a very expensive blue turd.

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Thirdly, the idea of the computer game will possibly end its appeal. The risk is that the show begins to cater to the universe its in rather than the audience itself. The casual audience will scatter immediately leaving only the gaming audience who will either be a large community that love the game and find the TV show a distraction, or a small community that enjoy both equally but not enough to keep SyFy pumping the money into it.

I really am interested to see how this pans out because it’s a major risk from SyFy. But with great risk comes great innovation. If it works and it’s successful, it will completely rewrite the entertainment industry. Which will probably lead to Fox doing exactly the same thing, only much cheaper and with no care on what the show is about. But I fear that the American big audience, which it is mainly aimed for, will disappear. All that will be left is a core cult of people that the TV execs simply cannot justify spending multi-million dollar budgets on.

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This is an intriguing multimedia proposal, but there is one other side note. Near-future alien/human crossover shows never last very long or aren’t very good. Examples being Alien Nation, Earth: Final Conflict, V, Alf… Ok maybe not Alf, but you get my point. Even the Terminator series only lasted for two seasons and those were human looking robots! There is an often mistaken theory in all walks of the entertainment world. If you throw enough money at it, it will be successful. I just wonder if the money spent on this could have been better spent on developing many new series instead of one absolutely mega blow out. We shall see.

Edit: Just discovered Bear McCreary is doing the music. It will be awesome.