Fallout 4 – Review

Fallout 4’s greatest strength is also at times its greatest weakness, which can be summed up/forgiven/excused/berated (delete as appropriate to your preference on this) as “being a Bethesda game.” Even since the initial reviews came out and having talked with many people about this, it has become a bit of a Marmite subject in that you love this or hate this. But to make such an arguably condescending phrase for the game really shadows some of the problems the game has and, equally so, hides some of the best things that Bethesda Games studio has done with this entry to the Fallout franchise.

Fallout 4 moves the action of the post-apocalyptic America to Boston, giving us a world where lots of scorched woodland areas and small satellite villages surround the massive city. It is incredibly huge and I know I missed places in my run that I’d seen in videos online, so it is entirely possible for you to miss places, no matter how dedicated you are to exploring the landscape.

It is a rather beautiful landscape, even if it is borne of destruction. There’s something about the desolation of society’s constructions, mixed with reclamation by nature, which is wonderful but hard to pull off. There are times that the scope is too much for the game and concessions are made with lower resolution textures and occasional lag in the texture streaming. This becomes a lot more evident in the built up areas but there is a lot more going on that takes your attention away from the obvious issues.

The video you see above (don’t worry, no spoilers) is the wonderful Andy Kelly of PC Gamer fame (@ultrabrilliant) and his award winning Other Places series, showing you the first area of the game and how wonderfully it highlights the sense of desperation the game evokes. This is down to a multitude of things that the Bethesda Game engine does very well. The colour palette is wonderfully vibrant and dour, capturing both the positivity of the pre-war age and the decay of the post-war world. This is apparent all throughout the world in larger historical structures or even the smaller pop-up shack communities you encounter. The grass and the ground is arid, dying but not quite dead, along with the concrete blending in with its cracked and broken roads and fallen structures. Nothing ever feels like it’s the same but it’s all disorientating enough to make you think you might have been there before, really helping with the need for exploration. The lighting doesn’t do a lot compared to other RPG visual feasts but it doesn’t need to when the morning fog rolls in, or the dark electrical storm shades the sky and your immediate vision in hues of murky brownish green.

The problem with this and the design of the world and the buildings is that it doesn’t feel very human, or it feels too tied to the more angular, broken edge feel that the last generation of Fallout games had. At times the apocalypse seems to have abandoned all curvature and the more you play, the more you feel this is down to the game design and engine rather than artistic choice. The draw distance as well, with the graphical issues of texture pop in can sometimes take you out of the fantasy and into the frustration of loading. In the actual menu screen there’s one low-resolution stretched texture, and it’s obvious and sticks out like a sore thumb.

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Once you move in to the world and explore, along with your now voiced character, you get to meet the typical people you’ve come to expect from the franchise, those being the deliciously maniacal, the weaselly, the addicted, the persevering, the cynical and the violent. These people of the Commonwealth live and die by your actions, and your assumption of responsibilities. Whether it is by building a settlement, defending one for the Minutemen or making yourself a made person in some of the bigger city communities. All of the people have interesting stories and need you to do interesting things for them that will put you in mortal danger, and at times it can feel like an over reliance on the fetch quest or clearing an area of nasty things. But it also feels, more importantly, like you aren’t really in control of your character, even when the decisions on loyalties, allegiances and betrayals come to distort your moral compass.

You might find abandoning your RPG play through of the game until you’ve done it at least once to be a good idea. For long periods of the game there is much more of a focus on the gunplay and action/adventure style than there is on interacting with the world in a unique way. One of the things that the old games were great for and has been much lauded and celebrated was the freedom in how you play and approach the world with your character, like Jake Tucker’s great piece on being a cannibal in New Vegas highlights. If anything, this game suffers from two things in the story and character interaction. Firstly, it’s entirely possibly that we’ve over eulogised the previous games and were expecting, with the voice and the better speech choice system, a new advancement to the freedom we want to have. Secondly, the story and the way the narrative is constructed really limits your choices as to what you can do, at least for the initial run.

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What do I mean by this? My example in Fallout 3 is that you are a young man just going out in the world looking for your Dad, a feat that you probably didn’t expect to actually complete, therefore you can do what you want. In New Vegas you were a nameless courier who is shot and has only the drive to find out who shot you and get revenge, therefore you can do what you want. In Fallout 4 there’s a central event that drives your character that is very human and informs that relation you have to your character. It’s incredibly hard to make your character do all the bad, evil, good, charitable things you might want them to do because the human instinct to resolve the game’s central plot stops you from really doing it. It’s hard to explain it without spoiling the story, but initially it isn’t the RPG you’re probably expecting.

When it comes to customisation though, I have three minor problems. There should be a higher camera when it comes to building the settlements so you get a better look at what you’re building. There should be a bit more of forgiveness for being over encumbered, especially as scavenging for junk now has a practical purpose, like allowing a fast travel to a local location or something. I also want to be able to wear armour whilst wearing any type of underclothes like a suit. That’s my only feedback for things I want, everything else is a great and welcome addition. Whilst the settlement construction options aren’t massive, they are excellent as a side distraction, compared to the side quests available before in previous games for escapism. There are some rather excellent ways to adjust your guns and armour, and all of these things require a smart and well educated use of the new levelling and perk system, which is simplified and much more succinct in its practical uses. But it’s because of these things that I am really excited for the mod function to become available for the console iterations of the game.

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The games issues don’t stop with the textures, or the story, or the ancillary questing being very focused on a simple fetch or kill target. There are big frame rate issues on the console during battles thanks to the overload of AI and particles, and occasionally in areas where the build up of buildings and items can lag the game down from a mostly consistent 30fps to a lot lower. Obviously the PC users don’t have that problem but it is rather annoying and can hopefully be worked in with various patching and optimisation.

But the more time you spend with the game, its quirks, its characters and its environment, the more you forgive it its faults. In a way this is the closest you’ll get to experience Stockholm Syndrome with a game. You’ll lose hours of your life and you’ll see something in the game design and construction that will make you think that the game hasn’t come on as much you would have hoped or expected in the eight years since Fallout 3 or the five since New Vegas. But then you’ll carry on, going to the next area, wanting to find where the hell Dogmeat has got to now, and you just can’t leave it. You shouldn’t be enjoying it, everything about you is saying you should stop, but you can’t.

The biggest problem with the game is the expectation, that we didn’t know we had until the game was announced, hasn’t really been matched once we got it in our hands. But much like the other iterations, it’s the repeat play, it’s the exploration and it’s the ability to have a new experience every time you start a new game that will forgive the technical limitations, even if you don’t feel it the first few hours that you play. You can say that all of this is what Bethesda does and that “it’s a Bethesda game,” but in truth it is both Fallout’s greatest weakness and also its greatest strength.

Summary

Fallout 4 might not be the game you’ve been expecting or hoping for. There’s a definite problem in that the scope of the game isn’t realised in the technical ability of the console, at least without further patches or optimisation. As such, the controls, the feel and the general atmosphere of the game feels like the last games and by association, last generation. But in truth, we wanted more of the same but better to look at, better to control and with more things to do, and that’s exactly what we’ve got.

Good Points

  • Amazing, large world
  • The new weapon modification and settlement building is a great addition
  • So vast that you’ll need several play throughs to fully experience it

Bad Points

  • Graphics and frame rate are disappointing
  • The game feels more action/adventure than RPG at times
  • The story can sometimes feel limiting to your role playing freedom

Why a 7.5?

The hangover from the previous games is most evident in that the graphical optimisation is pretty bad at times with texture pop-in lags and frame rate drops. Plus the experience you get from it isn’t really the same as you might have had previously, and might be a bit too action focused in places compared to previous games. But it is great and much more rewarding once you’ve got in to it and play it again the way you want to. There’s lots to learn and relearn but the story and the technical issues the console versions face can sour the experience.

 

This review is based on the PS4 and Xbox One versions of the game.

 

 

Star Wars Battlefront – Review

From the 17th to 19th Centuries, Nostalgia was thought of as a disease. If that’s the case then Star Wars is an epidemic. There isn’t a childhood memory amongst us that doesn’t involve Star Wars in some way, even if you aren’t a fan and your best mate over hyped it. But what’s incredible is that for many of us born before the late 90s, our fascination, our love, our passion and a canon of books, games, cartoons and toys all came from only 6 hours and 39 minutes of source material.

I point this out because Star Wars Battlefront takes from that time, at least in the core version before DLC. So when it comes to content that you can enjoy and play, the selections are limited. This has been well known and discussed. The majority of the mostly Online only game comes from the original movies experience and includes such levels as Hoth, Tattooine, Endor and the once mentioned Sullust (It has been mentioned in two movies but was cut from A New Hope, and has since been established in to the wider video game cannon).

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That’s not necessarily a bad thing but the lack of a cohesive narrative campaign doesn’t really give you an introduction to the levels or at what part of the story you enter them. Of course you already know so that’s not an issue, it’s Star Wars, everyone knows. But there’s a certain arrogance in that mindset and the game gives you the levels and just says “there you go, shoot everything.” I think that’s why I’m a little annoyed at the lack of a “story” mode, for want of a more descriptive emotional word. But in some ways the game is better for it. It doesn’t have that corny attachment to a certain sequence of events and is in many ways given more freedom to express the gameplay without the need to pick sides.

Which is what really should be the champion here because Battlefront is the best Battlefield game I’ve played. I have to admit that my earlier issues and problems with the game, the engine and the style are mostly unfounded. I’ve played the PS4 version but if the Xbox One release is anything like the beta was then I’m sure its visually awesome. The technical specs are that the Xbox is doing 720p, the PS4 900p, much like Battlefield 4, DICE’s last outing. But the main thing here is that they’ve refined the experience now so that they can achieve the 60fps they desired (with the occasional dip) and have the gameplay experience as close to the PC as is technically possible on these consoles. Which is a terrific achievement but it does show that the Frostbite Engine is definitely a powerful beast that requires much taming.

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The level design is not your average FPS level. Yes it has the various required elements but it is rather constricted by the source material and the size needed for the scale of the battles. As such, we get incredible lush foliage and startling snow, but we do lose a bit of a competitive edge when playing. Sullust on Walker Assault ends up with two or three flash points that are death funnels and the scale of the height means that vehicle play can be a tricky exercise in not accidentally dive-bombing into the arse of your own AT-AT.

The thing is that it doesn’t bother me and unless you are a serious, almost competitive level PC FPS player then it shouldn’t bother you at all either. What Star Wars Battlefront has nailed is the casual element of picking up, playing, having fun, putting down and returning in a few days time when you get the itch again. It’s not a constant must play-shoot-unlock guns-level up affair that so many others are and, quite honestly that will irk some players. But it does mean that it’s a game that won’t just jump off in to levels of frustrating play against people far more powerful than you. In this regard, its very nicely balanced with a small range of weapons and grenade/special gun loadouts that best serve you rather than being ridiculously overpowered.

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In fact, the only thing that does make the game unbalanced in places is the level design in certain game modes, although that really depends on how the rest of your team do, as you might have found out if you played the beta. The best way to play this of course is with friends and the co-op wave modes are great and frustrating fun, even on local split screen and the drop to 30fps. But it harkens back to the days where AI wave games were basic and fun, and I honestly haven’t had as much fun in this kind of mode since Halo 3: ODST’s Firefight. The challenge of continuously using active reload is great and the whole gun play feels as loose and wild as the movies have always portrayed.

The other problems come from a lack of spaces and map choices. Each map for each type of game does feel suitably different given the same location but it still can get a bit predictable after the tenth go around. Sullust in particular comes up way to much and doesn’t really offer a lot in enjoyment either, and it is totally a homage to the various locals from the prequels they couldn’t do (think Geonosis and Mustafar). This could have been a problem in taking the cue from the original movies as it really limits the actual planet surfaces you can use. Although who wouldn’t have loved some modes in Cloud City or even inside Jabba’s Palace.

But the veneer of Star Wars is what will entice you to this game. Not even the music but the overall atmospheric, despite some naff voice work here and there. It’s the clean and easily relatable gloss that the franchise has the power to do. But what that actually takes away from slightly is how good the base game is underneath it. I don’t know if it’s that both serve the other very well, or even if the modes would work as well without the franchise, but the marriage of both has made an excellent experience. Take away the franchise and the title and DICE have done something very good by giving us a game that is a “return to basics” simple multiplayer game and it excels because of that.

Summary

Star Wars Battlefront provides the best, the easiest and the most accessible pick-up-and-play multiplayer shooting experience on this generation of consoles. Its simplicity is enhanced by its smoothness and by really good optimisation of the Frostbite engine. This isn’t a big competitive Call of Duty type game, and that will put a lot of people off, most notably on PC. It is a video game for genre fans who might not really be as hardcore as most FPS fans and if you are the latter, you’ll see why you need to play it in moderation. The lack of a story mode and maps, along with some occasionally too open level design is the only criticism in an otherwise great casual shooter.

Good Points

  • Easy pick up and play
  • Looks beautiful
  • It’s Star Wars

Bad Points

  • It doesn’t have much to offer hardcore FPS players
  • Lack of maps, or held content for DLC
  • Some of the levels aren’t that well designed

Why an 8?

In truth this is a hard game to score because it’s such a subjective subject. Is this a good FPS game? Yes for the more casual/younger player. Is this a good Star Wars game? It looks great but in actual Star Wars content, probably not. Is it short lived? Well that entirely depends on how you play it. There are so many variables but I’m constantly being drawn to the fact that DICE have created a brilliantly accessible game in a genre that can really be dominated by die hard players and difficulty extremes and successfully whacked one of the worlds most popular and enduring franchises on it seamlessly, and still kept it fun.

 

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

PES 2016 – Review

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I’m just going to come out and say this straight up. PES 2016 is the best football game in years. It’s definitely the best football game of the past five years and definitely the best on this current generation of consoles. Is it the best ever? No, but that’s not because of anything the game does, more of the times we live in and I’ll tell you for why.

Before playing the game for review I was lucky enough to play it twice, once at Gamescom and once at an event in London and the passion in the rooms for this return to form was evident. And as a football cliche, “return to form” has appeared a lot in regards of PES 2016 chatter, because it truly has. The game is going from strength to strength and with the dissolving of everything console for Konami except PES, the full attention it’s getting can only mean good things for the franchise’s future.

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It’s a future that has been built on solid ground here. Every single mode you would expect is here, the classic Master League, the challenging online play, the tournaments, licensed tournaments and the card based myClub feature. In fact, the game modes are probably the least important part of why PES 2016 is the best game at present because, whilst they are fun, they aren’t what makes the game fun to play.

But there are annoyances with these modes because of things like the teams not being up to date. I don’t mean the heavily publicised data update with transfers, but the teams themselves aren’t the same teams that are in this year’s Europa and Champions League competitions. It’s not a big issue but it’s one of the licence things that cannot be got around. The myClub feature is good and the coaching dynamic works quite well. It does feel a bit more football manager like than FIFA’s FUT but my experiences have been fraught with glitches and disconnections, some the games fault and some the players.

The Master League mode is as deep as it ever was and you can do as much or as little as you want in regards to forging your career and controlling the team. The main thing is that the menu screens are fairly easy to get around, although that’s been a thing that has plagued football games in recent years, and PES isn’t completely innocent with putting various settings in hard to locate sub-menus at times.

There are also a few things that keep the visual aesthetic apart from FIFA. You don’t have as much crowd atmosphere, a limited number of stadiums, the commentary is still a bit naff (although in truth PES commentary always was and is always better played with the Spanish commentary, because as British players it sounds more exciting and we can’t tell how broken it is), and the overall presentation is at times still trying to emulate that FIFA/Sky/Premier League visual style which would be great if not for everything else making it apparent that’s all it is, a style.

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The second biggest thing that the game has is pretty much for PS4 owners only, which is the ability to import data files and images for team, league and kit customisation. Much like its PS2 forefathers, this PES has the ability, with a great community of modders, to get around that sticky licensing issue and give us the teams. It’s not the simplest thing to do and it will take you a good hour or so to get it all edited to be the way you want it to be. But it’s worth your time doing. This is thanks to Sony’s policies allowing this, so sorry Xbox owners.

Which leads us to the most important thing – This is the best playing football game that there is available on the market right now. FIFA for all of its refinement and depth is still a very arcade run, skill and shoot affair for the most part. PES has an almost physical connection to how you play the ball, how aggressive you are, how much you pass the ball, how gassed you are when you run, the battles and tussles you go in to. This is down to two things, which are the engine and the animations. PES has always been a bit weightier in how you play, realising that the laws of physics do apply unless you’ve won many Ballon D’ors. FIFA has always been quite interchangeable in how any player can do a decent 50 yard run and shot on goal, regardless of if their stats and real life counterparts reflect that.

PES has taken a lot more care in the making sure that someone like Andy Carroll is going to be dominant in the air and a great person to hold up the ball, but is less likely to open his engines up down the wing and deliver a cross with accuracy. The FOX engine is great at making minute animations mean a lot more in the game. The physicality of a challenge is matched by new animations that help your player feel more realistic, like not having full control of a header as you’re backpeddling and off balance. What this does is it makes you respect, not only the player, but their ability and how they play. It opens you up to many different ways to actually play football, to adapt your tactics and play to your squads strengths, not necessarily your own gaming strengths, and that is magnificent.

Nothing has done that before or come close to it, and I doubt that anything will in the immediate future. In a perfect world, the contracts and money would loosen up a little and the ability to get a more immersive and in depth representation of world football would be available to the PES team. Or they would go “sod it” and completely abandon the areas of the game where it tries to do what FIFA does and makes the gameplay the stand out part of the game, much like the PS2 era did. But for now, this is the best that we have and despite some post-launch support niggles, it thoroughly deserves that praise. If this wasn’t an age where presentation and TV style run rampant in sports games, arguably over the good simulations that some games do, then this would be the best football game ever. But it’s close, damn close.

Summary

PES 2016 is the best football game available and the best that there has been for a long time. There is no doubt that the lack of FIFA sheen can put off people but, you aren’t playing football, you’re playing playing FIFA. Even some poor post-launch support hasn’t dampened the quality of the game and the experience. It might be some time before anything can better that and if anything, its attempts to present itself like FIFA at times inadvertently highlights its weaknesses.

Good Points

  • Excellent graphics
  • Great fluid and physical gameplay
  • Customisation and PS4 data importing

Bad Points

  • Poor post-launch issues
  • The non-football atmosphere is a bit naff
  • Outside of football, tires to be too much like FIFA

Why an 8.5?

This is the best football game available at the moment. It’s not the most refined, the biggest or even the most accessible. But it is the best simulation of football available now. It’s not the best ever though, that honour still goes to PES 5 for me, but in this day and age of TV and rights and licenses, it’s the closest we could possibly get.

 

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

 

WRC 5 – Review

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It’s been a while since I’ve truly enjoyed throwing up the dirt, cutting hairpins and getting nostalgia for the old Subaru blue and gold colours. Sometimes it’s been sated by some excellent game modes and I have to say Forza Horizon 2 gave me some excellent car colours and choices, the Forza Horizon rally mode was an incredibly challenging but fun mode and there’s DiRT Rally for those lucky PC users in early access. But other than DiRT 3 which became more Rallycross and Gymkhana than actual rally, there’s hasn’t been a lot of love for, arguably, the most breakneck, oldest and intense form of racing in a good few years.

I’ll probably be proved wrong, but when you grew up on games like V-Rally, SEGA Rally and even the old Network Q RAC Rally games, there really hasn’t been anything in that style that has successfully entertained us. SEGA Rally is still, even now, the benchmark for arcade racing gaming for a lot of people. Having recently got back in to watching Rally, now that I’ve found it on a regular enough basis on a UK TV channel, I’m hoping for a lot when it comes to a rally game, especially in this current generation and the good racing games it has already given us. Admittedly, WRC 5 isn’t it. but it tries damn hard.

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The career mode is undoubted the best way to approach such a direct racing discipline and given this year’s other formula specific releases, it is refreshingly simple and uncomplicated, rewarding the racing and strategically effecting what you do next with a mini-game you effectively create for yourself. You start as a driver in a junior role for a WRC team. Straight away you’ll be driving but you can pick your name, nationality, gender, etc and let rip as soon as you’ve chosen who you want to drive for. The teams will be affected by how you drive but also by how the team wants you to drive. Some teams will go for a balance, some teams will want the speed and others will prefer you return the car in one piece, which also is something you should concentrate on.

If you have crashes, get a little lose, whatever, you will need to fix your car ON TOP OF the general wear and tear that your brakes, tyres, gearbox and other components that get a bashing from just driving hard. At the end of every day you’ll get garage time to repair your car but only so much. Go over and you’ll get time penalties. It’s much the same as normal rally really. But when you have three stages in a day you have to be careful. Knocking out the electrics will leave you unable to hear your co-driver and blind to the severity of upcoming corners. Gearbox damage will hurt your shifting, hurt your overall speed and even keep you stick in gear. These all may sound like obvious things, but when you have another two stages to get through before you can repair anything, it really makes you think about how fast you want to take the next turn.

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Which is where the game lets itself down, sadly. The driving isn’t the best. Regardless of assists, you still get a bit of auto correcting which can really nix your sliding. The handbrake kind of kicks you to a standstill rather than aid your slide and the braking overall feels a bit too sharp, especially on more slippery surfaces like gravel. The steering isn’t responsive enough to really get a power slide going, which is something you can tell the developers know by the amount of corners in the game designed with a straight cut.

What I mean by that is that there’s a small, well driven area on the apex of some corners that allows of the best speed and line, as if it’s a racing sim, not a rally sim. And it does at times feel like the stages are designed more like a race track than a rally course. That being said, they all look rather nice. The new Kt engine does some things very well, especially in the dark stages of a rally. It also does the particles quite well, although on more dirt like tracks, it doesn’t cope with it’s own frame rate at times and can stutter. I also have to mention how bad the engine sounds are at times. Mostly, they’re great apart from the repeated banging that sounds like a misfiring Harley Davidson. I know we’re at the rear of the vehicle but its very over the top and drowns out literally everything else in the game volume wise. But I assume this is easily patchable.

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There’s enough of it to go around though. Each officially licenced rally is represented by five stages, each driver and car is there and the online element that’s going to try and crack the eSports market looks to be well thought out and balanced against the single player elements. It’s not anemic in any way on either side, and the Rally school training part is a great introduction to people that haven’t played before or don’t get the lingo.

The thing is that, whilst it isn’t a great game, it’s not a bad game and it does everything it does rather well. It’s modes are well thought out and whilst the new engine isn’t a patch on what other games on the current generation are doing, it’s certainly one that appears quite seamless across platforms, delivering the same experience. The only thing that really lets this game down is the handling but, despite this, I still had fun. That’s important, right?

Summary

WRC 5 has got all the makings of a good rally game. It needs some engine refinement, it needs some better car handling and it could definitely do with engine volume rebalancing. But it does good things and get the other, more ancillary features, right. Normally one part of a game suffers and it all does, but the game is still fun to play and has enough of a challenge around it, like not demolishing your car, to keep you coming back for another stage.

Good Points

  • All the licenced teams and rallys
  • Good courses and time of day challenges
  • Repair mini-game makes you think a lot more about what you do on course

Bad Points

  • Occasional frame rate lag with large particles
  • Engine sounds are annoying
  • Handling isn’t as responsive as you’d hope

Why a 7/10?

Mostly because I had fun. The handling isn’t great and the graphics aren’t stellar, but they aren’t bad. The licensing is all there, the rallies are all there and the courses are nice and challenging once you get out of your head that you’re indestructible. If you gave me a single player racing game that I could just dip in and out of right now for a race or two, this would probably be it.

 

This review was based on the Xbox One version of the game.

 

Turtle Beach PX24 Headset – Review

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There are quite a lot of headsets available and, for the price, this isn’t a bad deal at all. The market at the moment is full of differing prices, compatibility and brands making confusion rife for people probably buying one. We do like to do some hardware reviews for those of you who might not have the time to wade through everything, and probably only see the most expensive thing on the market.

Retailing at £69.95, the Turtle Beach PX24 headset isn’t the cheapest (that honour goes to the Gioteck HC-4). You will also need an adaptor if you own an old design Xbox One pad (which, unless you’ve got the 3.5mm jack current Xbox One pad, is what everyone has), but for all other mediums you’ll be fine. The headset itself is a standard headset with a jack input so it can be used with pretty much anything. Which is great if you’re needing a headset for anything PC or Mac based, be it gaming or simple Skype calls. This is also where the mobile compatibility comes in although really it’s just a pair of headphones at this point, but if your serious about gaming and want that quality then having something multi purpose like this definitely beats the overpriced Beats.

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The sound quality is actually very good and listening to other people chat is very clear, as soon as you’ve done some minor volume adjustments on your gaming device. The foam cushions are nice and comfortable and the band part of the headset also has a foam cushion so it’s quite nice on the head. The microphone has some good quality to it and the flexible mount feels very stable and tough, but it also can’t really be moved into many positions make sure it’s away from clothing or you’ll get lots of scratching. Thankfully, you’ll notice that as the mic also plays in the headphone’s output so you can hear your own voice. This feedback is pretty good in stopping you from shouting and looking like a fool to passing people. To me, that’s one of the key components here as audio feedback on yourself is something a lot of lower priced headsets lack and is really useful.

The amplifier itself has a lot of charge to it. I’ve had it on quite a bit and even forgotten to turn it off at times, yet I haven’t had to charge it after a week. To do so is a simple micro USB cable that plugs in to anything. You have four options on your functions, changeable by a central button, which are Volume, Surround Adjust, Mic Volume and Bass Boost. All of those options are altered using the wheel on the side. On the opposite side is the platform selector (PS4/Xbox One, etc) and then two other buttons which are Mute and Superhuman Hearing.

The headset boasts the virtual surround sound option and it kind of works. It’s not as surround as you think it would be but it uses some clever panning on the audio channels. I heard it best when hearing a musical box in Assassin’s Creed Syndicate, one of the many secrets you can find, and was then able to locate it by hearing the change of direction in the audio. This was mostly let down by their being less notable difference in the levels when facing the object and having your back to it, but side to side, it was fine. The speaker quality does pull this off, but it’s something that’s best served with balanced audio and not blowing your speakers out, which the next feature has the potential to do.

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The problem is that the Superhuman hearing is pretty obtuse. It kind of sounds like the headset bumps the volume loudness, trying to make it as uncompressed as it can and kill as much of the noise reduction that engineers spend so much time implementing. It doesn’t really herald any real quality boost but more of a large loudness boost that really hurts your ears if you aren’t prepared for it, or turning it on during and explosion, like I did. I’m sure if you balance the audio levels a bit better then you might like it, but it really didn’t add anything more me that the headset wasn’t already doing. If anything I turned it off pretty quickly in the hope that I didn’t bow the speakers out. If having that kind of loud audio is you’re thing then be my guest, I’ve played in bands all my life and know first hand how much my hearing sucks now. Personally, I prefer a balanced and well mastered audio being reflected in the best quality and the function, by being an amplified volume boost, looses a lot of that quality.

The build quality feels good, compared to another Turtle Beach headset I have which was uncomfortable and had bits of plastic break off it when I tossed it on to a bed one… A soft bed. It’s certainly a good entry level headset and one that’s very useful if you’re in possession of multiple systems and need an all round device and aren’t going to spend over £300 on a wireless pair of Astro’s. For sub £100 this isn’t a bad deal and is certainly comfortable enough for several hours of gaming which, to me, is possibly more important than a volume boost that makes my tinnitus ring.

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LEGO Dimensions – Review

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Before I begin this review of LEGO Dimensions, we need to set the level straight on a few things, which are the most talked about issues people have with the physical and financial concept behind the game.

There’s been a lot of talk regarding how much this game is going to cost. There’s also been a lot of talk about different parts of the game being locked behind characters that you have to purchase separately and aren’t available at launch. I will answer this talk in a constructive way but make no mistake about it, LEGO Dimensions is really, really cool.

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The price point for the main game is a lot more than you’d normally expect for a LEGO game and certainly more than its main rivals Disney Infinity and Skylanders are charging. The additional packs are also more expensive than the others. But here’s the things that you need to know, the actual constructive things, that differentiate LEGO Dimensions.

Firstly, the packs are great value when you stop thinking of them as just game peripherals and consider them as actual LEGO, which they are. You get in the smaller £15 packs two LEGO things to build – one character and one vehicle/animal – which are able to used directly in the game at any time. There’s no level locking for the various franchises unlike the Infinity. The LEGO vehicles can also be rebuilt two time using the studs you get in game and can do multiple things in game. The packs vary in price and all of the packs can access the adventure worlds of their particular franchise. The more expensive packs like the level packs do give you extra playable content as well which, if you think the cost of each LEGO is £7.50, make each DLC level around the same price. Plus, because of the way it works, they can be used for any version of the game and aren’t console specific.

Secondly, you technically get a pack straight out of the box with the trio of Wyldstyle, Batman and Gandalf along with the Batmobile, the latter can also be upgraded in the same way. This also means that the LEGO Movie, Lord of the Rings and DC Comics worlds are also immediately opened. Regardless of if you own the packs, the story mode visits most of the franchises that are in the game at some point, so you will experience playing in a Doctor Who level, even if you can’t have the pack yet because it isn’t released.

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The third thing is the portal device itself which is a cool little LEGO build anyway (make sure you turn off the power save function on your console for when you’re building it), and is also a puzzle controller. At several times during the game, you’ll need to use the pad to solve colour puzzles, escape attacks and interact with the world in game. Even though all of these little LEGO things look cool, they all serve some kind of further purpose to add to their value.

In fact, we don’t often do this, but we know that people might want to see the kits and what they bring to the game. Thankfully, YouTuber GenerikB has been doing that and you should check out the playlist he’s made of unboxing everything that’s currently available.

The criticisms of the packs though are of course the cost (LEGO has always been an expensive toy though), the design of some of the builds can be a bit low key (Benny’s Spaceship doesn’t particularly fit well together and is a much more minimalist version of the ship that appears on screen) and the level packs not being exactly engaging. This last point is more directed at The Simpsons pack but it is still a fun enjoyable nostalgia trip to Simpsons fans. The problem is that some of these franchises don’t include original voice content (things are taken from the show’s archive) and that will obviously hurt narrative construction and limit the capability. Although the Back to the Future level is also a bit short, compared to the excellent Portal 2 level.

A problem here might have occurred with the actual process behind making the game being as unrelenting and in-depth as any single franchise LEGO game, and if that was a problem of having too much then it’s a good problem to have. We chatted to Mark Warburton, a producer from TT games, about how much went in to doing this behind the scenes:

“We treated every single one like a standalone game. Nothing was done small even though the footprint in the game is small. All the same research was done, the development time, time to get the likenesses to the characters, it was just as important. It made it difficult because we had to give the same amount of attention we’d usually give to just one brand to fourteen different ones.”

 

The thing is is that in truth, given everything they’ve had to work with and creatively combine, they’ve really nailed it. I mean TT Games seriously got it right and the level of enjoyment from playing the game and the nostalgia and excitement of seeing the various franchises at different points truly pays off in the playing experience.

How have they done this? Well by making a LEGO game, of course. At the core of the experience is exactly the same funny, reliable and accessible game as any of the previous games. The story is a good vehicle with which to combine these franchises and to give yourself a quest, a point A to point B scenario that enables you experience all the humour in the game. It has the same gameplay you know and whilst I’ve been critical in the past that it hasn’t moved on enough in recent times, for this it absolutely works and is necessary.

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Which brings us on to the games magical moments. There are times that the franchises themselves come out and be all they can be, regardless of their LEGO setting. Standing out amongst the rest is the truly mad and glorious GlaDOS and the Portal 2 levels that really feel like they are just more of the last game. The Doctor Who level in the game shows us how this has been a match made in heaven and it is criminal it’s taken this long to bring it about. Whilst the Back to the Future, Ghostbusters and Simpsons levels are all enjoyable, they don’t reach the heights of the other two, or the rather cool Ninjago level which sets about combating the lack of overall knowledge in the franchise by given us some great boss battles and puzzles.

The thing is, I’ve played the opening parts a number of times. Once with a friend for a stream, once for myself and once with my parents. Just to see how this whole concept worked between the most cynical of people, other games industry friends and of course the ones who teach you to hate the world. All were warmed. All were laughing. All were actually really impressed by the usage of the LEGO components and were gripped by the entertainment on screen.

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So I’m faced with a dilemma because this game does everything I want it to, yet also does all the things that cost me money and has wisely ignored my criticism of the previous games. But there are things that annoy me, like the inability to complete it without having to actually purchase certain things, and that I have to wait a good four months after release to get some of the level packs and toys. I can’t decide if that’s my impatience or my confusion that the business model is hoping post Christmas or January sales there’ll be more people playing the game after the initial release rush, and not giving everyone the opportunity to get everything straight away.

Ultimately I really enjoyed the game, I can see children and families enjoying the game as well and that’s important. Yes I’m a geeky guy hurtling towards middle age and I like and appreciate it for all the references and the franchises that I’ve enjoyed for the past thirty years. But really, I enjoyed the game too and having a game with franchises that both children and adults can understand, and seeing them interact with each other and learning about the many ages of our entertainment tastes and bond because of it.

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LEGO Dimensions does everything that every LEGO game has done before but that’s good because the portal brings a new way to complete puzzles and the obvious bonus of being able to place any character available in the game at any time. The problem is the cost of course and that completing the game for trophies/achievements needs characters that aren’t available to buy yet. But there is a joy and an great success that’s been achieved in combining these franchises in a fun an entertaining way where the game itself and not the content is the champion.

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[tab title=”Good Points”]

  • Excellent franchises working brilliantly together
  • The LEGO toys themselves are pretty cool
  • The USB Portal is a great interactive element

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  • The cost of collecting everything is very high
  • Some of the content needs characters not yet available
  • Some of the content constricted by

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The game is probably the most fun I’ve had in a LEGO game since Lord of the Rings or Harry Potter, in the actual game itself. But the franchises are so well adapted that, as long as you know what characters you need to get to complete the game and are happy with the cost, then it’s an load of fun and an excellent family game. It’s well executed and the game champions itself over the many potentially dominating franchises. A good example of balance, really.

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

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Minecraft Story Mode Ep.1 – Review

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Minecraft: Story Mode is the new adventure from Telltale Games. If you’re a fan of Telltale’s more hard hitting, difficult choice-based stories like The Walking Dead then you might want to look away as this probably isn’t for you. However, if you like a good fun story with a slice of Minecraft, and Minecraft that has a narrative direction, then you’re in the right place.

In our interview with Telltale Games’ Laura Perusco, she explained that this is what they do, “interactive stories,” and after Tales of the Borderlands they decided to look at what they could do with other video games and thus this game was born. But just to write it off as another Telltale Game would be a fools errand. To set the scene, you play as Jesse. It’s the day of the EnderCon building competition and you are going with your friends and your pet pig Reuben to build something awesome. The prize for winning this is to meet Gabriel the Knight, one of the four heroes of the land and part of a group called “The Order of The Stone.” The comparisons to modern day convention culture and the massive success of the game in various online media is evident and it’s quite enjoyable to see it played out in an actual narrative.

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Even for me personally, some of my favourite YouTube videos on Minecraft are one’s that have involved some hilariously hammy role-play that makes things enjoyable, but there’s no ham to be found here. Not unless you consider Reuben to be food. The story does the normal multiple choice speech options that will either enamour you more with your fellow characters or cause issue at a later time. And as far as the quicktime events go, there isn’t many, which is probably to help less experienced players enjoy it with others (kids playing with parents for example).

In fact it’s this family thing that is a bit weird for the more serious player. Firstly, it’s not Minecraft, it looks like Minecraft and there’s occasional points where you get to use Minecraft objects like chests, crafting tables and swords, but it is not Minecraft. It’s also not the dark and morally disturbing game that some of Telltale’s stories have been in other franchises.

The positives of this is that the story can indulge in comedy and expression a lot more than previous franchises. There’s some great voice acting going on here from the cast, both with the male and female versions of Jesse, and Reuben the pig is quite possibly the best pet character in a game this year.  He’s charming, and, depending on your actions, all kinds of adorable. The dynamic between the friends is good and potentially venomous as well and there’s a love interest (presumably, certainly a mutual “you’re pretty” thing) between Jesse and Petra which is not changed or any different regardless of what gender you play as. Good on you Telltale.

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The criticism is that this is more of a Minecraft animation at times than a game. It takes so many visual queues from media around it that it kind of loses Minecraft itself. You’ll notice visual styles that people like Captain Sparkles and the like have made popular on YouTube over the years. But the problem is that it kind of loses the fun and soul of playing Minecraft. Which is fine if you don’t want to actually play Minecraft and go in to a more comedic thing. At one point, Telltale use their own speech system to implement a joke, which was a pleasant surprise when I noticed it, but could be easily missed.

So is it a step too far in the wrong direction for Telltale? Is the formula getting stale? It’s certainly stretching the formula a bit, as was found during the Game of Thrones series, and others are now doing it just as well with Life is Strange being a prime example. But this game isn’t the same as those other franchises in so much as it is designed to be for family entertainment and a bit more for everyone rather than fans of a particular franchise or fans of the game. If anything it’s Telltale-lite. It’s kind of reminiscent of the early games like the Sam & Max, Monkey Island games, etc. But it has a much better narrative and a much better gameplay dynamic.

Of course we end on a cliffhanger and I’m not spoiling any of the episodes story other than you set off on a vast quest across the world of Minecraft to reunite the Order of the Stone, the title of this episode. It’s definitely a good game and a lot of fun for families and people who want to engage with Minecraft in a relatable way, which is great if you have kids that enjoy it, or you enjoy Minecraft anyway. Otherwise, it’s probably not for you.

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Minecraft Story Mode is only in its first episode and i’m sure it will have a lot of visual treats the longer we go on. The story is already a lot of fun but it really isn’t the usual kind of story that you’d expect from Telltale. It’s very family friendly and it’s very light on the actual game interaction. It is also quite far removed from Minecraft as a game. But it is enjoyable and worth playing just for Reuben the pig, this year’s best game pet.

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  • Great amusing story
  • Awesome use of Minecraft visual style
  • Reuben the pig

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  • There isn’t a lot of stuff to actually do
  • Doesn’t have as much Minecraft interaction as you’d expect
  • Could be stretching the formula a bit too much

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Well, it’s a fun enough game and I mostly enjoyed it for Reuben the pig. But if I’m honest, it made me want to play more actual Minecraft. It’s fun and certainly good for families and people who want to sit around as a family and play an easy game together. But it doesn’t leap out as much as other Telltale games have. It’s a great use of the franchise, especially for the target audience, but not enough for a larger audience.

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Minecraft Story Mode – Interview

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Last week, we got to play the Minecraft Story Mode with Laura Perusco, the Creative Communication Manager from Telltale Games. You can read our review of the game here shortly.

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Sean Cleaver – Minecraft story mode, it’s lots of fun. It’s been worked on for quite a while. When did you first get the project germinating, how did it come about?

Laura Perusco – It basically came from, you know how we’re doing Tales from the Borderlands? Well that came first and we were already working on a video game that’s set in the world of another video game. We started thinking about what else we can do this with. A whole bunch of people in the office play Minecraft or have kids that play Minecraft, and that’s something that doesn’t have a story. People were just creating their own stories in that world. So we had the idea of reaching out to Mojang and floating the idea of doing a game. This was way back before Microsoft brought them out so our contract is with Mojang.

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SC – Minecraft is a very precise visual style because of what it is. But you’ve also managed to find a cinematic style out of this. There’s a lot of YouTube videos that have done these small animations. You seem to have created almost a movie out of it.

LP –  That’s pretty much what we do. We do playable stories, so our games are often thought of as playable movies or playable TV shows. Just the aesthetic of the world of Minecraft is very unique in and of itself. So we actually built a lot of the environments in Minecraft first and exported them to our engine, so it would absolutely, unequivocally Minecraft. Then we added a little bit to make it look more cinematic like depth of focus and changes and stuff like that but it’s all Minecraft. Absolutely.

SC – You’ve got your main characters, a band of four if you will, it’s a very traditional…

LP – And the pig.

SC – And the pig. I’ll get on to the pig now. The pet pig, Reuben. This year seems to be the year of the Dog for video games, every game has a dog and everybody loves them. You’ve gone with the pig and he seems to be much more charming than any dog that I’ve seen this year so far in a game.

LP – Reuben is my favourite character I actually had new business cards with him on. I think something that’s really cool about Reuben is that no one ever thinks of eating dogs in video games and that’s a new dynamic that comes up because pigs in Minecraft are always thought of as food. So it has that interesting dynamic.

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SC – I don’t think I’ve ever though about having a pet pig in Minecraft. I don’t I ever use them for food either but there you go. I quite like the idea with the story building on, a bit like what Minecraft really is, the convention scene. Creating Minecraft fandom within Minecraft itself with Ender Con and the Order of the Stone. What drew you to create that story out of it? Was there a lot of going around, looking at Minecraft, looking at the world, looking at the real life interactions with Minecraft? And are there plans for any more?

LP – The community around Minecraft is so important. That’s the reason for its huge popularity. There are so many videos online and people creating their own stuff. That’s what Minecraft is, it’s about creating things and sharing them. So we knew that was a huge part of the licence.  I actually went to Minecon in London to show the trailer and that was fantastic.

There’s so much love around this game that we wanted to put something like that in there. You might have noticed but the people who come on stage to introduce Gabriel at Endercon are Lydia and Owen, their director of communications. They voiced the characters too. But the thing about the characters in this game is they don’t know they’re in Minecraft. They don’t have any meta awareness or some other real world. As for more? We hope people play it and people enjoy it but beyond that, anything can happen.

Minecraft: Story Mode by Telltale games is available now on Xbox One, Xbox 360, PS3, PS4, PC and Mac.

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Dishonored Definitive Edition – Review

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I am one of those people. The ones who didn’t play Dishonored the first time around. I know I’m a terrible person but you’ve got to appreciate that whilst I was studying at one of those fancy rich educational establishments (a concrete block of a North London university) I was busy playing Halo 4, and practically nothing else. I had things to do, essays to write and some neon glowing digitising necromancer to completely obliterate. Although TheGameJar did review it and you can check out what we wrote about it three years ago here.

So when I get a remaster of Dishonored appear on my Xbox One dashboard, I couldn’t be happier. Not only did I now have the time and the excuse to correct my glaring lack of steampunk-stealth, but I could do it in an uprated resolution! Bonus. It actually surprises me that this has been released now, if I’m honest. It’s quite the busy time for games and this is one of those critically acclaimed games that, from when I’ve spoken to people anyway, seems to be the one most people missed. You’d have hoped with the second instalment having been announced but not dated, it would have been released at a time to give it the best exposure.

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Normally I don’t talk about business errors and such because I’m a games critic, not a financial aficionado. But I mention it because it is a game that is really deserving of the applause and plaudits it got and definitely needs to be enjoyed by everyone for two reasons.

Firstly, this game is a bloody visual treat. From the outset the mix of dystopia, that reeks of the Michael Radford 1984 movie, is a wonderfully dark world jarring against where you start, that palatial and almost Olympus-like godly seat of power in Dunwall. The divide between the ruling oligarchy and the plague ridden masses owes a lot to the industrial era feel and there are several nods to this in the items and throwable objects in the game, things like Whale Oil (which was the preferred combusting fuel before petroleum was found).

But you know this because you’ve probably seen it/played it already/have heard others wax lyrical about it. What we do have to say is that the updated resolution both champions this and also lets it down in a few places. The characters and the sights are wonderfully detailed in their slightly Gerald Scarfe-esque way. The areas are also deliciously detailed in that Victorian London way. But only in places. Whilst the game’s uprated textures are wonderful, you can see where the original design had to be scaled back to work on the last generation consoles and sadly some of them aren’t updated. It’s inevitable that some low res and copy-and-paste textures appear in games and one of the sad side effects of improving the game for this edition is that it’s highlighted it.

It highlights it in other ways too with occasional frame skips and screen tears. I’m not one to bang on about such things as you know, I’m pretty much in the “enjoy the fucking game you stupid bastards” camp. But I have to mention it because there are times where it is very noticeable. Again this isn’t laziness or anything like that, it’s just the usual sort of problems that occur when you force an old engine to do things quicker. Lots of remasters have fallen to this issue and Dishonored hasn’t escaped it but it is by far one of the best looking and stable of the bunch.

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Which again probably goes to show how good it was in the first place and that is something that’s reflected in the gameplay, the second reason to champion this game. The “play-how-you-want” dynamic is something that we’re probably quite used to now with the release of so many open-world games, but none of them really have the same dynamic choice as Dishonored, even now. Yes you can go super stealthy or super attacking but all interwoven with the steampunk is the magical fantasy that has the powers such as the Blink ability that can teleport you anywhere within close reach, regardless of height. It definitely adds a new dimension and can meet any player at and difficulty challenge that they wish.

So thankfully this is all still really good, although slightly overpowered. The plot of Corvo trying to reinstate the rightful heir with the help of separatists, whilst also avoiding the plague that is befalling Dunwall also still holds up rather well. And that soundtrack, well it is lovely. In fact, you can listen to it hear for free and I implore you to do so. This edition also brings you several DLC packs included in the game, which include two story add ons. So there’s more Corvo for your concern.

It is a great game, and I’ve enjoyed visiting it for the first time in this semi-updated guise. Although I do have to admit that I wish I hadn’t approached it from a critical eye because the faults I’ve found are all ones of age and engine capability rather than the game. It does make me annoyed that it’s taken me this long to get in to it. I’m not a lover particularly of stealth games, but the way that this game gives you various options to go about your tasks, regardless of if it ends up as a chaotic mess, still hasn’t been bettered in this type of game, at least not in one that I’ve played.

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Well, this is exactly what it says it is really, a definitive edition of 2012’s Dishonored. The uprated graphics, rather than breath new life, do a great job of showcasing how good it was to begin with and make a great case for you to play it if you haven’t before. Sadly the graphical limitations appear thanks to the game engine’s age which can’t be helped. But enjoyable and great value with all the DLC included.

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  • Uprated textures highlight great character design
  • Still a great game with a very dynamic approach
  • Doesn’t feel like a remaster for the sake of a cash-in

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  • Some textures not improved in scenery
  • Occasional frame skip and screen tear
  • Probably not good for those who already brought the game

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Well, to be honest nothing has changed. That’s not to it’s detriment, but the improved graphics and frame rates are nice, the package is nice and the option to revisit or even start off an adventure in Dunwall is very welcome. But it is essentially exactly the same game, and so exactly the same score. Which is good really because the limitations involved make it hard to be better without changing the game dramatically and the porting across to the current generation hasn’t made it worse. So it’s quite the success really.

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Mad Max – Review

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So, in a spate of lyrical platitudes, I said a few months back that Mad Max would be the one game I wouldn’t be able to live without. A bit dramatic you may think but now, having played the whole game from start to finish, I’m going to try and keep that statement true whilst also being objective for this review. One thing I did do was look back at the movies, just to get a feel for the world.

Yes, I am one of those morons who will have a TV or Laptop on the side with something on it whilst I play games. Usually it’s sports or one of many repeat viewings of a TV series. This time, I decided to rewatch the Mad Max movies. It’s worth pointing out how tonally different a few things are, especially if you’re a fan. Firstly, the wasteland being as arid and desert based as it is in the game, is a complete by-product of Mad Max Beyond Thunderdome and Fury Road. It is also worth pointing out that this Max is completely his own and mostly removed from any movie interpretations.

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So the one thing that this does is allow the characters, the franchise and the opportunity for a decent game to come to life in an incredibly large space. The wasteland is a huge empty opus in itself. A dystopian vision of a world reclaimed by sand and littered with the decay of humanity’s past and the cult fanaticism of petroleum-fuelled power, the very substance that caused the apocalypse in the first place. Yes it’s bombastic, ritualistic and occasionally garish in its interpretation of tribalism, but that’s one of the great things about it, the fantastical element that allows this crazy world to exist.

Max starts much in the same way as he does in Fury Road, by being beating up and having his car taken from him. But not before he manages to plant a baby chainsaw into the cranium of local warlord Scrotus. With the aid of an injured dog, you find your way on foot to a slightly crazy hunchback named Chumbucket who happens to be a wizard with cars and is currently building a new one, the Magnum Opus, which you have great need of after you see your beloved black Interceptor dismantled in one of the enemies camps.

What then ensues is a long mission, with Chumbucket as your passenger, to explore all of the wasteland, whilst doing the bidding of various underlords trying to rebuild themselves under the dictator-like poverty enforced by Scrotus. You spend your time clearing the landscape of snipers and totems (called scarecrows), dismantling enemy oil camps and engaging in big boss fights, taking out the big ‘top dog’ of the area. All the while, systematically lowering the level of threat in the area, and finding little camps where you can liberate scrap metal, historical relics (pictures from the past) and occasionally some construction parts to help build up your base.

How deep you want to go in to this side quest construction is up to you (if you’re one of these people that needs to 100% a game for instance) but you WILL have to get involved with it. Completing these missions and the side quests increases your level and also gains access to upgrades for Max and your car. It also allows you the opportunity to explore and get to grips with the enemies, the physical combat and the car combat.

To level yourself up is very easy. Doing missions, challenges, etc will earn you Griffa tokens. You take these to the crazy wandering shaman known as Griffa. This can help upgrade your strength, length of combo holds, fuel economy, etc. But it’s worth it just to engage in the introspective story of Max’s psyche, something that Griffa seems to have a direct line to. His pointing out of Max’s confused loyalties, his own torture and the secrets in his own mind that he’s trying to run from or conveniently buries are some of the best discourse in the game.

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Customisable Max doesn’t have a massive amount of customisation, but what there is compliments the increasing level and helps in the combat like wrist guards and knuckle dusters. Most things are quite easily unlocked in this regard, although I found myself basically playing the Hobo version of Max for most of the game out of laziness. Car upgrades are pretty cool such as ramming bars, engine upgrades, upgrades to your weapons (which Chumbucket conveniently fires for you) and hood ornaments collected from the destroyed convoys you encounter. Everything does become available quite easily, despite having to complete certain side-quests in some regards to earn the upgrade. One of the cool things are pre-designed car load outs called Archangels, one of which you will need in the story. But it’s a cool aside to help collect every available version of the Magnum Opus in the game.

Car combat is one of those things that can irk people. But I feel that Mad Max does it rather well. The obvious thing is to ram and grind everything in your path (be it a car, person or structure) but the options that you unlock can make this better than the constant dosey doe of close quarters vehicular violence. Yes the harpoon can be quite overpowered and is used a lot depending on what you’re doing, but that doesn’t make it less cool to use. There’s the thunderpoon (explosive on a stick), the shotgun and the side burners, the latter of which does a lot more damage than you think, if you want some variety.

But enemies usually come in threes which means that whilst you’re having to drive around finding another guy to hit, one is either coming at you or is primed to be t-boned. So there’s always someone to bash and never just an aimless creation of donuts. There is even a sneaky way to make things easier with the drivers getting out of the vehicles which allows them to be unceremoniously punched to death, quite convenient when your own car is on fire and about to explode.

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Of course there’s even more of a bonus if you can get these people out of a car and take their vehicle back to your closest stronghold. Whilst you can only upgrade your own car, you can also use any of the cars in the game as long as you collect them, which can be very useful for races or specific tasks like ramming things or collecting scrap. Once you do get out on your own and start beating up on people, you’ll find the combat very amenable indeed.

Compared to its contemporaries, you have a much more rugged feel to fighting. That’s also to do with the opponents you’re facing being rather rugged themselves, as well as Max being, well, mad. Most of the fighting removes itself from the acrobatic martial arts of Bruce Wayne and the sword fighting skills of Talion. It’s a lot more raw and brutal with shiv and skull crushing, just adding to the unforgiving psyche that Max has. This is even more apparent as you level up and progress the fury skill, an extra powerful buff earned from multiple combos.

Whilst I have been enjoying this game, there are some problems. These problems really do become a lot more apparent in the later parts of the game and one of them is due to its contemporaries. Whilst all the media attention was sited on this game being delayed and then released at the same time as the huge giant killer of Metal Gear Solid V The Phantom Pain (which you can read our initial impressions of here), I’m more concerned with Batman: Arkham Knight and Middle Earth: Shadow of Mordor.

On the face of it, these are three different games with three different franchises from three different development studios – Monolith, Rocksteady and Avalanche. However these games in a lot of areas are exactly the same. Free-flowing combat in an open-world with various base liberation and boss battles, all of which level you up. It’s a stretch but this game does feel, when you’re playing it at length anyway, incredibly similar to Mordor. Obviously it doesn’t have the Nemesis system but the feel of it is incredibly similar. The car combat is something arguably Batman should have had and Max’s story is nowhere near as good as Batman’s. But the point is there (and probably only relevant if you played a lot of the other two games, like I did) that in the space of a year three incredibly similar games have been released by the same publisher.

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That’s not a problem if you like these games. They’re very good and the technology is there to make them good. Although Mad Max suffers towards the end of the game with big frame rate issues, especially in the storms, some races and occasional battles around the top of the map where lots of things are. It’s not game breaking but it’s frustrating given how smooth the rest of the game is. The story of the game also does something rather frustrating at the end by making you completely feel like you’ve misjudged the whole thing. Not in a controversial-yet-ideological epiphany kind of way, but more of a sad and unnecessary kind of way. It does feel a bit rushed and the game also frustrates you by overusing the map at this point. You also don’t get enough of Gastown or the amazingly bleak and dead area of the Barren Wastes. There are a few missed opportunities more than anything, which is annoying given the depth the game goes to in other areas.

One of which is fuel. I never wanted for fuel at all in this game. Not because it was easily found (although it is quite easily found), but because my character levelling made me conserve fuel more and by the time I was at a point in the game where things get very fuel thirsty, I had the economy of a Nissan Leaf but with a V8 engine. Trust me, I’ve owned a old school V8 car and that petrol practically evaporates. It was also helped that I’d done a lot of searching for parts for the strongholds so every time I went back to the central one for most of the game, Jeet’s Stronghold, I maxed out all my health, ammo, fuel and water. Obviously that was my choice but it took a little bit of challenge out of the game. One of the other things I didn’t get was how the story wanted you to blow up the oil refineries and transfer tanks to help disrupt an already leaderless Scrotus clan. Surely, given his hold on the resource, blowing it up is actually not a good thing as you need it too.

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I’m honestly glad I played Mad Max and it’s one of those games, like Mordor that I would play again and again, so in a way, I won’t be able to game without it being a part of my lexicon. And the one big reason why it has completely captured me is how beautiful the game is. I’ve been taking many pictures in the game using the photo mode (again something that was excellent in Shadow of Mordor) and it is glorious. The beauty of decay and entropy is something that is wonderful to look at and, outside of Chernobyl anyway, you won’t see it in real life en masse. The world that Avalanche has created is dangerous, violent, raw and poetically empty. When a storm hits, it’s incredibly vicious, loud and pretty. Many times, I risked death to get the perfect shot for a lightening bolt.

Normally for reviews, we use picture assets sent to us by the publisher but for this, we’ve used my own personal shots from the game. All of the pictures seen here are taken by me using the game’s own photo mode and shared via my PS4. It’s a testament that I trust how good these pictures look that I want to use them like this and it really shows off the vast visual beauty this game possesses. Combined with great game mechanics, excellent driving and combat, and an entertaining story that rewards the side quest grind for upgrades, Mad Max is definitely a game I’m reticent to put down. But I must for the plains of silence await me… If by plains of silence you mean doing some work.

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Mad Max is an excellent game which perfectly captures the sense of craziness and social human decay that George Miller’s movies evoke. The mechanics are sound, the game is huge and the landscape is beautiful. It’s slightly let down by its story and how close it is in gameplay to other games you’ve probably sunk time in to this year. But it’s definitely a game that will stay with you.

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  • Beautiful post-apocalyptic landscape.
  • Great fighting and car combat mechanics
  • Large open-world map that never feels the same.

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  • Story isn’t the best towards the end.
  • Quite close to other games in their gameplay.
  • Some bugs towards the end makes it feel a bit rushed.

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[tab title=”Why an 8?”]

Whilst the game is excellent, the frame rate glitches towards the end let it down, as does the conclusion of the story. Plus there really isn’t enough to do outside of the quests and landscape liberation to take it to the next level. But the game is a great experience and one that truly deserves the plaudits if not for its beauty alone.

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This review is based on the PS4 version provided by the publisher.

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