WWE Network – Review

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This week is wrestling week at TheGameJar. Which means we’ve asked all our writers to share memories of wrestling games past and present. Today, instead of a game, Sean looks at an app which is making a lot of noise and gaining a lot of subscribers.

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The WWE Network app certainly has made a big impact since finally releasing in the UK. It’s also something that a lot of people have asked me about since subscribing. Is it worth it? What’s on it? Is it just all the new rubbish? Well we thought we’d answer that for you. If you watch WWE at all then you cannot escape the rhetoric of constant promotion and advertising on its programming. There are a lot of good things about it, but the one that’s made the most headlines is the lack of quality in the current product (see the 2015 Royal Rumble match). I can’t argue that, but there’s a great deal that’s excellent.

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[Current WWE NXT Champion Kevin Owens, who is making the Powerbomb a feared move again.]

Firstly there’s WWE NXT, which had been on Sky Sports before now. It’s a developmental brand for WWE that has transcended its status to become a bit of a cult hit. One hour focused on new and great wrestling talent, without the storyline flack that the two big shows seem to be filled with. The divas get a proper wrestling outing too, showcasing the talent the WWE has in its wings for the future, and talent that will be very familiar for those who follow the independent promotions where a lot of these wrestlers cut their teeth.

In fact it’s the lack of the two big shows on the network that’s the most disappointing. There isn’t the big back catalogue of Raw and Smackdown that there could be. For all of the 1000 odd shows that there are of Raw, there’s not even a tenth of it on there. Same goes for Smackdown. There’s no Sunday Night The list can go on There are probably reasons for this and some things are slowly being brought out, like WCW Monday Nitro. But there isn’t even a hint at almost a decade’s worth of television, which is very disappointing. Although there’s lots of classic WWE like Tuesday Night Titans, Prime Time Wrestling and Saturday Night’s Main Event.

The thing is, you’d need to be quite the wrestling boffin to want and know of these things. What WWE Network does really well is its Pay-Per-View content, it’s highlighting of classic and brilliant wrestling and its in depth look at some of the greatest stars we’ve had. WWE has produced some excellent, if not incredibly biased, looks at the careers of many wrestlers, factions and promotions.

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[Great shows like Legends of Wrestling show that smoking cigars is very cool.]

Everything from former stars like The Hardy brothers to recent Triple H documentaries, all with interviews from many people. Stand out ones include a look at Bobby “The Brain” Heenan and Paul Heyman, both creative geniuses and arguably the greatest managers in the history of the genre. There’s some great specials from the vaults like the Legends of Wrestling roundtable chats which seem to be filled with lots of smoking… Seriously, everyone smokes in WWE apparently. There’s the excellent looks at now defunct promotions like ECW, WCW and AWA although again with a WWE bias. In fact one of the standout things, although stretched out over a full season it can get a bit repetitive, is the documentary of the Monday Night War. The television ratings battle between WWE (WWF at the time) and WCW which ushered in a golden age of wrestling and the Attitude era that we all remember so fondly.

The hardcore wrestling fans might be a bit disappointed at the occasional editing due to licensing purposes like music and the very fine cuts of events that we all love. But credit to WWE, it hasn’t been shy in putting tricky content out there. One former wrestler in particular is included in programming which is good as before terrible events, he was an excellent wrestler and is part of sports entertainment history. There are many disclaimers before most of the content that isn’t PG programming or programming they created themselves.

Technically the app on every console works very well. I’ve tested it on Xbox One, PS4, PS3 and Xbox 360. In fact the worst iteration of the app I’ve tested is the iPad version which also doubles as the generic WWE app for news. Although I’ve never had a problem finding content, everything is laid out in an easy to find manner, the quality of the streaming is excellent and very rarely drops and the PlayStation versions of the app include nice little chapter points to fast forward easily to specific matches. Why the Xbox version doesn’t have these I have no idea, because it really should.

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[Still my personal favourite Wrestling/Alan Partridge crossover.]

What this app does do is allow us to relieve what we loved as young people in the big and special nights. We can go back and watch Mick Foley being thrown off the cell. We can revisit the real Icon vs. Icon matches like Rock vs. Hogan and Ric Flair vs. Harley Race. We can look at those matches we never see nowadays like the hardcore matches, the first One Night Stand events and most of the ECW back catalogue and the original Hardyz vs. Edge and Christian ladder match. We can all relive our WrestleMania moments again and, thanks to the great value, you can watch all the new ones too without having to pay Sky £15 every time for just one show.

Whilst this can be for the purist, it’s great if you have young family members who are fans but can’t afford a Sky subscription or Pay-Per-View costs. It’s parental controls stop most things you don’t want them to see and you can relieve your best memories. Faces you’ve likely forgotten and ones that have never left you. Yes, there is a lot of content that is missing but arguably, a lot that’s missing isn’t worth being put on or is coming. Except for the huge gap in Raw and Smackdown replays, WWE Network hits the right button for fans of wrestling and those guys who remember what things used to be like.

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[author]

Hotline Miami 2 Wrong Number – Review

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Hotline Miami 2 follows on from the enormously successful indie game Hotline Miami. For those of you that have probably seen but not played it before, allow me to enlighten you as to the status quo. Hotline Miami is a 2D top down shooter that is played at a frenetic and unforgiving pace. The style, which takes an eclectic look at the 80s through the eyes of an unnamed man (known by the community as Jacket and is inspired by the movie Drive), is a colourful and vibrant psychedelic mind explosion that is beautifully married with extremely prejudicial violence and an amazing electronica-fused soundtrack.

[Where everybody knows your name... Or mask, rather.]

[Where everybody knows your name… Or mask, rather.]

It was quite simply marvellous and extremely difficult and frustrating all at the same time. Hotline Miami 2 sets itself to conclude the story of the first game, a story that was a strange mix of imaginary and forced coercion into violent acts by the mob, and delivered by a narrator that was so unreliable, he’d probably get a job as Middle-East peace envoy. In a series of flashbacks and fast-forwards, which are beautifully realised by some excellent old VHS tape and tracking effects, Hotline Miami 2 gives you the before and the after of the first game, putting in to perspective the events that caused the extreme violence that’s tricky but enjoyable.

Whilst this is an excellent mechanic of course and the story actually tells you very little of what is actually going on (which might frustrate those of you looking for closure), it’s the constant jarring between different times and characters that will sit most uncomfortably for those used to a more linear experience. It possibly could have done well to have these flashbacks in their own chapters with the book-writing journalist bridging the narrative gaps. But as a criticism of the method in the game, it can lose you, especially if you spend a while on a tricky level and suddenly get thrown into unexplained mid-80s Hawaii with a covert military unit taking out rebels.

In fact at times in these levels the game becomes quite nostalgic for the older gamer. It’s less “Honolulu Strangler” and more “Operation Wolf.” Remember that arcade game? That big heavy plastic gun controller with moving parts that was always five times the size of your hands, whatever age you were? The comparisons don’t stop there. Where the first game echoed the inspiration of Drive, Hotline Miami 2 throws in the crime and decadence of Scarface, echoes of Platoon and Apocalypse Now in military thrillers, and a very unique look at societies fascination for physical and sexual violence in film and how it can blur reality. You are still left with questions and guesses to the real reasons of what’s going on, despite the political power plays happening in the background and the shared psychosis of the chicken mask. If this is the last one then the story is open ended enough to leave you wanting more.

[Shopping on Black Friday always ended badly.]

[Shopping on Black Friday always ended badly.]

The gameplay however isn’t as good as everything else going on around it. Playing on a controller is difficult but once you get in to it, it’s easy to use. Thankfully that responsive challenging control method and crazy pace hasn’t changed at all, but everything around it is a bit trickier than before. Which would be great if it feels like an intention of the game, but it feels a bit annoying, like the game has just copied the AI across form the first game without improving on it. Most annoying is when there are many enemies off-screen that kill you very readily.

The controls to scan around the area are also fairly short in their stretch and there are several instances where the pathing of the enemies, especially dogs, gets caught up on something and starts spinning around. The new enemies that involve a bit more of a challenge are great but almost impossible when surrounded by more than one person with a gun. Sometimes the enemies feel a bit too awkward in their positions and dogs can be especially tricky if your timing is even a beat of a millionth of a second off when hitting the button.

Although your new characters can do cool things like stretching their arms to shoot horizontally in both directions, control a chainsaw and a gun at the same time, and barrel roll out of the way of fire, it’s the lack of the weapons and masks from the first game that sadly take away some of the replayability of the game. The level designs are good but ultimately don’t feel any different from the first. I personally would have loved more interactive things around the areas and the houses in the level introductions. They are there as newspaper cuttings, but a few more and maybe some more humorous spots could have bumped this further than being sequel that doesn’t change it up too much.

[For the stars of DuckTales, early fame led to a bad crowd.]

[For the stars of DuckTales, early fame led to a bad crowd.]

With that being said, for the negative aspects of how the game hasn’t grown or changed, it has a butt load of things that it’s absolutely excelled at. If you follow any games writer, PR person or general gaming related avatar on Twitter, you’ll know the Hotline Miami soundtrack is required Friday listening. Well, we’re adding another playlist to the Friday sounds. Hotline Miami 2’s soundtrack is not only longer, but also better and amazingly posited to the levels they are on. It’s actually a bit of an artistic masterwork when you see how seamless it is and how much the music keeps you in the game during the frustrating constant respawns.

The retro look at the 80s is also fantastic from video tracking and VCR sub menus when you pause the game, to the excellent use of Video Nasty cassette tapes as the level selections and the video rewinding effects to instigate flashbacks. It’s not style over substance by any means but the style is a key part of what makes Hotline Miami 2 a great game and as great as first one.

Hotline Miami 2 is once again an incredible ode-to-violence that will divide players between those who see it as a challenge, those who see it as masochistic, those who just love the look and sound of it and those who don’t have a damn clue what’s going on. There are some criticisms of the violence it portrays and that the sexual violence in the beginning is gratuitous and unnecessary. Which it is and the fact you can turn it off is an admission of that. The game hasn’t leapt on from the first and in some cases has taken stuff away that we would have loved. But what the game does best is put an incredible pop-culture visual over challenging levels that will dictate your Spotify playlists for many years. Now if you’ll excuse me, I think I can hear my phone going off.

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Hotline Miami 2: Wrong Number has fulfilled everything we expected and asked for in a sequel, which was “more of the same, please”. More music, more 80s style, more challenging shooty fun. But we probably didn’t realise that we’d have liked a bit more refinement, maybe a bit of cohesion between flashback sequences and bit more of an improvement in the AI. But you don’t get what you don’t ask for, right?

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  • Super awesome soundtrack
  • The conclusion and background to an intriguing story
  • More of the same from the first game

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  • Hasn’t changed enough, and removed some masked fun
  • Regular death from enemies outside of all vision
  • Narrative can be jarring in flashbacks

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There’s a great game here, and a game that when you look past the amazing soundtrack that we love, the visual style that we applaud and the unreliable narrative we all discuss, could have been better. Little things like the enemy AI, being shot from off screen too often and a lack of improvement in that area of the game holds it back a bit. But it is still a great game and terrific value.

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

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[author]

LEGO Jurassic World – Preview

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Hold on to your butts… Clever Girl… Life will find a way… I’m getting these out of the way early so I am not tempted to fill this preview with many puns. But it’s true, there are numerous moments throughout the history of the trilogy (soon to be quadrilogy) of the failed Dinosaur theme park that have adorned our popular culture both visually and in quotes. Which is why it makes perfect sense for it to be a LEGO game. I can’t believe I didn’t see it before but if we’re honest, we’ve all wanted a great Jurassic Park game.

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[You know back in my day – the Cretaceous period – gluten intolerance wasn’t a thing.]

There have been people that have tried but in all honesty, LEGO as a video game franchise hasn’t produced a full on turkey of a game yet. So it’s good to see that the game we all wanted may well be best served by LEGO. In fact I’ve got a list of franchises that I would love to see in blocks. For now though, I can’t wait to build my first Dinosaur.

Yes, whilst there’s a lot that we’ll talk about with LEGO Jurassic World, the important thing is that you can build your own dinosaur and wreak havoc with it. Along with the dinosaurs from the movies, including the new movie, you’ll be able to unlock them all as you play the game. Much like in the films, Amber will contain dinosaur DNA for you to collect. This will unlock one of the twenty dinosaurs, which you can then use to create your own, much like the character creator that’s already there for custom players. Except in this case you’ll also get the abilities of that dinosaur’s part. Acid spitting? Sure thing. Finally giving a T-Rex long arms? It’s about time! And we’re told there’s an arena of sorts which you can pit your dinosaur creations against each other. Which, as a sentence, is pretty cool.

LEGO Jurassic World will have a lot from the new movie of the same name although right now we’re not allowed to know anything about it, because obviously that would spoil the movie. But the game follows the original three movies as well and there have been some very seminal movie moments in them. So we were given a few levels from the first movie to play.

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[Here’s a scene we all forget where human inability to do simple logistics ends in someone being eaten.]

First up, we got to takeover as extinct-species-poop expert Dr. Ellie Sattler who gets to delve into some LEGO dung and cure a Triceratops with lollipops and fruit. You can then control the Triceratops in order to bash things and complete the mission. It’s standard LEGO stuff until the storm starts approaching. Yes, THAT storm from the movie that so excellently screws over Dennis Nedry’s escape from Isla Nublar. There is a dynamic weather and day/night system in LEGO Jurassic World, which will enable things in the exploration phase of the game to change randomly, as well as in levels to suit the film’s transposed dramatic moments.

Our next dramatic moment involves our favourite lawyer getting eaten. The scene of the T-Rex escaping the disabled electric fence and bullying a couple of kids (stupid T-Rex) in an upturned car is replicated very well. Highlights include the original voice work from the movie (including the wise-cracking Jeff Goldblum), constructing a distracting musical box that plays a version of John William’s excellent theme, and the special abilities of the characters. Dr. Alan Grant’s Velociraptor claw can cut through foliage whilst Lex Murphy, the screaming granddaughter of John Hammond, can scream which will break glass.

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[Objects in this mirror may be more blocky than they appear.]

Finally, we see the cheeky and broken-legged Ian Malcolm being rescued by Ellie and warden Robert Muldoon, before being chased by the rampantly annoyed T-Rex. You can also shoot things in to its mouth for an added bonus, but I was personally gutted to see our favourite mirror joke not make an appearance. Again this kind of level design is something that LEGO has done very well before and LEGO Jurassic World is no different.

Whilst the mechanics of play may slightly change between the games, it is a truly tried and tested formula that lends itself to a lot of nuances in Jurassic Park. One of which is the return to a more expansive open world and hub system. The Tolkein franchise games (Lord of the Rings and The Hobbit) all had a sense of the journey and the excellent areas of Middle-Earth. Whilst the two recent super hero franchise games have an open-ish world, it wasn’t the in depth and changeable areas that the Tolkein ones were, in my opinion anyway.

LEGO Jurassic World combats that by having two hubs and both the islands from the movies to explore, Isla Nublar and Isla Sorna. You’ll have the dynamic weather mechanic and of course the parks themselves. Mr. DNA, the theme park’s mascot, will be guiding you along the way as well as giving you education bite-sized Dino facts.

Mostly, I’ll be excited to replay various things from the movies and by association, watch all of them again. Too often I only watch the first one because it’s on TV conveniently on the same day and time that I order pizza. With LEGO Jurassic World, we appear to have ticked many boxes: Movie dialogue, excellent music, interesting levels replicated in LEGO and the beautiful South American islands of prehistoric genetically re-introduced doom. So if the early levels are any indication, then the LEGO franchise has found another new home in it’s chameleonic existence, and hasn’t jumped the Megalodon just yet.

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https://www.youtube.com/watch?v=TXNwFstNTdE&feature=youtu.be

[author]

Not a Hero – Hands On Preview

NOAFT

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Not a Hero will have a lot of attention coming its way. Developer Roll7 won a BAFTA for their skateboard game OlliOlli and their platform shooter is equally as addictive.

The game may hark back to the days of classic platformer design, things you’d likely see from a Spectrum, Commodore and occasionally 16-Bit consoles. But the look is very much of the 80s vibe. From the days when gaming’s limited colour palette meant bright and fun level designs.

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[Bunnylord is not afraid to get his paws dirty.]

The premise is intriguing and continuously funny (I’ll explain that statement later). The idea is that the not-so-evil visionary, Bunnylord, has decided to go back in time to become Mayor. Mostly because the world got in to such a state in the future that only he could change it by going back to the past. When he is there, he hires a group of mercenaries to eliminate those opposing his leadership. You are those mercenaries.

You’re not technically the bad guys though because Bunnylord is right and although his methods might be one you’d attribute to an evil megalomaniac, you are in fact cleaning up the town. And if you’ve played OlliOlli or any other Roll7 game, you’ll know that it’s something you’ll be doing at a frenetic pace that requires precision timing. Not a Hero does this perfectly with gameplay that’s reminiscent of the best shooting platformers of the 8-bit and 16-Bit age like Robocop Vs Terminator or that decent Batman game. You have very simple options but it’s the timing that makes it work. You can shoot, which is the easiest thing, get in to cover and shoot, fly through a door and tackle enemies or execute them.

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[Someone took the Blue Pill, we see.]

Instead of the awkward, or should we say challenging, control methods of other violent games like Hotline Miami, Not a Hero is incredibly easy because it operates with only one or two buttons, and very rarely are they operated at the same time. Like OlliOlli, the time that you hit the button and the moments you choose to pop out of cover, or jump out of a building is more important than the shooting itself. Scenes of buildings with a slightly isometric front on view give a great indication of what’s around you as well as an interesting city landscape dominated by “Bunnylord for Mayor” signs. He’s not evil, he’s cute…

Until he starts speak to one of your nine characters that is. This is where the game is continuously funny and incredibly sweary. A lot of people have put a big importance on procedural generation within games, however that’s been limited to the gameplay and the levels. Just check Steam Early Access or Kickstarter and you’ll see that procedural generation is now massively prevalent. Not a Hero has put some procedural generation in the speech rather than the levels, or at least you could say some randomisation. What happens is certain key words are replaced and changed when Bunnylord is talking to you and given you orders, leading to often hilarious and new passages of dialogue every time you play. It gives a new lease of life around the game repeatedly, especially when the levels are so gosh darn replayable.

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[It’s important to utilise cover against the gangs you’re cleaning up. You know, so you don’t die?]

We are introduced to the world when Steve, a former assassin, gets involved with “mayoral candidate from the future” Bunnylord, and becomes his campaign manager. Then begins the slanted 2D, or 2 and one quarter ISO-Slant technology as Roll7 call it, craziness of the cover-shooter… Which actually isn’t limited to shooting. Samuari swords, kick ass Tarantino-esque moments, jumping out of 5 story windows directly in to a van (which was a very enjoyable part of the demo we played) and a various cacophony of comedic 8-bit violence. The missions themselves are normally a fixed objective but you do get, much like in OlliOlli, a list of secondary things that you can accomplish in the level. Things like 3 executions slide tackle 5 enemies, that kind of thing. And these are occasionally randomised as well so that brings another new level of challenges to the game.

In our play through with Cletus, our shotgun gave us some great range. Being able to shoot through doors and enter a room straight in to cover like a violent pixilated ballet gave us great hope for the rest of the game. The characters all have their own weapons and unique personalities and I’m not sure there’s a better, non-evil, humanitarian potential candidate for government than Bunnylord in all of existence. I kind of hope he hijacks our actual national election and given the pictures on the official website I don’t think he’s beyond that, especially as the release date on Steam (PC) is May 7th… Election day. Coincidence? I think not. Whoever becomes mayor, the PS4 and PS Vita will see a release later in the year.

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[author]

Mortal Kombat X – Interview with Hans Lo

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The last time I saw and played Mortal Kombat X was back in August at Gamescom. Then we had a great little sneak peek and play with new character Cassie Cage, the daughter of Johnny Cage and Sonya Blade. Last week, more was announced as the story mode revealed multiple characters in a story set 25 years after the events of 2011’s Mortal Kombat. We sent Sean down to London to chat with Hans Lo, Senior Producer of the series form NetherRealm Studios, and asked why they’ve decided to leap in to the future…

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I think it was part of the creative freedom [of the series]. It was part of discussion within the group, everyone was talking about next-gen hardware, next-gen this, next-gen that, and it kind of stuck in our head: “Next-Gen… Next-Gen…” So we started making up next-gen characters and obviously if we do that we have to ask how far in the future do we want to go? A few years? A lot of years? A hundred years? So we kind of played around with that, tried to figure out what would be the most compelling story around that idea. In the end we said 25 years, you’ve got a bunch of young kids who think they know everything and have the out-to-conquer-the-world mentality. But it’s not so far out in the future that the original warriors aren’t going to be these decrepit old guys saying “Back in may day we used to do an uppercut”, we didn’t want any of that. So it seemed the best way, the easiest way to keep the iconic characters around whilst introducing new characters.

With the new generation and new characters, are you hoping that a lot of people that haven’t played the game for a while that now have these newer consoles will look at this and go “oooh I used to like that!”

I think that’s always a plus. We do have classic characters for the hardcore fans who really like those characters, but at the same time we wanted to do something fresh and new and that’s something we always do. Looking back, what have we done in the past, what works with mobile, what can we build upon, what can we improve upon. So adding a new set of characters seemed like the right thing to do, bring a bit of fresh air to the story.

But of course they keep their roots in the previous iterations of the story. Are the characters move sets of dictated by their backgrounds?

They’re influenced; they’re not to the point where they’re completely cloned. It’s not “I’ve seen Johnny Cage do this and it’s exactly the same move” it’s more like it’s themed and flavoured. But at the same time they’re going that have their own unique moves. It’s not going to be a literal – half the move sets for Cassie come from Johnny and the other from Sonya. It’s more like there’s two or three here that are reminiscent but the move set is wholly unique to her. We definitely want to make each character stand out. Creating characters that have personalities of their own and have moves that match with those personalities.

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Moving on to the game, everything’s there that the hardcore MK fans like, from new executions, new locations, etc. How do you bring the new stuff in to the game and the story so it compliments each other?

Obviously the characters is part of it and some of the environments are introduced in the story. But then at the same time we’ve done a couple of stories now in our games and one of the thing’s we’ve learned is that chapters based on characters seem to work really well. One is that it gives you a chance to learn about the characters back story and it gives you world experience with who they are, where they come from and what their personalities are like. The second it also gives you a chance to play characters that you normally wouldn’t have picked on your own. It exposes you to the different characters and different abilities those characters have. What we’ve also done this time around is add the interactive cinematic experience which means as you’re playing through the game, watching the story, there’s going to be times where you’ll have to get involved, act and guide the story and personalise it a bit to how you want to play the game.

When playing through the first chapter I caught on too late and missed a few buttons, but it didn’t ruin my gameplay or reset me to an earlier point. The game leads you in the same point in the story so the cinematic interactivity didn’t impact the result. I asked why?

We don’t want to penalize you for missing these things either but if you want to go back and play again and say “ok so I’m going to fail this one but pass this one just to see how it plays out.

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The characters in Mortal Kombat X will have three different styles of play. Before a match you can select what kind of style you want  to play, whether you’re a blockbuster move kind of person, a movement blocker, and so on. The game adapts the style and moves to how you play based on your choice. Is this just for the single player vs modes against the AI/People and online or is there more?

You’ll be exposed to some of it in the story. It’s not going to be a situation where you get to a fight and you can choose what you want because it fits best. But outside of the story you’ll be able to choose what best fits you, against the computer or friends. At that point you can decide which variation is best for you, that’ll match your style of play.

This year sees the introduction of the Living Towers. The towers, formerly the challenge tower, will update regularly as to what matches are available on either an hourly, daily or weekly basis. So you’re doing these challenge themed events that will be different each time randomised and planned. Why have you decided to invigorate that area of the game?

Well this is the evolution of our challenge tower that you’ve seen in the previous games. That was a very big tower, very long and while we got a lot of great feedback from people enjoying it, we found out a lot of people couldn’t make it all the way through, some people found it was a little intimidating. So we thought maybe we’d do these smaller towers and to keep them fresh we’ll make them living towers so they update with challenges from time to time like the hourly ones will be very quick easy challenges, the daily ones will be a little longer and take a little more work and the weekly event ones will be more difficult. No one is required to do these but if they want to they can and if they want to come back a little later there’ll be a new challenge for them.

The biggest thing, with mobile coming as well, is the faction system. The games kind of interweave the impact on each other. Tell us a little bit how you decided to make that interconnectivity part of Mortal Kombat X.

Well we wanted to make it more social and that’s kind of what the driving force behind the whole faction idea was. The idea of being part of a group. Because people like to be part of a group, contributing to part of it. So that’s the attitude we had when creating the factions. You can contribute however you want to contribute. If you want to play mobile and achieve points that way. If you want to play online matches, you can achieve points that way. If you want to play offline on console, you can achieve points that way. Contribute how you want, play how you want. The fact that mobile opens up more combat that you can play anywhere, anytime, you’re no longer restricted to “Oh I’ve got to be home at four so I can play the game” but more “… I’ve got some time to kill.” Take out your mobile device, kick back and play. It’s all tied to your WB Play ID so as long as you’re using the same ID on whatever device, the points will all add to your faction.

And you’ll be able unlock characters and bonuses on both the console and mobile versions of the game this way?

You’ll get these challenges that pop up from time to time and you’ll unlock the character if you complete them. It’s a way to keep rewarding the players and engage them.

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[author]

Titan Souls – Hands On Preview

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Titan Souls is a very interesting game by three man team Acid Nerve and is being published by Devolver Digital. What started originally as a game jam project between friends has grown up somewhat and will make its debut on PC, PS Vita and PS4 in April. The premise is simple. Boss battles. The game is a series of boss battles against you, your spritey little adventurer. There’s the added bonus that you don’t have to do much either as all of the bosses have one hit point/health point. So one shot and they are dead! Excellent.

["No Salesmen Please"... Phew!]

[“No Salesmen Please”… Phew!]

The problem with this is that you only have one hit point too. So one shot and you’re dead, although you respawn outside the boss battle room to try again. It’s made slightly harder by the fact you only have one weapon, an arrow. You can charge up your shot to fire from distance and POW! Except you only have the one arrow so you have to go and get it back or press the recall button to magically pull it back to you.

The art of boss battles is one thing that hasn’t been lost in gaming. By that I mean that, unless you play everything on such an easy level you could accidentally sneeze and hit the shoot button in something’s face, you have to study, learn and adapt to beat a boss within a game. It’s one of the things that stories are made of, how you defeated the boss, how you did it differently, how quick you did it. Boss battles are a narrative part of the gaming experience.

Titan Souls is no different. Each boss is unique and you have to adapt your approach for each one. For example, a boss with a heart in a load of slime globules will divide into more globules and that makes for a tricky area to move around in. Some bosses need to have a bit of puzzle solving applied before you strike. It’s these little nuances in boss battles that makes Titan Souls quite enjoyable.

["Follow me, I'll take you back to your FarCry 4 DLC!"]

[“Follow me, I’ll take you back to your FarCry 4 DLC!”]

One hit point and one shot may sound masochistic but the sense of achievement for beating a boss in that way is a very rewarding feeling. It’s made even better when you’ve worked out a plan and pulled it off. Or even if you surprise yourself, like I did, by accidentally killing a boss with the arrow as it was being recalled and the boss was in the line of sight. And from this you’ll absorb that bosses soul, much in the way video game characters have absorbed spinning etherial particles and exploded ever since the movie Highlander’s Connor MacLeod said “There can be only one!”*

*Disclaimer: Sean may or may not have said this rather loudly while playing.

Titan Souls is also very well put together visually. The 16-bit inspired RPG look is pretty but also uncluttered. It doesn’t detract at all from the game, the battles or anything, yet it’s atheistically pleasing. You might feel it’s more of a Pokemon style look rather than an old top down RPG one, but the actual surroundings feel more like a Lara Croft-eqsue forgotten temple to these behemoth bosses. Vines and waterfalls over stone and tribal architecture, along with murals and ‘open sesame’ doors.

The bosses as well are all incredibly individual and look great, really putting the imagination to work in the artistic approach of the game. I faced the aforementioned Heart-Glob (if it doesn’t have a name yet then I’m coining that one), a laser cube that’s adorned like the Hellraiser puzzle box and a frozen pink thing stuck in a seemingly impenetrable ice cube. There’s 18 in all and you don’t need to kill all of them to complete the game so you can approach it however you want. The best thing is that you can’t even predict the bosses when you first play. They are all so different in look, style and attack that there’s a certain excitement at what you’re going to find next.

[The Return of Audrey II]

[The Return of Audrey II]

It’s a game that has a simple premise and a simple look (which is actually very hard to pull off). The gameplay itself is challenging and something that makes you think about how you approach a situation or a battle. Not just in the tactical sense but also how you react to your plan going south, as all plans normally do. It will certainly be one of those games where you have to beat everything just to feel like you’ve accomplished something, especially as it’s a game that’s happy to kill you repeatedly for your troubles.

The PS4 and PS Vita is getting this game along with PC but it has to be said that it really does suit the controller with its simple aim, shoot and dodge mechanics. It puts itself very nicely in to your hands. It may not keep you busy for a long time, but it has a lovely look, and an interesting charm to the idea of boss battles. It kind of makes you a little nostalgic to the way boss battles used to be in platform games, and how rewarding they were before a singular omnipresent antagonist. Enjoy it when it comes as it’s a nice example of a gaming staple being given a new and interesting life.

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[author]

Evolve – Review

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Having played Evolve back at Gamescom, I had a few worries. Come the Alpha and the recent open beta, I still had them. Come release day, I still had them. The thing is, I’ve heard a lot about Evolve. A lot of people have talked to me quite passionately about how good it was and how excited they were for it. Yet whenever I combined those conversations with my worries over the game, the answer was always something like “it’ll be fine come the release” or “it won’t be an issue.”

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[Satirists predict 2015’s Black Friday Sales]

Evolve is an online multiplayer team hunting game, or an asymmetrical multiplayer game. The idea is that you work as a team of four to hunt a monster, or as a monster to defeat the team. You do this across a variety of maps, which are essentially alien landscape arenas with some vestige of humanity.

As the monster you walk around these arenas eating things so you can evolve your powers of destruction, and kill your hunters/destroy objectives. As the hunters, each of you has a dedicated role: Beat the crap out of the monster, trap it, shield everyone and call air strikes, or heal the idiots who just charge far away from you. You then stop the monster by death or by preventing it from completing its objective within the allotted time.

The problems I had are these: I worried that the game was too reliant on its online component (something that was a complete failure during the PS4 alpha for various reasons) and that not enough people would be interested. I was worried that the game wouldn’t have enough to do in it for it not to become ultra repetitive. I was also worried that the console versions would become very redundant very quickly. Leaving the game to the PC market only, and even then to dedicated people, and that it didn’t have the longevity of the Left for Dead series, Turtle Rock’s previous ventures.

What I have found when looking at other reviews is that people have completely misunderstood a lot of the information surrounding the game. There are massive criticisms from users on Metacritic and Steam over microtransactions. This needs addressing, as at present there is absolutely nothing in this game that is behind any kind of pay-wall to allow you to play it fully. The only thing that could be counted as such is a special edition monster only available to certain packages. There are many downloadable skins available for the game. That’s it. That will undoubtedly change with further DLC but the game isn’t requiring it in order to play, nor is there any pay to win solutions.

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[“Do you think this’ll make the Hunters Calendar next year?”]

From what I can tell so far, the problems for the PS4 that were apparent in alpha have been resolved. The game has some pretty decent matchmaking that doesn’t leave you hanging around too long. It was the top selling game in the UK last week too, so there’s obviously people playing it. There are offline elements but the need for people to be playing the game, so that you can get the best experience, is evident. However there are ways that the game tries to overcome this people quota issue.

In fact, it takes a leaf out of classic PC FPS gaming. I feel the game becomes quite similar in this regard to things like Quake 3 Arena and Unreal Tournament, although given the developers PC pedigree it’s hardly surprising. If there isn’t enough people then the game will put in bots – AI controlled characters – to fulfill the roles. It’s quite clever in that it will help keep the online game alive even if it hasn’t filled up with actual players. It also makes up the majority of the solo play as well. Plus the AI isn’t ludicrously stupid for either you or the monster. It’s nowhere near the excitement of playing with other humans but it will do while you’re waiting for them.

This is where Evolve is at its best though. When you have a full party of people who know their roles and can communicate via chat, this game is a tactical masterpiece. The monster is a wild card and getting things exactly right is incredibly rewarding as an experience. Sadly it is rare that it occurs at the present moment. I’ll come on to the characters themselves but the way that people have been playing the game, in my experience, is very console specific in the run-and-gun style. Which can make games a tactically inept cat-and-mouse chasing simulator. If the console audience is ready to adapt their style of play and ability to communicate better then this game would truly be revolutionary. Unfortunately I still haven’t fully experienced that yet.

The positive is that Turtle Rock has given the people all the right tools to do it. In this regard they have a created a fantastic game, even if it is slightly limited by the built-in desire for online play and future DLC. The game modes are very simple and easy, yet are challenging enough to not become dull and repetitive in a short space of time. The Evacuation game mode is the highlight here. It’s masked as a solo campaign option but the five mission stages that you can complete (win or lose) is best played as a night event online in a party with friends. It’s amusing if you’re all together chatting and it is a separate enough entity that you could just do that once every few nights with your mates without ever leaping too far ahead.

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[And here we see one of natures most homicidal, sociopathic creatures… And what they’re hunting]

Graphically the game runs very well and with stable frame rates. The art design is excellent and creates some incredible alien worlds that science-fiction filmmakers would kill to have. My only criticism of the level design is that it can be very Monster-centric, making the early level hunters struggle to get around.

I’ve not seen many issues relating to Internet connection but there are certainly things that the game could patch like the in-game volume. It’s incredibly loud, louder than any game I’ve played, straight from the intro video. The in game sounds are also so loud that it eclipses the party chat in volume, which is a pretty key element. But these are all patchable things that can be easily addressed.

The characters or Hunters all have a different element to them. There’s four classes (Assault, Trapper, Medic and Support) and each of them have an important role to play. Which is where the need to play tactically really becomes necessary. The characters individually don’t have enough attacking power to just spray the screen with bullets. So you have to actually work together to get in to the best position to use everyone’s abilities. It becomes tricky when the environment starts working against you due to your failings and you realise that some kind of balanced personal weapons for each character is not only useful but completely non-existent. It’d be nice to have something that can tackle animals and such without your team having to bail you out or leave you for dead.

The rub of this is that more characters and monsters unlock the more you progress in the game. They are very typical of a 2K game release; slightly humorous and cliché meatheads/rednecks/smart-asses that come complete with occasional funny dialogue and cut scenes brimming with banter. They aren’t original at all, especially the first medic Val who could have been stolen straight from Resident Evil, but they are all entertaining enough in the short term that you rarely feel they make much of a difference to the game. Their weapons however do. The Assault character’s guns obviously occupy the role of a tank. The Trapper has some excellent things to help the hunt without being offensively anemic. The medic is very poorly equipped for a fight but essential to keeping your team alive, so smart monsters tend to target that role first. The Support or the buffer role is a bit weak but has a powerful yet cumbersome air strike ability. Together they work very well but if someone gets too far ahead then it can get very lonely and very deadly incredibly quickly.

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[Maybe he should try some Listerine?]

The monsters all have different attacks and abilities with the Goliath, Wraith and Kraken (Ed – every game has a bloody Kraken now, is Lovecraft out of copyright or something?) heading up the available line-up, unless you are rich enough to buy the special edition with the Behemoth. I personally love the Goliath’s fire breath that satisfies the inner need for me to be a dragon. The Kraken has enough lightning for me to scream Return of The Jedi Emperor quotes.

The only tricky thing with the monsters is finding a safe enough place to evolve and unlock more powers. Generally you are already on the run at that point and it feels like birds are everywhere. But you find yourself playing, again that key word, tactically. You know you’re one monster so you have to adapt, learn the map, work out how to separate the team and who to target.

The thing is that the game provides a lot of satisfaction as long as the right people are playing it at the right time. It’s like when you play an online FPS mode and come up against a clan. You are obliterated, utterly embarrassed and become incredibly jaded with your experience. For the most part, Evolve is an incredibly successful attempt at a complex style of game that challenges gamers to be better gamers and rewards them for doing so. It also is incredibly well designed, balanced and well thought out for the style of game it is. Normally the word “hunt” would go in the same sentence in gaming as Cabela or Duck. The only thing that lets it down is that it is reliant on communication, good teamwork and the collimation of that to create its online experience. Which is something that console gamers (I’m sorry for pigeon holing us but its true) so often lack. But it will challenge you and if you have a group of friends that all have the game then you will definitely have fun and if you’re willing, it will make you a better, more tactically thinking, gamer. After all, it’s evolution baby!

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Evolve is a very good game that certain audiences, in my opinion, aren’t ready for. The PC market should love it as should parties of gamers. There’s a lot of noise about DLC and things that aren’t included in the game, as well as it’s longevity. But the game itself is an excellently produced “asymmetrical” multiplayer game. The weapons and characters are all interesting to play as and the environments are great.

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[tab title=”Good Points”]

– Excellent gameplay that challenges gamers

– Interesting weapons and character roles/monster abilities

– Not totally dependent on Online availability

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[tab title=”Bad Points”]

– Potential DLC costs a big factor

– Hard to find a good team of people regularly

– Even with bots it does have a limited longevity on console

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For all the noise surrounding the games content issues, it needs to be pointed out that they are not the game. The game itself is excellent and if there was more to the formula that could survive outside of the multiplayer design, then it would be one of the best. Whilst there are short term solutions to that, the experiences I’ve had on console haven’t been showing the game to its best ability. Maybe that will improve as a core group of fans develop. But the vehicle itself, the game, is great despite its limitations.

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

[author]

Saints Row 4 Re-Elected & Gat Out Of Hell – Review

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We here at TheGameJar have previously been very positive regarding 2013’s Saints Row 4, as well as previous Saints Row games. I personally however have never been in that bracket having never really experienced the franchise. I know, I’m a bad person but life, other games and just general laziness has kept me from the franchise before. If anything it puts me in a unique position as someone who can come to the newest gameas a new player and see if it’s really accessible to a new generation of console gamers.

But the questions you must be asking yourself, and presumably you ask for every next generation remaster, are these: Is it worth me buying the game again, has much changed or improved and is there any point to doing this anyway?

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Firstly, there might be if you’re interested in the standalone “expansion” pack Gat Out Of Hell, which I shall come to later. Secondly, it is my firm belief that a lot of the final games of this past generation of consoles really stretched them to their limits and having this new tech is a good way to show what their game really could do. This isn’t the first open-world remaster I’ve played/reviewed and I’m pretty sure it won’t be the last.

So here is the thing… I can’t decide if it was worth doing. That’s not a negative yet, so hear me out. The game runs very smooth although its upper frame rate of 60fps is rarely held that high and the game, despite a massive overhaul in textures, still has a lot of jagged last-generation textures in it. Along with fairly flat and uninviting tall building with boring static lights-behind-a-drawn-curtain images that give it a very inorganic feel. It’s touches like this, which also appear in Sleeping Dogs, Watch_Dogs and even GTA V that make you realise that these games are last generation. That’s not a bad thing for the nostalgia kick or if you’re a fan. But this really isn’t too far off the PC version of the original release graphically. Work has obviously been done but it makes it more apparent where work hasn’t been done… If that makes sense. It is certainly an improved and smoother experience compared to what it was, but all that really does is make you realise what it should have been when it was released.

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Which is why you really need to want to buy this game. I’ve enjoyed it, don’t get me wrong. But it is riddled with in-jokes and references to the series’ previous iterations. Failing that though, the game is still the exact same fusion of gaming and pop-culture references piled in to one big comedic world fiction. It is funny. Yes it can be puerile and filled with ridiculous machismo but it is still the right side of funny. Whilst for a new player, the characters are already established lampooned tropes of action movie characters in a Matrix-esque world and plot, the whole thing is still fun to play. Even though for the earlier part of the game I had absolutely no idea who anyone was or what was going on. I can see though, if you’ve played it all before, there’s very likely to be nothing new for you here.

In fact the greatest thing about this isn’t the remaster itself, but the package that comes with it. If you put it off the first time after Saints Row The Third then now is a good time to get back in to it. As the original release doesn’t differ massively in graphics from The Third, this version certainly does. Along with all the DLC and the expansion, it makes a very good cost effective package. And what isn’t great about shooting up aliens in a virtual city and capturing areas, only to be greeted with the ’90s infectious rhythm of Haddaway’s What Is Love when these sequences are over.

Gat Out Of Hell, Saints Row 4’s standalone expansion, sees us take control of Johnny Gat and Kinzie Kensington as you are flung in to hell to save the President (i.e. you) who has been unceremoniously sucked in to the underworld thanks to Matt Miller’s party game going the way of an early ’00s teen horror. Again this is definitely more for the fans of the series rather than a new guy like me, given the plot and people involved, but sadly this game doesn’t really do much more than Saints Row 4 did anyway. The superpowers are changed for arcane ones (flying with Satan’s wings for example), and the world is a new area with the same darkness and gloom as Saints Row 4’s perpetual early evening atmosphere. The plot, involving stopping the president from marrying Satan’s daughter with the help of former adversary Dane Vogul of Ultron, is typical of the franchise but stretches in to the realms of being too over the top. The strangest thing is that the streets and the general art look doesn’t remind me of Saints Row so much as Carmageddon.

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Yes there are new weapons, new things to do, interesting pseudo religious entertainment tropes and Satan to kill. Including the much publicised Armchair with mini-guns. But the game offers exactly nothing that Saints Row 4 already does, except with a new skin. It feels like it’s interesting and cool for about ten minutes and then you realise it’s just what Saints Row 4 did with a lick of paint and maybe a bit more demonic inspiration and then you tire of it very quickly. That is where this pack does lose its value a bit because you are essentially getting exactly the same type of game, challenges and humour that you’ve probably already grown tired of by playing Saints Row 4 or the Re-Elected version again. I can’t help but think that if this release was closer to the game’s release date (i.e. not 18 months later) then it wouldn’t seem so repetitive. Thankfully both versions of these games are available separately on the digital stores for Xbox Live and PSN and Gat Out Of Hell is available on PS3 and Xbox 360 as a standalone release. So if you think you’d lose out on enjoyment by having the whole thing, there are options for you.

Essentially this game or collection of games is exactly what you’d think it would be. A sharper, smoother version of the over the top, well balanced open world shooter with crazy customisation, and full to the brim of gaming cliches and references that we all know and get. Does it deserve a second term? Maybe, but I’m sure fans would want to see something new instead and for the uninitiated like me, it does make me wonder what kind of game the next one would be. This is a last generation game with the veneer of the new generation loading and processing. It does the job, but in another way it’s a bit like a middle-management role that no one really asked for or knows why it is there, except to contrast against the seriousness that makes up most of our AAA gaming at the moment.

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Whilst Re-Elected is a nice return to something you’ve probably already finished, there’s a certain replay value in the experience but not much more. Even for someone who hasn’t played it before, you can see where it can get repetitive and tiring. Which is why Gat Out Of Hell just feels like it missed the mark. Otherwise, if you’re a fan and you want to add to your collection, go for it. If you really want more of the singular experience of the expansion or the original game then these are all available separately and that might be better for you.

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[tab title=”Good Points”]

– Smoother and more playable experience.

– Still the same Saints Row you know, with the same humour and disregard for propriety.

– As a package it’s pretty good value, especially if you’re new to the series.

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– Very little has actually changed or improved apart from textures.

– Gat Out Of Hell is more of the same, quite literally.

– Can be very unaccessible to new players for early parts of the game.

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When the game came out, we originally gave it an 8. It was and is a good well balanced open-world third person shooter with challenges and things to do. But other than texturing and general smoothness, very little has actually changed. That also extends to Gat Out Of Hell, which feels more of a byproduct of the remaster rather than the game itself. Entertaining but nothing we’ve not seen before, quite literally.

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

[author]

Project Cars – Preview

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Project Cars is responsible for a first in my life, my first 4K gaming experience. In an era where open world driving games seem to be the more successful of the four wheeled genre, Project Cars has gone to a very traditional route. One that games like Gran Turismo has treaded and arguably worn out over many years.

Photo-realism in both environments and cars is not just possible but also essential. Manufactures get the final say on the cars they’ve licensed as well as track owners and sponsors having to clear their input as well. We’ve said before, in an interview with Project Cars Creative Director Andy Tudor, that photo realistic driving games should not only be the norm but are practically the only option. The technology is there, the capability is there and the requirement to produce games like this demands it.

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However, pulling off the technical excellence is one thing. Giving a game a feel and a character on top of that is another thing entirely. It’s something we felt DriveClub was lacking. It’s something I find personally with the later Gran Turismo’s. Something about them feels a bit nebulous in the cars and the driving itself. You could argue that I’m being a tad pious but simulations and arcade games should be able to define the cars ability much clearer in these times. Especially when a game like Assetto Corsa is doing it independently of big publishers and money.

So where does Project Cars sit in this? I have to say, especially to a console audience, it sits at the top of the pile. There are many things that games like Forza Horizon 2 and DriveClub have done well independently like great lighting, dynamic weather, day/night cycles and car customization. Project Cars does it all, excellently, from the get go.

Firstly when tackling the selection of cars, this is very much a racing game, not a streetcar racing game. These are the kind of cars you’d see at a weekend at Brands Hatch, Silverstone or Nurburgring. Not just your big DTM, LMPG supercars, McLaren’s and Pagani’s but the other classes and manufactures closer to the street like Ford, Mercedes-Benz, and BMW. The interesting thing is that the vintage cars are well represented here too. From my guilty pleasure of a Ford Capri to my non-guilty pleasure of old Lotus F1 cars, everything is not only perfectly reproduced but the way the cars drive are all unique and challenging in themselves. This is a game for people who know names like Jason Plato, Alain Menu and Jim Clark as well as names like Andre Lotterer and Tom Kristensen.

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The tracks range from actual circuits like the ones listed above and including many others across the globe like Australia’s Bathurst and California’s Laguna Seca with its infamous Corkscrew turn. But it also stretches to real albeit less licensed areas like the Cote d’Azur or Monaco, as we all know it. There are even some nice fictional road trip areas to the region, as well as the California area, to give you that off-the-track feel.

The real magic of this game is its dynamic environment system. The game has settings that can change the weather randomly or by design, everything from clear days to rain and thunderstorms. The date and time is also customizable with an option to speed up the progression of time so that you can literally experience four seasons in one day… One full day, that is, with night included. You can also historically set the date and time of a race so that it takes historic weather data to produce what was actually happening at the time. June 3rd 1984 at Cote d’Azur would certainly be one of my recommendations.

All of this works perfectly well straight from the off and whilst there are still a few bugs in the preview we played, these are mostly fine-tuning of cars handling and collision dynamics. Make no mistake about it, this is a game that will be enjoyed by the virtual petrol heads, as well as the more casual intrigued racer, but it will take some mastering, as it should do. If playing Gran Turismo has taught me one thing it’s that repetition is key to driving. Project Cars however makes that just a bit more fun than previous genre titles. This is definitely helped by the immersive graphics. These look great on the PS4 preview build we played and it has all the traditional views you’d expect, including the more immersive helmet cam.

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This is where my first 4K gaming experience came in to play however. I was lucky enough to play the game on a PC at 4K, 30fps (the game can handle 60fps, but the TV we were using couldn’t) and with a wheel. At this point the game really blooms. Things that you might not notice so much on the console really shine. For example I went around Cote d’Azur circuit in a generic pre-hybrid Formula 1 car in the helmet cam view. Firstly the things you notice are the things that racing drivers actually do.

Your view naturally turns to look at the corner but your virtual head barely turns. What it does is focus on the corner, which completely alters the depth of field you have to your dashboard and the surrounding environment. It’s a subtle touch that naturally happens anyway if you drive and might even pass you by because it is that natural. Secondly, the lighting changes and the shadows move around the inside of your helmet as you go around a track. It’s when you notice that the game is doing this everywhere that it really begins to impress you. With the future of Oculous Rift support, this game’s immersive racing will be a massive cut above other PC options and definitely a rival to the independent games currently available.

Driving with the wheel certainly left my arm a little sore thanks to force feedback and occasional collisions. But what was certain was that it was far easier and much more fun than using the controller. That deftness of throttle control is hard to achieve any other way and the game certainly rewards you for using this method. Having used a wheel for other games, this game is definitely worth the sacrifice of savings to get a good wheel and seat combo.

The game has had a few delays, which is understandable once you play it and see the work that has gone in to it. Mid-March is the current estimate but I wouldn’t be surprised if it went a bit further back just to perfect it. Because that is something this game prides itself on, its perfection. With a 30fps cap*, the PS4 handles the game well and I would presume that the Xbox One does the same thanks to the newer SDK’s giving more memory usage. Although the release is planned to be 60fps. How the Wii U version will turn out is anyone’s guess. But if you are the kind of person who has the time and money to build a phenomenal PC and can support 4K gaming, then start saving now.

*This cap refers to the experience of the preview build on PS4 that we played. Not the final product.

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This preview is based on a preview build, played on a PS4 and a PC.

[author]

LEGO Annouce Dinosaurs and Superheros (Jurassic World)

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It’s not often we cover news, but this one was certainly too big for me to miss posting about.

Warner Bros Interactive have announced the TT Games/LEGO line up for 2015. These include another Marvel tie in with LEGO: Marvel’s Avengers, new LEGO Ninjago game: Shadow of Ronin and iOS releases of The Lego Movie videogame and Lego Batman: Beyond Gotham (the 3 has been dropped).

But the big news is that we’ll get more Chris Pratt, along with Sam Neill, Richard Attenborough and a double helping of Jeff Goldblum. If you’ve worked it out already (without looking at the obvious title), clever girl. Some of the more astute of you who have played and competed LEGO Batman 3 might have noticed this pictured dinosaur in the credits, along with John Williams’s famous score. Personally I blinked and missed the connection. But finally dinosaurs are coming to LEGO.

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LEGO: Jurassic World is a tie in to the upcoming 2015 movie reboot of the series also titled Jurassic World. But it will also include parts of the first three movies: Jurassic Park, Jurassic Park: The Lost World (Dino-Godzilla) and Jurassic Park 3 (Island+Dinosaurs+Sam Neill=Cash). In traditional LEGO game style all of these movie tie-in games will be available for every console (360, Xbox One, PS3, PS4, PS Vita, PC, Wii U, 3DS) along with LEGO Ninjago: Shadow of Ronin being 3DS and PS Vita only.

So a few things we’re looking forward to? Well obviously being able to repeatedly punch Dennis Nedry and the kid from the first movie who got himself electrocuted. We’re looking forward to dinosaur consultant Phil Tippett being brought in and turning TT Games area of Manchester in to a crazy Velociraptor party. But mostly, we’re intrigued as to what LEGO: Marvel’s Avengers is actually going to do.

LEGO: Marvel Super Heroes was already a fairly big game that had bits of the cinematic universe lore from phase one and two of the movie collection, along with comic book versions of properties Disney don’t have the movie licences for. It does seem like it’ll be a tie in to Age of Ultron, wgich is due out later this year, but it promises to include the previous Avengers movie as well (and presumably some more of the recently and soon to be expanded universe).

But I’ll leave you with this fun fact. A Samuel L Jackson character will now have been in three LEGO games. Mace Windu (Star Wars), Nick Fury (Marvel Super Heroes) and now John Raymond Arnold (Jurassic Park). It seems we shall indeed know his name when he rains his blocky virtual self upon our gaming systems.

[author]