Sherlock Holmes: Crimes and Punishments – Review

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

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

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

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

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

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

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

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

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

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

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

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[tab title=”Good Points”]

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

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[tab title=”Bad Points”]

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

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[tab title=”Why an 8?”]

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

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

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Lords of the Fallen – Hands on Preview

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

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

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

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

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

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

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

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

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

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

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Dragon Age Inquisition interview with Neil Thompson

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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Dead Island 2 Interview with Isaac Ashdown

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

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

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

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

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

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

Ok!

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

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

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

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

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

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

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

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

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

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

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

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

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

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Destiny – Two Weeks On

 

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

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

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

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

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

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

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

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

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

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

Destiny Xbox One Competition

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

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

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

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

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

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HOW CAN I WIN?

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Enter on Twitter

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

 

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

 

Enter on Facebook

1. ‘Like’ us on Facebook.

2. SHARE the post below with your Facebook friends.

STATUS

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

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Enter on the Website

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

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

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SMALL PRINT

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

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Destiny – Review

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

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

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

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

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

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

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

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

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

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

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

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

Good Points

– Visually spectacular
– Successfully fuses genres
– Amazing online experience

Bad Points

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

Why a 7.5?

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

 

Destiny – By The Numbers

destiny ft

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

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

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

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

Destiny 1

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

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

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

Destiny 2

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

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

[author]

Missing the Obvious: Strategically Console

I can list the amount of strategy games that worked on a console this past generation on one hand. Shall I list them for you? OK, I will, and just so you know whilst this is also my opinion, it is complete irrefutable fact… Honest:

  • Halo Wars
  • Civilization Revolution
  • Tropico (Series)

Suffice to say that it has not been a popular genre. I am also aware that I’ve missed things that are classed as strategy games like R.U.S.E and XCOM. I’m on about the proper classic strategy games, those isometric games that rob you of several months and – if you’re lucky – several years of your life. Civilization, Black & White, Theme Park/Hospital, Dungeon Keeper, Command & Conquer, Caesar, Anno 1602, Heroes of Might and Magic… Just so it doesn’t look like a Molyneux rap sheet of course.

Civilization Revolution 1I mentioned on a recent review that console gamers, in the least insulting way possible, don’t particularly have an aptitude for strategy in gaming. Maybe patience should be a better word. But to be honest, this has been well known by gaming developers and publishers. Hence why we haven’t really had that many strategy games on console platforms. Even the most recent iteration of Command & Conquer, that 90s powerhouse of strategy gaming, was cancelled.

But it isn’t because the games aren’t popular anymore. Look at the success of Tropico, Civilization V, new indie game Banished and even SimCity. These games are not only successful but still raise the bar in what is considered to be good for the genre, especially in the PC market.

The problem is that developers have never found a way to engage with the console audience with strategy games. It sounds crazy that in this world when SimCity has been released and Transport Tycoon has been remade for iOS that the console market has no way to allow the strategy market to gain a foot hold in the living room/gaming den of your console owner.

That’s because publishers can be quite dumb. Yes, I said it. But they have had, at least for one console, a way to make intelligent forward thinking strategy game with a control method that will suit every Next Gen owner. One of the big problems with this of course is the control method for strategy games being rather elaborate compared to the capabilities of the control pad. Not graphics, audience, IP or anything else except that there isn’t a suitable control method that will allow a console gamer to play a game.

WRONG! There is one. There has been one for the past three and a half years and it has been improved greatly and re-released since. I am of course talking about Project Natal, or as you know it, Kinect.

xbox one kinect feat

Kinect has been utilized in the poorest way possible in the development of games. Its use as a semi-alternative controller or voice command unit in some games is a start, but the controller has basically been used for fitness/dance/sport game tracking and occasional camera use. If we’re honest, that’s it, right?

WRONG! The Kinect has been used for one thing, specifically non-gaming, and the idea and ethos behind it would be perfect for strategy games. That particular thing is the Xbox dashboard. It’s simple. Hand controls on squares to move things select things and now intuitive voice commands that can tell the Xbox what to do.

Let me immediately evoke for you the picture of Tom Cruise from Minority Report. This is exactly how a strategy game could work. If you will, imagine the future world of Command & Conquer on your screen. This time with seven translucent boxes displayed, four each side of your screen except one side which would have three with a mini-map as well, and your isometric view of the world in the middle of your screen showing you the world.

Minority ReportSimple controls: everything you need building wise is in these boxes, you can use iOS style controls to zoom in and out of the world (parting your hands across or bringing them in), movement can be controlled by a hand in one direction and voice controls can tell your squads what to do. You can use your voice to “select all” or “attack” or even “special function”… Do you see where I’m coming from? It’s the most immersive thing to happen to this genre and exactly what it needs to “Kinect” with gamers… PR teams may steal that line if needed.

What I’m saying is that the platforms and tools are there for strategy games to work but they must be based around the controller rather than the controller be adapted to the game. Which is why Halo Wars and Civ Rev especially were so good at what they did. They developed a game around the controller. And with Kinect, people have the most intuitive and free-controlling system around.

Admittedly if you developed a game or pitched such a thing it would not be an easy sell. But as long as you made a good enough game and succeeded in making the controller a vitally useful part of the game, rather than the quirk that it has been marketed as since inception, then there is no holding back.

Not convinced? Imagine playing Black & White or such style of game using a Kinect controller. If you aren’t playing it out in your mind and getting excited by it, then visit your local GP.

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