When Brendan reviewed the last-gen version of How To Survive last year, he found it to offer "ten hours of tropical islands to explore, enjoyable combat, and a moreish RPG grind to keep you foraging for new zombie-killing tools" and serve up a worthwhile way to kick one's virtual heels while waiting for the arrival of the PS4 and Xbox One. Twelve months on and Eko Software have released a new-gen version of their isometric survival romp, adding in a new playable character, one or two new islands, and the new modes that have been dropped in little DLC packs over the last year.
The core game remains largely the same, fulfilling a role that's a kind of mashup between Dead Island and Dead Nation. You trot around a handful of lush, tropical islands, picking up anything that you can find, in the hopes of beating off hordes of the undead and scavenging bits and bobs that might be used to fix a vehicle that can get you out of this hellhole. The darkness that night brings is to be feared, but not quite as much as the creatures who dwell in its inky shadows, and a torch -- flaming or electric -- is a fundamental necessity. Being caught out in the wilderness as night falls with out some form of illumination is a easy way to get yourself killed.
I gather that the game has been spruced up a little, although this isn't exactly a looker. How To Survive wasn't going to win any awards for visual design previously, and it certainly won't a console generation on, but the lighting effects perform well, and that's important in a game like this. Mind you, there's a distinct lack of fluidity to character handling, and I'm not sure having the melee button mapped to R2 is a good idea at all. It feels clunky and unwieldy at times, although ranged attacks fare a little better. Brendan's right, though -- the targeting gaffes can be really rather frustrating.Click here to read more...
Publisher: Bandai Namco
I always try to approach reviews without preconceptions, but every once in a while, you just know that a game is going to suck at first glance. Disney Magical World. Even the name screams shovelware, while the blurb and screenshots looked suspiciously like an Animal Crossing clone on a budget.
But there's an old saying about assumptions, and it always holds true, because on rare occasions these games can turn out to be legitimately great!
Disney Magical World is one of those welcome surprises. Here we have a game that goes far beyond what Animal Crossing offers, blending management, adventure, farming, exploration, dungeon crawling, crafting, a cast of legendary characters and a bit of... am I really going to write this?... Disney magic into a confident and competent thief of time. Seeing as it's a personal adventure, it's only fitting that I accompany the article with a selection of my own MiiVerse-shared photos!
Click here to read more...
Platform: Wii U
Developer: Curve Studios
Stealth Inc 2 is adorable. Playing as a cute cuddly clone, we'll scamper around a toy factory and frolic with a host of lovably rounded robots, all while trying to save our friends and equipping some silly outfits. On Wii U, no less. Aww. Ain't it precious?
No. Don't be fooled, because under Stealth Inc 2's winsome premise beats the sadistic ruthless heart of a Bastard.
A Stealth Bastard to be precise. Curve Studios' flagship franchise may have been renamed to appease the console censors, but the sequel is no less brutal, murderous and punishing than its predecessors. Thrown into nightmarish challenge rooms stuffed with lasers, security bots, cameras, crushers, saws and intricately designed traps, we'll die and die and die in an attempt to overcome the odds, using both fast fingers, on-the-fly brainpower and bona fide stealth skills to eventually triumph.
Half brutal execution challenge a la Super Meat Boy and half devious puzzle platformer, Stealth Inc stands out from the crowd by being a genuine stealth game too, underpinned by light, shadow, evasion, sound and grappling mechanics that quickly become second nature.
Having spent years helping other developers get onto consoles, the indie angels at Curve are back for another round, and it's bigger and tougher than ever.Click here to read more...
If Firaxis’ latest title has taught me anything, it’s that I should be very glad that I live in the time period I do. You see, those left behind on Earth have to deal with a dying planet, while those blasted off into deep space are going to have to contend with giant space worms. It’s a horrifying prospect either way, and no one is a winner. Thankfully, I only have to experience the horror virtually through Beyond Earth, the latest instalment of the Civilization franchise. A spiritual successor to Alpha Centauri, it initially appears to have familiar overtones, with menus and the UI bearing resemblance to previous Civ titles, but the changes emerge even before the first turn has started.
While only eight factions are available to choose from, the ability to select specific starting bonuses is a great example of how the game focuses on choice throughout its gameplay. Sure, faction specific perks are there, but allowing players to choose between starting with a Clinic for extra health (something I’ll cover later) or a worker unit allows them to focus on their own style of play while providing a sense of flexibility. This is important, because while planning ahead has always been an aspect of the Civ series, Beyond Earth contains new challenges that, if the player is unprepared for, will punish without mercy. If players are to survive, they are going to need to adapt, or perish in the process.
And it’s all thanks to the untamed and unforgiving planet.Click here to read more...
Platform: PC (reviewed) | Xbox One version TBA
Developer: Amplitude Studios
Don't call it a Roguelike. Dungeon Of The Endless may feature permadeath and dungeon crawling, but one word can't do justice to this extraordinary genre-defying beast. To take a stab at pigeonholing it, I suppose that 'Real-Time Turn-Based Strategic 4X Tower Defence Roguelike RPG hybrid' is probably the closest I can get.
So the first thing you need to know is that Dungeon Of The Endless uses traditional Roguelike genre staples as a launchpad for a totally fresh and unique Sci-Fi experience that continually switches up the pace and challenge in exciting new ways.
The second and most important thing you need to know, however, is that it's absolutely bloody fantastic. Dungeon Of The Endless was already impressive when Ampltude Studios released the alpha last year, and has only grown stronger due to user feedback and honest painstaking hard work. I'm having trouble finding anything remotely wrong with it, but explaining how all of its crazy genre-blending systems interlock will take some doing.Click here to read more...
Platform: Xbox One
Developer: Insomniac Games
Publisher: Microsoft Studios
Sunset Overdrive promised to bring the fun to Xbox One. Mission accomplished.
It's an explosive, anarchic and angry thing. Free to create the game they wanted to make after Overstrike was butchered into a generic shooter by EA, Insomniac vented their frustration in an all-out orgy of sweary gory irreverent ultraviolence as we take to the rooftops of a city gone to hell following a soda-related apocalypse. We'll create our character and destroy massive hordes of mutants and robots with outrageous evolving weaponry, grinding on every balcony and bouncing off every parked car. The city is a playground. Go play.
This is a game that lets us murder a robotic focus group (revenge for Fuse, perhaps?) and team up with weaponised LARPers, swears profusely, incinerates flocks of pigeons with no regard for animal welfare and insults practically everyone with a smile on its face. It gleefully pokes fun at videogame conventions by acknowledging the absurdity of respawns and the 'rule of three' in sarcastic fourth wall-breaking dialogue, because why the heck not. Whereas many AAA titles are grim and gritty, this is violently vibrant and edgily humorous, backed by thrashing punk rock and gleefully aware that it's a videogame.
Punk isn't just the soundtrack. Punk is Sunset Overdrive's entire deal.
By the same token, though, it's also sarcastic, smug and self-assured to the point of arrogance. Thankfully there's a difference between arrogance and confidence, and despite a few missteps stemming from Insomniac's lack of experience with games of this open scale, Sunset Overdrive succeeds on the strength of its traversal, mobility and firepower.
Click here to read more...
The Evil Within is a lot like a Greatest Hits album -- a paean, if you will, to the ways in which Shinji Mikami has shaped the face of survival horror of the years he's been working in the genre. It's also something of an old-school indictment of where the genre currently resides, although it must be said that playing this almost directly after having my nerves shredded by Alien: Isolation has left me with a feeling of ambivalence towards this spiritual successor to Resident Evil 4.
The setup for The Evil Within is rather lacking -- our lead, the gruff and gravelly Detective Sebastian Castellanos, is a template of a character rather than one in his own right. It doesn't help that he's backed up an equally forgettable, cardboard cutout partner, and a rookie-in-training who could have been interesting if she'd be given more do actually do. It wouldn't be so bad if the game didn't feel it necessary to force-feed players big eyefuls of unimaginative, by-the-numbers exposition.
Even then, it's a bit of a mess in terms of structure. It's a shame really, because some of the conflict-stuffed narrative beats to The Evil Within are really rather good. The bosses and sub-bosses that pop up here and there are brilliantly, disgustingly designed, but they rather come and go without any particular rhythm or pacing to the wider experience, and they often present hideously nasty difficulty spikes. It's impossible to shake the feeling that this could all have been planned a little bit better, and the game lurches from chapter to chapter with little satisfaction in terms of smaller pacing arcs, with creepy scenes cobbled together in a disorienting and disappointing fashion. Occasionally, there'll be a fairly effective cliffhanger at the end of a chapter, only for the game to squander that tension at the start of the next.
That's the thing, The Evil Within works well to create moments of tension and a chilling atmosphere at times, bombarding the player with utterly grotesque imagery, but then it doesn't really know what to do with you once it has your attention.Click here to read more...
A range of emotions flowed over me on Monday morning. You see, after an eight-year wait with a damn cliffhanger, the next instalment of The Longest Journey saga was finally here. The stories of April Ryan and Zoe Castillo, of Stark and Arcadia, of order and chaos, are ones that have resonated with me ever since I played them years ago, and I have craved more. Thankfully, patience is one of my better virtues, although seeing the game in action and speaking to some of the main people behind the magic as helped make the wait a little less painful (and to this day, Tornquist still refers to me as the “wang guy.” See the reason why here.) So while this next statement shouldn’t be too much of a surprise, in the interest of full disclosure I’d like to state that I backed Dreamfall Chapters during its Kickstarter campaign. While I see no reason why it should affect matters, at least we’re all on the same page going into this review. It’s up to you to decide if it impedes my judgement.
Although if you think it does, you’re wrong and I’m removing your interneting privileges.
To recap the story would require far more space than I can afford, so here’s my best attempt at a quick overview. Dreamfall Chapters follows the adventures of Zoe Castillo, known as the Dreamer, and Kian Alvane, a former Apostle / assassin turned traitor, as they try to find their place in the twin worlds of Stark, a futuristic dystopian Earth, and Arcadia, a world of magic. With both of these worlds in grave danger, Book One: Reborn charges players with guiding both characters through their rebirth into the story, and begin their journey to save Stark & Arcadia from certain doom.Click here to read more...
DriveClub's online issues have been well documented since release, and it was only fair that we held off publishing our review until Evolution had time to iron out the kinks and we could actually play it online. Two weeks since release and it’s ‘pencil’s down’ time.
First up, single-player. The campaign is a lengthy selection of events in which you earn fame points that in turn level you up, unlocking more events and faster vehicles. The events themselves have a heavy reliance on time trials over multi-vehicle racing, making it seem like a very lonely game at times. There are drift events too, but the less said about those the better. There are three star awards for each event based on criteria like finishing position, clean laps, lap times or beating racing line or drift challenges.
Races would be quite enjoyable if DriveClub didn't try so hard to make your life difficult. The rubber-banding is merciless, meaning you can never truly get away from the pack and in a straight line they’re much faster than you, even when driving the same car. It's the penalty system that really beggars belief though. Cutting corners and colliding heavily with other vehicles is punished by a stun to the car's acceleration for an indeterminate amount of time. In theory, this isn't too bad, but the game's implementation of it is a disaster. You'll be penalised for going wide on a corner (not exactly cheating), having a tire off the track and sometimes the most minor paint-trades are punished. Racing carefully isn't the key either as the aggressive AI racers will slam into you like a drunk every chance they get and frequently spin you off the track, as they speed off ahead it's obvious the same rules don't apply. Better yet, YOU will be given a stun penalty for their mistakes. That's not to say you won't find yourself getting away with murder every now and then too.Click here to read more...
Platforms: PS4 | Xbox One (reviewed)
Developer: Flying Wild Hog
Publisher: Bandai Namco | Devolver Digital
"If you miss the thrill of classic old-school shooters, the simple joy of blasting hordes of foes with oversized weapons and ferreting around for secrets, quicksaving and circle-strafing all the while, you should buy Shadow Warrior immediately."
I wrote this line a year ago in my Shadow Warrior PC review, and it still holds true today. Laughing at the limp linear patronising state of the FPS genre, Flying Wild Hog looked back at classic PC shooters and delivered a Wangtastic slam-bang, honest-to-goodness, three-fisted humdinger of a game with huge explorable levels, massive guns and enormous hordes of deadly demons to point them at.
Now a pixel-perfect port is available on PS4 and Xbox One, meaning that console owners have the opportunity to find out what they've been missing. I could probably end the review here... but in all honesty, this is also an opportunity for me to right a wrong.
See, Shadow Warrior has matured like a fine wine, becoming more delicious with age, and a year of perspective makes me realise that I might have weighted certain aspects of the game too heavily even though my criticisms are still the same. On PC I accused many of its unique features of watering down and diluting the classic FPS formula I've loved since Doom, and they do, but a year on I find myself enjoying Shadow Warrior as the game it is rather than the game I wanted it to be.Click here to read more...
NBA 2K15 is an interactive sporting soap opera, and it's quite brilliant in that regard. Visual Concepts have been leading the line in terms of narrative framing for career modes for some time, but last year's next-gen version saw them really ratchet things up in terms of context and plotting for MyCareer, upping the stakes by giving you a nemesis to measure yourself against, a mute team buddy to give you inspiration and a kick up the arse when warranted, and interactions with coaches, GMs and the press.
This year, though, they've really gone the extra mile in cultivating a sporting narrative full of drama and emotion. You kick things off as an undrafted rookie with an obnoxious, Jerry Maguire-esque agent shopping you about low-to-mid-level teams for a trial. The greater the team's standing, the harder you'll have to work to impress them, and so on. Succeed, and you'll earn yourself a ten-day contract; do well in the mattering of games during that short time period, and you might win a spot on the rotation for the rest of the season. It's a true underdog setup that then spins out into regular team meetings, chats with your coach, practice sessions, contract negotiations, team-mates finding out about you entertaining the notion of signing with a another team, squabbles about playing opportunities, clashes with other rookies and players, all in the quest to become the greatest player you can be.
It's rather intoxicating stuff, aided by more fully-featured voice work from the characters you'll meet along the way. It must be said, however, that few NBA players have the acting chops of Shaq, and the monotonous drawl of the likes of Terrence Ross and Andre Drummond, not to mention the interesting timing of some lines that VC clearly didn't have the time to record twice, can make dialogue exchanges inadvertently hilarious.Click here to read more...
I'm a big fan of Corsair's mechanical keyboards. When I bought my current gaming rig last year, I slapped down some cash for the Vengeance K90 Performance MMO Mechanical Gaming Keyboard, with its programmable "G" buttons (that I've still never used, mainly due to the paucity of MMOs in my gaming diet), adjustable blue backlighting, Cherry MX switches, anti-ghosting, and USB pass-through. I give my hardware a true hammering too, and the robust nature of Corsair's stuff is why I keep coming back to them.
Mechanical keyboards and backlit models are nothing new, but few have attempted to bring the very best of both worlds together. Until now (alongside Razer's Black Widow Chroma, that is). Ladies and gents, say hello to the rebranded Corsair Gaming K70 RGB Mechanical Keyboard -- a piece of kit that mixes the durability and functionality of the old K70 with a disco ball. It might just be the most snazzy piece of hardware I've ever owned.
The K70 RGB mirrors its non-RGB predecessor in many ways. Last year's K70 was an outstanding piece of kit, and at first glance, this model seems to be its equal in every way. Both models utilise the same chassis and brushed aluminium faceplate, the same keycaps and 10-key number pad, and neither offer up the option of those programmable macro keys to be found on the K90 or new K95 RGB. The multimedia buttons are still in place too, and Corsair have kept the volume roller, which is much more preferable to the usual two-button setup. Also retained from the older model are the illumination level and gaming mode buttons, with the latter locking up Windows shortcuts like Alt-Tab, should you want to game away without fear of frantic mishaps should you accidentally mash the wrong buttons.Click here to read more...
Platforms: Xbox One (reviewed) | Xbox 360
Publisher: Disney Interactive Studios
I genuinely love my Kinect sensor and the musical legends at Harmonix, but I think they might have missed the point here.
Guitar Hero and Rock Band make you feel like a rock god, whether you're shredding on a plastic guitar, smashing the drums, laying down a bass line or howling into a microphone. Rocksmith literally teaches you how to play a six-string, much like Dance Central teaches you a selection of hilarious dance moves. Child Of Eden makes you feel like a transcendent electric death machine. You're only stood in front of a telly with a plastic peripheral or Kinect sensor, but the physical movements feel empowering and rewarding in and of themselves.
Disney Fantasia: Music Evolved is supposed to turn you into the Sorcerer's Apprentice and grant you dominion over music itself... but playing it feels like directing traffic at a busy intersection. Or attempting to guide a light aircraft in to land in your living room. You're just waving your arms about in time to music, more like a weather reporter in front of a greenscreen than a magical orchestra conductor.
It's a shame, because Disney Fantasia is otherwise one of the most fascinating and unique projects ever developed for the Kinect sensor, letting you create crazy remixes out of classic and current music.Click here to read more...
Platforms: PC | PS3 | Xbox 360 (reviewed)
Developer: 2K Australia
Publisher: 2K Games
Borderlands: The Pre-Sequel is ridiculously good fun. I really can't stress that enough.
This awkwardly titled segue might appear to be a lazy off-year cash grab, but it actually delivers the most fundamental mechanical update the series has ever received. Low-gravity combat. We're still shooting and looting, but now we're soaring merrily through the air (or vacuum!), using a nuanced double jump to gain extra height or boost our way around sprawling three-dimensional stages.
It's awesome, and unlocks a host of exciting new encounters as we take on airborne foes in the air, rain down firepower onto smart squads of jetpack troopers or employ an epic Butt Slam attack to smash down into enemy formations; cracking their faceplates and watching them asphyxiate to a wub wub soundtrack. On top of that, insanely powerful laser cannons and freeze-shattering Cryo weapons slot perfectly into the Borderlands experience, giving us more ways to brutalise anyone stupid enough to stand against us. Now that I'm used to The Pre-Sequel's very Australian humour and voice cast, I don't think I can go back.
It's so much fun, in fact, that while I'm playing I can ignore all of its many, many, many flaws.Click here to read more...
The big question to be posed to the latest in a line of yearly, iterative games is always "what's new?" People won't drop fifty quid for a game that makes the odd cosmetic change or just swaps old rosters for new. We like progression, we like to envisage some sort of movement forwards in the quest to create the most authentic, awesome representation of a sport or pastime, as if there's a perfect goal to be reached that yearly series creep closer to each year.
Of course, when a new batch of consoles have been released, but you're still tethered to the old bunch, I would imagine that keeping up, let alone trying to improve in meaningful fashion, can seem like a Sisyphean task. Unfortunately, in a year where games are shinier and sparkier than in previous ones, you have to make some strides in terms of gameplay.
Sadly, F1 2014 doesn't really do that. In fact, in many ways it does the exact opposite.Click here to read more...
Platforms: PS3 | PS Vita (reviewed)
Publisher: NIS America | Reef Entertainment
The trailers lied. Yes, Akiba's Trip is a game in which you'll rip the clothes off sexy vampires, but that's not what it's about.
It's actually a cel shaded celebration of otaku counter-culture in all of its bizarre diversity and a love letter to Tokyo's trendy Akihabara district. It's big-hearted, anarchic, punk, devastatingly cool and fiercely unapologetic in its desire to do its own crazy thing; a blend of riotous street combat with compelling RPG components and visual novel elements. A little like Yakuza by way of Jet Set Radio, only much rougher around the edges.
All-told, Akiba's Trip is one of the most pleasant surprises of 2014, though admittedly the combat still revolves around ripping people's clothes off. We'll get to that in due time... but for now, note that I said "people," not "girls."
Revealing that you'll spend half your time disrobing hot buff dudes clearly wasn't at the top of the marketing team's priorities!Click here to read more...
Platform: PS Vita
Publisher: Marvelous Games
Be advised: the Senran Kagura franchise is all about jiggling anime breasts. It's as blatant and unabashed as fanservice gets, and Tamsoft are absolutely up-front about their intentions. Here we have a series in which infeasibly well-endowed schoolgirls literally kick each other's clothes off for our amusement, because they conveniently also happen to be ninjas, while the camera pans around for what can charitably be described as cinematic close-ups.
I had my first Senran Kagura experience earlier this year with Senran Kagura Burst, and I rather liked it.
I admit to enjoying a slice of cheesecake every once in a while, but I mainly enjoyed Burst because its embarrassing and cringeworthy premise was draped over a surprisingly excellent handheld brawler with responsive mechanics, diverse characters and addictive pick-up-and-play action. Several months on and having swapped the 3DS for the vastly more powerful PlayStation Vita, Shinovi Versus fleshes out practically every aspect of the game and makes sweeping improvements across the board, though a move from 2.5D to full 3D comes with some unique drawbacks.
And Pile Bunkers. Great big pneumatic ones.Click here to read more...
Do you like tower defence games? If the answer is no, then I really don't know what the hell you're doing here. Go away. Shoo! This game is not for you.
If, however, you do like tower defence games, then you should really stick around, because Defense Grid is back, and it's probably the best tower defence game money can buy.
You will have to buy it, it's not an unbalanced free-to-play, lucky dip of a title, where you never know if everything's actually going to come together and work in a fashion that might prove fun. No, Defense Grid 2 will cost you. In fact, it'll cost you £18.49, and that's quite a lot for a tower defence game in my book.
The thing is, though, Defense Grid 2 is really rather good.
Like a good single malt, Defense Grid 2 is distilled excellence. It's not overly ambitious, it doesn't have lofty goals of flights of fancy, it simply wants to be the best tower defense game there is. And it does pretty damn well aiming for that goal.Click here to read more...
This is the best game I've played all year.
I'll admit that I had a hunch it might be. The preview events up to this point haven't been vertical slices or perfectly constructed demonstrations created solely for the events at which they've been found. They've just featured Wii U's boasting self-contained snippets of the game at various points, letting Platinum's latest tour de force speak for itself. No frills, no gimmicks, just the same grin on the faces of every rep hired for the day who've stood beside the terminal and said something along the lines of "it's pretty special isn't it?" as I've hastily picked my jaw up off of the floor after playing.
So much of that, of course, has to do with the combat. Bayonetta 2, just like its predecessor, is an absolute delight to play. You can make combos up on the fly, experimenting with various combinations of light and strong attacks, mixing in spurts of pistol fire here and there, never stuck in a canned animation, with the acrobatic evade option always readily available. There's no real difficulty curve in learning the game's systems, you just slip into the role of Bayonetta with fluid ease, chaining together balletic barrages and furious flurries of Umbran aggression. You evade enemy attacks and then hit them with your own -- working out that side of things is never a problem.
That's not to say that the game isn't challenging. Coming to terms with the freedom of combat, and the pinpoint timing required to maximise the abilities that you have at your disposal involves practice. Bosses will become sub-bosses, that then turn up in greater numbers just to make things interesting. The enemies that you'll face -- both celestial and damned -- telegraph their attacks, but will certainly gang up on you. There'll be moments of peace in which you can take a breath or launch an attack sequence, but equally there will be sequences where you simply must dash and evade and jab and counter, sending Bayonetta into a cartwheeling, breakdancing frenzy of slim attacks and self-preservation. Enemies will vary the windows of opportunity that they present, and though there will be some attacks you can predict well in advance, others will come more quickly, testing your reactions and your concentration.Click here to read more...
Imagine if Snake ate Pac-man. Or maybe Pac-man ate Snake. Or what actually happened was that Snake and Pac-man got drunk one night, fooled around a bit, and ended up having a baby. It might look like Pix the Cat.
Don't think about that too much.
What we have here is a top-down maze game from French outfit Pastagames that's winningly bonkers and cultivates just the right kind of I'll just have one more go gameplay. You play as the eponymous Pix, and your job is to collect eggs, which will then turn into ducklings, which you then have to lead to safety. There's an exit target for each duckling, and all you have to do is pass over them to drop off your water-fowl friends, but the real challenge comes from trying to pick up all of the eggs first and then deposit your feathery chums without crashing into your own trail. Do that and you'll nab yourself a perfect score, but drop a few ducklings off early and the other eggs will crack. You'll still earn points for dropping off the ducklings within those splintered shells but, let's face it, you could have done so much better. Try again. And again. And, oh God it's dark. When did you start playing this again?
The more successful you are, the more your combo multiplier will increase, and the more Pix will start speeding up. Forget about the analogue stick right now. It is not your friend, and cannot hope to gift you the split-second precision that the D-pad can in this instance. Occasionally you might take a wrong turn and crash into a wall or another non-lethal obstacle, at which point the action will slow for a second to let you choose another direction. Dally too long, however, and you'll lose your combo. Crash into yourself and you'll lose your combo. Smack into the enemies and hazardous obstacles that begin to pop up in the levels and you'll lose your combo.Click here to read more...