Platforms: PS3 (reviewed) | X360 | PC
Developers: CI Games
Publishers: CI Games
I wanted to love Enemy Front, I really did. As a big WWII FPS fan, I’ve been starved for years and have only recently got a taste of the genre coming back with the ‘what if the Nazi’s won’ Wolfenstein on PS4 and the ‘let’s shoot Italians in Africa for a change’ of the recent Sniper Elite III. Enemy Front could have been another game to show that WWII is still one of the best settings for FPS titles; instead, it’s probably buried it.
The game’s ambitions are pure enough, but CI have struggled to cope with the CryEngine and basic gameplay design, producing one of this year’s biggest messes. The frame-rate crashes into single-digits whenever you go indoors, especially when moving up the stairs of any of the multiple apartment buildings. The checkpointing seems intent on making you relive the worst parts of the game whenever you bite the dust after the increasingly random number of perforations deemed acceptable is reached.
Glitches see enemies that can only be sniped get stuck behind pillars. You can be shot by enemies through several buildings, leading to the impression you’re being shot by ghosts. Your own shots frequently fail to register in some of the worst hit detection I’ve ever seen. You’re pretty much forced to rely on sniper weapons as the close range lunacy of the jitteriest MP40 in existence suggest the lead hero has wrists made of jelly. Sometimes weapons sink into the ground when you put them down for a sec to use a rocket launcher. Stealth melee takedown animations are so lengthy that you’ll be seen by another soldier every time. The ultimate slow clap award though goes to those gifted flying Nazis that seem to get skyhooked away from the battlefield. It gets to the point where all you can do is laugh through the rage.Click here to read more...
Platform: PS3 | PS4 (reviewed) | X360 | XO
Developers: Edge of Reality
It’s always amused me just how much people hate Michael Bay. I mean, it’s a film about toys. Of course it’s just robots hitting each other and stuff exploding. Don’t like it? Well stop paying a fortune to watch it at the cinema thus encouraging him to make more. Seriously, I had to delete one person from facebook because they were complaining about how awful the film was despite them paying to watch it twice.
Personally, as an effects fan, I quite like the films (not seen the new one yet though), but wish they were about 45 minutes shorter. I approached the latest tie-in game with low expectations, but with a willingness to be pleasantly surprised, despite High Moon Studios -whose Cybertron series has been widely praised by critics and fans alike- not being at the helm. Fingers crossed they get to work on a brand new entry to the series once they’re done with helping out on COD: Advanced Warfare.
Rise of the Dark Spark is only a tie-in the sense that it’s been released alongside the movie, as most of it takes place on Cybertron with a few Earth levels bookending the campaign. Throughout the adventure you get to play as a large number of Autobots and Decepticons. The game handles like a standard third-person shooter with you mowing down waves of enemies with a variety of light and heavy weapons.Click here to read more...
Developer: Telltale Games
Decisions, decisions. We've made plenty of them during the last four episodes of The Wolf Among Us, some big, some small, some tough and others seemingly simple, but it's finally time to find out whether any of them really mattered in the long run. Everything rests on whether Episode 5: Cry Wolf can tie up the series in a satisfying and bittersweet fashion, while atoning for the stodgy pacing of the last chapter.
Put simply: it does. Not only is Cry Wolf an emphatic end to Telltale's first Fables collaboration, a stylish, menacing, comprehensive and deeply rewarding experience from pacey start to shocking finish, but it's also one of the best pieces of interactive entertainment they've ever released.
We've been keeping our reviews free of major spoilers, so you can read our verdict on Episode 1, 2, 3 and 4 to get the measure of the series thus far. Our final verdict is no exception, meaning that the following few hundred words will be heavy on opinion and light on description.
Click here to read more...
Platforms: PC | PS4 | Wii U | Xbox 360 | Xbox One (reviewed, £11.99)
Developer: DrinkBox Studios
'MetroidVania' platformers may be as ancient as Mother Brain and wall chickens, but they still pull in the punters. From Shadow Complex to Dust: An Elysian Tail and Strider, there's nothing more satisfying than constantly earning new skills and abilities while exploring brilliantly-designed levels, then eventually backtracking to beat challenges and humiliate enemies that once lorded it over us. Guacamelee! proved to be a superb example of the genre back when it released as a PSN exclusive last year, offering all the bells and whistles we expect, only with a heaped serving of spicy Mexican flavour to punch things up.
Indeed, punching things up was the aim of the game, only our newfound identity as a superpowered Luchador also let us throw down on Day Of The Dead-themed skeletal hordes with wrestling moves, smash our way through Aztec temples and occasionally turn into a chicken for the sheer merry heck of it. Pollo power!
Fifteen months later and the Super Turbo Championship Edition has arrived on new-gen consoles, Wii U, PC and Xbox 360, boasting updated visuals, new content and all the previously-released DLC. You could say that it's the whole enchilada. Since it's currently free for Xbox One owners and available as a free upgrade for PS4 gamers who picked up the original, it's high time we gave this fierce fiesta our full attention.Click here to read more...
Platform: PC (£8.99)
"I love the idea behind Concursion" is a nasty little backhanded compliment, but it must be paid. This astoundingly ambitious indie project is built around a sensational premise: exploring five different classic genres that continually bleed into and feed off one another as the barriers between them collapse. One moment you'll be jumping on nasties and leaping over pitfalls, the next you'll be piloting a spaceship or racing through a Pac-Man maze, experiencing completely different mechanics and combining multiple gameplay styles in increasingly imaginative ways.
It's the sort of radical Big Idea™ that can turn a modest little boutique title into a cult classic, and make an indie experiment more than the sum of its individual parts.
This will be paramount for Concursion, unfortunately, because its individual parts don't hold up under scrutiny. What can charitably be described as a deliciously inventive genre hybrid could equally be labelled as five rubbish games bound together in a uniquely fascinating way.
Click here to read more...
Format: PS3 | PS4 (reviewed) | X360 | XO |PC
Publisher: 505 Games
Sniper Elite III has opted for a change of scenery for its latest long-range melon buster and visits the sandy vistas of Africa during World War II. Unlike most WWII games, there’s a surprising lack of Nazis, instead you’re generally shooting Italians with ze Germans apparently not being fans of the searing heat.
Scenery change aside, it’s business as usual, shooting Axis soldiers from oh-so far away, with gruesome slow-mo detail accompanying most shots. The series’ stable gore looks more grisly than ever on the new consoles. Skulls explode, teeth smash from jaws, bones snap, insides are ripped through and of course testicle shots are back. On the default settings, I soon tired of these slow-motion killshots that follow the bullet from your gun right up to its messy destination. I’d advise dipping into the options to turn down the frequency of them as they lose their impact by the end of the first stage otherwise. They also make it difficult to keep track of nearby enemies between shots.
There’s a tagging feature that does allow you to mark enemies via use of your binoculars. Marked soldiers will then appear through any surface, in a similar way to Far Cry 3. It’s a shame you can’t tag them through your sniper scope as switching back and forth between the rifle and binoculars is a cumbersome experience.Click here to read more...
I've said it before and I'll say it again: you probably ought to investigate The Secret World. It's an MMORPG like no other, a thought-provoking, deeply atmospheric and peerlessly-written experiment that flies in the face of everything you'd expect from the genre. A twisted version of our world where everything is true, every fairy tale, conspiracy theory and horror story, where a working knowledge of sheet music and ISBN numbers is just as important as a deadly skill rotation. Not to mention steely nerves and a willingness to actually flex your grey matter.
Shame about the ending, though. The Secret World closed like a TV season finale, promising grand revelations and a triumphant return to Tokyo: the horrifying ground zero that kickstarted the game's events. Two years and a shift from subscriptions to 'buy once,-play forever' later and I'm finally in a position to say "konichiwa" from Kaidan. Promising a new playfield, horizontal progression system and the beginning of the end for the current story arc (if time is actually linear in The Secret World... goodness, there's a whole separate article in there), this is the descent into madness we've been waiting for.
Was it worth the wait? For both hardcore and lapsed fans, Issue #9 is arguably the pinnacle of the experience thus far. A terrifying, chilling, haunting, deeply referential lungful of filthy air.
My wisdom flows so sweet. Taste and see.Click here to read more...
Platform: 3DS, also on Wii U (eShop, £9.99)
Developer: The Game Bakers
"Every once in a while, a mobile game comes along that delivers quality and value consistent with a full-price handheld console release. A game that offers an experience that wouldn't feel out of place on the DS with a premium price tag... but costs next to nothing. SQUIDS is one of those games." - Mobot iOS review, 2011
Deja vu much? This will make for the third time I've reviewed SQUIDS in as many years, and the fact that I still enjoy the experience speaks volumes about the quality and enjoyment factor of this crazy genre hybrid. Whether on iOS, Android or now Wii U, the squishy underwater lovechild of Fire Emblem and Angry Birds still manages to blend strategy with artillery and a huge dose of silly referential humour.
And now it's on 3DS, a big fat fully content-and-feature-complete edition with an IAP-free economy that also grants you a free copy of the Wii U version here in Europe (details here). As such, this review is going to be short and sweet, since we already covered the original Wii U eShop release in May. Instead of rehashing old ground, we'll focus on what makes this new version different, better and wetter than its predecessors.Click here to read more...
Platform: PC (£6.99)
Publisher: Daedelic Entertainment
All is not well in Midgard. Munin, Odin's loyal spy and informant, has been transformed into a mortal human by the nefarious Loki and set adrift in a dangerous 2D world. Flightless but not helpless, our heroine sets out to reclaim her feathers and return to her place on Odin's shoulder by...
...erm, rotating some tiles. For eight hours.
Anyone expecting a radical new adaptation or in-depth exploration of Norse mythology should lower their expectations immediately, because Munin is very much a puzzle game first and foremost that does the bare minimum to embrace the setting (beyond a handful of names, attractive art direction a handful of text screens written in a deeply ugly typeface). However, patient players who crave an exceptionally challenging platform puzzler with a penchant for deadly physics-based traps will be in their element.Click here to read more...
Platforms: 3DS | PS3 | PS Vita | Wii U (reviewed)
Publisher: Bandai Namco
Cards on the table: I love One Piece. Granted, there's a world of deeper, more exciting and incredibly tedious anime/manga franchises out there, but for me there's nothing quite like watching madcap super-powered pirates fighting each other, engaging in hilarious banter, learning intense lessons about comradeship and doing almost no actual piracy whatsoever.
It's the sweet spot of irrepressible humour, great characters, shapeshifting reindeer, stretchy protagonists, violin-playing skeleton musicians and swordsmen so badass they hold a third blade in their teeth. And, as such, perfect videogame material. Even the incredibly inconsistent Omega Force managed to make an excellent Dynasty Warriors spin-off in One Piece: Pirate Warriors 2, but Gabarion have gone one step further by basing their latest tie-in on something more profound.
Namely Monster Hunter. It's a concoction that shouldn't work, yet in practice makes for one of the best anime tie-ins ever developed: a gorgeous, enormous and surprisingly compelling game that lasts for hours on end.
Though, as I made sure to mention in the very first sentence of this review, I'm a fan myself. Bear that in mind, won't you?Click here to read more...
Platforms: PS3 (reviewed) | PS4 | 360 | XO | PC
Developer: Ubisoft Montpellier
With a World War I setting, Valiant Hearts: The Great War explores relatively unfamiliar ground for gaming, or even movies to be honest, as it was generally WWII that inspired so many films and games. It’s hard to believe that the human race had the capacity for war again after the events of WWI and Valiant Hearts plays an important role in showing us that this was one of the darkest moments of humanity’s very chequered past.
Unlike most war games though, Valiant Hearts isn’t another one-man-army first-person shooter or a strategic tactical sim. It’s a heavily story-driven experience with puzzling and old-school adventuring at the core of the gameplay.
The hand-drawn visuals ensure that you’ll fall in love with the game early on and they certainly helped open a few doors for the game in terms of coverage when it was first announced. Like Rayman Legends and Child of Light, the game uses Ubisoft’s fantastic UbiArt engine that brings hand-drawn images to life in a way that other engines can only dream of. Valiant Hearts goes for the solid colours and thick black lines of a comic book style instead of the moving watercolours we saw with Child of Light, proving for any doubters the versatility of the engine.Click here to read more...
Developer: Carbine Studios
Here we are – finally at end of the review that just wouldn’t stop coming (blame Carbine accordingly for their gigantic game, I say.) There’s still a lot to get through before the verdict, but here’s a helpful hub if you’ve missed my previous instalments or want a refresher on my previous musings on WildStar.
We begin this instalment by taking a look at the Limited Action Sets and the AMP system, which acts as the skills and talent tree for WildStar respectively. As long as players are out of combat, the flexibility and user friendly nature of the LAS is one of my favourite aspects of Carbine’s efforts. Being able to swap out abilities at a moment’s notice ensures players can try new tactics and combos, along with the option of powering up equipped abilities with Tier Points to unlock bonus effects. On top of this, being able to buy new abilities from the menu without having to travel to a trainer is a godsend, as it means players no longer have to make their way back to the nearest one upon levelling up (something a lot of MMOs still do, annoyingly.)
Click here to read more...
Developer: Codemasters Racing
GRID Autosport doesn't have an in-car cockpit view. It has two in-car cockpit views.
Despite releasing a scant twelve months after GRID 2, Codemasters' latest track racer addresses every criticism that fans levelled at last year's mixed effort. And then some. Awkward drift-heavy handling has been replaced by tight grippy simulation. Instead of no driving assists whatsoever, we can access every optional helping hand imaginable, letting us scale the experience to our specifications. An idiotic story about social media gives way to a freeform campaign that Milestone would be proud of, complete with five totally different disciplines and AI that fights back, preparing drivers for an enormous multiplayer suite powered by the RaceNet sevice.
In short it's everything that dedicated racing fans wanted from GRID 2... but by tuning, tweaking and expanding upon practically everything in the package, GRID Autosport is also deeply impressive in its own right.
You could even argue that it's five track racers in one, spanning TOCA to tyre-shredding street showdowns.Click here to read more...
Relic have listened to their fanbase. It's taken a year, but the Public Games List option is now absolutely A Thing you can have in Company of Heroes 2 thanks to the arrival of a standalone expansion pack that sees the focus of the war move from the Siberian wastes and the Eastern Front across to a whole bunch of battlefields in and around Belgium. Finally, finally there's a server list to make configuring online multiplayer matches that much easier. It's about damn time.
In many ways, The Western Front Armies feels like an old-school expansion rather than the DLC drops we tend to see these days. Though there's nothing new per se for singleplayer strategy fans to get stuck into in terms of campaign missions, but TWFA's release heralds the arrival of two new factions: the US Allied forces and the Oberkommando West Axis army for a bunch of skirmish shenanigans, and online battles. Company of Heroes has always been a series where the offline components are really just the means by which you get to grips with the depth of tactical systems before taking your strategic brain online and pitting your abilities against other armchair generals across the globe.
The Western Front Armies doesn't require the base game so if you want to jump straight in at the deep end, you absolutely can, but here's how it works:
You're essentially purchasing the use of the new factions, along with the usual COH2 multiplayer modes, and the various tweaks and improvements that Relic have made over the last twelve months. You can buy the use of the US or Oberkommando West forces individually for around a tenner, or pay five quid more to bag them both. That needs you all of teh COH2 multiplayer goodness you could want (Theatre of War content aside), along with AI skirmish options for your purchased factions if you fancy a little bit of offline practice. You won't be able to play as the Soviet or Wehrmacht forces if you don't own the base game, but you will be able to play against COH2 veterans who haven't upgraded, so the player pool is kept nice and large. Better yet, there's no real map restriction. As well as the eight new maps included with TWFA, you'll be able to play on any of the original COH2 maps as long as one of the players in your match has the base game.
But you can buy the complete base game for less than the price of one multiplayer faction in TWFA, so what's new?Click here to read more...
Platforms: PC | PS4 | Xbox One (reviewed)
Developer: Red Barrels
I'm so glad that I didn't have to review Outlast.
Despite picking up the first-person asylum crawler in a January GOG sale, it was too late to critique and that suited me just fine. The first hour creeped me out enough to turn on the lights, quit to desktop and then procrastinate for the best part of six months; blaming my review workload rather than my lily-liver. I don't scare easy, but Outlast terrified me effortlessly. It then released on PS4 as a PlayStation Plus freebie, but since I haven't bought the console yet, I assumed that one of my comrades would take the plunge.
They didn't. Never mind. We'll have to do without a review on-site, then, since Microsoft's indie parity clause means that there'll never be an Xbox One version that I'll have to review as the only Dealspwn staff member who owns the system. Right?
Oh bugger.Click here to read more...
Platform: Xbox One (XBLA, £3.99)
Developer: Happion Labs
I bet that Happion Labs are already sick and and tired of the comparison, but when a game looks like Geometry Wars, swims like Geometry Wars and quacks like Geometry Wars, then it's probably a duck. I mean, Geometry Wars.
However, Sixty Second Shooter Prime is faster, significantly cheaper and much more aggressive than its inspiration, having honed a truly manic playstyle from its roots as a humble Chrome app through the PlayStation Vita. As the name suggests, you've got sixty seconds to kick as much posterior as possible, securing a high score by tactically advancing through levels, perfectly deploying powerups, exploiting a slow-motion chain mechanic and dying an awful lot in the process.
You're not just surviving: you're packing as much neon death as possible into one mad minute.Click here to read more...
Developer: Carbine Studios
Our in-depth and ever-growing review continues for WildStar - because if you're going to do something, you may as well drag it out for several weeks. Or do it properly considering the size of the game. Yes - let's go with that one. If you're a latecomer to the party that is my review, or if you're a swine who has been all like "MMOs? Nah," then I suggest you SHUT THE HELL UP and check out the convenient hub I've provided below for you to click on.
One of the biggest complaints about MMOs in general is the crafting and economy elements. Cries of “it’s too complicated!” or “it’s too boring!” can be heard from across the interwebs, as a large percentage of those that try it will simply go “nah, it’s not for me” before becoming a hoarder of all the crafting materials they can find, vendoring away at the earliest opportunity. Thankfully, Carbine have created mechanics that are not only varied in nature, but far more hands-on than first glance, providing a multiple levels of depth depending on the comfort zone of the player.
I won’t go all FAQ here with the details (if you want that you can find my rather in-depth article on it here) so I’ll give a quick overview - It’s the usual affair of selecting two professions out of the bunch that are available, some of which are better paired than others, while everyone has the ability to cook (labelled as a ‘hobby’ activity.) The strong theme with these crafting elements is that of player choice, providing players with the ability to customise items with stats needed for specific roles (or, if things are being made to order, with a specific balance of stats for maximum class build efficiency.)Click here to read more...
Platform: PS Vita
Developer: Spiral House | XDEV
Why can the dogs talk?!!
I can't get my head around it. Grooming, petting and feeding virtual pets may be a fun and surprisingly engrossing pastime, but not when they can speak back to you in jarring American accents. Cute and cuddly puppies become uncanny hybrid monsters that are as unsettling as their voice acting is obnoxiously preppy. In a cartoon, it'd be adorable. With realistic graphics, adult voices and unnatural facial expressions, it's plain weird.
Is it okay to own another sentient being? Are they fine with me petting them? How can they possibly be happy with this situation? I freely admit that I'm overthinking like a blithering pedant who's two decades older than the intended target audience, but Spiral House score an own goal from the off and alienate animal lovers in the process. I'd say "screwed the pooch," but that adage becomes doubly inappropriate when the pooches can talk.
Mind you, this is just one of several ways in which PlayStation Vita Pets strives to be very different from NintenDogs and other casual pet simulators. The most important differentiator being... wait for it... an actual campaign.Click here to read more...
Developer: Phosphor Games
Publisher: Nether Productions
I'd love to compare Nether to Fallout 3, STALKER or even Enemy Territory, but let's face facts: it's DayZ. Only shinier.
Which is to say that Phosphor Games developed another 'being shot in the back of the head by griefers simulator.' Zombies have been replaced by teleporting monsters (good luck escaping those) and there's a sprawling city to explore for supplies to replenish your dwindling hunger gauge, eking out a meagre living in a post-apocalyptic urban hellhole. You'll cobble together crude firearms, battle monstrosities and painstakingly gain character levels. And then get shot in the back of a head by a griefer. Repeat.
However, these murderous fellow survivors aren't making tough choices about whether it's acceptable to kill to survive. They're not even evil or depraved. They're just bored. Despite early potential, Nether is sadly half-cooked in almost every way, meaning that there isn't really anything to do after a handful of bleak and admittedly atmospheric hours.
Beyond finding a rifle, pointing it at the safe zone exit and wrangling yourself some newbies. To be honest, I can't say I blame them.Click here to read more...
Developer: Carbine Studios
We’re back with the second part of our in-depth review of WildStar, having covered our initial impressions of the gameplay and the launch in our first instalment which you read here if you had the gall to miss it. Go on, catch up if you must. I’ll wait here, judging you, until you get back.
I’m just kidding. I’ve judged you already.
Plenty has happened over the last seven days on Nexus, with hitting the level cap of 50 probably being the most significant thing. What that means is that I have now experienced every zone in the game and finally delved into the world story, but it also means that I’ve had chance to sample every aspect of the PvE content, which is handy considering today I’ll be talking about the array of activities players can get up to in WildStar. And there’s a lot. Most of it fun, too.
Let’s begin with the bread of button of the experience – levelling. Wandering through the various zones is a familiar affair, with hubs acting as temporary resting points that deliver various types of quest chains – tasks (random quest), regional stories (which guide you through that particular hub), and world stories (which tie everything up together in a “OHMYGODWEBETTERSAVENEXUS” bow.) The objectives for these quests are tried and tested – kill X of Y, pick up X of Y, attach a rocket to a Cubig, etc) although Carbine’s inclusion of a few aspects of Guild Wars 2’s public events system makes questing a more agreeable affair, and the combat system along with increasingly more elaborate telegraphs certainly mix things up as well.Click here to read more...