Showing posts with label Games Reviews. Show all posts
Showing posts with label Games Reviews. Show all posts

Monday, 10 October 2016

Trials Fusion Awesome Max Edition, by RedLynx (Ubisoft) | review

The Trials series of games are, to the casual glance, so simple that they could have been made on a Spectrum, and, indeed, pretty much were, as fans of Codemasters’ ATV Simulator will remember. You’re just driving a bike along a straight line that sometimes goes up, sometimes goes down, while you lean back and forth to keep it balanced. It’s like the old TV show Kickstart, except you can’t even turn the handlebars. And yet that’s just on the surface. The Trials games put that simplest of ideas into a world built with individual objects and subject to physics, where the slightest nudge here or there can make the greatest difference, and where your rider dies horribly at the end of each level. On some levels it’s a thrill ride, hurtling down a snowy mountain like you’re chasing James Bond, while on harder levels it’s the world’s toughest platformer, as you take a hundred attempts to get over one gnarly jump. And since the levels (once you get the hang of them) only take a few minutes to complete, the games are endlessly replayable in search of a better time. This Xbox One expansion of Trials Fusion improves upon the Xbox 360 version to the extent that it’s well worth a separate purchase. It includes all the DLC, so immediately has an immense range of tracks to ride on, from deserts and ski resorts to various distant, destroyed futures. To cap it all there’s a series of incredible levels where you play as a cat riding a unicorn! These were so popular with my children that one suspects an entirely equestrian spin-off could be very popular – they also liked being able to create a female rider for the regular levels. Another improvement is that loading times are much improved. Part of the appeal of Trials HD was the way you could rattle through half its levels in a half hour lunch break, something lost in the slovenly Xbox 360 version of this game. The checkpoints in Trials Fusion are much closer together than they were in Trials HD, making it possible to muddle your way through hard levels in a way that would have been impossible before. At first this seems disappointing, a sop to lightweights, but it’s as hard as ever to set a good time, and it’s easy to understand why the game’s makers would want lots of players to see all of the cool stuff they have created. And for anyone who misses the real teethgrinding challenges of old, the extreme difficulty levels here are as hard as ever – I’ve yet to pass the first checkpoint in any of them. The game also includes a brilliant local four-player multiplayer mode (allow bailout finishes for maximum fun), a level creator and online game modes, including tournaments where you post your best time and then wait to see where you came, prizes being awarded to those who reach certain positions. I’ve yet to mention what a pretty game it is, but it is, and it really shines with the higher definition of a next-generation console. Stephen Theaker ****

Friday, 5 August 2016

Fallout 4 (PS4) by Bethesda Softworks (Bethesda) | review by Howard Watts

I didn’t mention this in the editorial to TQF55, but Bethesda are partly responsible for a huge distraction when it came to putting that issue together. Having bought a PS4 with Fallout 4 as part of the package, and being a bit of a Fallout 3 and Fallout New Vegas vet, I was eager to load the game, having watched various YouTube first playthrough and guide vids. Time exists as an entirely different entity when playing this game, as your perception of the outside world is taken over by this new reality. Crazy!

The game is an astonishing achievement, certainly a leap far beyond that of Fallout 3 and the latter Fallout New Vegas. Obviously the visual and audio aspects are superior due to the PS4’s processors, but Bethesda have built upon the unique gaming concept of the previous Fallout offerings and improved upon the idea superbly. Not that Fallout 4 is without its minor faults – but these can be excused as the game is just so damn good, and looks absolutely beautiful. Reading back through this review, I can honestly say that I’m only scratching the surface of the whole experience – to go into great depth would be impossible within these pages, and any attempt by me to do so would only serve to spoil the game. I’m just gonna stick to some of the core aspects, just to give you a flavour.

The backstory is simple: In a 1950sesque U.S. / future alternate history mashup, atomic war begins. You run with your family to a Vault where you will be protected from the devastation. You awake early to witness your (in my case) wife being killed in her hypersleep chamber and your infant son kidnapped. Escaping the vault to track down your son, you are greeted by an atomic wasteland. Various mutated beasts and creatures inhabit this wasteland, and as the story unfolds you – as per previous Fallout outings into the wasteland – establish yourself with the many and varied inhabitants and factions you encounter. There’s a great depth here. The game’s narrative provides a convincing array of human and non-human groups and settlements, all with their own unique take on life in the wasteland. It’s easy to get caught up in the dialog of these characters – where before with Fallout 3, I found myself skipping a lot of the dialog and interactive conversation choices to just get on with it. With 4, I find myself listening more, taking in all the information, interacting more with the characters. This is down not only to the visuals, but also the voice acting. There’s a lot of info dumping here, but it all knits together to form this vast tapestry which is the wasteland. Bethesda have removed the You’re good for doing / saying this / that, you’re bad for doing / saying this / that / idea which could instantly stall the game as you hit pause to consider the ramifications of your actions. New Vegas suffered from being bogged down with so many choices of which character or group to befriend, it became a real problem, taking away from the enjoyment of actually moving around the environment and, well, playing. Saying this, Fallout 4 is hardly a “game” as such – it’s more of a simulation. You’re out there in the wilderness, trying to find your son, trying to stay alive. On the way you’ll be offered companionship, but I chose to stick with my first companion offering, an Alsatian called Dogmeat. He helps you through tough spots, sniffs gear out for you to pick up, and provides a few lighter moments as he rolls around in the dirt, or finds a teddy bear to play with. All this love for a digital dog, from a cat man!

This survival concept is but a small part of the whole. As before with Bethesda’s Skyrim, you can craft weapons, harvest food to cook potions for healing and power-ups. But the experience is far more than just that. Now you can build settlements, encourage settlers to be part of your community, but hey – if you don’t provide basics such as food, water, shelter, electricity, defence, a bed to sleep in and a roof over their heads, they get grumpy. This is where the “game” really sets itself apart. Suddenly you the participant have changed the pace. You can ignore a mission asking you to defend another farm or plant nursery from rampaging raiders, and build, slow the game down and enjoy the addictive pleasure of constructing a community and looking after these poor souls that have chosen to join you, and at your pace. Shacks, small houses, animal pens, bridge walkways, fenced off gardens can be built to name a few. This is where the “game” sets itself above others, as practically every item in the wasteland has a value – not only monetary, but also (and more importantly for this aspect) as a material commodity. Steel, plastic, wood, oil, glass, electronics, you name it, they can all be scavenged and stored to be utilised to build your settlement. These materials can also be used to upgrade weapons and power armour. Once a settlement thrives, you can move on to another, help them, plant more food to attract more settlers and then set up trade routes between them to provide income for yourself. It’s a bonkers concept, but one we can all identify with. No player settlement will be identical to another’s. My daughter decided for her game, the most important aspect of her settlement are small “personal” shacks with just two beds, rather than my large dormitory building holding 17 beds. Opposite her curved metal bedrooms she built toilets, replete with “his” and “hers” signs, and if I know her, to follow will probably be a bloody great white picket fenced garden, growing corn, potatoes, melons, gourds, defended by a couple of machine gun turrets.

If this all sounds a little too twee, then the options are there to just go out and explore and pick up missions to up your XP and level up. Set a marker on your map and you’ll come across beautiful vistas of devastation. Towns and cities you cannot refuse to explore, as exploration’s in our nature. And in these highly detailed locations, when the sun’s going down and the rain courses through the streets, lightning momentarily illuminating the damp bricks and rusted cars as the thunder booms, you’ll round a corner and find…

Well, absolutely anything really. It’s up to you to find out.

Recommended.

Monday, 1 August 2016

Rare Replay, by Rare (Microsoft Studios) | review

When I bought the Xbox One, I never imagined – or dared to dream! – that one day I would use it to play Atic Atac. But sometimes dreams come true, even the ones you never dreamt! Rare Replay is a collection of thirty of Rare’s games, going all the way back to their days as the fabled gods of ZX Spectrum, Ultimate Play the Game. Their name was a guarantee of quality in those days where the hottest new titles would cost just £5.50. The oldest game here is the evergreen Jetpac, still as good as ever. A few titles at either end of the Spectrum era don’t make the cut – like Psst!, Trans Am and Alien 8 – and one can only hope that DLC will be forthcoming, but the stone cold classics are, like Lunar Jetman, still as rock hard as ever, till you realise this collection adds a rewind button that turns you into Tom Cruise in Edge of Tomorrow, magically anticipating enemies before they even materialise. It never occurred to me, playing that game thirty years ago, that there might be so many more aliens in the game than I had ever seen. Destroying one alien base still feels like a great achievement, but with the rewind button in play I managed eight! Then there are the games that dared to cost ten pounds: Sabre Wulf, rope-swinging Underworlde and isometric werewolf adventure Knight Lore, and the less fun Gunfright which still impresses by replacing the traditional “rooms” with a scrolling three-dimensional environment. Ultimate then became Rare, and began to produce games for Nintendo, games that were always out of my price range. I was still playing on my Spectrum the day I saw WipEout and the PlayStation on Gamesmaster with Patrick Moore! So there are several titles here that are completely new to me: Battletoads, Slalom, Blast Corps, Killer Instinct, and most excitingly (for me at least) Solar Jetman, which turns out to be a clone of Thrust, albeit with enough new features to make it well worth playing. Some of their notable games from this period are inevitably missing, for rights reasons, like Donkey Kong Country and Goldeneye. Others, like Perfect Dark and Banjo-Kazooie, appear in the form of their Xbox 360 remakes, produced after Rare became part of Microsoft. Rather than being part of the Rare Replay game proper (at least in the digital version), these are downloaded to the Xbox One in their Xbox 360 versions, and can be run separately too. (It doesn’t look like they become part of your Xbox 360 library, though, which is a shame.) Here too are the Xbox 360 originals, like Kameo: Elements of Power, Perfect Dark Zero, Viva Pinata and Jetpac Refuelled, all a bit underappreciated upon their original release but sure to find their fans now. I love that Perfect Dark Zero includes a bot multiplayer mode; I wish more games did. From the fact that I’ve written quite a lot of review without saying a great deal about any of the individual games, and not even mentioning half of them, you can tell what a huge package this is. I’ve barely scratched the surface, both here and while playing it. I haven’t yet mentioned the special features that can be unlocked, or the snapshots that let you play strangely altered versions of those classic Spectrum games (Underworlde without the creatures!), the ten thousand gamer points (there is an achievement just for playing most of the games!), or the price: amazingly, it costs just twenty pounds. Rare Replay is an essential purchase for Xbox One owners, and goes a long way towards making the Xbox One an essential purchase too. It’s an instant games collection, and they are some of the best games ever made. Stephen Theaker *****


Monday, 25 July 2016

Saints Row IV: Re-Elected, by Volition Software (Deep Silver) | review

An Xbox One re-release of the lovably reprehensible Xbox 360 game, including two expansions, Enter the Dominatrix and How the Saints Saved Christmas, this picks up in gameplay terms from where the Saints Row: The Third expansions went: superpowers. Jumping over (small) buildings in a single bound, almost as fast as a speeding bullet, and throwing blasts of ice and fire like Spider-Man’s amazing friends. When the game begins you are president of the United States of America, and Keith David is vice-president. Luckily the tedium of governing the nation is broken by an alien invasion, who abduct you and your staff and at least some of the human race before blowing up the planet and sticking you all in a computer simulation of your home town. Yes, this series may have begun as a cheap knock-off of Grand Theft Auto but it’s carved out territory of its very own in the places other grown-up games don’t go: the ludicrous, the unrealistic, the absurd, the capricious. It’s post-modern, metatextual, and constantly self-referential. The Enter the Dominatrix expansion, for example, is presented as a series of deleted scenes from the main game, with the characters from the game commenting on their portrayal in the scenes and their performances, and climactic sequences shown as pre-vis rather than expensive cut-scenes. There are aspects I don’t much like: search for the game on Google Images and you’re likely to see unflattering snapshots of strippers, bondage gear and giant dildo bats. However, the option to customise your main character means that this can be (and was for me) a game about the amazing brown-skinned female president who saved humanity. While wearing nifty costumes, like a pirate suit or a superhero costume or pretty much anything else you can think of, up to and including a giant Barack Obama head. And then she makes friends with a race of dinosaurs! This may not ever be a series of games that I’ll buy on release day, but when the DLC is bundled in and you can get it for a good price it becomes an essential purchase. There is a deep well of nonsensical fun and intelligent idiocy here that other games would do well to draw on. The item I’d like to take from this game into others: the Christmas dubstep gun, that makes everyone bounce around to a Yuletide jingle. Stephen Theaker ****


Monday, 23 May 2016

Sinclair ZX Spectrum: a Visual Compendium, by Sam Dyer and friends (Bitmap Books) | review

An attractive book that looks back over the lifetime of the immensely successful ZX Spectrum, which came out in 1982 and provoked an astonishing torrent of games. It has 304 pages, all as bright and colourful as the Spectrum itself. The focus is on graphics and artwork, so the interviews are mostly with artists rather than programmers. The text can be a little bit repetitive, the artists all having been asked the same questions, and giving very similar answers – graph paper and colour clash come up a lot. The company profiles are more interesting, but only five are covered: Ultimate, Beyond, Durell, Odin and Vortex. But as shown by the designer not the writer being identified as the author in the copyright notice, this is a book about the pictures, and they are great, lot of double page spreads of games that still look good today. I regret not having properly played games like Heavy on the Magick, Fairlight and Tau Ceti. There are also several nice pieces of painted artwork by the brilliant Crash cover artist Oliver Frey. Sadly, nothing appears from my absolute favourite Spectrum games, the Gollup brothers’ Rebelstar, Chaos and Laser Squad, though there’s a loading screen from their Lords of Chaos. One surprise was seeing games we had at home that none of my friends had ever heard of, like 3D Tanx, Wheelie and Harrier Attack! Another was realising how few of these games we actually bought, an initial C90 and C60 from a work friend of my dad giving me the trading power to build up a massive library of cassette copies. Tut, tut, young me! A third surprise was to see on the copyright page that the Sinclair name and brand is now owned by BSkyB – can’t imagine why they wanted it! Overall, it’s a very expensive book, so not one for casual fans. There are cheaper retro bookazines to be found in WH Smiths. But it’s very lovely to look at, and my money, at least, was well spent on it. Stephen Theaker ***

Friday, 6 February 2015

Borderlands the Pre-Sequel | review by Howard Watts

Borderlands the Pre-Sequel sits chronologically between the original Borderlands game and Borderlands 2. The developers (2K Australia) have managed to write a fairly convincing partner to the first two games, even though their appointment caused some concern within the gaming community. Many players and journos alike feared the move from 2K’s Texas outfit to 2K Australia was perhaps a cost cutting move that would impact quality and continuity. Others commented the Texans had perhaps farmed the pre-sequel out, as they didn’t want to be associated with it, for whatever reason or reasons undisclosed, or had other projects to develop of more importance. Let’s be fair, considering the huge sales generated by the first two games and their various DLC, it was all too obvious BTPS wouldn’t sit on the virtual shelves of pre-order retailers.

I couldn’t wait for its release, having watched a few trailers on YouTube. The thought of playing in a low gravity environment, blasting away at space-suited adversaries, was a huge attraction to me – not only from a gaming POV, but also from an SF gaming perspective in general. Lasers! They have laser guns! Sadly, eviscerating an opponent is not on the cards, slicing off limbs and or even halving opponents cannot be done. This was a little disappointing, as I really enjoyed corroding a shoulder joint to which a bot’s gun arm was attached in Borderlands 2, a wonderful way of disarming (if you’ll pardon the pun) bot combatants.

More of the game play and my expectations later. For now, a brief overview of the story.

BTPS shoehorns itself into the overall Borderlands mythos. A great deal of thought has gone into expanding the plot, character origins and motivations from the first game, working these up so they segue (almost) seamlessly into Borderlands 2. If you’re a fan of the first two games, some of the explanations given here for various characters’ behaviour and origins will make you smile, nod in recognition or gasp, “Oh, so that’s why so and so did such and such, that makes sense now, brilliant!” For the most part, these explanations work, others are a little contrived and feel forced, as if the shoehorn doesn’t match the size of the foot or the shape of the shoe. Yes, amid the frenetic combat there are moments of sheer brilliance as we play our way up towards the events of the superb B2, but sometimes it’s impossible not to groan and wonder “WTF?” Furthermore, a few key characters from B1 and B2 are noticeably absent from this outta space outing, three or four of which I must admit are my favourites, and are sadly missed along with their backstories. There are instances mentioned in B2 that, at the time of playing the game, I wished I could witness, and that these are sadly not seen during BTPS is a drop the ball moment for 2K. This aside, there are many more new characters added to this saga, again, some effective, others cardboard walk-ons serving to further your main and side quests, or simply get in the way.

Essentially, this is Jack’s story, how he came to be handsome, and absolutely crazy. This is worked up perfectly, and we can feel Jack’s determination to achieve his goals as he slowly grows into a psychotic madman before us. Voice acting is wonderful, you really can feel for the character as time and again he loses it in the face of stupidity. Familiar faces from B1 and B2 witness this, and you’ll be surprised at the original relationships between these characters. But again, I cannot help feeling something is missing here. Perhaps it’s all to do with the sheer number of characters from the previous games – impossible to cater for them all? I don’t know, and I don’t think 2K did either – obviously there’s a point where you have to (as a developer) say “No more, enough is enough there’s no more room.” This is where the problem lies I think, there’s just too much “story” to figure out from the previous outings, and then make it all work in such a short game. Okay, prequels seem to be in vogue at the moment, but releasing the second part of a (now) trilogy is a momentous task in any genre. BTPS has a lovely narrative from familiar voices, but be warned, playing the story missions only to complete the game will remove these comments and observations once the story is complete – leaving you with a gap in the soundscape as you play the side missions.

From a technical POV, the game looks identical to B2, all the inventory screen layouts exactly the same – so it’s an easy task to just jump from playing B2 to BTPS. There have been a few tweaks – you can now order weapons by value which is cool when it comes to selling off unwanted items, but usually the rare items enjoy the highest value anyway. These games have always been about the millions of weapons, shields, grenades the game code generates, and this game is no different. In fact, it builds upon the first two games by adding freeze and laser weapons. The former can be great fun, freezing an enemy and them hitting them so they shatter into tiny pieces. But to be fair, this does become a little tiresome after a while as it’s all about the guns. When you’re running around the lunar surface you have to keep an eye on your oxygen level, but killing an adversary causes them to drop oxygen canisters, and this, along with patches of terrain that vent oxygen for you to replenish your tank, means this “threat” quickly becomes a “meh” moment of little consequence.

There’s a neat new machine called the Grinder. It allows you (after much trial and error) to place three weapons into the machine and “grind” them together – essentially combining their attributes and receiving a new weapon of higher ability in exchange. This is great fun, and the same technique can be used for shields and grenades. However, nine times out of ten the machine informs you your three offered weapons cannot be ground together – it seems to be a bit hit and miss and frustrating. Couple this with the machine moaning at you to hurry up just as you scroll through your inventory for suitable objects to grind, and it all gets irritating quite rapidly. Bloody annoying #1. Unfortunately, the game is not without its playability problems. It feels a little “heavy” with the controller, not as smooth as B2, not as fluid. I have made numerous kills while in “Fight for your life” mode that have gone undetected, thus ending my life when it should have been saved. I’ve had a few collision detection problems where a shot has not registered even though it was clearly on target. On one occasion I stepped out of my vehicle to land beneath the actual floor level, unable to jump to another area – essentially “glitching out”. There’s also a noticeable lag to some places, the frame rate dropping off causing all kinds of combat problems – bloody annoying #2.

Saying this, the game is, well, a game – and it’s a great deal of fun! Perhaps some missions and areas are a little too much fun rather than serious, considering the storyline, as it certainly has an Australian humorous edge or flavour. If you’re familiar with Australian humour, you’ll know exactly what I mean. Strictly Ballroom and Bad Boy Bubba spring to mind here as cinematic examples of how off the wall this humour can be – sometimes hitting the mark, other times way off target. At times the Australian influence is repetitive and irritating, as character after character fall into parody (even the oxygen canister’s label, originally to be marked as “O2” is explained in the story as being printed badly, making the label appear to read “0Z” – ouch!). Sure, it was made in Australia – my wife’s favourite country in the world, having lived and worked there for just over a year – yeah why shouldn’t they introduce a little of their culture into the game? But even my wife raised a critical eyebrow at the Australian archetypes inhabiting Pandora’s moon, Elpis. You have the drunk, talking gibberish about billabongs and fair dinkum, cobber, and you begin to believe that Elpis is somehow representing a NuAustralia, a kind of new world in space. Other characters are equally annoying, and this aspect distracts from the overall Borderlands experience we’re so used to. There’s the little cockney kid that speaks in cockney rhyming slang – although he doesn’t, because after he’s spoken the slang he drops in the actual word the slang refers to. “Mind the apples and pears, stairs, mister.” I was expecting him to mention Mary Poppins at some stage. Pointless and bloody annoying #3. Another character points the finger at colonialism – the intrepid upper crust Englishman replete with handlebar moustache and monocle, staking a claim on Pandora’s moon on behalf of the king. As the player, all you have to do is hoist the flag and protect him as he salutes it, humming along to a national anthem, and fetch a broom to support his arm as he grows tired saluting. A comment along the lines of “Why do they all sound Australian?” from one of the familiar narrator characters that pops into the soundscape now and again for a critical or amusing comment would have taken the edge of this – but hey, Mr Torgue still has a few amusing and bleeped out lines, and thank goodness for him.

From a visual standpoint the game’s various environments are beautifully rendered. One level in particular took my breath – a huge space station partly completed. It was wonderful to jump around this place, assisted by jump pads – small illuminated chevrons that boost your jump height and distance from one area to another. Exteriors are extremely colourful and boast a plethora of interesting natural plants, objects and indigenous life forms. There are a few hidden areas that provide tough bosses – these are essential as they allow you to farm upgraded loot, again, essential to complete the entire story mission, but somehow the majority of these areas seem truncated compared to B2.

The game took me two weeks to complete – playing a couple of hours perhaps four or five days a week. I’m now on my second play through, but have capped my level out at 50, so completing the remaining missions will not afford any more experience points and therefore upgrades. I’m certain there will be a downloadable upgrade allowing you to play other areas and gain more XP, much in the same way B2 did some time ago, but for now – I find it pointless to continue playing. BTPS’s length sits between its predecessors, being a little longer than B1, but much shorter than B2. So perhaps this is the issue for me, as replaying the missions still so fresh in my memory and for no reward other than doing so seems somewhat pointless.

If you’re a Borderlands vet, you’ll have to play this – that’s a given. But I think you’ll soon tire of it during the second play though as it’s very tough and unforgiving – glitches aside – although there are another three characters to play (four if you include the Handsome Jack add-on available for purchase) to keep you busy and feeling as though you have value for money. Today I found my mind wandering as I played, and loaded up B2. The difference between the two played back to back is startling.

If you’re not familiar with the Borderlands games, then for heaven’s sake buy number 1 first, then number 2, and when you’ve completed them and their add-ons, BTPS will probably be available for around a fiver, representing excellent value for money.

Monday, 15 September 2014

Glorkian Warrior: The Trials of Glork / review by Stephen Theaker

I had read in the later volumes of American Elf that James Kochalka was working on a video game, but I’d sort of assumed it was going to be a flash game for his publisher’s website or something like that. A big surprise then to find that Kochalka and PixelJam’s Glorkian Warrior: The Trials of Glork (Pixeljam, played on iPod Touch 5; available to buy here) is a fully-fledged app store game, and an excellent one at that. It takes the Glorkian Warrior (whose first book The Glorkian Warrior Delivers a Pizza was reviewed in TQF#47) and his trusty backpack and gives them room to run and jump around at the bottom of the screen while waves of invaders attack from above. The backpack constantly shoots, leaving the Glorkian Warrior to worry about dodging bullets, completing missions set by little girl aliens in space armour, and collecting crackers and power-ups. They’re the usual type of thing: fireballs, missiles, wiggly bullets, a tennis ball gun. It’s all a play on Space Invaders, but Kochalka’s designs are so appealing and the gameplay so enjoyable that this became that rarest of things: a mobile game I played out of love rather than boredom or dogged determination. It’s funny, but fair, death always feeling like it’s your own fault, even when the immediate cause is a Magic Robot who throws exploding birthday cakes your way. Points and crackers earn upgrades. The last one, for collecting twenty thousand credits: ennui. The Glorkian Warrior begins to look bored if you stand still.  ****

Monday, 21 July 2014

Injustice: Gods Among Us, Ultimate Edition, reviewed by Stephen Theaker

Injustice: Gods Among Us (Xbox 360) begins in the aftermath of the nuclear destruction of Metropolis by the Joker. He’s in custody, being roughed up by Batman, when Superman turns up and gets uncharacteristically rougher. Then we cut to a scene of the Justice League fighting various villains, and, if we didn’t already know, we discover at last what kind of game this is: a 2D fighter, like The Way of the Exploding Fist without the tranquil backdrops. Each chapter of story mode lets us fight a few bouts as a well-known character, as “our” JLA is thrown into the dark dimension now ruled by a dictatorial Superman.

Fighting games are not usually my bag: I can’t be bothered to stick with one combatant to learn all their moves, which makes for more variety in the short term but holds your skills back. Injustice asked way too much from my fingers – I wasn’t fast enough to pull off many of the special moves – but button mashing produces entertaining results. The main appeal of this game for me was in the variety of DC characters involved, including a decent selection of female heroes and villains. It is always pleasant to see Green Lantern pound Doomsday with a green hammer, and to be at the controls when it happens.

Drawing on the DLC that followed the original game, this Ultimate Edition adds six new characters to the roster: Lobo, Batgirl, General Zod, Martian Manhunter, Zatanna and Mortal Kombat’s Scorpion (I think Injustice is built on the architecture of the recent MK revamp). It also includes lots of special missions – mini-games in which you have to pull off certain moves or achieve special objectives, like blasting asteroids or winning a battle without being hit – and many extra skins, based on classic stories like Superman: Red Son and The Killing Joke.

It’s everything I wanted from a DC universe fighting game, and as well as being a good game it tells a good story, as reflected perhaps in the success of the tie-in comics. The return of voice actors from the DC animated universe was a treat, and though I generally skip cut scenes, those here are well done. It seems daft at first to see Harley Quinn fight Doomsday without being instantly killed, but this is explained in the story mode: a gift from the evil Superman to his lieutenants. Local multiplayer works well, allowing logged-in players to swap in and out with no problems. It’s all good fun. Grim, dark fun.

Monday, 16 December 2013

Diablo III, reviewed by Stephen Theaker

Diablo III (Blizzard Entertainment, Xbox 360; Amazon purchase) is the first of the series I’ve played, and since I don’t play games on the PC, the Xbox 360 version is a new game to me. It’s an isometric dungeon crawler, an action RPG where your heroes run around semi-randomly generated environments bashing hordes of creatures, fulfilling simple fetch-quests. Players can choose from wizard, demon hunter, barbarian, witch doctor and monk, and from male and female versions of each. The setting is pretty much indistinguishable from other fantasy games, with your regulation ghosts, zombies, skeletons etc to fight. Sometimes you get a funny feeling you’re just playing Dragon Age: Origins or Oblivion from a different point of view, though some laser-like magical powers would be more at home in Halo.

It feels slightly odd to be enjoying the game so much (we’ve yet to stop playing it), since there’s little here that wasn’t present in much older console games like Baldur’s Gate: Dark Alliance. This kind of gameplay more commonly shows up cut-price in the Xbox Live Arcade these days, in games like Torchlight, Realms of Ancient War and Daggerdale. The graphics, though they are pretty enough, don’t feel at first like a ten-year advance on Dark Alliance. But as enemies, powers and enemies’ powers accumulate you realise how well it all works, the game never visibly slowing despite the hundreds of objects flying around. The more you play, the more you appreciate the neat little touches that show how much work went into it.

It has a chemistry and balance that is difficult to define, though having a drop-in-drop-out four-player mode which works so well accounts for some of it. Put your controller down to sip your cup of tea and your character ambles along after your friends on their own – teleporting if need be – avoiding the most frustrating aspect of some previous games in a similar vein.

Similarly, a capacious sixty-slot backpack (at least in easy mode, in which we began playing it) makes for a free and easy approach to loot. As does the knowledge that it’s all fairly random: in other role-playing games, you worry that failing to explore every tunnel in every location might mean missing out on your one chance in a fifty-hour playthrough to get a key piece of equipment. Here you can just run around dungeons aimlessly looking for fights, and then afterwards check the map for unexplored territory. And you can save at any time without losing any treasure, making it perfect for brief gaming sessions.

It’s not very long, but like, say, the Dynasty Warriors games it’s designed to be replayed over and over, your character levelling up, acquiring magical weapons and armour, and training their travelling artisans. What I would think of as the “proper” roleplaying elements are perfunctory, the dialogue skippable, non-branching and quite missable, it being unnecessary (at least so far as I have found to date) to talk to anyone other than the indicated characters to acquire quests. It’s a vehicle stripped down to its chassis: fight monsters, open chest, get treasure, sell treasure. An endless torrent of glittering gold!

When I mention playing it with the children, you might look with concern to its age rating. But though it’s rated 15 by the BBFC, the ratings board judges games via video recordings rather than playthroughs, and, aside from a few particularly gory dungeons which I had to face alone, I’ve found this to be a super game to play with the younglings: they just love throwing jars full of spiders at the bad guys. Mrs Theaker has been playing it regularly too, despite the jars full of spiders, and I’d say it’s been our favourite family game since Castle Crashers and Scott Pilgrim.

The only flaw with regard to the multiplayer seems to be that all of us share one game save, regardless of who is logged in. It’s a bit annoying to have to wipe out my progress on a level when the children want to log in and play a section that’s a bit less challenging on a lower difficulty level. Maybe that’s because everyone created their characters within my initial game save, but it’s the only Xbox 360 game we’ve ever played that behaves in that way.

As usual, I haven’t played the game online, so I can’t comment on that. But otherwise, highly recommended, especially if you have chums at home to play it with.

Friday, 24 May 2013

Borderlands 2, reviewed by Howard Watts

It’s impossible to cover every complexity Borderlands 2 (2KGames, PS3) provides the player. Its scope is astonishing, its detail overwhelming both visually and from a character POV, even though the scenario is fairly basic. In short, there’s a bad guy called Handsome Jack in partial control of the planet Pandora, and the player or “Vault Hunter” is pitted against him, his minions and the indigenous lifeforms of the planet. Did I say player? You can choose from four characters (with a fifth, the mechromancer, available via DLC): an assassin, a siren, a soldier and an atypical heavyweight grunt. Each character enjoys their own unique special combat action skill, which is enhanced via levelling up. These characters also enjoy three skill trees, enhancing combat in a variety of ways.

This all sounds simplistic, but the real attractions of Borderlands 2 are its visuals and characters. Characters are all finely drawn (some appearing a second time from the first game, as is one location) providing a great deal of humour, tragedy and depth. From a killer robot’s A.I. core wanting to change its ways and be installed into a radio, to another obsessed with introducing sexual innuendo into its conversations, a commando stating: “And I was just gonna complete my comic collection,” as he corrodes into a cloud of gas, Pandora in all its open world splendour containing its insane inhabitants soon becomes a believable, viable setting. Although some critics have objected to the comic book appearance of the graphics (think Moebius in Heavy Metal magazine) the alien landscapes – from frozen wastes to dusty deserts – contain an enormous attention to graphical detail, making you wander up to objects to wonder exactly what they’re for. The entire planet has an established ecosystem, populated by various plant and animal life that all add depth to the setting.

The game is a shopper’s heaven, with thousands of boxes, lockers, crates and other containers to loot. Some contain money, or a basic rusty pistol that performs with a pathetic “tut, tut, tut”, others an acid firing bazooka that reduces badass gun loader robots to sizzling scrap. The developers have gone on record saying the software generates millions of different gun types, all with varying effectiveness for the many missions and adversaries encountered. Along with these, the player will need to match protective shields (some absorb bullets and add them to your inventory, others electrocute enemies when they melee attack) as well as grenades that can steal an adversary’s health, or bounce up down on the spot spitting bullets as they rotate. There are some devastating combinations to be assembled early on in the game, forcing the player to believe the following levels will be a breeze. However, you’ll soon find your favourite pistol/SMG/rocket launcher/sniper rifle will become sadly redundant against more formidable foes and objectives. It’s hard to let go, but it has to be done as more goodies tempt you with their devastating effects. The attention to design detail for these objects is superb, with every pick-up beautifully rendered.

Borderlands 2 provides a game experience like no other. Every aspect speaks of quality, from the atmospheric soundtrack that’s not too intrusive, to the sound design and animation – weapons feel as they should, the larger ones taking just that little longer to heft. Okay, it’s not perfect, as some objectives can become a little repetitive, but the game allows missions to be toggled – so it’s just a case of switching to a different mission – either side or main story. The whole package is huge in its scope, and you’ll be spending a great deal of rewarding, challenging game time caught up in the absorbing locations of Pandora’s borderlands. Spend your money. 9/10.

Friday, 17 May 2013

Aliens: Colonial Marines, reviewed by Howard Watts

Aliens: Colonial Marines (Sega, PS3). It would be pointless for me to go into great detail regarding the backstory to this game: suffice to say, it follows straight on from the events of James Cameron’s rather excellent Aliens.

From the outset, it’s clear the developers have attempted to maintain a cinematic experience in this game. The titles and original music by James Horner create the perfect atmosphere, and we’re assured by this beautifully rendered intro that we’re in safe hands. From then on the backstory establishes the game’s scenario: explore the Sulaco

The film’s original sets are replicated well, but the lack of options for setting up the game’s video display (screen brightness, position) cause an early frown, as the game is very dark, and the position of the HUD is clipped slightly on my 46" set. I shook off these two minor niggles and discarded my frown, unaware at such an early stage it would return with a vengeance very soon.

The characters are stereotypical for military FPS: gravel-voiced grunts, mirroring my frown of earlier, looking as though they’ve just walked out of a WWF game and donned combats. They lead you onto the Sulaco where the ship’s cryogenic sleep chamber is perfectly realised. Other areas appear bereft of creativity with unimaginative repeating corridors, decorations and patterns. My frown now began to creep back, as the textures lacked detail, the controls rather jerky and somewhat “heavy”, the continuing darkness (lacking contrast) maintaining for an obvious “what’s in the shadows?” effect. When Michael Biehn’s character, Corporal Hicks, makes an appearance you’ll be forgiven for thinking things are on the up. They’re not, as the likeness to Michael Biehn is utterly terrible, and the actor performs voice duties with an obvious lack of enthusiasm.

As the game “progressed” down to LV426 and the settlement of Hadley’s Hope, nothing much changes I’m afraid. The darkness continues, and as the first xenos appeared I shook my head. The detail and colour gamut are straight out of a 1990s effort, a betrayal of gamers and fans of the Alien series alike. The xenos are cartoony, perfectly matching their adversaries. The game then leads you from one “You gotta push this so we can do that” objective to the next. Character is non-existent, leading me to skip the story segments to see if things would improve and if I’d care. They don’t and I didn’t.

Then I found myself climbing into a Power Loader, sealed in an arena with a big “Boss” xeno, accompanied by its smaller cousins. The boss was instantly dispatched by a choking grip from the loader’s claw, only for the boss to die and fall through a wall. The smaller xenos kept on coming, and coming, and coming, until it was obvious after five minutes of repeated play the software had glitched. Reset. I plodded on, from one badly rendered environment to the next, unimpressed by the ability to “upgrade” my weapons with either an extended mag, silencer, or telescopic sight, or collect movie characters’ weapons, with only a “sneak by” level providing me with any thrills (in spite of the xenos looking like men shuffling in uncomfortable rubber suits). Finally, after eight or so hours of play, the whole shoddy affair was over, and I breathed a sigh of relief and groan of sorrow. “Game over man, GAME OVER!”

Indeed, and not a moment too soon. Save your money. 2/10.

Friday, 30 November 2012

The War of the Worlds (XBLA) – reviewed by Stephen Theaker

I’ve been meaning to review The War of the Worlds (XBLA) for quite a while, but to do that I felt I had to finish the game, and that hasn’t happened; in fact, I don’t think I’ve got anywhere near the end. Written by Christopher Fowler, and narrated by Patrick Stewart, this side-scrolling platformer sets the story in 1950s London, which puts a very interesting twist on the narrative. For example, the player hears BBC radio broadcasts announcing the invasion. Though it was a game I bought less to play than because I thought it would be interesting to review, I was surprised by how good it was, at least at first; a bit slow, maybe, but diverting, beautiful, and often quite frightening.

However, it has two huge problems. The first is that the game is far too difficult, with fiddly controls, tripod-high difficulty bumps, instant death, and widely-spaced checkpoints. The children were frequently in hysterics at my lacklustre attempts to escape the death rays. I doubt I’d have kept plugging away if it hadn’t amused them so much. The second problem is that the difficulty level turns its biggest strengths—the excellent animation, narration and writing—into weaknesses, as you get sick to death of seeing and hearing the same things over and over. If you’re a fan of games with old-school difficulty settings, this might be worth a go, but it’s definitely not recommended to more casual gamers.

Monday, 7 May 2012

The Elder Scrolls V: Skyrim – reviewed by Howard Watts

The Elder Scrolls V: Skyrim. I enter cautiously, and with some apprehension. The place is a mess. Plates, saucepans, goblets are strewn everywhere—the place looks as though it hasn’t been cleaned for hundreds of years. Cobwebs adorn the corners of the rooms, adding softness. Dirt and dust has gathered in dunes along the edges of the walls, sculpted by the shuffling footfalls of the cursed occupants.

Not a description of one of the many hundreds of locations I’ve found playing Skyrim, unfortunately an embarrassing snapshot of my neglected home, Skyrim having seized my attention like no other game I’ve played before. I’d like to make one thing clear from the beginning of this review: I’m not a huge fan of fantasy games. I prefer a blaster or BFG in my hands as I explore the perfect angular starship passageways of the many SF first/third person shooter games—I even traded Elder Scrolls IV: Oblivion following a few minutes of play when I bought my first (now sadly deceased) PS3, due to its low graphic quality. Thankfully (I may regret using that word), Skyrim is a different beast altogether. It’s not as pretty as say the Uncharted or Call of Duty series of games, its colour palette somewhat lacking across the spectrum in comparison, but what Skyrim achieves perfectly is playability, and from that point of view it is unsurpassed—the game is quite simply astonishing.

From the very outset the player is presented with a choice of characters to play as, each exhibiting different characteristics and abilities that will aid progression though Skyrim’s world. I decided to participate as a Nord—a lowly human, somewhat Vikingesque. Once the first trial setting the story off is complete, the player has the whole of Skyrim’s huge world to explore as they see fit. This is what I love about open world games. The player can explore in any direction they choose. So, on Christmas Day, 2011 I began walking the world, and have been doing so every day bar one (today is January 30) since. Skyrim’s game world is incredible in its detail, encompassing all the staples of Fantasy you’d expect. You will stop and just stare at the river meandering through the lush green settlements below your mountainside path, and for a few moments forget your quest. The stacked waterfalls and snowy peaks, forests, glades of wild flowers and frozen shores kissed by packs of miniature islands of ice will have you shaking your head in amazement. You’ll struggle to climb mountainsides, swim against raging rivers as you head for the opposite shore, lest you find yourself at the mercy of jagged rapids and the fall to (perhaps) certain death below. These brief descriptions hardly do justice to the superb visuals the game presents the player, and mention only the exterior of the game world. Once caves, crypts, towns, cities, settlements, castles, shrines and tombs are explored the game really does make you wonder what you could possibly be presented with next…

Dragons come next—or rather form an integral part of the central narrative of the story based missions. Upon killing one, the player absorbs the dragon’s soul, and these can be “spent” against “shouts”, the magical enhancements to assist for the most part combat based play.

To progress though the game the player simply talks to the characters they meet while wandering the world. You’re presented with a choice of questions to ask, and once you decide to assist a character a quest is set in place. These quests are many and varied and can at times overlap and present the player with a moral dilemma. For example, last week I rented a room at a very pleasant inn. I slept for seven hours and expected (as is the norm) to wake and continue with whatever I was up to before sleeping. However, I awoke as a captive of the leader of the Dark Brotherhood. I was presented with a choice by her. There were three bound and hooded captives kneeling before me. I should interrogate each and decide which individual should die, otherwise I would be killed. I interviewed each—deciding two were worthy of my blade, but decided to turn it against my captor. Once she was despatched I released the hooded captives and was presented with a new quest, “Destroy the Dark Brotherhood”. Last month I spent a fortnight as a vampire: as the disease spread I searched for a cure and found a mage, a savioursomeone who could perform a ritual to cure me. However, as the disease matured I discovered I could not enter any civilised settlement without being attacked, including the village where my saviour waited for my return! I had only one option—to feed and remove my blood lust appearance. Only then was I allowed into settlements without being attacked by every inhabitant to collect the ingredients I needed for my cure.

The missions can mount up rapidly; some will be miscellaneous such as delivering a letter, finding a missing relative or retrieving an object, while others are central to the story and assist completion of the game’s core narrative. I’m concentrating on the miscellaneous, as these aid levelling up (I’m currently at level 43 out of 81). Levelling up presents you with myriad aspects of the character’s abilities to improve upon, be they one handed combat, sneaking, lockpicking, spells—the list goes on … But prospective participant, if what I’ve told you so far has you reaching for your wallet, beware. Practically everything in Skyrim can be useful. You can pick up almost any object you encounter—from various species of plants, to cups, saucers, wine bottles, power ups, potions, weapons, apparel. Upon despatching a combatant, you can loot their body for their clothes and weapons. Sometimes you’ll find an object to steer you on another mission, or a weapon that’s far superior to the one you’re carrying. However, the downside of this is you’re limited to the weight you can carry. Some items such as arrows weigh nothing, while others will overload your carry weight capacity, and prohibit you from running. Reduced to a pathetic shuffle, you’re unable to continue so have to either dump items where you stand, or store them in a chest you own in a bought or rented room. There are hundreds of different weapons—from the lowly steel dagger, up to a devastating battle axe imbued with the magical ability to inflict elemental damage. There are also various forms of armour, necklaces, helmets, rings, circlets, boots, and tunics, some with magical abilities which when combined with each other can make progress through the game much easier. If that’s not enough, magical items can be “disenchanted” at an Arcane Enchanter table, and their characteristics applied to another item. Oh, and at one point you’ll discover a dragon priest mask (of which there are eight with different benefits) which will become invaluable. Books can be read and collected, some revealing power-ups, others clues to treasure, some filling in Skyrim’s back-story. After a while you’ll begin to accept that anything can happen. Someone may run up to you with a letter, asking you to attend a meeting—a rabbit will cross your path with a predator in pursuit, assassins will run towards you as you merrily take in the view from a cobbled roadway. You’ll round a corner to see bandits attacking hunters, mages in a magical fight to the death. Then, out of nowhere a shadow will fall rapidly across you and a roar will fill the room as a dragon prepares to attack. Sound design has been very well executed. Voice acting for the most part is convincing—although it would have benefited the characterisation of the player’s chosen character to have an audible (and perhaps selectable at the beginning of the game when choosing the character’s appearance) voice when communicating with others. It just seems a little odd to select either a question, response or statement and not hear it. Objects have the right amount of presence as they’re dropped, opened or knocked over. Weapons clatter together with resounding metallic notes, shields give a deadened thump as you block an attack. A special mention must go at this point to the musical score by Jeremy Soule, as it matches the visuals perfectly. The scoring is beautifully subtle in places, and at times I find myself pausing the game just to listen to the wonderful orchestration. Yes, it can be a little derivative in places, there are certainly elements of Basil Poledouris’ Conan the Barbarian here (there’s also a voice actor that performs a fairly good Arnie impersonation), as well as similar elements to Howard Shore’s Lord of the Rings pieces, but hey—I certainly wouldn’t want it any other way, as a different approach simply wouldn’t work.

I’m scratching the surface with this review—I’ll admit it—I want to get back to it. To write in detail a comprehensive list of the game’s many attributes would not only take longer than I could devote time to, but would be too full of spoilers for you, and no doubt drive the editor of this fine publication stark raving mad. Okay, the game’s not without its problems, but I believe no game is perfect. I’ve experienced a few shearing of frames, the odd slow down in frame rate in heavily populated areas, several unfinished landscape segments atop mountains and one lock-up. My son’s PS3 has exhibited similar problems with several lock-ups—but I put that down to his somewhat rushed approach to game play—while writing this he has experienced two. It can be—no, is bloody well annoying to scale a mountain, picking your route carefully toward the summit, jumping from outcropping to outcropping, only to be greeted with a rather unapologetic “You can’t go that way” message at the top of the screen. Perhaps in the next instalment of The Elder Scrolls, the game world could be spherical, so the character can continue walking in any compass direction to ultimately arrive exactly where they began. There’s a slight halt in frame rate (I’m running the game on a 46" Samsung LCD at the maximum res—sadly no 3D support) heralding an adversary’s approach as you’re idly exploring. Partner characters can be assigned to carry items for you. My partner (a witch I rescued from a life of misery) now wears magical armour and a circlet, and carries a rather nice double-headed axe which inflicts frost damage that I equipped her with. Unfortunately on some occasions while entering into combat she decides to revert back to her black robes, releasing ice spikes at adversaries—some finding their way into my back as she attempts to defend me, despite my entering an area in “sneaking” mode. Saying that, I fully intend to marry her at some point—yes, you can do that also. Loading screens can become a little irritating at times, especially upon opening something as simple as a door, having just entered a cave with an identical loading screen wait.

Skyrim’s an experience on every gaming level, an experience not to be missed. The reports you’ve either read in game mags or on the net are true and I’m sorry to say I’m going to repeat them now as I come to a close—it will eat your life, you will be late, you will neglect your normal everyday duties—hell, this review was written two weeks later than I had planned, due to a little more “research”. But for such an experience of this quality Skyrim’s more than worth it. Just remember this should you decide to enter this alternate reality: there’s no such thing as too many lock picks…

The above review originally appeared in TQF40. Howard sent a further update on May 5:

I’ve resisted for six weeks or so, listened somewhat reluctantly to my son talk of his adventures in Skyrim, his discoveries of new locations, missions, and on occasions, glitches. Entering his room to ask if he has completed his homework, I stop and stare at his adventures, like an alcoholic passing a pub on his way to an AA meeting, taking a glimpse at the revelry inside.

Now I’ve returned. And as I sit here writing this on the fly, I find myself wanting to hurry along and complete it so I can return to the game’s reality to pick up where I left off yesterday…

I’ve found new locations—which initially I thought improbable. I’ve discovered new groups wanting my assistance with various tasks—some bordering on meaningless triviality (my son’s just entered the room and asked; “Shall I put Skyrim on for you dad?”!) others, dangerous and intricate, with worthy foes. I’ve met talking dragons, evil gods, and lowly blacksmiths with talking dogs. I’m also married to a rather buxom young warrior with a thirst for a fight, but don’t mention this to the wife.

When will this ever end?

I don’t know. And to be honest—I don’t care. Yes, it’s not perfect. Some mission tasks I’ve completed whilst just wandering the wilderness, before said missions were active, (killing the Hagraven, Petra for example) and when I try to complete them they remain as incomplete in my mission tab. A niggling glitch, but one I’m prepared to live with. Perhaps the next instalment will feature an option to father children; to train them, and pass onto them skills as my avatar grows old and incapable of swinging a Daedric axe with sufficient force to incapacitate a foe, or my eyesight too poor to score a headshot with an arrow, my mind too forgetful to remember enchantments. If I’ve learnt anything from my time playing this game, it’s that anything’s possible for the next instalment.

My son’s loading the game now—the score is filling my ears, I glance up and the loading screen draws me away from my laptop as I type this update. So I bid thee a fond farewell dear reader. Indeed, fare thee well.

Friday, 16 December 2011

Warhammer 40,000: Kill Team – reviewed by Stephen Theaker

This twin stick shooter acts as an aperitif for the full price Warhammer 40,000: Space Marine, but works in isolation. There are only five levels, all part of an assault upon an ork Kroozer, but each takes forty minutes or so to complete, and the different talents of the grunts provide a good deal of replayability. As a Sternguard Veteran the player mows the orks down the minute they pop out of their cauldrons; the melee weapons of the Librarian give them time to unholster their weapons, requiring more tactical play.

It's quite a tricky game in places, and not always intentionally. Set brightness to full for the best chance of spotting holes in the deck, and play the first level over a few times to unlock essential perks before proceeding. The camera is often a bit too distant from the action, this player frequently taking hits from nasty little guys he just hadn’t noticed.

The game's great weakness is its frustrating penultimate level, set inside the ork Cargo Teleporta facility, which among other things involves a lengthy set piece battle with a carnifex followed, without checkpoints, by an ambush that is very difficult to survive, making it necessary for less capable players to replay the carnifex four or five times too often.

Another part of that level advises you to get to a safe distance before detonating explosives, but prevents you from doing anything of the sort, forcing you to run helter-skelter across a poorly-defined network of walkways while they collapse, with sudden death on either side, the experience not enhanced by debris and pillars that obscure the player's line of sight.

The offline multiplayer mode is noisy fun, and features an interesting mechanic: sharing power-ups (including health potions) between players when they stand nearby. This means the better player doesn't need to hold off collecting power-ups, but is discouraged from running off on their own, creating a nice balance. A survival mode is good for a few minutes, but players are unlikely to return to it much once the achievement is gained.

Kill Team is a decent, cheap game, the sort of thing the XBLA is made for, but I can't help wishing someone would produce a turn-based Warhammer game featuring the proper tabletop rules. When the very similar characters of Gears of War are doing so well, it's obvious why there's an interest in creating W40K action games, but imagine how disappointed people would be if the only chess games you could buy featured the pieces running around and shooting each other in real time…

Warhammer 40,000: Kill Team. THQ Digital Studios UK. Xbox 360 (version reviewed), PS3.

Monday, 31 October 2011

Borderlands: Game of the Year Edition – reviewed by Stephen Theaker

Originally released in 2009 to good but not stellar reviews, Borderlands has been the very definition of a slow-burning hit, going on to sell over three million copies. This two-disc edition, containing the original game plus four add-on packs, seems set to keep sales simmering. It opens with the player in a run-down bus, being dropped off on the East Coast of Pandora, a rusting, abandoned junkyard world of lunatics, treasure hunters and savage alien wildlife. In theory you’re there to find the Vault, a fabled source of treasure, power and sex appeal, but you quickly get sidelined, in true RPG style, into a series of smaller quests, such as retrieving T.K. Baha’s stolen food from the dog-like Skags, collecting incriminating recordings made by insane scientist Tannis and her unfaithful Echo device, and fighting your way through hordes of bandits to remove obscene graffiti about Mad Moxxi.

But though the structure of quest givers, waypoints, experience points and loot is that of an RPG, Borderlands plays as a first-person shooter. You don’t get to chat with NPCs, and if you see a human moving around it’s time to draw your guns. And what a lot of guns there are! Randomly generated in endless, fascinating variety, there’s always a new type to try: caustic weapons that melt your enemies, rocket launchers that bury them in fire, sniper rifles that can turn a distant bandit’s leg into Skag food. And each of the four playable characters has their own special, upgradable attacks – a vicious bird, pounding fists, a machine gun turret and phase walking – meaning that there’s always a novelty to the fighting, especially when teaming up with others in multiplayer, whether online or in the superbly fun split screen mode. A small selection of vehicles handles well but is sensibly excluded from many quest areas.

The main mission done – or even sooner for impatient players – the add-on packs call. Being returned to the start-point of each add-on when reloading is frustrating, and encourages longer – sometimes too long – play sessions. But Mad Moxxi’s Underdome Riot is the only disappointment, a horde mode in which players gain no experience for kills and enemies drop few weapons. Gaining the least of its achievements involves surviving 60 tedious waves of enemies (and an awful lot of hiding while health recharges). A good shotgun is recommended for The Zombie Island of Doctor Ned, in which a tannoy warns survivors not to engage in “oral contact” with the undead. After hearing his increasingly forlorn missives to high command one can’t help sympathising with the title character of The Secret Armory of General Knoxx, despite his determination to kill you. And as well as your little robot friends, Claptrap’s Robot Revolution sets you against Brainiac versions of all enemies to date, who whimper sadly when shot.

Borderlands isn’t a game with a fantastic plot, and it can be a bit repetitive – enemies and environments are endlessly recycled – but it’s funny and well-balanced. Enemies level up and respawn, meaning there’s always a reason to have another go. This game of the year edition is a substantial package at an excellent price, and is highly recommended.

Borderlands: Game of the Year Edition, Gearbox Software, reviewed on Xbox 360 (also available in other formats). This review originally appeared in BFS Journal #4.

Friday, 14 October 2011

Earth Defense Force: Insect Armageddon - reviewed by Stephen Theaker

The long awaited sequel to one of my favourite games, Earth Defence Force 2017. Once again aliens are attacking Earth with augmented insects and giant robots. Graphics are slightly improved, and there isn't quite as much slowdown, perhaps because the number of attacking insects has been reduced. A wide selection of novel weapons is once again available, while four character types allow for slightly more variety in play. Jet armour can scoot up and around the play area, while tactical armour has a handy turret; previously turrets took up one of your two weapon slots. Voice work and dialogue is again very funny: an intelligence officer asked for help on dealing with a new type of cybernetic ant suggests you shoot them with your guns, while avoiding their attacks - good advice! It's a little easier than the previous game in that allies are able to revive you; only when all three of you are dead is it game over. One gameplay flaw is that the active reload, borrowed from Gears of War, is far too finicky; too much early play is spent running in circles while botched reloads complete.

As a full-price, big-budget game you'd be disappointed with the limited gameplay, but for a budget title it’s fun. There’s one big problem: this game is ridiculously short in comparison to the previous one. Fifteen levels compared to fifty-three, and all the levels are in a single environment, the city, whereas the previous game took you to the beach, the countryside and even underground in the enemy hives. This game feels like little more than a shell for downloadable content, i.e. all the levels that presumably weren't finished in time for the game's release. That came as a huge disappointment to me, and it’s one deliberately engendered by the publishers, who have promoted it as having three campaigns. This isn't a game of three campaigns - it's a game of one short campaign divided into three chapters. When you finish the fifteenth level you are astonished to earn the achievement for beating the game, and, as if to rub your nose in how short the game has been, that achievement is called Lemon Squeezy!

It’s a good game to play online, one that’s easy to dip into, and in a game with so many weapons it’s interesting to see what combinations other players are using. But that can’t make up for the lack of a decent single player game. I played the previous game for months, this one for barely more than a week. Rent, don't buy, unless it’s going very, very cheap.


Earth Defense Force: Insect Armageddon, Vicious Cycle Software (devs.), Xbox 360.

Wednesday, 30 June 2010

Perfect Dark (Xbox 360)

Perfect DarkThe Nintendo classic has been remade for XBLA, with hi-res textures and none of the slowdown that reportedly plagued the ambitious original. Joanna Dark is a near future secret agent with a cut-glass English accent whose missions take her into the depths of a conspiracy involving global corporations, warring aliens and artificial intelligences.

For those who haven't played the original, the shooting system takes a little getting used to – the trick is to let the intelligent sights find targets on their own – but once you have the hang of it the game becomes a smooth, sleek experience, one that's full of unexpected detail and rich with possibility.

On top of the single player levels, which grow in complexity and size as the skill level rises, there are game-changing cheats like slow motion or monkey mode, extra weapons, challenge levels, four-player split screen, online play, co-operative play and counter-operative play. For £6.80, this is ridiculously good value.

Perfect Dark, by Rare, for Xbox 360.

Wednesday, 4 February 2009

Fable II (Xbox 360) – reviewed

Fable II is an action role-playing game set in the medieval fantasy world of Albion. It welds the simple action of a game like Viking: Battle for Asgard and the character interactions of The Sims to an RPG structure that plays like a hugely simplified and truncated version of Elder Scrolls IV: Oblivion. That isn’t to say it’s a bad game. It’s a lot of fun, the design is wonderful, and the voice work is excellent (in particular Stephen Fry, who should play evil more often).

But it’s underwhelming, far too short, and anticlimactic. You spend most of the main quest gathering the three other great heroes of the age, but once you’ve pulled them together they help you in one big battle and that’s pretty much it for them. You’re left with the feeling that you could probably have sorted everything out without their help. And once that’s done, the game pretty much dribbles away…

Oblivion, on the other hand, had several separate quest threads, some of them nearly as substantial as the main story. What quests there are in Fable II lack variety (as do the clothes, weapons, people and creatures) – nearly every mission is simply a matter of whacking a few baddies with a weapon. Never mind Oblivion, Fable II is substantially shorter than even Mass Effect, and even then it’s padded out by collectathons and chores. A few days in, and even the holiest of heroes may find themselves trying to persuade their wives into a ménage à cinq, just to give themselves something to do.

The game world is described as open, but it’s actually very limited – the landscapes are beautiful, but you’re nearly always restricted to narrow pathways. There is very little of the joyous bounding across the landscape that characterises a truly open game world. That’s reflected in the maps – a series of tiny, discrete discs that are pretty much useless for anything.

Its biggest strength, aside from offering an accessible role-playing experience to newcomers to the genre, is probably that it really does feel like role-playing. In many RPGs the main character is little more than a cursor that you move around the screen. To an extent that’s true of your avatar in this game (the customisation options are very limited), but what truly takes you into the role is the interaction with other characters (silly as it can be), and especially with your family. Playing as a female character, I picked up a husband quite early on; you realise the game has something special to it once find yourself thinking, “I must go and see my husband” or “Why isn’t my husband wearing the new shirt I gave him?”

But its most innovative elements are also its most ludicrous – you can walk up to almost any stranger, and (as long as they swing the right way) get a proposal of marriage out of them after five minutes of farting, whistling and sock puppetry. You can take a job to pay the bills, but a well-qualified bartender can earn enough in a single night to buy the entire pub. You can get married, but even if your spouse is ready to divorce you for a lack of sex you will struggle to do anything about it until you buy a special book which teaches you how to say “Come back to my place”. You carry on earning rent from the properties you own, even when the Xbox is off – but as a result the best way to progress is often to stop playing!

The game is already notorious for some of its bugs. (Listen to the abbot when he’s talking to you – if you don’t the game is said to break entirely!) I was hit by only one, but it was a heartbreaker: my daughter wandered into a dangerous cave, but wouldn’t follow me out, and when I tried to go back in to get her the mission reset. After several attempts I had to leave her there to be feasted on by goblins, after which the game criticised my parenting skills. I still haven’t been home to face my husband. (Though my three wives have been very consoling, both individually and in concert.)

Overall, a great rental: it’s good fun, but you’ll have seen most that it has to offer after a week or so of playing it.

Fable II, Lionhead (dev.), Xbox 360. This review originally appeared in slightly different form in Prism, the newsletter of the British Fantasy Society.

Monday, 4 February 2008

Mass Effect

Mass EffectStar Trek games always seem to disappoint. Bafflingly, they nearly always seem to be based around huge ponderous spaceships blasting chunks out of each other (though I seem to remember a first person shooter based on Voyager a while back). That stuff used to be great fun when it appeared in the programmes and the early movies, at least until it started to be shown up by the more epic, frantic and exciting space battles of Babylon 5, but it was far from the crux of Star Trek’s success. The true appeal of Star Trek lies in the human – and alien – interactions: emotion, drama, punch-ups, moral dilemmas, romance, conflict, humour, and, last but not least (and the one that seemed all too often forgotten in recent iterations of the franchise) sex appeal. Mass Effect is a game that relegates the huge spaceships to cut scenes and concentrates on the stuff that really made Star Trek great, adding to it huge lashes of the good stuff from Battlestar Galactica, Babylon 5 and Star Wars, not to mention a big dollop of prime David Brin. It’s the most “sci-fi” game I’ve ever played, and I think many science fiction fans would get a great deal of pleasure from simply watching the cut scenes edited together into a movie, never mind actually playing the game.

But let’s move onto the game anyway, because it is worth playing! However, it says much about it that after 80 hours of playing it I feel barely qualified to comment. I’ve gained about 840 of its 1000 achievement points and yet, without mastering the sniper rifle, using the full range of biotic attacks, or partnering up for the game with Liara the lovely Asari or Wrex the unlovely Krogan, I feel that there’s a lot left for me to do.

Reactions to the game (leaving aside the hilarious “porn simulator” nonsense brewed up by idiotic American conservatives) have tended to follow a certain pattern. Initially most people tend to be underwhelmed – you can see that in Edge magazine’s disappointed seven out of ten review in issue 183, in reactions from gamers on Digital Spy, and in the negative review from distinguished Xbox writer Dean Takahashi. I felt the same way.

At first to me the fighting felt uncontrolled, the weapons unbalanced, the graphics a bit too choppy. I don’t like to play stategy games that don’t give you time to make decisions – I’ll always prefer turn-based to real-time strategy games. I didn’t feel like I was ever in control of events during Mass Effect’s combat.

Then, a mission or two into the game, I realised that while selecting my weapons and powers the game was paused, and I could move the cursor around with the joystick to pick out different targets for my attacks, and the attacks of my team. Suddenly, from being a bunch of buffoons chasing robots round and round crates, we became a crack tactical squad, knocking enemies flying with our telekinetic powers, lifting them into the air, blowing up their guns, and knocking them down with our shotguns. From that moment the game got better and better. There’s a sheer glee to unleashing one powerful attack after another (balanced with the tension of anticipating the equally powerful attacks of your enemies) that makes Mass Effect a wonderful and addictive game to play.

That pretty much seems to have happened to everyone. In the latest issue of Edge the game is described as “the absolute best flawed game of the year”. A poster on Digital Spy who started a thread by the name of “Mass Effect – Yawn-o-Rama” in December returned in January to say he now loved it. And Dean Takahashi posted a follow-up review explaining how wrong he had got it the first time around.

One reason for such changing views is the process I mentioned above – simply getting to grips with the mechanics of the game. Another reason is that the game gets more and more enjoyable the stronger your powers get.

This adds immensely to the game’s replayability. If you choose, you can start a new game with the character and equipment with which you ended the previous one. So if you built up the appropriate abilities in the previous game, you can start smashing robots into walls like marbles from your very first encounter with them. Hence my second play-through was when I began to really love the game.

It’s a fairly short game, by RPG standards, which at first I thought was a bad thing. My first play-through, checking out every anomaly, scanning every planet, chasing down every mission, only took about thirty hours; and I tend to play games quite slowly. My second, a sprint through the main missions on a higher skill level, skipping through the conversations I’d already heard, took just twelve hours.

At that point, what had seemed a failing in the game, became a plus point: it’s a game that’s designed to be replayed, to be played through and through as different characters, with different powers, and in different ways.

It’s hard to say why I think that’s a good thing, because I don’t like watching movies I’ve seen before, and I don’t like reading books I’ve already read. So let me give you an example of a game that takes a different approach: Elder Scrolls IV: Oblivion. I love the Elder Scrolls series of games, and I’ve put over a hundred hours into this one, but if there’s one thing I’m not massively keen on, as a former player of traditional paper and pencils role-playing games, it is that you can do absolutely everything the game has to offer in a single play-through. You can play as a warrior, rise to the top of the fighter’s guild, and then join the mage’s guild too and rise to the top of that, often bludgeoning your way through the tasks assigned because your magic won’t be up to it. That’s great fun, of course, such free-spiritedness is integral to the game’s design, but it bothers me because with every additional career ladder you scale in Oblivion, the less sense you have of yourself playing a role, the more you’re just playing a game. (Of course, that was partly my fault for choosing to play Oblivion that way: I could easily have started a new magic-based character to play the mages guild missions.)

The converse is true of Mass Effect. If you’re playing as a soldier, you don’t get telekinetic powers of your own. You have to choose team-mates whose abilities will complement your own. Next time around, you could have your own telekinetic powers, or you could specialise in technical attacks, or you could continue to build the talents of your existing character. The length of the game means that it isn’t a chore to start over, but rather something to relish. It’s more akin to starting a new game of Civilization IV than it is to restarting a Final Fantasy game.

All in all, Mass Effect has been a fitting end to three or four of the best months of gaming I can ever remember: Halo 3, Bioshock, The Orange Box and Mass Effect, not to mention a couple of brief dalliances with Pixeljunk Monsters and Pro Evolution Soccer 6. The last time I enjoyed gaming so thoroughly and unreservedly for such a long period was probably back in the 1980s, after my Dad brought home a ZX Spectrum and two C90s full of copied games.

Originally published in Theaker's Quarterly Fiction #21.

Mass Effect, Bioware (dev.). US, Xbox 360.

Saturday, 29 December 2007

Halo 3

Halo 3I fell in love with this game when browsing a replay movie. As Master Chief, the last hope for humanity, I had fought my way down a bog-standard corridor on my way to more exciting stuff. Watching the replay, I paused the game and zipped the camera down to the other end of the corridor to watch my death-dealing approach from the point of view of my enemies. That was cool enough in itself, but then I noticed one of the pint-sized grunts running off down a corridor. What was he doing? I took the camera down that same corridor, and watched him hide in the darkness as I ran past. Once I was gone, the grunt said with relief (words to the effect of), “I’m glad he’s gone!” Genius! I’ve rarely seen such attention to detail in a game – or perhaps it’s better to say that the attention to detail has never been highlighted in such an effective way. Like the achievements you can gain in this and other Xbox 360 games, the features of Halo 3 encourage you to play and explore the game to its fullest.

I haven’t talked yet about the gameplay itself. I wasn’t a huge fan of Halo and Halo 2, perhaps as a result of picking them up a few years after their release, by which time I’d already played other games incorporating their innovations. I’ve always found online gaming a bit of a chore, which killed part of their appeal for me. I also, to be honest, found them a bit hard!

I’m enjoying Halo 3 much more. For one thing, I’m finding it easier, thanks to your health (at least on the Easy level) being a single shield, which fully recharges in cover, avoiding the death by attrition which always did for me in the previous two games. For another, it’s currently the state of the art in videogames, and so its ideas are as yet unsullied by imitators.

The gameplay options it offers are endless, both in terms of online options, but also in every individual moment – every weapon has its uses in every situation, and every situation responds to a dozen different approaches.

Finally, we are always starved of proper, full-on, big-budget science fiction in the cinema. So it’s a joy to watch a science fiction story as epic as Halo 3’s unfurl, even if it’s on the small screen.

There’s a lot more to be said about this game; the game itself is a conversation that will continue for years to come. Despite playing it all the way through I’ve barely scratched its surface. In terms of Hollywood blockbusters, Halo 3 would be The Matrix or the Lord of the Rings, movies that satisfy on a visceral level, but also repay and stand up to sustained scrutiny.

Originally published in Theaker's Quarterly Fiction #20.

Halo 3, Bungie (dev.). US, Xbox 360.