The time has long since past when it was taboo for a game to not take itself seriously or take a hammer to the fourth wall. Indeed many titles have made their fame and fortune on just such a premise like the Saints Row and Just Cause series. The latter series longevity can almost wholly be attributed to the modding community that sprung up around it, allowing you to engage in rampant carnage with your friends at your side (along with other fun things). Expectations were then high for the sequel to include many of these improvements into the core game. Whilst not all of them made it in you can definitely see the influence the modding community has had on Just Cause 3, even if those improvements can’t cover some of the more lacklustre aspects of this latest instalment in the series.
6 years after the events of Just Case 2 Rico Rodriguez makes his triumphant return home to Medici. His island has fallen under the iron fist of General Sebastiano Di Ravello, a not-so-benevolent dictator. His return home sees Rico pairing up with his childhood friends and some familiar faces from previous games all in the hopes of overthrowing Di Ravello. Of course his plan of attack is a simple one: cause as much chaos and destruction as possible, weakening the infrastructure upon which Di Ravello relies. It’s no small task but Rico is not one to shy away from a challenge like this.
Compared to nearly any other current generation game Just Cause 3 feels behind the times graphically. Indeed this contrast is no more stark than when compared to another recent release from Avalanche studios, Mad Max, which makes use of the same engine. After some initial tweaking I got it to look a little better however there’s really no hiding the fact that the graphics were simply not a priority. They’re serviceable, and to some extent expected given the level of chaos that can be on screen at times, but Just Cause 3 feels like it has more in common with the B-grade titles I’ve played rather than the rest of the AAAs it was released with.
Staying true to its roots Just Cause is an open world game where there’s little difference between running missions and simply blowing up stuff at random for the fun of it. You’ve got a long campaign to follow if you so wish, but if you’d prefer to just have a bit of fun there’s more than enough to keep you interested. There’s various challenges which unlock mods for your gear, towns to liberate and an endless supply of collectibles and novelty items for you to scrounge up. Realistically though we all know what people are buying this game for: destroying anything and everything they set their eyes on, something which the game wholeheartedly enables and encourages. Everything else that’s contained herein is just icing on the destruction sandwich.
Combat is like any other 3rd person shooter with an incredibly generous infinite health mechanic. You can literally run and gun your way through entire army bases without having a care in the world, only needing to grapple away for a second or two when things go really south. It’s initially limited to aim-assisted console style shooting, which feels a little weird on the PC, but unlocks later change that up if you so wish. However killing enemies is really only a distraction from setting things on fire, blowing things up or making things fall on other things. This can be incredibly satisfying when you manage to pull off massive chain reaction, unleashing explosion after explosion as you sit back and watch the carnage. Other times it can be an exercise in frustration, searching for that one last thing you need to blow up in order to move to the next mission or objective.
This is certainly fun for a little while however once you’ve liberated the 30th town things really do start to feel incredibly repetitive. There’s literally no variety to be found at all as once you’ve done a couple towns the rest are simply a different mix of the objectives you’ve seen. Worse still most of them feel visually identical, just the buildings rearranged slightly. Sure you can tackle the challenge in different ways but there’s only so many times you can drive a tank through the middle of a town and still be entertained. In all honesty I had thought that I had conditioned myself to be able to tolerate this for the sake of the main storyline. For Just Cause 3 though I was honestly so bored by the end that I just couldn’t be bothered to open the game up any more.
One thing that did keep me playing for longer than usual were the little challenges that popped up in the right hand side. Shown above is my failed attempt to beat one of my friend’s long standing wing suiting records, only to miss out by a mere 7 seconds right at the end. Whilst many of them are easy to game if you go on YouTube it can be quite a bit of fun to figure out how to maximise a certain thing in order to get to the top of the list. Less useful was the “X beat you 1 hour ago” pop ups which mentioned dozens of random players who I don’t know as I really couldn’t care if they beat my record or not. Still it’s a good mechanic, even if it isn’t the first game to use it.
Of course no review of Just Cause 3 would be complete without mentioning the numerous glitches, bugs and annoyances that are permeated throughout the entire game. You’ll likely get stuck more than once trying to grapple to something, either resulting in your instant death or necessitating a reload. Wingsuiting anywhere close to terrain can result in your untimely death as well, often without any obstacle near you. Probably the worst thing though is the insanely long loading times which are especially frustrating when you’re trying to max out a challenge or going through a rough patch of crashes or glitches. Suffice to say I, whilst my expectations weren’t exactly high for Just Cause 3, I certainly wasn’t expecting the Bethesda levels of jank in Avalanche’s latest title.
Similarly Just Cause has never really been known as a game with high aspirations for the story and Just Cause 3 is no exception. The plot is paper thin at best with all of the characters being thoroughly 2 dimensional. Most of them are outrageous stereotypes that border on being racist with none of them being even remotely believable. This time around I couldn’t even be bothered to look for a mod to get me past the main missions so I could finish the main campaign, it was really that uninteresting. The one thing it has going for it is that it fits the whole B-grade feeling the game has, although I’m not quite sure that counts as a positive.
Just Cause 3 is pretty much what you’d expect it to be: a destruction sandbox and little else. The combat and destructible world, whilst not exactly inspired, does the job it was set to do. The world is large and expansive however it starts to feel repetitive very quickly given the lack of variety. It is unfortunately a bug and glitch ridden affair, something that is only made worse by the lacklustre story. Had Just Cause 3 come with multiplayer by default I may have been more forgiving as with all things B-grade they’re far better when enjoyed with a few beers with your mates. However Avalanche have left that task up to the modders once again, forgoing an opportunity to capitalize on the frenzy that they had created. Just Cause 3 might be worth the asking price for some, but for others it might be worth waiting until it goes on sale.
Just Cause 3 is available on PC, XboxOne and PlayStation4 right now for $59.99, $78 and $78 respectively. Game was played on the PC with 8 hours of total play time with 32% of the achievements unlocked.
As a long time Protoss player I can’t tell you the disappointment I initially felt when I heard that they’d be the last race in the StarCraft II trilogy. After the amazing experience I had with Wings of Liberty (and subsequently Heart of the Swarm) however I was far happier; knowing that having the Protoss bring about the ultimate conclusion of this near 2 decade long franchise. Whilst I may have snoozed on the actual release date, meaning my collector’s edition trilogy will have to be completed with a trip to eBay, I’ve since spent a good chunk of time with Legacy of the Void and I’m glad to say many of my expectations have been met.
Legacy of the Void takes place some time after the events of Heart of the Swarm with Zeratul following the trail of the Xel’Naga prophecy. His quest has led him to the home world of the Tal’Darim, a brutal race of Protoss loyal to the dark lord Amon. Upon destroying the void catalyst, a crystal which allowed the Tal’Darim to commune with their dark lord, he is shown a vision of Tassadar who instructs him to retrieve the Xel’Naga keystone. With this information he returns to Artanis who is beginning the raid to retake his home world of Aiur. Zeratul warns him against this however the young Executor proceeds anyway, playing right into Amon’s hands.
It might just be the fact that I’ve upgraded my PC significantly since I last played a game of StarCraft but Legacy of the Void is an absolutely stellar looking game. For the most part the in-game graphics appear to be largely the same, possibly a little more textured, but the graphics outside that are just stunning. Blizzard’s trademark lower poly, highly stylized aesthetic is in strong force here, done so well that their in-game engine cutscenes feel on par for many pre-rendered scenes in other games. This does come at a cost however and even my relatively beastly machine started to struggle when I hit 200/200 supply and started moving my deathball across the map. The game ready drivers from Nvidia did improve this noticeably however, something I had been neglecting to update for far too long.
Once again the core game of Legacy of the Void is the trademark RTS game play, putting you in control of vast armies which you’ll be using to slay countless hordes of enemies. You’ve got your regular build your base and throw your army at the enemy style maps whilst others are focused on small teams or more strategic ones that focus on hero units. The unit upgrade system makes a return, allowing you to choose from 3 different factions which imbue a unit with additional powers and abilities or grant you an entirely new unit to build. The real difference in Legacy of the Void however comes in the form of the Spear of Adun, your arkship which can be upgraded with all sorts of abilities that will aid you in combat. Overall it’s the kind of game we’ve come to expect from Blizzard, exactly what all of us fans were wanting from them.
I’ll have to admit I struggled at the start to get engaged with Legacy of the Void as the missions (and the story, more on that later) just simply failed to grab me like the last 2 instalments did. I think this is partly because at the beginning there’s not a whole lot going on and you spend a decent amount of time building up your cast of characters that will join you along the way. Past a certain point though it’s easy to lose long periods of time, the missions flowing into each other seamlessly and the desire to get more solarite (to upgrade the Spear of Adun) forcing you to try and retry missions to get it right. Towards the end though things start to drag a bit and I think this is probably Legacy of the Void’s biggest flaw for me.
Unlike the previous 2 instalments (and this may just be me looking back on them with rose coloured glasses) Legacy of the Void doesn’t provide the same kind of rewarding challenge at higher difficulties. Indeed there are many missions where higher difficulties (and I did test this) just means more enemies, like any one of the “protect your ally’s base” missions. In those particular missions it doesn’t feel like you’re being challenged so much as worn down by near insurmountable odds, forcing you to cheese encounters or, if you’re just done with a particular encounter, cheat. Since I’ve always played on hard and found the challenge rewarding it was odd to feel this way with Legacy of the Void but it was definitely one of those things which soured my experience towards the end.
The Spear of Adun upgrade system is great, allowing you to select a variety of abilities and passive bonuses that you can use during the missions. For the economy focused missions things like the chrono warp (1000% faster building/upgrading) are amazing whilst others, like the warp in reinforcements ability, make resource constrained maps a breeze. It’s definitely not a one size fits all kind of upgrade system as you’ll be trading off between other potentially valuable upgrades. The encounters are built around you actively using the abilities however so whilst the benefits are awesome it does add another layer of complexity onto this already intense game.
You’ll be making similar trade offs for your unit choices as, whilst some of them are noticeably more effective than others, sometimes the situation will call for a switch. The Zealots, for example, are typically best placed to be upgraded with the stun however there are numerous AOE situations where the others are better suited. The one unit which I don’t think has an equal among the other choices was the Havoc as extended range and +30% damage is just impossible to beat. Other than that though I found myself often switching between different combinations for whatever the mission called for. This is most certainly a departure from the previous 2 instalments which had a very clear “best” option for pretty much everything. It shows that Blizzard has put a lot of effort into making all the choices viable which makes for a far more interesting single player experience.
As I mentioned before the story takes some time to get on its feet, mostly because it’s introducing a lot more plot elements which aren’t exactly interesting when you’re first playing through. However they start to rapidly build on each other as the game progresses and there are some really enthralling moments both in and out of the missions. Whilst they kind of reveal the ending early on in the campaign it’s still interesting to follow it along to its ultimate conclusion. Indeed it’s something I still feel like I’m processing as this is the conclusion of a story that’s been running for almost 20 years. Thankfully though it finishes well, not leaving any loose ends that scream sequel. I’m sure we’ll see more in the StarCraft universe as time goes on though.
StarCraft 2: Legacy of the Void is a brilliant conclusion to the story of Blizzard’s flagship RTS, bringing with it the kind of polished experience that they’re famous for. The game play is exactly how you’d expect it to be with the RTS experience just oozing polish at every corner. The upgrade system, along with the Spear of Adun, are great additions to the game, adding another layer of variety and choice that allows you to play out each mission in incredibly unique ways. The story may take its time finding its feet but once it does it ramps up quickly to an ultimate conclusion that’s predictable but enjoyable all the same. It’s always bittersweet seeing a long story arc like this come to its final conclusion but I can say wholeheartedly that I enjoyed the journey that brought me here.
StarCraft II: Legacy of the Void is available on PC right now for $54.95. Total play time was approximately 15 hours with 46% of the achievements unlocked.
The complete break away from backwards compatibility with the current generation of consoles was definitely a shock to the gamer community. Whilst it’s true that most people don’t use their new consoles to play their old games we still wanted the opportunity. Indeed the announcement from Microsoft that the XboxOne would be able to play some 100+ titles was met with wide praise, with hopes that list would increase over time. It was enough for the wider community to start questioning what Sony would do in response as, up until then, they had been the leaders in current generation’s console war. Some details about Sony’s response have begun to leak through and it looks like they’re going a completely different route to that of Microsoft.
Certain PS2 games will be brought to the PS4 thanks to some new emulation software which Sony has developed. Indeed there are a few titles which are already available on the store which are said to be making use of it. This emulation software however won’t be capable of reading games directly from an old disc, meaning your library of old games will still require a PS2 if you want to play them. Instead Sony wants users to subscribe to their PlayStation Now service which will have a host of classic titles available. Of course when compared to the offering on the XboxOne platform this seems a little mediocre as most people aren’t looking to pay again for a game they already own.
From a business standpoint it’s easy to understand why Sony is doing this. Ever since their current generation console launched they’ve been absolutely dominating sales, almost 400% of Microsoft’s by the latest estimates. This has put Sony in a position of confidence, something which means they likely feel a lot less pressure to deliver on fan requested features. Microsoft on the other hand was backed into the corner on several things, starting with the whole disc sharing saga. In order to regain some market share they’re introducing features that they had explicitly ruled out before and whilst it hasn’t been enough to spur their sales on it has raised questions about what Sony should be doing.
Unfortunately I don’t think that the current path Sony is going down now is changing any time soon. It’s been shown time and time again that re-releases and ports like this are a pretty good moneymaker, both for the publishers and the console makers alike. Making the emulation work with current PS2 discs (I think PS3 emulation is likely out of the question for a little while) would mean that that potential revenue stream would evaporate. Given the rather heavy investment they made in developing the PlayStation Now service, what with it’s crazy rack mounted PS3 hardware, that’s money which Sony probably can’t afford to leave behind.
The following that Bethesda games have is anything but unwarranted. Their games are some of the greatest examples of giant, open world RPGs that are packed to the rafters with detail. Their continuing support of the modding community has meant that many of their titles have had life well beyond any other similar games. They do, however, have a tendency to be released with a number of quirks, glitches and issues that dramatically affect playability. Fallout 4 continues the Bethesda tradition (and the Fallout franchise) in earnest, giving players an exceptionally large world to explore whilst suffering from some incredibly rough edges that severely tarnish this otherwise brilliant game.
Fallout 4 throws you into a post-apocalyptic wasteland based in the pre-war state of Massachusetts, now called The Commonwealth. You were one of the lucky few to be granted into one of the numerous Vaultec bunkers, protecting you from the war that raged on outside. However your bunker was not like the others, instead of living out your days underground you were instead frozen in stasis, left to dream away the years. You awoke only once to bear witness to a terrible event before you were quickly frozen again. When you awake again and find the world in ruin you have only one goal in mind: to right the wrong that was done to you on that tragic day.
With 7 years between titles you’d be expecting a large upgrade in graphics and Fallout 4 certainly delivers that. All of the expected current generation trimmings are there like advanced lighting effects, dynamic weather and scenes that are chock full of detail. When compared to its current peers though it’s a little below average, with lower poly count models and less detailed textures, however that’s likely a function of the large draw distance that Fallout 4 favours. Indeed there are many other areas that likely received a lot more focus than the graphics and, considering the mod-centric approach Bethesda takes towards their games, it’s likely something they felt would be remedied without a lot of additional effort on their part.
Fallout 4 has a breadth of detail that’s hard to do justice in a single summarizing paragraph and I’m sure there’s things in the game I simply didn’t see even with the large amount of time I spent in it. At its core Fallout 4 is an open world FPS RPG with city building thrown in as an extra distraction and progression mechanic. There’s a main quest line you can pursue if you so wish or you’re free to wander off into the wasteland, searching for hidden places or doing battle with the various inhabitants. You can barter for gear or craft your own, something which takes a rather large amount of investment but is most certainly worth the pay off. You can join factions and help them in their crusade to better The Commonwealth and bring companions along with you who provide interesting dialogue and can do certain things for you. In all seriousness there’s something for pretty much everyone in Fallout 4 as it can be pretty much whatever kind of game you want it to be.
Combat feels very much the same as its predecessor, retaining the VATS percentage based attack system alongside the more traditional FPS style play. I had chosen to not invest points in VATS skills in order to put them elsewhere, hoping that my FPS skill could make up for the difference. Whilst that’s true to some degree Fallout 4’s combat is most certainly based around the use of VATS and I found myself relying on it more and more as I continued to play. That could be partially due to the fact that the FPS experience isn’t as polished as say Call of Duty‘s as the reticle didn’t always seem to be in complete alignment with where my bullets were going. Your mileage may vary depending on your build though as I’ve heard aiming isn’t much of an issue if you’ve built yourself a melee slugger.
Levelling up in Fallout 4 seems to come often enough so long as you’re engaging in some form of activity. Pretty much everything you do, from exploring to building cities to doing quests, will grant you some amount of XP. If you’re looking to power level (like I was) then investing heavily in INT early on is a must as I was rocketing past my friends who had a similar amount of play time. If you’ve focused your build elsewhere there are other ways to increase your XP gain, like the Idiot Savant perk. Whilst the inclusion of a respec ability or service would’ve been great the relatively easy levelling means that you were never too far off unlocking a perk you wanted. Again if you’re reading this some time after Fallout 4’s initial release I’m sure there’s already a mod that can help you in that regard.
The city building part of Fallout 4 is anything but shoe horned in and provides a very effective way to progress other aspects of your character that might be lacking. The picture below is my purified water farm out at Sanctuary, something which provided me both with a reliable supply of caps as well as a relatively effective and free healing item. Getting your settlements up to a good size, with all the right trimmings, does take some effort to get done (especially if you need to go hunting down certain materials) but the rewards are most certainly worth it. It would be nice to have a bit more clarity around what influences certain things, like what attracts more settlers or what influences raids, but after a while you start to get a feel for what works and what doesn’t.
The crafting system feels like a double edged sword. On the one hand it’s hard to deny that the crafting system is deep and rewarding as some of the things you can craft (or mod) are really quite overpowered. On the other hand however it’s marred by the age old inventory problem, where you can never be sure what you’ll need and so you feel compelled to grab everything in sight. Whilst the tag for search system is a great addition it would’ve been nice to have something akin to a recipes book that I could consult whilst in the field. Sometimes I know I wanted to make a certain mod but hadn’t flagged the items for search before I had left my workshop. Jumping out of the quest, going to a workbench, and then trucking back in isn’t something that I’d call fun which is why I often left it. Once your settlement gets to a certain level you can get around this a bit with stores, but it’s still a bit of a pain.
It wouldn’t be a Bethesda game if it wasn’t extremely janky and Fallout 4 is no exception. In my first hour I encountered no less than 3 bugs which completely broke the game for me, leaving my character unable to progress. The most irritating one of these was when I’d go to use a console and then get stuck when I quit out of it. As it turns out this was an issue with systems that would render higher than 60fps, as the physics simulation is tied to the render rate. This meant my character would jerk out too fast and get stuck in his own body with every control proving to be unresponsive. To fix this I had to set an FPS limit on my graphics driver in order for the game to work properly. I have not once had to do that before and honestly it’s astonishing that you could have a PC that’s too good to play a game. It’s telling that my in game save says I’ve played for about 27 hours but Steam says 31 as that’s how much time I’ve lost to bugs that could only be solved by reloading the game.
It’s not just game breaking bugs either, there are some design decisions made in Fallout 4 that just don’t make sense on the PC platform. The 4 choice dialogue system, with its summaries that often don’t match up with what your character actually says, feels like a backwards step. I can understand the pip boy interface is part of Fallout’s aesthetic but actually using it on PC is an exercise in frustration. The city building, whilst brilliant in almost all other regards, lacks an overarching interface to manage many of the banal tasks like assigning resources to task or identifying new settlers. These are all things that aren’t above being fixed but it’s obvious that Bethesda’s priorities were elsewhere and a lot of the clean up is going to have to be done by the modding community.
The main storyline is pretty average with the clichéd opening cinematic giving you a pretty good indication of what to expect. When I was discussing it with some of my Smoothskins we came to the conclusion that if you’re looking for a solid, directed narrative in a Bethesda game you’re likely to be disappointed. Instead the real story comes from your experiences in the game, how you influenced events and what decisions you decided to make. Indeed after finishing the main questline I felt like nothing had really happened apart from being made to eradicate the opposing factions with extreme prejudice, no choice of saving them or bringing them under my wing. With that in mind I think Fallout 4’s story is best left alone and the tales of your wasteland journey take over instead.
Fallout 4 is exactly the kind of game we’ve come to expect from Bethesda: a grand sweeping world upon which you can build your own story (whilst enduring the trademark jankiness). The incredible girth of the game cannot be understated as it can be easily described as a FPS, an RPG and even a fully fledged city builder and simulator. The numerous ancillary mechanics are all well done, allowing you to really craft a character the way you want. However it’s irreversibly tainted by the numerous issues that are guaranteed to plague anyone who wants to brave the wastelands of The Commonwealth, something which can only be solved by mad quicksaving. Overall Fallout 4 is one of this years must play games but it might be best served after a patch or two with maybe a mod on the side.
Fallout 4 is available on PC, PlayStation4 and XboxOne right now for $59.99, $59 and $59 respectively. Game was played on the PC with 31 hours of total play time with 52% of the achievements unlocked.
The current torrent of AAA releases makes for an overwhelming selection for a reviewer like myself. There are titles that we’re simply expected to play, like one I shall not mention until this time next week, and others which only appeal to a very certain demographic. Indeed that’s exactly why all these games can all launch at the same time and still find the financial success they were looking for. However most of these games are incredible time sinks and my one review a week schedule simply can’t accomodate them. Thus I look to the poor indies who found themselves in the mix with the giants of the industry to fill the gap with their shorter, more concise experiences. Refunct certainly fills the first requirement aptly clocking in as probably the quickest game I’ve ever fully completed.
Refunct is a first person platforming game, something which I’m sure strikes fear into the hearts of all gamers. You see platforming in first person has always been somewhat of a hit and miss affair, both in the literal and figurative sense. Judging distances in first person mode is a flawed endeavour as there’s no real way (apart from trial and error) to figure out how far your character can move or whether or not you jumped too early. Refunct however has billed itself as a game that everyone can play, meaning that the developer must think they’ve addressed the first person platforming problems. To an extent they have, but not because of any new or clever mechanics.
Instead Refunct is incredibly generous with its hit detection when it comes to near misses on ledges and the height that you character can jump. For the first few jumps I was expecting the normal platforming behaviour, you don’t make it you fall flat on your face, however if you’re within a certain tolerance your character will pull themselves up. Later on, when its revealed that you can push yourself off walls, you can exploit this somewhat as even full misses can result in a successful jump if you bounce yourself off the wall. For new players this means that jumping puzzles, which typically rely on pinpoint precision, are much more forgiving. For power players like myself though it’s an easily exploitable system that significantly reduces the play time of Refunct.
Refunct uses the Unreal engine and, judging by the world effects it makes generous use of, must be running on the latest version of said engine. Whilst it’s one of the most basic games you’re ever likely to come across, pretty much everything is a block or cylinder, it does look incredibly nice. The subtle day/night cycles, clouds gently passing by in the background and the accompanying soundtrack do make for a rather pleasant experience. That being said in terms of graphics it’s not much more than a demonstration of Unreal’s inbuilt capabilities. I guess where I’m going this is: I like the way Refunct looks but it feels like a low amount of effort went into making it look that way.
From a game play perspective Refunct is pretty seamless with the generous platforming mechanic smoothing over what could have been many frustrating moments. At the same time however this means that for any kind of regular gamer Refunct is likely to be little more than a curious distraction as I was able to complete the whole thing, to 100%, in no less than 22 minutes. For some this might be a problem, especially in the age of numerous other $2 games that give many more hours of play time, so it’s something to bear in mind if a simplistic first person platformer is sounding like something you’d like to play.
Refunct is a succinct first person platformer that is far more forgiving than its genre would lead you to believe. The generous platforming mechanics means that a wide variety of players would be able to play it start to finish without the frustration that accompanies nearly every other title that incorporates such mechanics. It simple and clean aesthetic does make for a kind of zen experience which is only heightened by it’s great soundtrack. However it is a brutally short experience, almost shorter than the time it will take many to download it. Overall I’d recommend it but only if you’re looking for an after-AAA mint to clean your pallet before you set yourself up for your next meal.
Refunct is available on PC right now for $2.99. Total play time was 22 minutes with 100% of the achievements unlocked.
The 3 year, 3 developer cycle that Call of Duty switched to has meant that it’s been a little longer between drinks for Treyarch, once considered the poor step child to Inifinity Ward. For players like me, who enjoyed Treyarch’s slightly more story oriented style for the single player, it’s been a bit of a wait but all hopes were that the extra polish would be worth it. After spending the last week with Call of Duty: Black Ops III I can definitely say the wait has been worth it, although Treyarch might need to come down from the giant ivory tower that they’ve crafted themselves.
The year is 2065 and you’ve been sent to rescue hostages from the NCR, the latest terrorist organisation to begin its war against the western world. You, along with your partner Hendricks, have been sent to Ethopia to rescue hostages and a VIP who’s been captured by this group. Whilst the extraction was a success you were left behind and mortally wounded by one of the NCR’s combat robots. You’re transported back to the Coalescence HQ for emergency medical treatment, bestowing upon you cybernetic abilities that elevate your combat capabilities far beyond that of any normal soldier. What follows is your exploits as a CIA black operative following a terrible conspiracy that goes all the way to the top.
Considering that Black Ops 3 was released on nearly all platforms (including 2 last gen ones) it’s great to see it able to use all the grunt of a modern PC to render some truly stunning graphics. On first release though this was unfortunately at the severe cost of performance as smoke and other particle heavy systems would drag an otherwise buttery smooth experience down to a slideshow. Thankfully this was a bug and was fixed in a patch last week, allowing me to once again ratchet all the settings up to maximum. Unlike other Call of Duty titles though you’ll rarely have any time to stop and take in the view as the game is all about action all the time (save for the last section which I’ll dive into more later).
Black Ops 3 is the definition of a corridor shooter, putting you in tight spaces with hordes of enemies that you’ll need to mow down in order to progress. Like Advanced Warfare before it though there’s a few extra mechanics thrown into the mix to keep things fresh, most of which come in the form of various powers granted to you by your cyber augments. Also, unlike most Call of Duty games where your load out is specified for you, Black Ops 3 gives you the option to build out your own kit for each mission. You’re even given a briefing panel which allows you to judge which kit would be best for each engagement. Apart from that (and the multiplayer, of course) there’s not much more to say about Black Ops 3 as it really does feel like Advanced Warfare with the trademark Treyarch psychological twist.
The buttery smooth, fast paced FPS combat that’s a hallmark of the Call of Duty series is back once again in Black Ops 3. The additional enhancements you’re given as part of your cybernetic upgrades goes a long way to alleviating some of the issues that plagued previous instalments in this series. Notably this includes things like target highlighting, “danger zones” shown on the floor to give you an idea of what might happen if you go there and the vast array of powers you have to devastate your enemy. However one piece of advice I’ll give is that, if you’re just looking to enjoy the single player, avoid the higher difficulties. Instead of making the enemies tougher it essentially makes you weaker with the hardest difficulty allowing any enemy to one shot you. Sure that does provide some form of challenge but, honestly, it’s just more tedious than anything.
For all its polish though there are still some rough bits in the single player. Quite often enemies will be able to shoot through or glitch through walls which, if you’re playing on anything above normal difficulty, will mean your instant demise. This became painfully clear on the final mission when you’re storming the last building and mechs, flying drones and anything else would just pass through terrain to get to you. I can handle getting nailed by unseen targets, that just means you need to be aware of where they are for next time around, but when you literally can’t do anything to stop them it really does grate on you.
The story retains Treyarch’s signature psychological thriller style, this time around with a sci-fi twist. To begin with it’s interesting as the characters deal with the implications of technology and the enhancements it brings them. Things start to come unstuck a bit as they dive deeper into the (highly predictable) conspiracy aspects of it and it comes completely unglued towards the end when the symbolism gets dialled up to 11. Probably the worst part about it though is that, if you read a couple specific things in game, the whole thing is basically naught anyway. In all honesty it started off strong before it tried to M. Night Shyamalan everything and completely disappeared up its own ass with that one piece of text.
The multiplayer is your mostly standard Call of Duty affair with levels, unlocks and customizations galore. It uses the familiar “choose 10” system, allowing you to create a character that fits your play style perfectly. The biggest change that comes with Black Ops 3 is the inclusion of “specialist” classes which are essentially base character models that come with abilities. These can be either a weapon, which can be incredibly devastating when used right, or an ability which usually gives you a tactical advantage over the enemy. This combined with Call of Duty’s typical huge array of weaponry makes for some incredibly varied combat, something which can be a bit overwhelming when you first start out.
Probably my only gripe is that the levelling is a bit too slow for casual-core players like myself. I’ve played about 4 hours at this point and my main weapon, the Kuda SMG, is no where near unlocking all the mods that I want to use. This means that, for nearly all of my current multiplayer time, I’ve been using the Vanguard starting class since it has a fully customized Kuda as part of the loadout. Treyarch is aware of this and is making up for it by making this weekend a double XP weekend but that feels like a bandaid solution on the problem honestly. Having a rested system or something similar would make the experience a lot better for players like myself as otherwise the longevity of the multiplayer will be severely limited.
Call of Duty: Black Ops III maintains the level of quality we’ve come to expect from the series, adding the Treyarch signature psychological thriller style to the future combat motif that has permeated the last few instalments. The single player is pretty much as you’d expect, maintaining the same fluid FPS experience even if it does overstay its welcome a little bit too long towards the end. The multiplayer, whilst suffering from a rather slow levelling system, is just as good as it ever was. As always the Call of Duty series might not be for everyone but for those of us who enjoy a spectacle, along with a few solid hours of multiplayer fun, then there’s really no other title to turn to right now other than Black Ops III.
Rating: 8.75 / 10
Call of Duty: Black Ops III is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne right now for $79, $59, $79, $59 and $79 respectively. Game was played on PC with a total of 43% of the achievements unlocked.
I, like many of my generation, spent far too much of my time in Games Workshop stores as a teenager. I’d go there to gawk that the miniatures, painted in such exquisite detail that I tried and failed to replicate. That was only half of it though, the sense of community among those of us who’d spend as much time as we could at these places was far and above anything else. Thus the rather tumultuous path that the Games Workshop has walked these past few years has been tough as many of us felt they no longer cared about us, their biggest fans. However one good thing has come out all this and that has been Games Workshop’s more generous attitude towards licensing out its IP. The latest such incarnation comes in the form of Warhammer: The End Times: Vermintide, a Left 4 Dead-esque co-op survival game that breathes new life into the genre.
You are a band of warriors in the town of Ubersreik, a city that has been overrun by the Skaven, a race of devilish rat people. With the town in peril everyone has been looking towards you to save them and there are numerous quests you must complete to keep the town safe. Some of these are simple, stopping the Skaven from poisoning the wells or destroying the food stocks, others will require you to climb to the top of massive towers to stop powerful magic from falling into Skaven hands. These will not be easy quests, dear warrior, and you’re likely to face much more than just hordes of rats along the way.
Vermintide comes to us care of the Autodesk Stingray engine, essentially a revamped version of the BitSquid engine that powered titles like Gauntlet and Magicka: Wizard Wars. In terms of capability and performance the engine really does shine, with great visuals that don’t drag your system down when the action heats up. The visual style is also very distinctive, being slightly stylized but still feeling as if it was pulled directly out of the Warhammer universe. Of course there have been some sacrifices in order to ensure performance remains consistent, meaning that some areas do feel a bit barren with little detail, but you’re usually too busy dealing with rats to notice. Considering the rather low asking price for the engine I hope to see more indie titles make use of it and the capabilities it can provide.
As I alluded to earlier Vermintide is a co-op survival game modelled directly on the framework Left 4 Dead so successfully created. You’re a band of four heroes who must make it from the start to the end whilst completing objectives along the way. You’ll be beset on all sides by hordes of Skaven including various special versions which have abilities to disrupt your team and take them out of the fight. Unlike Left 4 Dead however this is not a PVP game, instead Vermintide’s variety comes from the various character classes you can choose, the RPG like levelling and loot system and the rather deep combat mechanics that make the game much more than a simple hack and slasher. Honestly the first hour had me thinking I was simply playing the latest version of Left 4 Dead but once I dug under the surface I was incredibly impressed by the level of complexity that Vermintide has.
Unlike other survival games where melee is a last resort in Vermintide it’s your primary damage dealing mechanism. You still have a ranged weapon, limited by ammunition, but they’re usually reserved for special situations like dealing with special vermin or clearing a path through swarms. This melee focus means you have to be much more aware of what is coming at you, when its attacking and when you should either dodge or block. Sure you can ignore all of that and just go charging in however you’re likely to find yourself running out of health very quickly, something which is at a premium in this game. Indeed we were barely able to finish the first mission on easy by using that tactic and it was only after a more seasoned friend of mine showed us the ways did we start to appreciate just how complex the combat was.
The different character classes have different abilities, strengths and weaknesses, all of which you’ll need to take into consideration when crafting your party. Each character class isn’t locked into a specific role either as different items can change the way you play. I was playing the Empire Solider for the most part and could change from a damage dealer/special slayer into a front line tank by equipping a sword and shield. For other classes weapons can change them from single target to AOE focused or impart some insane abilities like arrows that are guaranteed headshots. Suffice to say there’s a lot to keep you coming back to Vermintide over and over again as the loot and character variety ensure that there’s dozens of hours of gameplay to be had.
That’s not to mention the loot system’s ingeniously evil risk vs reward system. Essentially there are various loot bolstering devices hidden around the map and each of them will reduce your ability to survive the rat onslaught. However should you make it all the way through with them you’ll get bonus loot dies at the end. Some of them are innocuous, like taking away your healing slot (but you can just drop the tome and use the healing then pick the tome back up) to others which reduce the entire parties health by 25% permanently. Suddenly a simple run becomes a balancing game of how much loot you can get vs how well you think you can survive.
There’s also a crafting system, allowing you to upgrade, salvage and “forge” better weapons for yourself. The forge is essentially just a dumping ground for all the loot you don’t want as you’ll get, at most, 2 weapons per run (1 from the roll and 1 from a level up) and you’ll need 5 to make it work. Green and higher tier items have upgrades on them which need to be unlocked using certain coloured rocks. Those rocks will come from salvaging other items that you no longer want. Overall it’s a pretty simplistic crafting system but at least it gives you the opportunity to make something of the drops that you’d otherwise get nothing from.
For all its polish though Vermintide still has a couple issues which could do with fixing. The hit detection can get a bit crazy at times, resulting in strange behaviour like pack masters being able to pull players through walls. It works two ways though so sometimes you can get special rats, like the gattling gun one, stuck in a place where they can’t hit you but you can hit them. There’s also some lag induced issues which can cause rats to flit all over the place, fall through the ground or randomly spawn out of no where. I’m assuming this is born out of its P2P hosting nature which means that game sync can get a bit weird if one or more people have a tenuous connection to the host.
Vermintide would be easy to write off as a Left 4 Dead clone but after a couple of hours you quickly realise it’s anything but. Sure the combat and core mechanics are definitely inspired by the grand daddy of this genre but the extra elements that Vermintide has makes it on its own. The character classes and loot system help keep the game fresh, even after you’ve played the same map a dozen times over. The combat retains that same high tension feeling that we all grew to love in Left 4 Dead whilst distinguishing itself with a bunch of Warhammer inspired mechanics. The crafting system and few rough edges are the few let downs of vermintide but it says a lot that those are the only negative things I have to say about it. For those who were let down by Evolve Vermintide could very well be the game that resells you on the genre.
Warhammer: The End Times – Vermintide is available on PC right now for $29.99 and coming Q1 2016 to PlayStation4 and XboxOne. Total play time was 6 hours with 22% of the achievements unlocked.
Last week I wrote about how Blizzard has been working to revamp itself over the past few years with new games that didn’t follow it’s traditional business model. Hearthstone and Heroes of the Storm are both wild successes that followed the free to play model and many were wondering when their other titles would follow suit. Indeed it was assumed by everyone that the upcoming team shooter title, Overwatch, was likely going to follow the F2P trend. However at BlizzCon over the weekend Blizzard made the stunning announcement that for the US$40 asking price you’d get access to all the heroes and maps. Plans for future heroes and other content were less clear however and this sent the vocal Internet minority into a tail spin.
There were numerous interviews floating around where Blizzard employees were pressed about the future of the game and what content they could expect. On the subject of heroes they typically stated that there weren’t any current plans and there would definitely not be any additional heroes at launch. This led everyone to speculate that there were plans to release more heroes in the future and that it’d likely be something that players would have to shell out for. This was concerning due to Overwatch’s emphasis on reactive play, switching up your hero class to counter the enemy’s tactics, which would break if some heroes were locked away behind a paywall. Whilst I’ll admit that the last point is accurate it makes an assumption which I don’t believe to be true.
That Blizzard knows exactly where Overwatch is headed.
As I’ve mentioned before, and which has been mostly confirmed by numerous other sources, Overwatch is the bits and pieces that Blizzard was able to salvage from the failed Project Titan MMORPG. The cancellation of that project occurred in September last year and Overwatched was announced only a few months later in November at Blizzcon 2014. Now here we are, 1 year later, and the game has a solid release date and a closed beta that just got started. Essentially Blizzard has gone from having almost nothing to a fully fledged title ready for release in a year so the project is still very much in the nascent stages, especially by Blizzard standards. To think that they’ve got the whole future of the game mapped out is a huge assumption as Blizzard has likely spent the last year getting the functional, let alone thinking about where they want to take it.
When you also consider the fact that this will be Blizzard’s first FPS title you can see why they’d be a little cagey on what their future plans are. They have a wealth of experience in the MMORPG and RTS genres but little beyond that. Whilst they’ve been successful in some of their recent endeavours there’s a trail of failed ideas behind them which never met the light of day. It’s entirely possible that they’ve been so heavily focused on getting the initial game right that the future runway has been left undefined for the time being. One thing Blizzard has shown a talent for (and I’m ignoring some of the larger issues with Hearthstone for this comment, I know) is reacting to how its community plays its games. My money is on the fact that they’re going to wait until after launch to gauge where everything is at and then, at that point, they’ll see how they want to grow Overwatch further.
Even at that point however I sincerely doubt that Blizzard would break the game in the many severe ways that fans are describing now. The auction house debacle of Diablo III taught them a valuable lesson in how breaking core game mechanics ruins the experience for many and I doubt they’ll look to repeat that with a fresh IP. The good news is that Jeff Kaplan, Overwatch’s game director, has gone on record stating that Overwatch won’t be adopting a Heroes of the Storm type model. Whilst this has done little to quell the vocal swell it does reaffirm my position and should give everyone hope that Blizzard is committed to the Overwatch business model as it stands today.
Freelancer was a seminal game, one that managed to pull Microsoft Game Studios’ reputation out of the gutter and set the bar for any space based game that would follow it. However instead of a glut of similar titles following it, like what seems to happen to any mildly successful idea these days, there was nothing. The decade that followed was devoid of any titles that could hold a candle to Freelancer, both in raw gameplay terms and story. DarkStar One and Evochron Mercenary came close to replicating the feel but, in this humble reviewer’s opinion, were easily forgotten titles that lacked the staying power that kept Freelancer relevant for so long. Rebel Galaxy then is another attempt to rekindle the magic that once was and, whilst it does a fairly good job at that, it falls short on some key aspects which stop it from achieving the same greatness.
It all starts with a panicked message from your aunt. You need to come meet with her she says, sending you the coordinates of a ship you can use and the place you should head to. You’ve always known that your aunt was some kind of big trader but this is out of character for her. Begrudgingly you climb aboard the relic she’s left you and make your way to the destination. However upon arriving you find she’s not there although there is someone who can help you locate her. So begins your journey in the wild side of this galaxy where you’ll deal with all manner of aliens, scum and villainy in order to track down your aunt.
On first blush you’d be forgiven for thinking that Rebel Galaxy was another Unity as it’s actually powered by a heavily modified version of the OGRE engine, made famous by the Torchlight series. It may seem like an odd choice however Double Damage Games is the brain child of the co-founders of Runic Games who were the developers of that series. In that regard it’s easy to see the visual similarities with bright lighting and visual effects abounding. It’s not going to bring a bleeding edge gaming beast to its knees, nor will it win any awards for being the most pretty game, but it does feel fitting for the type of game that Rebel Galaxy is.
Rebel Galaxy is a space trader and combat sim, drawing influence from all the obvious places. Whilst there’s a campaign to play through, and something that you should probably do on your first time around, you’re basically left to your own devices when it comes to choosing your path. Want to play the spreadsheet game? There’s a full economy simulator in there allowing you to buy and sell your way to riches. That a little dull for you? There’s a whole host of different types of combat missions available for you to pursue. All of these help further the aim of upgrading your ship with better weapons and gear so you can take on ever bigger contracts to make even more money. How the game unfolds is completely up to you, allowing you to become the space cowboy you’ve long dreamed of.
Combat is halfway between Freelancer’s full 3D, 6 DOF style space dogfighting and EVE-Online’s point your ship and things and shoot them on timers style combat. Everything takes place in the same plane (with a couple of exceptions) and you’re likely going to be spending most of your time aiming your broadside canons. You’ll be facing up against enemies ranging from small fighters all the way to large capital ships with devastating arrays of weaponry. For the most part it’s serviceable, even fun when you start to outrank your current enemies firepower, however it falls short of being really satisfying for a couple reasons.
The everything in one plane constraint seems fine at first until you start meeting enemies that are allowed to violate that constraint with reckless abandon. I understand why this choice was made, smaller fighters would just get one shot otherwise, however later on when those fighters start getting capital class items and weapons it feels more like tedium than challenge. Additionally the broadsides are rather finicky about when they’ll switch into precise aiming mode, forcing you to wrangle the camera and fire randomly in an effort to get them to lock on. I can deal with pretty much everything else easily (like making sure you’ve got weaponry to deal with numerous situations) but these two issues took the combat down from “great” to just good.
Trading seems like it can be a worthwhile endeavour according to what many of the users on /r/rebelgalaxy are reporting. There’s a complex event system which drives prices on certain commodities in certain directions so, if you know what does what, there’s potential profits to be made all the time. Trading in single player games has always felt like a waste of time to me however so I really didn’t bother getting into it too much. Still if hauling cargo is your thing then Rebel Galaxy has a complex enough economy system that I’m sure there’s more than enough for you to enjoy here.
Like many open world games whilst there’s lots to do a lot of it becomes very same-y after a short while. Bounties, blockades and all other types of combat missions are largely the same in the way they play out usually requiring you to knock out all the small fighters before taking out the capitals one by one. The smuggling/trading runs are profitable however you should make no attempt to fight as you’ll likely lose due to the insane number of ships they throw at you. Escort missions are like any other escort mission, mostly boring but interspersed with a few moments of combat action. There’s a lot of exploring you can do but, again, the lack of variety makes that a dull prospect. All in all, whilst I can appreciate that this is the kind of thing some people thrive on, I just get bored after a while, preferring to pursue the campaign.
Unfortunately in that regard Rebel Galaxy isn’t anything to write home about, the story feeling really rudimentary and failing to grab me at any point. Whilst everyone is projecting their Firefly ambitions onto the character (spurred on only by the developer’s choice in music, which I did like) the story of your actual character couldn’t be any further from it. Indeed your sudden escalation from nobody to swashbuckler is so fast that it borders on ridiculous, breaking any idea of relatability that your or any other character might have had. If you ignore it to find your own path in the game then all the more power to you but for me, someone who enjoys a well crafted story, I found little to praise in Rebel Galaxy’s story.
Rebel Galaxy is the space sim that many have been waiting for, allowing them to live out their Firefly fantasies out on the edge galaxies. In that regard it delivers much of what is expected of it having all the trimmings that is expected from a game in this genre. The combat is unique however it suffers from a few key problems which quickly turn the challenge into tedium. Its open world nature is likely to appeal to many however the lacklustre campaign left this reviewer wanting. All in all Rebel Galaxy is a solid game, one that’s sure to delight both Freelancer and Firefly fans alike, however it’s not a great game like the ones it seeks to imitate.
Rebel Galaxy is available on PC right now for $19.99. Total play time was approximately 8 hours with 14% of the achievements unlocked.
World of Warcraft stands out as an exception in the MMORPG world. Where nearly all other titles have either faltered or drastically altered their business models in order to survive World of Warcraft has remained steadfast to its subscription based system. This has made it the most successful MMORPG ever, making it a multi-billion dollar business all of its own. However its heydays are long behind it, with subscriber numbers slowly dwindling over the years. The more regular release of expansions have helped to keep the number up somewhat but the downward trend was still easily noticeable. Blizzard, obviously aware of this, has decided to stop reporting subscriber numbers altogether after their last quarterly report yesterday.
The last subscriber count pegs World of Warcraft’s player count at about 5.5 million, the lowest it’s been in 10 years. Whilst that number might sound like the first rattles of World of Warcraft’s death knell it’s likely anything but as many long time MMORPGs have survived on much smaller subscription numbers. For Blizzard it does present a challenge as dwindling numbers can often have a runaway effect; reaching a critical point where the majority of the playerbase abandons the title for greener pastures. That point is probably still some time away and indeed if the last subscriber peak (from the last expansion) is repeatable then I see no reason for World of Warcraft to go away any time soon. However the change in what (Activision) Blizzard communicates, as well as their recent purchase of King, is indicative of some of the other issues the company is facing in their attempt to stay relevant.
It was around this time that Blizzard was planning to announce their next MMORPG based on an entirely new IP. This was known internally as Project Titan, a name which got more than a few people fired when it was made public. Unfortunately the game simply didn’t work in the way it was originally envisioned and it was scrapped late last year. Whilst Overwatch may have arisen out of its remnants it meant that many who were looking towards Blizzard’s next MMORPG were left wanting and thus began to look elsewhere. Had project Titan been released around this time the demise of World of Warcraft might have been fully sealed but it would have been a greater win for the company overall.
This has led many to call for World of Warcraft to change their subscription model to be more inline with current trend of switching to free-to-play. To be sure the transition can be made as The Old Republic and other titles have shown however there’s little incentive for Blizzard to do so when their monthly revenue rate is still in the hundreds of millions of dollars. Until they’re really hurting for numbers, and I mean really hurting, such a transition would likely devastate their revenues to the point where World of Warcraft wasn’t sustainable. However I think Activision Blizzard recognises this as a potential possibility and that’s where the acquisition of King comes into play.
King, for those who don’t know, are the developers behind the incredibly successful Candy Crush saga. Activision Blizzard is paying a cool $5.9 billion for the company which isn’t a bad deal if their current profit rate of $127 million per quarter is anything to go by. They are undoubtedly one of the leaders in the free-to-play model and there’s every chance they’re buying them with a view to revamp the business models for some of their products. This isn’t limited to Blizzard titles of course, but the timing of the two announcements certainly makes it feel like they might be related.
This definitely feels like a pivot point for Activision Blizzard as they muse through their options for future growth. There’s definitely a trend for their newer IPs to be done differently to those of the past and how Overwatch is positioned will be strongly telling of how they see game development in the future. Right now it points to a free-to-play future, one that could very well make its way into already established IPs. If any company can make the transition work, and work well, it’s Activision Blizzard but no change of this magnitude is without risk.