If there’s one genre I’ll go to great lengths to avoid it’s survival horror. This wasn’t always the case though. Back in my youth I spent many a night playing my way through the top titles of the genre like Silent Hill and Resident Evil. However after about Resident Evil 3 I found myself attracted to other genres and left survival horror behind me. Looking back over my reviews the only real game I’ve played in this genre recently would be Dying Light, some 2 years previous. Try as I might to avoid the hype around the latest Resident Evil it seemed like, if I was ever going to dive back into the series, now would be the time. I’m glad I did as whilst I’ve affirmed that survival horror still isn’t my favourite thing in the world it’s hard to deny that Resident Evil 7: Biohazard is a very well crafted game.
In a stark departure from (what I remember of) the Resident Evil series you play as a civilian called Ethan. Your wife, Mia, went missing 3 years ago after taking a job at sea for an undetermined period of time. Out of the blue you received an email from her, saying that she needed help and to come and get her. So you make your way down to a derelict plantation estate in Dulvey, Louisiana to try and find her. What you discover there though is beyond any reasonable explanation and you soon discover the horrors that have kept Mia away from you all that time.
Biohazard is Capcom’s first full game to use the new RE Engine which, if I’m honest, doesn’t seem that impressive on first blush. There are some parts which are definitely impressive, like Mia’s hair and some of the more…lively parts of the environment. However the level of detail is probably a step or two behind what I’ve come to expect in games of this calibre. Since the majority of the game is spent in dark areas this isn’t an issue most of the time. However when you get up and close the lack of detail becomes readily apparent. This is made up for somewhat by the animations which are much better done. Of course you’re not playing a survival horror game for the visuals, you’re playing it to get the pants scared off of you.
Biohazard’s game play feels similar to other successful survival horror games like Outlast and Amnesia. The trademark mechanics of the series are still here, like the inventory management, crafting and obscure puzzles. However with everything taking place in the first person you’re now up close and personal with everything that’s going on (and for those brave enough to try this out on PlayStation VR you can fully immerse yourself in it, joy!). This does make some things easier, like combat, but of course there’s trade offs like not being able to see around corners to see some things before they have chance to induce a pants soiling moment. Indeed Biohazard tends much more towards horror than previous instalments have.
Combat is as you’d expect it to be: frustrating, panic inducing and often at times completely futile. This is, of course, by design as something that had the glass smooth FPS combat mechanics of Call of Duty would not make for great survival horror. Still your FPS skills aren’t completely useless with well placed head shots ensuring that you use less ammo overall, giving you a bit of a buffer to play with. Mastering the block will ensure that you don’t burn through as many healing items but, honestly, you shouldn’t need to use it most of the time if you know how to kite the enemies around properly. One thing (and most survival horror games are guilty of this) that really irritated me is that it’s sometimes impossible to tell when an enemy has actually died save for pumping a few more bullets into them. Again, this is a design decision (done to make ammo even more precious) but it does get annoying when that moulded gets up for the billionth time in a row.
Biohazard isn’t a fan of holding your hand and will only sparingly grant tips upon your death. For the most part this is fine as it encourages you to explore and figure things out for yourself. Sometimes though it’s an exercise in frustration, like when you learn that the first big enemy you face can’t actually be killed (only after wasting several clips on him). After a while though you’ll get familiar enough with the various quirks and things start to get a lot better from then on. There are some parts that are maybe a little too subtle in the way they hint at what you’re supposed to do, leading to a lot of unnecessary back-tracking to try and figure out what you missed. This might just be me though, having not played the Resident Evil series for the better part of 15 years.
The horror aspect is done exceptionally well, making you scared of the smallest bump or scrape that you might here. I can’t tell you how many times I had to step back and forwards over a little patch to make sure it was me making the noise and not something else. The jump scares are used sparingly enough that they really are quite shocking and do their job in putting you on edge for the rest of the game. Moments of panic are used to great effect, ensuring that you’ll blow through a lot more ammo than you’d otherwise would have. Whilst this isn’t the type of game I’d regularly play it’s hard not to admire the way they use the environment to keep you on edge all the time. It does start to run out of puff in the last third of so, which is probably my biggest gripe with Biohazard.
You see in games like this I pride myself on being able to build a massive stockpile in order to take some of the “survival” out of the horror. Now it seems most games have a horrible habit of stripping that horde away from you in aid of an artificial challenge bump. Biohazard does this at a pivotal moment, forcing you to start from the beginning again. The game does provide context for this, and to its credit does give you back everything at the end of that section, but that means that particular part drags on significantly. The last section then just feels unnecessary as you’re packed to the rafters with very little that can challenge you. I’m sure veterans of the series could blast through this in no time flat, and thus the last third be much less of an issue, but 8 hours of being on tenterhooks did tire this old gamer out.
The story is somewhat predictable with the standard “Choose A or B for a different ending” scenario presented to you just before the final third. Ethan seems weirdly at peace with a lot of the crazy stuff that goes on around him (although that changes during cut scenes), something which, if changed, might have added a bit more depth to the experience. There’s also one character which we’re supposed to empathise with but, since your interaction with them is severely limited and they’re given no backstory, it’s pretty hard to care for them. I’ve also checked both endings and, honestly, choosing the non-obvious path seems like a total waste of time. It’s a bit of a shame as previous Resident Evil games had some cool, super secret endings that completely changed how you’d view the entire game. That’s what I remember of playing Nemesis at least, anyway.
Resident Evil 7: Biohazard is a fantastic horror experience. Whilst the visuals might not win any awards they serve their purpose well, creating a foreboding environment that keeps you suspicious of every shadow. The lean towards horror makes for a high adrenaline experience with every creak, scrape and whine cause to get your gun ready. The game does include my usual gripes about games in this genre, namely the artificial challenge increase through taking away your stash and the lack of a decent story. Still I can recognise quality when I see it and, whilst I personally won’t rate this game as high as some of my peers, it does stand above others that I have played in this genre.
Resident Evil 7: Biohazard is available on PC, PlayStation 4 and Xbox One for $59.99. Game was played on the PC with a total of 8 hours played and 57% of the achievements unlocked.
Like many of my peers I spent many of my afternoons loitering around a Games Workshop store. The displays of intricately painted models tempting me to spend my meagre retail earnings on that next model to round out my army. I was rubbish at painting though, often just playing with unpainted models or enlisting my more talented friends to do the work for me. Once I was hooked into PC gaming however I left the models behind, but the love for the Warhammer universe was still very strong. So when I heard about Space Hulk: Deathwing I was incredibly excited as it’d been far too long since my last dip in this universe with Warhammer: Space Marine. However Deathwing falls appallingly short, so much so I couldn’t be bothered playing beyond the first hour.
You are a Librarian of the Deathwing force, the most secret and feared arm of the venerable Dark Angels chapter. You have stumbled across an ancient craft known as a space hulk, likely teaming with relics and technology from a forgotten age. It’s your charge to investigate the space hulk and to uncover the secrets locked away within its walls. This won’t be an easy task however as it is infested by armies of Tyranid genestealers, eager to tear into space marine flesh. Your powers as a psyker however give you an advantage few others have, allowing you to decimate hordes of enemies with a single thought. You are the blade of the Emperor space marine and it is time to cut through the blasphemers.
Deathwing does a great job of capturing the Gothic feel that Warhammer 40K games are renown for. The bigger environments do a great job of selling that feel with high cathedral ceilings dripping in banners and other Gothic imagery. It does have that Unreal engine vibe to it though which does make the graphics feel a step or two behind current generation titles. Since I came into this game past its initial few patches I didn’t have any performance problems to speak of, the game running fine even in high action scenes. That being said however any performance problems encountered are surely in the realm of poor optimisation or porting issues as I don’t think it’s that graphically intense.
This is where the positives of Deathwing stop however.
Taking inspiration from the tabletop game Deathwing puts you inside a massive ship laced with corridors punctuated by massive rooms. You’ll be given an objective to walk towards but you’re also free to explore the ship to find secrets. Along the way you and your squad will be set upon by the Tyranids that infest the ship and it’s your job to take them out. You’ll do this using your various bits of weaponry and psyker powers. Overall it has a very Left 4 Dead kind of feel, pitting you and a couple team mates against a horde of enemies. You’d think this would be great, the game format and IP are both exceptional in their own right, however this implementation is anything but. Indeed it commits probably the worst sin you can make with the Warhammer 40K universe.
It makes being a Space Marine boring.
The combat is just simply not enjoyable at all. Walking through hallways your radar will ping up with enemy activity and, inevitably, you’ll be jumped by something. These enemies aren’t varied nor are they smart so you’ll just sit there killing one after the other. Unlike Left 4 Dead or other similar games there’s no sense of tension at all so it’s just long periods of plodding along that are broken up every so often by holding the trigger down. This is made worse by the fact that you have a limited amount of sprint, meaning that exploration takes forever. It’d be ok if the rewards were worth it but from what I can tell they’re only cosmetic. Even the one end part of the mission, where I was supposedly set on by a “massive horde” turned out to be nothing more than me standing at a ladder and whacking at genestealers for 5 minutes.To top it all off your AI companions, whilst having some interesting banter, are as dumb as they come. Whilst this isn’t unexpected it’s yet another thing that detracts from the small amount of fun you might derive from playing Deathwing.
You’ll get upgrade points after each mission, up to a total of 4, for your performance in the mission. According to other reviews there’s only enough points to max out one of the talent trees and no way to go back and play through again with your now unlocked powers. Considering that the only interesting abilities appear to be at the end of the trees this seems a bit short sighted, severely limiting the game’s replayability appeal. Not that it really matters though as I doubt anyone who buys this game will play it more than once. The 3 talent points I got were invested in getting a psyker ability upgrade which, upon using, appeared to simply be a fire variant of the storm ability I already had. Not the most enthralling upgrade, if I’m honest.
I tried to play more, I really did, but there was simply nothing in Deathwing that kept me coming back. Many other reviewers have praised how true to the lore Deathwing is but that does little to make the game enjoyable. By contrast Space Marine did a great job of making you feel like an unstoppable war machine whilst still providing challenge. Deathwing instead makes it so a handful of genestealers could take you out whilst your brothers sit there and watch. I had really low expectations on Deathwing going in and even then I’ve been left disappointed.
Space Hulk: Deathwing does exactly what it shouldn’t: taking the idea of the venerable Space Marine and turns it into something mundane. The only commendable feature is the graphics, which do a great job of capturing the gothic feel of the Warhammer 40K universe. Apart from that all you’re left with is mediocre combat with confused AI partners at your side. Maybe this game gets a lot better past the first hour, I don’t know, but the fact of the matter is I honestly couldn’t bring myself to find out. I tried multiple times over several days but every time I just gave up, I was just not interested at all. Perhaps lore fans will find something to love here, but I certainly didn’t.
Space Hulk: Deathwing is available on PC, Xbox One and PlayStation 4 right now for $39.99. Total play time was 65 minutes with 17% of the achievements unlocked.
The yearly Call of Duty release belies the fact that there are 3 developers behind the franchise: Infinity Ward, Treyarch and Sledgehammer. The last game we saw from the original developer was all the way back in 2013 when they debuted Call of Duty: Ghosts, an uncharacteristic stumble for them. By comparison both Sledgehammer and Treyarch’s entries were both superior, signalling that Infinity Ward was no longer the king of the franchise it created. Infinite Warfare was then their chance to prove that they knew how to do Call of Duty best but, unfortunately, they’ve missed the mark once again.
Infinite Warfare is set in the distant future, one where humanity has expanded its presence throughout the solar system. However over time tensions between the United Nations Space Alliance and the denziens of Mars have led to the formation of the Settlement Defense Front; a ruthless militaristic organisation hell bent on Mars becoming the one and only super power in the solar system. You are Nick Reyes, a captain of the Special Combat Air Recon force who commands a fleet of futuristic warplanes, charged with the defense of Earth and all UNSA protected territories. With news of a specialist strike team being taken out by the SDF during a tenuous cease fire agreement tensions are running high and a system wide war is a very real possibility.
Infinite Warfare is the first Call of Duty to be release only for current generation platforms, leaving the PlayStation 3 and Box 360 behind. The improvement in graphical fidelity from Black Ops III is slight but noticeable, the inclusion of more modern effects like physically-based rendering evident the more realistic lighting effects. The automatic graphics selection does a good job although it priortises frame rate over better visuals. With a few tweaks however it’s quite easy to knock up the detail a few notches without any noticeable drops in framerates. Like all other fast-paced shooters the environments are mostly designed to look good as you’re rushing past as up close the lack of detail becomes rather evident. Overall it’s a solid improvement over its predecessors.
Infinite Warfare follows the tried and true Call of Duty formula, pitting you agains the enemy of the day with an array of weapons and abilities to combat them with. The missions are your standard corridor shooter affair with some rudimentary stealth sections thrown in here or there. New to the series is the ability to choose between a variety of different missions, a good chunk of which take place wholly in your futuristic warplane/ship. The missions also give you upgrades to both your ship and your player character, slowly building you up into the war machine every player imagines themselves to be. Other than that there’s not too much difference between Infinite Warfare and the numerous futuristic shooters that have preceded it.
Combat is, as always, fast paced and polished to the nth degree. Whilst you’ll still suffer from the enemy AI that’s able to snipe you with a pistol from across the map (especially at higher difficulties) you’ll still be able to run and gun your way through the majority of the game. One particular letdown here is the weapon variety as a lot of them feel very similar and thus you don’t feel as compelled to experiment as you would have in previous Call of Duty titles. There are some truly inventive ideas though, like the shotgun that has a lock-on sight, something which even made it into the multi-player version. The various grenades and gadgets provide a decent amount of combat variation although once you’ve used them all once it becomes clear that the shock grenades and the shield are probably the only ones you want to keep on you.
The non-campaign single player missions are unfortunately quite bland, especially the SCAR ones which are all basically the same, just played out in different locations. Thankfully they can be ground out pretty quickly, enabling you to blase through the campaign without a smattering of side quests constantly begging for your attention. In all honesty it probably would’ve served Infinite Warfare better to not have the overworld and instead focus on the core missions, feeding you upgrades through optional objectives or something similar. If a space nut like myself gets bored with flying around space in a futuristic warship then you know something is terribly wrong.
The story is typical Call of Duty: heavy on action and light on the details. Infinity Ward tried halfheartedly to avoid the typical America vs The Evil Foreigners trope but with all the key good characters being Americans and the bad ones foreign sounding it fails the sniff test instantly. There’s also too little development given to the numerous characters thrown at you so when the inevitable happens the emotional impact is essentially nothing. The fact that I’m struggling to come up with any memorable moments in the game should tell you just how little of an impact the story had on me.
The multiplayer experience was unfortunately marred by several launch issues, most notably a horrendously broken matchmaking system. After finishing the campaign I immediately dove into the multiplayer only to be met with no games to play. I tried all the options in the hopes it was just one game mode that was broken to no avail. After sitting there for 15 minutes I figured I’d try out Titanfall 2 just to see if I could still get a game and, lo and behold, I was playing not 30 seconds later. This has been fixed for the most part but I still can’t get a game of Domination to save my life. It’s sad really as I had such a good time with Black Ops III’s multi I was really excited to get back into the scene. It seems this time around it’s simply not to be.
One thing that bears mentioning is the new weapon crafting system which, unfortunately, has some of the troubling features of a pay to win system. You see you can craft variants of guns which have perks, all of which stack with their attachment counterpart. These weapons require salvage, a good deal of it for the higher end variants, something which comes in drips and drabs if you play normally. However, and this is the key, rare supply drops come with salvage, something which you can buy with actual money. I was ok with the new weapons in Black Ops III being locked behind supply drops since they were on par with the regular weapons but these ones are by definition more powerful. It’s a pity because I think the system is great otherwise.
Call of Duty: Infinite Warfare is an unfortunate continuation of Treyarch’s previous stumbles, failing to live up to the standard that the other developers of the series are setting. For the most part it’s still your tried and true Call of Duty game however there are several issues which mar the overall experience. The repetitive single player missions distract from the much higher quality campaign missions and the effort developing them would have been better spent elsewhere. The multiplayer had some uncharacteristic teething issues, something which I’m sure turned thousands of players away for good. Finally the inclusion of a system that allows players to pay to get ahead of others isn’t something that should be encouraged, even if the underlying system was novel. Overall whilst Infinite Warfare keeps the core aspects of the Call of Duty franchise in tact it’s additions do nothing but distract from what makes these games good. I hope Infinity Ward takes the lessons learned from this second stumble and turns their next title into something worthy of their pedigree.
Call of Duty: Infinite Warfare is available on PC, Xbox One and PlayStation 4 right now for $89.95, $99.995 and $99.95 respectively. Game was played on the PC with 14 hours of total play time and 64% of the achievements unlocked.
Titanfall was well received when it was first released, garnering numerous awards and praise from both the industry and players alike. It was also something of a redemption story for the studios founders, proving that their decision to leave Activision was the right one. For me personally, someone who enjoys traditional FPS games and lost many an hour to the Mechwarrior series as a teenager, Titanfall was a perfect blend of FPS and mech based combat. However the lack of variety in the multiplayer did mean that I left the game shortly after reviewing it, racking up another 6 hours before I finally gave it up. With the success it garnered however I was hopeful that Respawn’s next title, whether it was Titanfall or not, would be a much more well rounded. Thankfully that hope was not misplaced.
Titanfall 2 takes place shortly after the events of its predecessor with the Militia now on the offensive after their success in segregating the IMC’s fleet at the Battle of Demeter (if you don’t quite remember which map that is, like I did, here’s a good summary). You take the role of Jack Cooper, a rifleman in the Militia who’s undertaking pilot training at the hands of veteran pilot Captain Lastimosa. When you’re sent to attack the IMC held world of Typhoon Lastimosa is struck down but with his final breath he transfers his titan, a vanguard class called BT-7274, to you. It’s now up to you and your new titan to complete the mission.
The heavily modified Source engine that was used in the original is back in Titanfall 2 with a few improvements to bring it into line with more modern engines. The engine improvements bring things like physically based rendering, a new texture system, HDR, bloom and DOF. This means that whilst the models and environments all feel about the same when you get up close to them it definitely feels like a more modern game overall. The trade offs here are most certainly in aid of ensuring a smooth, consistent framerate even in high action scenes, something which happens quite often in both the single player and multiplayer experience. If I’m honest I probably expected a bit more of a step up from Respawn graphics wise, but I can definitely understand the reasons for not going for Crysis levels of fidelity.
The core of Titanfall 2 hasn’t changed much from its predecessor, retaining all of what made it good whilst adding in more variety in both the single player and multiplayer components. There’s now double the number of mechs to choose from, numerous weapons for your pilot, a multitude of modes in the multiplayer and a fully fleshed out single player campaign. You’ll still be alternating between playing as a pilot on the ground, jumping and wall riding to your heart’s content, and the venerable titan mech. The single player campaign functions as an extended tutorial to the main game, giving you a view of all the weapons and titans so that once you jump into multi you’ll be instantly familiar with the arsenal at your disposal. However like all good multi player games these days most of the weapons are hidden behind a persistant levelling system, something you’ll have to grind out to get your weapon of choice. Overall Titanfall 2 feels like a fuller, more rounded game than its predecessor was; one that could potentially have the longevity its creators hope for.
Combat is well executed, maintaining the same levels of polish that the original Titanfall brought with it. Considering Respawn’s pedigree this is no surprise but it’s good to see them not messing with things that weren’t broken. The weapon roster has been expanded considerably although the controversial smart pistol (which honestly was my favourite) relegated to being a boost rather than a primary weapon you can choose. You’ve also got a wider choice of various augments for your weapons and pilot allowing you to really specialize in your preferred method of combat. Thankfully even though most of these things are locked behind levels (or in-game currency, which I don’t think is available for purchase) the base weapons are still highly competitve.
One of the major complaints many had for the original was that the multiplayer campaign was somewhat confusing and underdone. Indeed whilst I didn’t mind it myself, I do recognise that it was far below the standard set for your typical FPS campaign. Respawn have taken this feedback to heart and Titanfall 2’s campaign is true to its name, giving you an extensive single player experience. As I mentioned before it serves well as an introduction to Titanfall’s mechanics and weaponry, giving you a taste of what’s to come in the multiplayer experience. The highlight of it is definitely the exploration of the relationship between Titan and Pilot, something which I don’t think was really elaborated on much in the original. It might not be the deepest story around, following your typical one man army action trope, but it’s definitely more than enough to keep you motivated and pushing forward through the campaign.
The multiplayer follows the current FPS norms pretty closely with your profile, guns and titan all having separate levels attached to them. This does mean that players who’ve played for longer have an advantage over you, something that can be a little frustrating when you first start out. However the levels come with a relatively reliable pace so you shouldn’t be without a particular upgrade for too long. The in-game currency, which comes in at a slow but reliable pace, is one avenue to short circuit the levelling system and buy a particular thing that you’re after. One improvement for this system would be the use of a trial of a certain upgrade (even just a one time trial would be useful) as the cash I’ve spent has, honestly, been completely wasted. That’s on me though really, I should’ve probably looked into them a bit more before laying out my cold hard in-game currency.
Again I preferred to stick to my anti-titan build for both my pilot and titan, although the delineation between specs of titans is somewhat murky in Titanfall 2. The reasoning for this is pretty simple: titan damage and take downs charge your abilities way faster than pilot or AI kills do. Of course this means early game is a bit hit and miss, especially if the other pilots are heavily anti-pilot geared, but afterwards it usually means that I’m rarely without my titan. Of all the titans I tried the Tone seems to be the overall best, having great all round capabilities and not as many drawbacks as the rest of them seem to have. It does require you have a bit better aim than some of the others but honestly the hit boxes are so generous in Titanfall that I don’t think many would struggle with it.
Whilst the overall experience in Titanfall 2 is bug and crash free there is one irritating aspect of it that has caught me out multiple times. If you’re inside a room and you call your titan it appears that whatever determines the fall location doesn’t clip with certain walls. This means that, if you position cursor in the wrong place, you can end up spawning your titan all the way on the other side of the map. This can sometimes be the difference between getting your titan instantly and losing it to the enemy team since it’ll become active and start ploughing head first into them with the usual AI tactics. I’d much prefer a “titanfall out of range” error or something similar as it has happened often enough to be something of an issue.
Titanfall 2 is a most worthy successor, building on all the great core aspects of its predecessor whilst addressing many of the issues that the community raised. You now have a full single player campaign, one that you can actually get engrossed in rather than distracted by. The expanded multiplayer experience is much welcome and the promise to provide free DLC packs in the future will go a long way to ensuring the game doesn’t become a graveyard. Titanfall 2 is definitely one of those rare sequels that manages to markedly improve on its predecessor, no small feat given the high bar the original set. It will be very interesting to see how this game tracks in the coming months given its rather interesting release date that was smack bang between two other heavy hitting AAA titles.
Titanfall 2 is available on PC, Xbox One and PlayStation 4 right now for $79 on all platforms. Game was played on the PC with 13 hours of total play time and 68% of the achievements unlocked.
The last decade was saturated with FPS games that revisited the two World Wars, so much so that I was soured on the Battlefield and Call of Duty series for quite some time. This decade saw a turn towards modern day warfare, with the Call of Duty series then pushing even further forward into the world of fictional, future based combat. It was something of a surprise then to see DICE return to their old haunts, pulling themselves back from modern day to explore World War I. If I’m honest I was sceptical, the World Wars have been visited so many times that a fresh take on them seemed all but impossible. Surprisingly though DICE has managed to bring a fresh perspective to this well trodden field whilst retaining much of what made some of their previous Battlefield titles great.
Battlefield 1 visits many of the large scale battles of the first World War, picking out 6 different stories that you can play through. These include such events as the Battle of Cambrai during the Hundred Days Offensive, a fantastical air battle between zeppelins and the first fighter craft and even a show from the ANZACs as part of the Gallipoli campaign. There’s no story tying all of these different stories together, instead they each serve as little vignettes that give us a glimpse into the horrors of war from different perspectives. If there’s one thing that Battlefield 1 does well is impress upon us the true costs of war rather than glorifying the combat and sacrifice that the millions of troops made in this war.
The Frostbite 3 engine returns once again to the Battlefield series and brings with it the exceptionally high level of graphics that we’ve come to expect from this series of games. As all of these in-game screenshots will attest to Battlefield 1 is an absolutely stunning game, making good use of any amount of graphical firepower it has at its disposal. The environments are gigantic, brimming with detail and surprisingly destructible (if you have the right weaponry, of course). This will mean that you’ll probably need to spend a little bit of time tweaking settings here or there as the defaults seem to be geared more towards beautiful, 30fps gaming rather than slightly less stunning but buttery smooth game play. Of course such prettiness is really only appreciated in the single player campaign, rarely do you have a moment to think when you’re in the middle of a multiplayer match.
Battlefield 1 sticks to its roots in terms of game play with the equipment layout being instantly familiar to fans of the series. You’ll have 2 guns at your disposal (with numerous ones littering the map so you’re never wanting for something new to try out), a couple gadgets that line up with the traditional Battlefield classes and your trusty melee weapon. The war stories follow the typical FPS mission style with Battlefield’s trade mark open environments, allowing you multiple avenues to approach your intended goal. The multiplayer modes will be familiar, however there’s one new mode called Operations which are probably the best aspect of Battlefield 1. Other than that Battlefield 1 is pretty much what we’ve come to expect from DICE with the exception that everything is set almost 100 years in the past.
Combat feels much the same as it always has in the Battlefield series. You’re a small cog in a very large machine, both in the single player campaigns as well as the multi. Slow, considered approaches to the battlefield are rewarded whilst rushed, less thought out strategies are likely to get you killed. It’s the line in the sand that Battlefield and Call of Duty have drawn between each other, one favouring small scale, chaotic engagements whilst the other favouring large, more strategic battles. Whilst I tend to prefer the former I can see the appeal in the latter, especially when you’ve got a group of 5 or more mates to play with and can actually get some objectives done. However it can be an exercise in frustration sometimes, especially when you walk out of your spawn location only to be nailed by a sniper who you had no chance of seeing.
The Operations game mode, the stand out feature of Battlefield 1, takes its inspiration from Star Wars Battlefront’s Supremacy mode. Each map is divided into sections with points that need to be captured. Once each point is captured the enemy then retreats to the next section to start the battle all over again. The attacking team has limited lives however and should they run out the defenders win that round. When the attackers lose a round however they get reinforced by a giant weapon of war, potentially a zepplin or destroyer warship, which helps them turn the tides in their favour. This back and forth can happen a grand total of 3 times before the game is over. What makes this game mode so great is that it can feel like both sides are making progress at one point or another, preventing one side from completely dominating. Of course that’s not always the case but at the very least it feels little more fair than say Conquest when a really good squad can make the other team’s life a living hell.
The class system is the same as it always was with the only real change being the weaponry, all of which are from the World War I era. You have your medics which can heal and res, the support who will ensure you’ve got an endless supply of bullets, the scouts which will make sure that you can’t get anywhere without a couple shots coming your way and the assault class which is capable of dishing out endless amounts of hurt. Battlefield 1 also brings with it the hero class idea from Battlefronts, allowing a single player to become far more powerful than everyone else for a short period of time. You also have classes for the various vehicles including the calvary which can be both fun and a complete waste of time depending on good your enemy’s aim is. Indeed many of the ideas which were so-so in Battlefront have been refined significantly for their inclusion in Battlefield 1 and, hopefully, that means Battlefront 2 has a chance at being a lot better than its predecessor was.
Battlefield 1, like all games in this series, brings with it a certain level of jank that pervades both the single and multi experiences. I can’t tell you how many times the physics engine has completely bugged out on me with ungodly winds tearing flags and people’s capes in all manner of weird directions or tanks moving in ways that just weren’t possible. It’s certainly a lot better than it was in the beta, if the videos on YouTube are anything to go by, but the trademark weirdness that all Battlefield games built on the Frostbite engine have is ever present in the latest instalment. It’ll likely get better over time, as it always does, but you’d think that DICE would’ve figured out all the kinks by this point in the engine’s life.
The war stories were, for me, not particularly engaging. Whilst I’ll praise DICE for their depiction of the true horrors of war the experience was, for me, not the most enjoyable thing. That might be the point (and indeed I’ll applaud them if that’s the case) however it meant that after playing 3 out of the 6 campaigns available I simply didn’t feel the urge to play the rest of them. It’s a shame really as I’ve always enjoyed the various campaigns in the Battlefield series but this time around I just didn’t feel compelled to go back and play through them. This could also be a testament to how good the Operations mode was in comparison as I definitely drawn back to that, time and time again.
Battlefield 1 is an excellent return to form after the disaster that was Battlefield Hardline. The graphics return to their trademark industry leading standard, bringing us glorious battlefield filled with detail that few other games are able to deliver. The game play is familiar yet fresh, integrating the best ideas of the Battlefield and Battlefront series into a cohesive experience. The single player campaigns, whilst undoubtedly well crafted, failed to grab my attention like the previous ones have. Battlefield 1 also suffers from the few teething issues that seem to plague all of DICE’s releases of late; things that will no doubt be fixed but definitely sour the launch day experience. For fans of the Battlefield series the latest instalment is very much worth your time to play.
Battlefield 1 is available on PC, PlayStation 4 and Xbox One right now for $89.95, $99.95 and $99.95 respectively. Game was played on the PC with 11 hours of total play time and 26% of the achievements unlocked.
Back when it was originally released Destiny wasn’t the game that many were expecting Bungie to release. It’s managed to see much success despite that however, attracting some 30 million players, a number that’s grown steadily over its 2 year lifetime. As a long time player myself it’s easy to see why as Bungie has been fervently dedicated to its player base since day 1, working hard to improve the experience and retain its fiercely loyal player base. Rise of Iron, which rumour has it will be the last expansion before Destiny 2 is released next year, brings us more of what made the previous expansion great but I’m not sure it’ll be enough to keep players coming back for another 12+ months.
Rise of Iron explores the history behind the Iron Lords, a group of guardians who formed shortly after the collapse to do battle with guardians who decided to subjugate humanity rather than defend it. After they brought down those early warlords they sought to rebuild civilisation and did so using any tools they could find. Once such tool was SIVA, a self-replication technology developed during the golden age. Despite Rasputin’s attempt to disuade them otherwise (including orbital bombardments on their armies) the Iron Lords almost unleashed a plague upon themselves. It was only through the sacrifice of all the remaining Iron Lords, save for Saladin and Efrideet, that they were able to seal it away. However the Fallen have found their way into the SIVA bunker and are using it to rebuild their machine gods, posing a dangerous threat to humanity once again.
As you’d expect from a console-based expansion Rise of Iron doesn’t bring with it any graphical improvements, looking just the same as it did on launch day. The UI elements have been given an overhaul once again, making things just a touch more usable and intuitive. The majority of the new content is in the Plaugelands which, being right next to the Cosmodrome, means it’ll feel familiar to any year 1 guardians making their return. The aesthetic is very much of the “future technology plague” vibe with vibrant reds and pitch blacks dominating the colour palette. This is a welcome change to the Taken King’s muted colour palette, something which tended to wear you down after spending so many hours trapped inside the dreadnought. All in all it’s still a very pretty game but it is starting to show its age, especially when compared to some of the latest PC titles.
The core game mechanics are unchanged, save for the few tweaks that have been made in the numerous patches since the previous expansions release. You’ll still be running around, shooting things and ducking for cover to regenerate your health. The light level progression remains the same however the routes to maxing yourself out are more varied, making the grind a little more palatable. There’s a few little quality of life improvements which make things a little easier like the infusion system now giving you all of the light level of a piece of gear rather than a fraction, saving on the grind considerably. Other than that Rise of Iron will feel very familiar to long time players and, honestly, I don’t think there’s much wrong with that.
Rise of Iron’s campaign is probably half as long as the Taken King’s was which, if I’m honest, was a bit disappointing. I had managed to convince my friend who originally got me into Destiny to come back for this expansion and we managed to knock the whole thing out in a single afternoon. Sure I’ve definitely got my money’s worth given the amount of time I’ve spent on it since completing it but I felt the Taken King expansion was around the right length. That and the fact that it tied much more tightly into the overall narrative and raid whilst Rise of Iron has it as a kind of aside. It wouldn’t surprise me if some of the story has been held back for use in content releases over the coming months to keep everyone coming back.
I have to admit that I felt the light grind was a little harder this time around than when compared to previous expansions. This is possibly because I couldn’t cheat my way to a higher light level with exotics like I did previously. However after talking to my brother he put me onto a few methods to get me the light levels I needed. Sure it was still a grind but at the very least I was seeing gradual progress. Combine that with a few raid runs, completing the incredibly complex Outbreak Prime quest and a few exotic engrams and I’m back to feeling like the guardian I was in expansions past. Of course I’m still very far away from the cap (now at 400 thanks to the recent patch) but at the very least I don’t feel like a guardian running around covered in tissue paper armour with a BB gun.
This expansion’s raid is probably the easiest I’ve ever played through although I think that has more to do with the maturity of the community and game more than anything else. Previous raids were plagued with cheese strategies, mechanics that would break at a hint of lag or mechanics that many people just failed to understand. This particular raid seems to be free of any such things, focusing instead on team work, co-ordination and communication. Sure the raids I’ve been in have still had their share of problems but they’ve all been recoverable, unlike the numerous hours I spent in Vault of Glass.
I also managed to find time to play through the recent Iron Banner which was a much more streamlined experience. Rather than having to get emblems, class items and boosts to make sure you’re getting all the rep you can it’s all done automatically now. It took me a couple afternoons playing to get to max rank which also netted me a few good boosts to my light level. Indeed it seems the theme of Destiny’s latest expansion is streamlining, something that all mature MMORPGs have been taking on board of late. For an old hat like myself it’s a welcome change, allowing me to spend the little time I have left on games and still make meaningful progression.
As always the Destiny told during your play through is only scraping the surface of game’s lore with all the good bits being held behind grimoire cards. For certain games I don’t mind this however I do understand how many would see Destiny’s story as shallow and unfinished. To be sure there are many things Bungie could do to improve it, and honestly should have done by now, like making the grimoire cards readable in game or simply fleshing out more things in cut-scenes or in-game dialogue. Still it’s enjoyable to see more of the world revealed to us, even if that’s through walls of text you can only read on Bungie’s website.
Destiny: Rise of Iron is another helping of what long time fans of the series wanted: more missions, another raid and a bevy of new loot to lust after. The base game which kept me playing for so long remains the same, Bungie intent on not fixing what isn’t broken. The various aspects that have been streamlined are welcome additions, making playing the game of Destiny just that much easier. The campaign could have been longer and more tightly integrated into the overall narrative of this expansion. The storytelling in the game could use some love as well; something that, done right, would elevate Destiny well beyond its current station. Overall Rise of Iron is an evolution of the franchise and time will tell if there’s enough meat in it to keep players coming back until the next expansion, or Destiny 2, drops.
Destiny: Rise of Iron is available on PlayStation 4 and Xbox One right now for $44.95 on both consoles. Game was played on the PlayStation 4 with around 40 hours of total play time reaching light level 373.
I came so close to breaking one of my rules for Overwatch, I really did.
If you’re one of my esteemed long time readers you’ll know that I steer clear of betas and greenlight games. My reasons for this are twofold; firstly reviewing unfinished products feels like I’m doing a disservice to the game and to you, dear reader. Secondly I’ve ruined final releases of games for myself numerous times by playing betas but there is one exception to that rule: Blizzard games. I’ve been in numerous Blizzard betas and every time they’ve made me hungry for the full game. Overwatch was no exception to this and I very nearly did a full review based on the beta alone. It really is that good.
Overwatch takes place in the near future, some time after the resolution of the Omnic Crisis. This event took place after the Omnic artificial intelligence roused all robots around the world to rebel against humanity, causing war on a global scale. To combat this the Overwatch task force was formed, an elite group of soldiers who put an end to the uprising. For some time afterwards they stayed on as a peacekeeping force, ensuring that human and omnic alike could exist together in harmony. However rumours of corruption and foul play began to spread around Overwatch’s activities and they were eventually disbanded. However the time has come for them to band together again as the world needs them now more than ever.
Overwatch isn’t your typical low-poly aesthetic that Blizzard is known for, but you can definitely see and feel it’s influence on everything. The heavily stylised aesthetic is reminiscent of other team based shooters like Team Fortress 2 but retains Blizzard’s flair for colourful and vibrant environments. All of this comes to us via a new engine developed specifically for Overwatch, likely born out of the remnants of Blizzard’s cancelled next generation MMORPG: Titan. Indeed Overwatch carries with it the essence of what that game might have been with many of the levels and characters drawn directly from said game. It should be unsurprising then just how polished everything is; that Blizzard trademark of “only releasing when it’s done” aptly demonstrated here.
As I alluded to earlier Overwatch is a team based shooter, pitting you in a 6v6 fight against another team. Your team, if it’s well balanced, will be made up of 4 different kinds of characters (attack, defence, tank and support) chosen from 21 heroes that are available at launch. There’s only 2 types of game modes available currently: king of the hill, where you have to capture and hold a single point, and payload escort. You’ll gain profile levels as you play and each time you level up you’ll get a loot box filled with random cosmetics, voice lines and sprays that you can paint the level with. At its core Overwatch is astonishingly simple however the various combinations of heroes and maps means that game play stays fresh and challenging no matter how long you play for.
Combat is extremely slick, something which is likely unexpected given the fact that this is Blizzard’s first foray into the FPS genre. Each of the characters has a very unique personality with each of them handling very differently given their wide discrepancies in abilities. For the most though it sticks to the more traditional FPS tropes: main/alternate fire on weapons, non-regenerating health and a tendency towards more run and gun style play. This doesn’t mean it plays out the same way though as the various abilities each of the classes have make Overwatch feel anything but traditional.
There’s two key things to take into consideration whenever you start an Overwatch match: the map and the enemy team’s composition. Some maps play better to some characters than others: the big open ones favouring characters with better mobility whilst the tight, cramped ones favouring those who can surprise you with a lethal dose of damage. There’s also some maps that will favour heroes with, let’s call them “cheap”, ways of instantly killing you by knocking you off the edge or down a bottomless well. I honestly didn’t pay it much mind during the closed beta however playing with an organised group more in the final release has shown me just how impactful the map is on which heroes will work and which ones don’t.
Overwatch encourages you to swap heroes to meet the situation at hand and you should if things aren’t working out for you. Blizzard has been open about the fact that the heroes aren’t balanced with 1v1 encounters in mind and each hero has a rival that will completely counter them. So an Overwatch match is all about adaptability, meaning that if you want to win games you’ll have to be comfortable switching things up on a regular basis. For someone like me who enjoys playing all different kinds of heroes (although I do main support) this is a great thing and is what has kept me coming back time and time again. However I can see how that might irk some players who might be coming from other competitive FPS games as there’s no one class to rule them all. Still I think Blizzards approach is far more welcoming to all kinds of players, something that is reflected in the sheer volume of people that have flocked to play Overwatch.
My only gripe that I have with Overwatch is the relatively basic matchmaking system which could do with a few tweaks to make it a little better. Once you join match that’s going to be the team you’re stuck with until people leave. This is great if you’re with a bunch of great players who help you win, however if you’re on a losing team that’s not working together it’s not so enjoyable. This is where Blizzard could take a leaf out of other FPS’ books as shaking up the team composition every match would make for much fairer and streamlined game play. Of course you don’t have to stay with the same team but having to leave and rejoin after every match can be a little tiresome. Strangely Blizzard isn’t the only one to make this mistake with other big name titles like Star Wars Battlefront making similar errors in judgement. It’s a small gripe but one I hope to see fixed in the not too distant future.
When I first heard that Blizzard was making a team based shooter I wasn’t holding my breath for any sort of depth to the story however in true Blizzard fashion the backstory to Overwatch’s world is deep, engrossing and just begging to be explored. The character biographies, the incredibly well done short films and the comics all build up a world that’s so much bigger than what’s explored in game. It really does make me ache for what Titan could have been as the story, and the characters Blizzard has built out of it, are some of the most interesting and deep that I’ve ever come across in this kind of game. I’m hopeful that Blizzard will keep exploring this world as the game progresses and, should the Warcraft movie commercial success be anything to go by, we could hopefully see it bridge out into other media as well.
Overwatch is everything I’ve come to expect from a Blizzard game and so much more. Whilst I may pine for what may have been with Titan what was born out of its ashes is nothing short of incredible, demonstrating Blizzard’s dedication to quality games that are, above all, fun. The unique and varied classes, combined with the handful of maps, might not seem like much on the surface but in combination they provide near infinite amounts of replayability. The game is polished to the high standards Blizzard has set with all its previous titles, something which was clear even early on in the closed beta. However what clinches it all for me is the story that is woven in the background, something which I dearly hope Blizzard continues to explore. Overwatch has, for me, set the bar for what a competitive shooter should look like and I’m excited to see how it evolves.
Overwatch is available on PC, Xbox One and PlayStation 4 right now for $99.95 on all platforms. Game was played on the PC with approximately 10 hours played in the closed beta and 10 hours in the final release.
When it comes to the FPS genre they simply don’t make them like they used to. Now I’m not saying this because I lust for the past as many of the characteristics of old school FPS games were born out of limitations more than anything else. Indeed many of the changes that your bog standard FPS has today were done specifically to address the deficiencies in the genre. However, as with all change, sometimes things are lost in the transition. The 2016 reboot of Doom looks to recapture the essence of the original, now 2 decades old, game play whilst amping it up with a modern embellishments.
You awake on top of a stone table, surrounded by candles and gore. Before you have time to think you’re set upon by other worldly demons, hell bent on your destruction. Beside you is a gun, your only means of making it out of here alive. Seconds later the room is strewn with the corpses of your enemies, devastated by your rage. It’s a scene that will play out time and time again as you battle your way through the facility you find yourself in. All of this because humanity needed to solve its energy needs by tapping directly into hell, indifferent to the risks that doing so might pose. You must stop them but as to why? Well, there’s only one way to find out.
Doom is the first game to be released on the id Tech 6 engine which, whilst designed by the venerable John Carmack, was principally developed by Tiago Sousa previously of CryTek fame. The main improvement comes via the reintroduction of dynamic lighting, something which helps alleviate the bland, lifeless feeling that id Tech 5 games had. Visually it’s quite impressive, even if the vast majority of it takes place in corridors or boxed in areas. What is most impressive however is how id Tech 6 is able to deliver consistent, smooth as glass performance even when there’s all sorts of mayhem going on. Hopefully id chooses to license the engine more widely this time around as I’m sure there’s a lot of developers out there who’d be keen to make use of this engine’s performance.
Unsurprisingly Doom takes its inspiration from its predecessors, bringing back the core FPS game play of yesteryear. Weapons don’t need to be reloaded, have alternate fire modes and you can carry each weapon with you, changing them as you see fit. There’s no regenerating health, instead you’ll be scouring the environment for health, armour and picking up slivers of health from downed enemies. There’s an upgrade system for both yourself and the weapons you carry with the required points coming to you via completing challenges, killing stuff and exploring the map to find collectibles. Other than that Doom plays out pretty much exactly how you’d expect it to, being the definition of a corridor shooter.
The combat is fast paced, intense and unforgiving. Most encounters occur in rooms (both large and small) and you’ll be fighting wave after wave of enemies before you’re allowed to progress to the next section. As you progress through the game the number and variety of enemies increases linearly, meaning you’ll need to be quick to adapt in order to make it through each challenge. You’ll never be a one weapon wonder as most enemies have their way of making a good chunk of your arsenal useless against them. For instance the Hell Knights love to get up close and personal, making any of the longer ranged weapons largely ineffective. Thankfully nearly all of the guns have a good amount of utility in them save for possibly the super shotgun which just seemed horrendously useless.
It bears mention that when I say “intense” I really mean it. Playing Doom for extended stretches is quite the exhausting mental experience, enough so that I’m sure the “Save and Exit” button shown to you at the end of each chapter was put there deliberately. Whilst throwing wave after wave of enemies at a player isn’t exactly a novel concept Doom makes it anything but boring. Indeed even in repeating the same encounter it’s not likely going to play out in much the same way, even if you know when and where everything is going to spawn. So unlike many other FPS games, which I tend to play for hours at a time, I couldn’t really do much more than a single chapter in Doom without needing a break. You’d think that would be a negative however, in this modern age of FPS games, it’s actually quite refreshing as few games (even ones like Dark Souls) have tired me out that quickly mentally.
The upgrade system is a nice touch, allowing you to mould the experience a little more to your liking. The map makes it easy to get all the tokens, trials and collectibles and most of the challenges are relatively easy to accomplish. Indeed I didn’t do every level to perfection and had pretty much everything at max about 2 hours before the end of the game, meaning you won’t be wanting for progression for long. Min/maxing the various stats that matter to you won’t make the game that much easier however it will give you more leeway in how encounters play out. The only upgrade that made a noticeable difference to my game play were the early upgrades to the amount of ammo I could carry as they meant I could use my weapon du’jour for that much longer.
Doom is a mostly polished experience however there were a few rough edges that caught me out every so often. One particular section of the game seemed to randomly crash to desktop on me every 5 minutes or so. There was no error message or anything and it was gone after half an hour so I didn’t bother investigating further. Additionally some of the enemies with physics based abilities (like punting you across the map) can sometimes cause the inevitable stuck in the wall or falling through the level glitches. I did notice a patch that came out just after I finished my play through however so it’s likely that some of these issues have been smoothed out. For a first release on a new engine though it’s commendable that there were so few issues.
Now FPS games aren’t exactly renown for their deep stories and Doom isn’t much of an exception to this. Sure there’s a treasure trove of background locked away in the data files you can pick up but, for the most part, it’s just your stereotypical action movie-esque tropes. Realistically you’re not playing Doom for the plot, you’re doing it for the action, so the amount of effort put into the story is above what I’ve typically come to expect. They do lose a few points for screaming sequel right at the end however, a sin from which no game can ever be forgiven. Overall it’s above average but not something I’d recommend playing Doom for.
Doom is an homage to the FPS games of old, dragging them kicking and screaming into the present day. The id Tech 6 engine shines with its debut title, showing that id can still produce exemplary technology even in John Carmack’s absence. The game is a fast paced, ultra-intense slugfest that’s sure to delight FPS gamers both young and old. It might not be a perfect experience but those slight foibles are easily forgotten. The story is above average for its class but not a feature that I think many will come to care about. Overall Doom does exactly what it set out to do: to bring FPS gaming back to its roots whilst paying tribute to the two decades of time that have passed since.
DOOM is available on PC, PlayStation 4 and Xbox One right now for $59.99, $80 and $80 respectively. Game was played on the PC with 10 hours of total play time and 58% of the achievements unlocked.
Having been playing games for as long as I have it’s interesting to see certain ideas come and go. I remember about 5 years ago a quirky little offshoot of the Spore franchise was released, called Darkspore. In it you played a creature that you could modify with different pieces of…other creatures, much like you could in the original Spore game. You acquired these by defeating enemies, usually co-operatively with other players. Whilst it was never really mainstream it did manage to stick around until March this year before closing. Battleborn is a similar idea brought to us care of Gearbox, renowned for their prowess in developing loot-focused FPS RPGs. However its release coincided with the open beta weekend of Overwatch. Whilst they are decidedly different games it’s going to be a challenge for Battleborn to shine in Overwatch’s shadow, even with Gearbox’s pedigree behind it.
The universe is dying. A cataclysmic event has seen all the planets and stars die out, leaving behind nothing but darkness. There is but one star left, Solus, and all the remaining life forms have gathered around it in hopes of protecting it. However many evil forces would see Solus meet its end long before its due. That is where you come in, dear Battleborn, being part of an elite group charged with defending Solus from all the threats it faces. Of course we understand that your services aren’t free and you’ll have your share of phat lewts and credits to make it worth your while. So, are you ready to save the universe?
Battleborn brings with it Gearbox’s trademark cell shaded aesthetic that was made popular with the Borderlands series. Graphically there doesn’t appear to be much in the way of improvements since The Pre-Sequel, likely because they’re both powered by the same Unreal 3 engine under the hood. However there’s usually quite a lot more going on in Battleborn so keeping the graphics at a similar level is likely to ensure it remains playable under load. In that respect it does well being able to maintain constant framerates even when there’s a cacophony of destruction happening on screen. I would have liked a few more in-game options to tweak the visuals up a little more like AA or something similar (I can’t remember seeing an option for that in-game).
Mechanically Battleborn feels very similar to Borderlands in some respects, what with it being a FPS RPG. However the progression system is vastly different with in-game levels and talent tree choices being for that particular mission or PVP match only. You’ll still get oodles of loot though, most of which is not character specific and thus can be used to customize any of the Battleborns you have unlocked. There are character and player levels however and each of those will reward you with new perks, characters and various cosmetics. The core game mechanic can either be a kind of single-instance PVE mission or a straight up PVP match. Either of them will last about 30 minutes in total and can be played solo or in groups. If it’s sounding like there’s a lot going on in Battleborn then you’re right and it’s really quite hard to summarize it in a single paragraph. If you ever played Darkspore though a lot of this will seem familiar to you as it largely similar, just with Gearbox’s usual flair for the comic and ludicrous layered on top.
Matches or missions start out the same: you and your team pick out which characters you want to use. Whilst you could say that all characters fit into the tank/dps/support paradigm most of them broach more than one of those categories. Group composition still matters however as lack of sustain, damage or the ability to soak up damage will make your life a lot harder than it should be. Once you’ve chosen your characters you’re stuck with them until the mission is over, something which can be a little annoying if you come up against another group that counters you well. Still, just like with other MOBAs, even heroes that counter each other can be overcome with skill and good teamwork, something which you’ll need a lot of to succeed in Battleborn.
The in-game progression system, whereby you can get up to 10 levels per game and choose talents to suit, is an interesting twist. It encourages you to experiment with different combinations of talents between games and helps ensure that playing the same character over and over doesn’t get boring. Similarly the loot you get through playing, which has to be activated with the in-match currency of shards, allows you to further refine your character to the situation at hand. One gripe I will make here is that the levelling system can seem to vary wildly. Sometimes I’d get level after level whilst other times, seemingly doing the same thing I was doing before, would result in a trickle of XP. This isn’t too much of an issue in the PVE scenarios however for PVP it can make quite a huge difference. I’m sure there’s an explanation for this somewhere but it’s not explained clearly in game.
Of course the hook that Gearbox built into Battleborn is the loot which comes to you via random drops or purchasing loot packs using in-game currency. The attributes are random, as is the loot quality, meaning that you’ll be working for some time to get that perfect piece of kit for your load out. I lucked out with a few good drops early on which made my healer classes quite powerful and hence tended to play them more often than not. If you’re the kind of person who spent many hours farming pearlescents then I’m sure this kind of loot system will appeal to you. However it does mean there’s a drastic gap between new and old players, something which can become readily apparent in the PVP matches. A few decent drops can close that gap a little bit, but a person with all greens is going to be far less effective than someone who’s got legendaries across the board.
Initially Battleborn is quite overwhelming as there’s just so much going on at once it’s hard to get a handle on it all. After a few hours though things start to make sense at it becomes one of those oh-so-fun min/maxing problems that RPG fans like me love. If gear is what you’re after you are best placed to do the PVE missions although getting a good group (who will mean you get more loot) can be a little hard. You can, of course, run this with friends which would make the whole thing a lot easier. Unlocking all the Battleborns will take some time however as even with my 13 hours of play time I was barely halfway through unlocking them all. I’m sure this is by design however as Gearbox is hoping that Battleborn will be the game to hook its fans for the next few years.
One small gripe I want to level at Battleborn was some of the limits of the matchmaking system. You can’t, for instance, queue for specific missions. If you’re trying to complete the main quest line this can be rather frustrating, especially when people don’t vote for the map you want to do. Additionally should the matchmaking system not find someone for you to group with it’ll put you in solo, something which I think most players would not want. Indeed there’s an option to do it privately so, by definition, choosing matchmaking means you want to play with others. This could be easily fixed by including an option to find a full group before proceeding, something which I would’ve gladly used instead of trying to struggle through a mission myself or with just one other player.
The story of Battleborn comes with Gearbox’s usual flair for the comedic and absurd. It definitely helps to lighten up what can otherwise be a bit of a dull grind, especially on some of the longer missions, although it does mean that the story doesn’t go terribly deep. Of course you’re not playing Battleborn for the story, you’re doing it for the loot, so the fact that most characters are fleshed out well is just a bonus. It looks like Gearbox are planning additional PVE story missions as part of their DLC too which will only further expand the story. Overall it’s a solid story experience that keeps it light and fun, as we’ve come to expect.
Battleborn brings a lot to the table, so much so that its hard to describe the game in a few sentences. At its heart it shares the same FPS RPG mechanics that Gearbox developed so well with the Borderlands series but the differences between the two games could not be more stark. The inclusion of both PVE and PVP game modes, both of which offer solid avenues of progression, means that Battleborn is targeted to a much wider audience than the gun grinders of Borderlands. Suffice to say if like shooting things, characters that bring with them a truckload of levity and love a good loot chase then Battleborn is right up your alley.
Battleborn is available on PC, XboxOne and PlayStation4 right now for $59.99, $77 and $77 respectively. Game was played on the PC with approximately 13 hours of total play time and 24% of the achievements unlocked.
Truly unique game mechanics are a rarity. This is not because of any lack of imagination on the part of game developers, far from it. More it’s to do with the fact that there have been so many games made that it’s almost inevitable that a mechanic has been explored before. So often game developers combine different mechanics, hide them cleverly or just rely on the story to carry things along. SUPERHOT however brings with it the novel mechanic of only moving when you do, putting you in a kind of eternal bullet time movie. It was this mechanic that made it a Kickstarter success (full disclosure: I backed it at the $75 level) and the resulting game is much more than just an extended version of their prototype.
You get a message from your friend. It’s this game, superhot.exe, and it’s amazing. He sends you a crack for it so you can get in on the action. It’s interesting but in the end it’s just you, no plot, no nothing. Just killing red guys. Still you can’t seem to draw yourself away from it, going back again and again, playing through the various scenarios it throws at you. Things start to get weird after an unknown entity starts talking to you, warning you that you don’t know what you’re doing. Will you play on? Or will you quit while your mind is still free?
SUPERHOT retains the minimal, low poly aesthetic that featured in the original game and accompanying marketing material. The environments are all stark white, lacking in any real detail apart from a few objects strewn here or there. Your enemies are bright red, easily distinguishable against the plain background. Other than that there’s not much to say about SUPERHOT’s graphics as they’ve been done to focus your attention, rather than be a distraction. Considering how hectic things can get, even though the game doesn’t move unless you do, this visual simplicity is something I’m sure all players will be thankful for.
At it’s core SUPERHOT could be considered a simplistic FPS, one where a single shot takes down all enemies (and you, if you’re not careful). Of course what changes it from being a rudimentary FPS to the novelty that it has become is the fact that time only moves when you do. So whenever you shift sideways, look around or perform an action the game will advanced forward. This means that you have an almost unlimited amount of time to plan your next move, choosing the best course of action possible. Each level you clear is played back to you, showing your superhero like fighting skills in real time. In the end SUPERHOT ends up being more like a FPS puzzler as each level is a game of optimization and understanding what actions happen when.
The core time mechanic would, on the surface, make the game incredibly easy. However whilst the game freezes while you contemplate your next move you are not an omnipotent being and, as such, you don’t know everything that’s happening around you. Whilst most of the time it’s easy enough to figure out what you need to do there are numerous puzzles where enemies spawn behind you, meaning you’ll probably have to die a few times before you know exactly what to do. Also the AI isn’t dumb and will attempt to lead you when shooting which can see you running into their bullets rather than away from them. Indeed whilst the first few levels are a breeze SUPERHOT quickly becomes a much harder game than you’d first expect it to be.
Most of the levels are done well, giving you enough opportunity to flex your FPS and prediction skills whilst punishing your mistakes. Some levels are far more strict than others, really only having one solution that you need to execute perfectly. One issue that I have to point out though is that the AI doesn’t react in the same way to the same situation every time which makes some of the more difficult levels pretty frustrating. The very final fight, for instance, required a good chunk of luck for everything to go perfectly. In the first 10 seconds an AI deciding to pick up a shotgun or simply run directly at you could be the difference between barely making it through and not having a chance at all. All that said however the challenges are beatable but they can be a little frustrating at times.
The story, whilst somewhat basic, is presented in an interesting way. Most of the dialogue is presented to you through a DOS-like terminal at the start of the game, taking the form of a chat between you and someone on the other side. Eventually it takes over the main game, using the SUPERHOT flashes. It’s best described as a psychological thriller, one which makes you question what is real and what is not within the game world. It ends rather predictably but then again I wasn’t expecting massive narrative development from a game that’s only a couple hours long. Suffice to say for a game that rode to fame on its mechanics the story was well above my expectations but SUPERHOT isn’t a game you’ll play for the narrative.
SUPERHOT sets the bar for Kickstarter games priding themselves on innovative game mechanics. The minimal visual aesthetic is purposefully done to focus your attention on what matters most, casting all visual distractions aside. The core “time only moves when you do” mechanic is done well, transforming an otherwise rudimentary platformer into an intricate puzzler. The story is above par for these kinds of games, even if it is somewhat predictable towards the end. Overall SUPERHOT is an excellent game that makes great use of its core mechanic,
SUPERHOT is available on PC right now for $24.99. Total play time was 2 hours with 36% of the achievements unlocked. The writer was a backer of the project on Kickstarter at the $75 reward level.