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.
It’s a great time to be a Star Wars fan, as this writer is. Whilst the IP has never really been left alone it’s seen new life breathed into it with the latest movie and the hubbub that has surrounded it. Released just before the movies the revived Star Wars Battlefront game had promised to bring the big screen action to your home PC or console, putting you on the ground in some of the key battles that defined the franchise. However the controversy surrounding the game’s release has been strong with many long time fans (and the game’s original incarnation) simply straight up boycotting the game. I’ve finally managed to get some time with the title and, in all honesty, I can’t disagree with many of the issues that have been raised, some of which are made even worse by some horrendous design choices.
Battlefront takes place on the various iconic sets that defined the Star Wars triologies. You’ll be down on the ground during the battle of Hoth, fending off imperial AT-AT walkers from the base’s power supplies. Next you’ll find yourself on the forest moon of endor, dodging and weaving through the trees to do battle with the opposing force. There’s even numerous maps on the new desert planet of Jakku where the ruins of an imperial fleet play host to numerous skirmishes and large 40 v 40 battles. There are a few single player challenges for you to try your hand at but they mostly function as a way to introduce you to some of the mechanics and to give you credits to spend on in-game unlocks. Suffice to say in terms of settings EA got a lot right, focusing on the things that fans of both the franchise and the original game wanted to see.
Battlefront stands out as the pinnacle of graphics in 2015 with the expansive environments filled with incredible amounts of detail having no rival. This should come as no surprise given its pedigree with the developer, DICE, being responsible for previous graphical marvels in the Battlefield franchise. This no doubt helps with the larger than life feeling that the game strives to create as no environment feels more alive than the ones that DICE created for this version of Battlefront. Of course if you’re wanting to see this game at its peak you’ll need to pay admission price, something which even my recently upgraded rig struggled to achieve at some points.
Mechanically Battlefront is your typical multi-player shooter set in the Star Wars universe and many of the mechanics take their inspiration from it. There’s a variety of weapons at your disposal, the choice of which largely determine by your play style. The star card system, which allows you to pick 3 different power ups, allows you to customize your character further. The unlock system feels like the original Black Ops online mode with credits being awarded at the end of each match which you can spend to unlock gear (most of which requires a certain rank to attain). There are handful of different game modes most of which will be instantly familiar with a number of them that make use of Battlefront’s more unique mechanics like the hero powerups. Suffice to say Battlefront has all the trappings of a decent multiplayer only shooter however that’s only half the battle and, unfortunately, it’s that other half which it loses hard.
The FPS combat mechanics are a little odd, tending more towards the current console shooter trends more than its PC roots would have you believe. There’s a 3rd person mode which strangely imposes no penalties (which means you should be using it, no question) and the ADS system doesn’t provide an accuracy bonus. As someone who’s played far too many hours of Call of Duty recently this took a little getting used to but it’s serviceable once you get settled. Battlefront, like the Battlefield games before it, is one that rewards players with more powerful weapons and powerups the longer you play. This means that you’ll often come up against opponents that have far better gear than you. Whilst skill can overcome that gap in most situations it does mean for latecomers like myself you feel at a significant disadvantage for a decent period of time. This is somewhat made up for by the relatively fast levelling system, however that’d only work if the matchmaking of Battlefront wasn’t so horribly broken.
Among the various questionable choices made (I won’t touch the DLC debacle, that’s already been done to death) Battlefront’s matchmaking does away with dedicated servers in favour of its own matchmaking service. On PC though this system simply doesn’t work 90% of the time, failing to find games or putting you in an empty lobby which never gets past half full. It’s not limited to the big game modes either as every time I’ve opened up Battlefront I’ve tried every single mode at least once to see if I can find a game. Should Battlefront have the option to queue for a full game (like its Battlefield predecessors did) this wouldn’t be an issue but alas there isn’t one. Worst still is the fact that the teams aren’t balanced or randomized after every game, meaning that should one team completely destroy the other that will likely continue indefinitely. Sure you can try and leave and rejoin, but you’ll likely get stuck trying to find another game for 30+ minutes again.
It’s a real shame because it’s these kinds of frustrations that up and kill most of my motivation to play Battlefront. The game itself is a great bit of fun, even if it’s not balanced well like other shooters are, but when it’s locked behind so much waiting I find myself drifting back to my old haunts. Sure some of these problems are due to the relatively small PC player base (some 10% of the XboxOne or PlayStation4) but even 10,000 players should be enough to ensure near instant queues for games. Unfortunately it seems like a solution to this problem won’t be forthcoming any time soon and will likely be hidden behind the dreaded season pass paywall.
Battlefront has all the makings of a great Star Wars game, one that faithfully pays homage to the original IP, but unfortunately falls short of attaining it. The graphics are simply marvellous, easily the best of any game that was released in 2015. The game play, whilst feeling a little unpolished when compared to other similar titles, does have a certain charm to it even when you’re facing off against foes who are far beyond your own level. The matchmaking brings the whole show down, ensuring that half your play time will be spent waiting for a game which will inevitably end up being an unbalanced horror show, either in or your favour or against. Whilst I’ll likely return for a bash every so often I can’t see myself forking over the extra cash for the privilege of doing so, at least not until EA and DICE get off their collective asses to fix it.
Star Wars Battlefront is available on PC, XboxOne and PlayStation4 right now for $59 on all platforms. Game was played on the PC with approximately 8 hours of total play time.
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 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.
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.
Destiny was the first game to break my staunch opposition to playing first person shooters on consoles. Being a long time member of the PC master race meant that it took me quite a while to get used to the way consoles do things and had it not been for Destiny’s MMORPG stylings I might not have stuck it through. However I’m glad I did as the numerous hours I’ve spent in Destiny since then were ones I very much enjoyed. The time between me capping out at level 32 and the release of the House of Wolves expansion though was long enough for me to fall back to DOTA 2 and I missed much of that release. The Taken King however promised to completely upend the way Destiny did things and proved to be the perfect time for me to reignite my addiction to Bungie’s flagship IP.
Six of you went down into that pit, looking to end the dark grip that Crota held on our Moon. His death rung out across the galaxy, sending ripples through the darkness. His father, Oryx, felt his son slip from this plane and immediately swore vengeance upon you and the light. Oryx has appeared in our system aboard a mighty dreadnought, capable of decimating entire armies with a single attack. Slayer of Crota it is now up to you to face Oryx as he and his Taken are swarming over the entire solar system and threaten to snuff out the light once and for all. Are you strong enough to face this challenge guardian?
Graphically Destiny hasn’t change much, retaining the same level of impressive graphics that aptly demonstrate the capabilities of current generation console hardware. There has been a significant overhaul to the UI elements however with the vast majority of them looking sharper and feeling a lot more responsive. It might sound like a minor detail but it’s a big leap up in some regards, especially with the new quest/mission and bounty interface. It’s the kind of stuff you’d expect to see in expansions like this and I doubt we’ll see any major graphical changes until Destiny 2.0.
The core game is mostly unchanged, consisting of the same cover based shooter game play with the RPG elements sprinkled on top. Every class has been granted a new subclass meaning that each of them now has one that covers each of the elements (fire, void and arc). The levelling and progression system has been significantly overhauled, providing a much smoother experience to levelling your character up both in level and gear terms. Many of the ancillary activities, like the Nightfall and Exotic Bounties, have also been reworked to favour continuous progression rather than constant praying to RNGJesus. Additionally there’s been many quality of life improvements which have made doing lots of things in Destiny a lot easier, much to the relief of long term players like myself. This is all in concert with a campaign that’s about half as long again as the original, making The Taken King well worth its current asking price.
The new subclasses might sound like a small addition but they’ve given new life to a lot of aspects of Destiny. Each new class essentially filled a hole that was lacking in the other two, allowing each class to be far more versatile than they were previously. The only issue I have with them so far is that the new subclasses feel a lot better at more things than their predecessors do which means pretty much everyone is solely using those classes now. Sure the Defender Titan’s bubble is still the ultimate defensive super however it pales in comparison to the toolset that the Sunbreaker has at their disposal. This might just be my impression given my current playstyle (mostly solo) and may change when I finally attempt the raid this week.
The revamp of the levelling system is probably the most welcome change. Unlike before where your level was determined by the light your gear had the new maximum level is now 40, achievable through grinding XP like any other RPG. Then once you hit the maximum level you have your Light Level which is an average of your gear’s damage output and defensive capabilities. As it stands right now that’s pretty much the only thing that matters when you’re attempting an encounter and so the higher your light level the easier it will be. Whilst it’s not a huge change from the previous system it does mean that there’s quite a lot more variety in terms of what gear you’ll end up using. This also means that a lot more pieces of gear, even those lowly blues which we used to disassemble immediately, are now quite viable.
This comes hand in hand with a revamp of how you can obtain gear in the game. Whilst there are still guaranteed ways of obtaining gear through marks (now Legendary Marks which are slightly hard to come by) you’ll mostly be looking for engrams. The engram rate has been significantly increased and when you get them decrypted they’ll roll a random light level in a +/- range of your current light level. This means that, in order to progress, it’s best to equip your highest light level gear and decode engrams. Doing this I was able to get myself to light level 295 in a relatively short period of time, more than enough to attempt the raid. This, coupled with the new avenues to better gear, mean that progression is far smoother than it was before.
The revamped quest and bounties system has everything in it that guardians have been asking for from day one. There’s now a separate tab that has everything in it, allowing you to track objectives so you can quickly see your status without having to pop out into the menu. This has allowed Bungie to include multiple questlines that all run simultaneously, something which was just not possible before. Many of these quests will help you get solid boosts in your light level and, if you follow some of the longer ones, unlock some of the best gear in the game. By far the stand out piece, in my mind, is the heavy sword which (when fully levelled) makes PVE encounters a breeze and the crucible a punchbro’s dream.
The Taken King expansion also gets massive kudos for fleshing out the lore of Destiny significantly. Part of this comes from the extended campaign missions that take you deep into the world of the Hive and the Taken but there’s also dozens of new bits of information scattered throughout the world (accessible through ghost scans). The Books of Sorrow provide a lot of background detail to all the races and their involvement with the Darkness as well as providing some insight into the events that led up to the Traveller’s current state. I’m still picking through it myself but it’s honestly great to see Bungie fleshing out this world as there’s so much potential here and I’d hate for it to go to waste. Additionally Nolan North replacing Peter Dinklage as the voice of your ghost is a welcome change, as is the addition of many more hours of voice acting from all the central characters.
Destiny: The Taken King is the expansion that all guardians had hoped for, bringing with it all the improvements that were sorely needed. It’s a testament to Bungie’s dedication to this IP as the amount of extra content they’ve released for Destiny in just one year is, honestly, staggering. The changes they made with this latest expansion have improved the experience dramatically, both for casual players and the hardcore alike. If you’d been staving off playing Destiny then now would definitely be a great time to give it a whirl as this is the game many are saying it should have been at launch. For long time guardians like myself it’s what was needed to bring me back to the fold and keep me playing for a long time to come.
Destiny: The Taken King is available on PlayStation3, PlayStation4, XboxOne and Xbox360 for $79, $79, $79 and $79 respectively. Game was played on the PlayStation4 with approximately 20 hours of play time, reaching light level 295.
The hivemind of the gaming community collectively looks towards indie developers as the innovators. We praise them and put them up on pedestals because they dare to buck trends, trying out new concepts, mechanics and stories that big AAA developers would never touch. Sometimes this works out well, spawning new genres or revamping old ones, other times however the concept fails so hard to achieve its goals that the idea is burnt forever more. Indeed the risk is even higher when the developers attempt something that’s extremely high concept, much like what The Flock attempted to be. Unfortunately this time around the risk won’t be rewarded as The Flock is set to be a ghost town that will never achieve its vision.
The world is a shadow of its former self, great cities lie in disrepair and what remains elsewhere has been long abandoned. All that remains now is the Flock, a race of subhuman creatures who skitter through the darkness searching for one thing: the Artefact. It is that sacred thing that can transform a member of the Flock into a Carrier, able to wield the power of the light and bring about the next phase of this world’s existence. However creature of the Flock wants the Artefact and will do anything to obtain it, even kill their own. There is limited time left for members of the Flock as their population is dwindling, every murdered carrier putting their entire species one step closer to extinction.
The Flock might not be the most pretty game in the world, thanks mostly to its drab aesthetic, but it does manage to punch above average in the graphics department. For the most part things look great from afar, especially when you’re on top of a building in the city overlooking everything, but up close it’s clear that detail is scant. The various bright and shiny things help break up the visual monotony a bit, as well as provide visual cues for some of the game’s core mechanics. Apart from that there’s really not much else write home about as the game’s focus isn’t purely on graphics.
The premise of The Flock is an interesting one: you’re a member of The Flock’s race and you want to get The Artefact. Once you have it you’re transformed into The Carrier who can wield The Artefact’s power which is essentially a high powered torch. If another member of The Flock kills you they’ll then become The Carrier however if you shine the light on them, and they’re foolish enough to move even an inch while you have it on them, they’ll be burnt to cinders. It’s not as simple as standing still once you’ve got The Artefact however as you need to move to power it. There’s also objectives for you to complete, charging up blue glowing things with the light of The Artefact, which tempt you to come after them. Underpinning all this is the limited population that The Flock has and, once that’s exhausted, the game itself will no longer be on sale and only those who had purchased the game will be able to participate in the next stage.
In raw game terms The Flock is quite playable, that is if you can manage to scrounge together a game with more than just one other player. Each of the maps has numerous routes and places for The Flock to hide in, something which can make your life as The Carrier quite hard. The Artefact needing movement to be powered means that you’ll always be on the move, further increasing other Flock member’s chances of hunting you down. Indeed I can imagine that in a full game of 6 people it’d be quite the chaotic affair as even with just 3 it was hard to hold onto the artefact for any long stretch of time, especially if you went after objectives.
However the number of people playing The Flock is so abysmally poor that you’ll be lucky to ever see another person playing it. I spent probably half my time in game simply waiting for someone else to join me only to be disappointed nearly every time. Checking the population every 5 minutes or so revealed that yes, I was the only one playing since there were no other deaths happening anywhere else in the world. In the time I’ve been playing it the population has dropped by a paltry 1200 meaning, on average, there’s been one death every 30 seconds. At this rate the population will reach 0 sometime in the next 200 years, not exactly what the developers had in mind I’m sure.
This severe drop off in interest can probably be traced to The Flock’s lack of replayability. Those three maps in the screenshot below? Those are the only three maps you’ll have to play, meaning that after 3 games you’ve likely seen everything there is to see in The Flock. This would be fine if the game play was interesting enough however since all the objectives are the same and there are no different modes the longevity of The Flock is severely limited. Thus after the initial fervour there’s only going to be a handful of people playing at any moment. That’s not going to improve any time soon. especially with the developers being tight lipped about the whole thing.
The Flock will never achieve its ambition, the lack of variety in the game play not enough to sustain it until the huge population reaches 0. At a technical and mechanical level the game is sound, playable even at high pings that often happened due to the lack of players. However this game had grander visions, of enticing players in with the notion that they could be part of something exclusive. something that no game had attempted before. Unfortunately that vision will never be realised, the population set too high and the interest in the game too low. I would say I’m disappointed but, honestly, the developers grossly overestimated how popular their game would be and have been subsequently punished for their hubris.
The Flock is available on PC right now for $19.99. Total play time was 1 hour.
The days of the expansion pack have long since left us, replaced by it’s bite sized cousin downloadable content. For many this is a better way of doing it as it allows players to revisit games on a semi-regular basis to enjoy the additional couple hours of game play. This gamer however pines for the good old days when expansion packs were usually good enough to be classed as new games on their own, providing a whole new experience in the same world. From time to time though some games still follow this old format and Wolfenstein: The Old Blood is one such title, detailing the story of William “B.J.” Blazkowicz before he set out on the events detailed in Wolfenstein: The New Order.
The war against the Nazis is being lost with the allied forces being pushed back on nearly every front. Their rapid technological progress being driven by one of their top scientists, General Wilhelm “Deathshead” Strasse, is most likely the cause of this however his location has proven to be elusive. It is up to you then, playing as Blazkowicz, to infiltrate a Nazi stronghold and find a folder belonging to Helga Von Schabbs which has his location. However your infiltration quickly goes awry and you find yourself in the belly of the beast, armed with nothing more than a pipe and your sharp wit. Whether that will be enough for you to complete your objective, however, is up to you.
As you’d expect of a game that has come out barely a year after its predecessor The Old Blood retains the same level of graphical excellence which was only magnified by immense power that my new rig was able to throw at it. Strangely enough some of the performance issues I had experienced previously, like the significant drop in performance in the more open sections, were still present which leads me to think that the id Tech 5 engine potentially has some issues with larger scenes. Still it was eminently playable, especially in the indoor sections where split section reaction times and seat-of-the-pants gameplay were a common occurrence. The colour palette and scenery may give it the same feeling as many previous generation games but it’s anything but, especially when you take a few moments to look around.
The core of what The New Order great remains in The Old Blood although the experience has been streamlined due to the game’s reduced length. At its heart The Old Blood is still a corridor shooter, one that incorporates the old traditions of hiding secret areas whilst blending in a few RPG elements to give you an edge over your enemies. The wide and varied arsenal makes a return, allowing you to select from a whole host of silly weapons to mow down any enemy that’s put in front of you. The modifications to these guns however is greatly reduced, usually amounting to one setting you can change rather than the The New Order’s rather bountiful mod system. The levelling system has also been slimmed down considerably with only a handful of options available to you although the completion mechanic remains. The stealth is back and, thankfully, feels a lot more fair than its predecessor’s did even if it still gets taken away from you every so often. Overall The Old Blood feels like a more streamlined version of the The New Order with all the benefits and pitfalls that come with it.
The combat retains the highly polished, fast paced nature that we’ve all come to expect from AAA corridor shooters like this. For those seeking a challenge though you’re likely to be disappointed as even on the second hardest difficulty most enemies are pretty easy to take on, with some of them even missing point blank shots. The increased difficulty seems to come from them doing a whole bunch more damage when they do eventually land a shot or get a melee hit off on you, something which can be rather irritating when later enemies get the ability to one hit kill you. These are all things that can be overcome with a little strategy (and of course levelling the various perks) however for a game that wants to emulate its FPS ancestors putting the training wheels on the difficulty seems somewhat counter-intuitive, even if it would make for a better game for the less experienced players out there.
The stealth system feels largely the same with you being able to take the majority of enemies silently if you time everything correctly. There have definitely been some improvements in this regard as it’s quite possible to skip massive areas if you pull the stealth off correctly. Unfortunately the poorly implemented detection mechanism is still there meaning that if you trigger one guard you’ll trigger the lot of them, including the captains if any of them happen to be around. This can often lead to a panicked sprint to find the commanders before they can bring in wave after wave of additional enemies for you take out. Still the times when this happens are more than made up for with the sections that let you skip huge areas of combat if you’re patient and attentive which I feel is the key to making stealth sections rewarding.
The cut down talent system works well since there’s really not enough game time in The Old Blood to justify a talent system as deep as the one that was in The New Order. Some of the challenges either require you to die a few times over to complete (like the silent commander kill one) or you’ll need perfect execution to unlock them if you manage to do everything on a single life, which is quite doable in my opinion. However the majority of them are readily achievable with a little bit of planning and careful execution. The benefits you gain from them are mild at best and you could likely blast through the entire game without unlocking one and not feel like you’re struggling. I guess that’s somewhat the point, putting more of an emphasis on player skill, however I like upgrades to be impactful, turning a meek player into a god to be feared. That’s just this writer’s opinion, though.
The year of patches and fixes for The New Order have trickled their way down to The Old Blood meaning that issues like texture pop-in are pretty much gone although the performance hit in outdoor areas is still noticeable. One thing I did notice is that in some indoor scenes, particularly during cutscenes, the game would actually remove objects that were deemed “out of sight” of the player, even if say a corner or edge was still mostly visible. This leads to a rather jarring pop-in of objects (not textures) in some scenes as characters move about the scene. It can highlight areas of interest although I believe that aspect of it is wholly unintended. Overall it seems that the id Tech 5 engine is starting to mature nicely after 4 years of use by id and hopefully many of these improvements find their way into the upcoming id Tech 6 engine.
The Old Blood retains similar stylings to its predecessor with the inner monologue of Blazkowicz driving much of it with the rest hidden in notes scattered everywhere. You won’t be seeing many familiar faces in this game so it’s not like this game is seeking to flesh out the back story of anyone but the main protagonist. Still most of the characters are given enough screen time to flesh their characters out to a basic level although rarely to they expand more upon that. I think this primarily stems from the fact that pretty much every character in The Old Blood doesn’t make an appearance in the The New Order and, given the game’s length, there’s really not much time to flesh out anyone in earnest. Still it’s above average when it comes to the corridor shooter genre, even if that really isn’t saying much.
Wolfenstein: The Old Blood is a worthy successor to The New Order, taking the essence of what made that game great and streamlining it into a shorter experience. Whilst many will be pining for a much longer and deeper experience, this writer included, it’s hard to deny that the experience (while it lasts) is of the same calibre as its predecessor. This does mean a few of the less desirable quirks remain but this is counterbalanced by the ones that were fixed. Suffice to say if you were hungering for more of the new style of Wolfenstein games then you won’t go wrong with The Old Blood, even if you may be left wanting for more when the final credit screen rolls around.
Wolfenstein: The Old Blood is available on PC, XboxOne and PlayStation 4 right now for $39.99 on all platforms. Game was played on the PC with 5 hours of total play time and 35% of the achievements unlocked.
The Battlefield series has, for the most part, stuck to its roots of giant war-based combat which has served it well over the past 13 years that it has existed. This put it in direct competition with Call of Duty although they favoured a longer development and release cycle with their games usually having a 2+ year cycle with various expansions and DLCs peppered in between. For many it served as the more refined version of Call of Duty, favouring tactics and skill rather than fast action and twitch reflexes. Battlefield Hardline marks DICE’s first departure from the Battlefield formula and whilst parts of what made the series great can be seen in here the game unfortunately leaves a lot to be desired.
Miami has gone to hell, the streets flooded with drugs and gang warfare escalating to all new heights. You are Nicholas Mendoza, newly minted detective in the Miami PD who’s looking to clean up Miami through good, honest police work. However it doesn’t take long for things to start going awry with your first bust turning into a bloodbath and questions to start arising around your methods. Indeed the more you try stop the plague that’s spreading through Miami the more you seem to be drawn into it, with your fellow cops being the ones dragging you in.
Unlike it’s predecessors that used the Frostbite 3 engine Battlefield Hardline doesn’t feel like a massive step up graphically, indeed it actually feels like it’s gone backwards in some respects. Whilst we still have the wide open environments that are a signature of the Battlefield franchise they just don’t feel as visually impressive as they used to, even with the enormous amount of grunt that my new rig can provide. Looking over my screenshots from previous reviews confirms this, showing that the engine is capable of quite a bit more than what Hardline seems to make use of. It makes even less sense when you find out that this isn’t Visceral’s first experience with the Frostbite engine either so I can only assume that the reduction in fidelity was done for optimization reasons.
Hardline plays much like Battlefield 4 did before it, retaining many of the core mechanics whilst adding in a few new tricks that tie into the police theme. You’ll still be running and gunning quite often, although in slightly smaller environments than you’d be used to, and the stealth mechanic that appeared in Battlefield 4 makes a return in Hardline. However now instead of getting points to level up your character by killing people you instead only level up by taking people down non-lethally or arresting them, something you can accomplish by telling them to “freeze” and then tackling them to the ground. There’s also bonus objectives like warrant suspects (who give quadruple score for arrests), cases for you to investigate by finding evidence and completing additional objectives. The multiplayer introduces a bunch of new modes which are mostly variants of the standard game styles we all know and love although it seems everyone is really still only interested in the big, 32 on 32 conquest maps.
The FPS combat in hardline feels a little unpolished as all the guns in their own categories feel pretty much the same as one another. Indeed once you get a few levels under your belt and unlock a couple guns there’s really no need to switch to anything else and the game rarely pits you against enemies with new and interesting guns, meaning you’ll have to level up or complete case missions in order to add in some variety. Couple this with the absolutely dumb as rocks AI and you’ve got a FPS experience that’s highly forgettable, even in the scenes which feel like they’re supposed to be action packed but just end up feeling bland.
This is only exacerbated by the repetition that’s introduced by the arrest mechanic which you’re required to use if you want to level up your character. Sure it’s pretty fun to work out the best way to approach a section so you can arrest everyone in it, but after you’ve done that a dozen times it starts to lose its luster. Thankfully you don’t have to do that for long as I was able to reach max rank somewhere around episode 7 or so but even the freedom granted by being able to run and gun everything past then didn’t add any life back into Hardline’s combat. This is what made it incredibly easy to put the game down at the end of each “episode” as playing more than one in a night was a recipe for frustration and boredom.
The story is somewhat serviceable in comparison to the rest of the game, with most of the characters being given enough screentime and background to be believable even if the situations you find them in are wholly unbelievable. I couldn’t find myself empathizing with any of the characters though, even the main protagonist, as they didn’t really feel relatable until right near the end. Even then it felt like too little too late, even if I had enough information to understand the decisions they were making. The ending might not scream sequel but it’s definitely hinting at it, raising its eyebrows suggestively and giving you a sly wink as you walk out the door.
I’ve only spent a brief few hours with the multiplayer (for issues I’ll dig into below) but the horror that is Battelog has made yet another return for Hardline and the issues surrounding it still remain. For the most part it seems like the community has little interest in the new game modes as servers that cater towards them are barren wastelands, devoid of players wanting to play them. Instead the vast majority have huddled around the safe place of Battlefield’s large scale warfare maps, something that feels quite at odds with the game’s more intimate setting and direction. Suffice to say it pretty much plays how you’d expect it to with the key difference coming from you being able to generate cash to buy new weapons and perks, rather than having to unlock them by levelling a class. It takes the edge of the levelling curve but doesn’t do much else.
The icing on this rather unappealing cake comes in the form of bugs, glitches and good old fashioned crashes that seem to be a mainstay of all Battlefield releases. I had the single player crash on me multiple times, often when I wasn’t doing anything particular of note at all. Battlelog simply refused to recognise that I had Origin installed until I reinstalled it, something I seem to have to do with every Battlefield release. Then when I did try to play some multi games the game would often just up and exit without any notification of what happened, sometimes in the middle of the game and others when I was spending the mandatory 5 minute wait while the game reloaded itself again. I honestly cannot understand why, after 2 previous releases that suffered the exact same issues, that DICE and Visceral couldn’t work out these issues before release and it’s not something I’d expect from a veteran AAA developer.
Battlefield Hardline is an unfortunate fall from grace for the series, trashing the things that made them great and failing to add in anything that could justify taking such a huge risk. The gameplay is bland and uninteresting, failing to capture the player’s attention even for the short duration of the episodes in the single player game. The changes to the multiplayer are completely out of line with what the community wants, as shown by the fact that the only playable servers are those that emulate the previous title’s play style. Topping it all off is the instability and lack of polish on the core game itself, with crashes and bugs plaguing the already beleaguered experience. I honestly can’t recommend this game even for the die hard fans of the series as it just falls so short of the standard that its predecessors set.
Battlefield Hardline is available on PC, Xbox360, XboxOne, PlayStation3 and PlayStation4 right now for $59.95, $89.95, $109.95, $89.95 and $109.95 respectively. Game was played on the PC with approximately 9 hours of total play time.