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.
There’s a new trend among the newer game developers who found success with their earlier titles. Instead of relying on releasing sequels (although most of these kinds of developers still do that) they instead rely on applying their trademark style to different games, allowing them to experiment with new IPs whilst still retaining the majority of the brand loyalty that a sequel would. The most prevalent example of this is Telltale Games who’s titles include various IPs ranging from their signatures like The Walking Dead all the way down to TV tie-ins like their CSI games. Turtle Rock Studios made a name for themselves with the Left 4 Dead franchise which had the unique appeal of putting you in charge of the monsters that terrorized other players. Evolve extends that idea except now instead of being team on team it’s now one versus four and that difference, along with the swath of new mechanics, make it quite an interesting title.
The planet Shear is a planet deep in space, on the far reaches of humanity. We set up colonies there, hoping to plunder the vast riches of this world for ourselves. However the world rebelled against us, sending huge hulking monsters to destroy everything we built and slaughter everyone who dared to tread on its surface. That’s when William Cabot arrived, bringing with him his team of hunters who would put these monsters in the ground, allowing us to escape from the planet’s deadly grasp. You are one of those hunters and its your job to save colonists and collect a fat pay check in the process.
Evolve is the first taxing game I’ve run on my new rig and suffice to say that it looks absolutely gorgeous with everything turned up to its limit. There’s a slight Unreal engine feel to it, most likely due to the texturing more than anything else, which would usually detract from the visual experience however Evolve has so much detail that you stop noticing it very quickly. You won’t have much time to stop and gawk at the huge environments however as you’ll always be in motion, whether you’re the monster or the hunter trying to track it down. This visual pleasure does come at a cost however as DirectX 11 is a strict requirement so if you’ve let your GPU age a couple generations now would be the time to invest in an upgrade.
The mechanics in Evolve are a fresh take on the style that Turtle Rock perfected with the Left 4 Dead series, using the futuristic setting to the fullest extent to create 5 truly unique archetypes that all have their role to play. The monster is the signature character class and, depending on how you play the game, will either be your staple or class you rarely ever play. The Monster is the signature archetype of the game which is controlled by a single player for the entire duration of the match. The hunters make up the remaining 4 archetypes, each of them filling a specific role in bringing the monster down. For the hunters the game centres on team work, ensuring that everyone performs their role correctly and executing whatever battle plan you have in your head perfectly. For the monster however it’s a game of balancing evolving, battling hunters and trying to complete the map’s objective before the hunters get you. So whilst Evolve might be a little derivative from their past titles it’s most certainly a fresh and unique experience, one that is tied to how good your team and/or the monster is.
Evolve gets credit for putting everyone through a couple of mandatory tutorials before allowing them into the main game, ostensibly because playing the monster is a non-trivial exercise and you’ll need to know the basics of movement before you can play effectively as a hunter. Whilst it’s not as thorough as say, the DPS/Tank challenges in World of Warcraft, it’s enough to make sure you won’t be completely useless. Evolve does send a bevy of prompts your way through the game though so even if you haven’t played a class in a while you should be able to pick it up without too much hassle. After that it was only an hour or two before I had grasped all the key mechanics pretty well and was feeling like I was actually contributing to the fight.
There are two main ways to play Evolve: either as a team (which bars you from being the monster) or as a solo player who can choose to play whichever class they want. You won’t always get the class you want however you can set a preference for which ones you’d like to play more than others. I’ve only had a couple games where I wasn’t given my first or second preference so if you’re keen on playing a particular class you shouldn’t go long without getting it. I managed to get some time playing on both sides of the equation and, most definitely, my favourite way is to play with a group of mates. However the game play is still solid enough that playing online with a bunch of strangers is still rewarding although it is a far more variable experience.
This is mainly because in those types of games, the ones which are mostly made up of random people playing together, the advantage tends heavily towards the monster. This isn’t a fault of the game, more a product of the fact that a bunch of randoms are less likely to work as a cohesive whole than a single guy with the power of 4 other people. I definitely noticed this when I was playing as the monster and the hunter’s medic was, shall we say, unaware of the fact that their death would spell the end of their team. I managed to win 4 out of 5 matches against them (foiled at the last stage when the auto balance was at 4 bars in their favour) by waiting for them to trap me in and then going to town on their healer. I’ve also been on the flip side however when a less than stellar monster decided that evolving in front of me was a good idea, something which Parnell (who with Super Soldier activated) took advantage of. I’m not sure how the match making works yet but there definitely needs to be some kind of ranking system in the back end to make the games a little more even since, as it stands right now, most matches are pretty one sided.
Evolve was rock solid for most of the time I was playing it however there were a couple issues that I think bears mentioning. The worst one I encountered was a Cry Engine error that said DXGI_ERROR_DEVICE_HUNG which highlighted the fact that there’s no way to rejoin a match if you crash, lag or disconnect. I looked around for a solution but nothing seemed to give me a solid answer one way or the other and, thankfully, I only saw it once during my 7ish hours with Evolve. I also had the rather annoying issue of my mouse cursor appearing when it shouldn’t (so I could see it while I was playing) and not showing up when it should (like in the menus). This could usually be fixed by alt-tabbing or shift-tabbing however sometimes it would require an entire game restart to get it working. These were minor inconveniences however and didn’t detract heavily from my overall experience.
Like Left 4 Dead before it Evolve has musings of a story peppered throughout it via bits of conversation between your character and your fellow hunters with a few bits fleshed out in various cut scenes. There definitely appears to be a larger world that the world of Evolve exists in however it’s not explored in any kind of depth beyond that of the back and forth banter that your characters sometimes have. Considering this is a multiplayer-first game (there is the option to do solo stuff if you want) like Titanfall I wasn’t really expecting much and so I can’t really count this as a fault. Ultimately the stories you and your friends create in Evolve will be far more interesting than the lore behind of this world you’re playing in.
Evolve is a wonderfully fresh breath of air, taking all the best parts of the Left 4 Dead franchise and rebuilding them in a new world that allowed Turtle Rock Studios to really experiment with what their niche genre was capable of. The game oozes polish in all the right places with only a hint of some issues still present a couple weeks after release. Playing with friends is a great experience, one that will be sure to create tales that will be retold for years to come as Evolve is broken out at LAN parties everywhere. The match-made multi-player experience is, unfortunately, quite varied although it’s not beyond saving and hopefully Turtle Rock is watching these first few weeks carefully to see what tweaks are needed to make it a much more fair experience. Overall though Evolve is a game that’s incredibly fun to play and one I can see myself coming back to when I need a break from the typical FPS drudgery I find myself in.
Evolve is available on PC PlayStation4 and XboxOne right now for $59.99, $99.95 and $99.95 respectively. Game was played on the PC with approximately 7 hours of total play time and 27% of the achievements unlocked.
Far Cry releases have been like clockwork for the first 3 instalments, coming out every 4 years at roughly the same time. That made it something of an oddity in recent times as nearly every other game that had its level of success transitioned quickly to the yearly release model and most suffered for it. The most recent release of Far Cry however came just 2 years after its predecessor, signalling that either the developers had found a way to cut 2 years from their dev cycle (not likely) or the pressure to release more often had finally got to Ubisoft. Whilst I tend to think the latter is more possible (especially given Ubisofts penchant for frequent releases) Far Cry 4 doesn’t seem to have suffered much due to the shortened development cycle and even manages to improve on its predecessor considerably.
You play as Ajay Ghale, a native of the land of Kyrat (most likely Nepal) who has returned to his birth land to fulfill the last dying wish of his mother: to scatter her ashes in Lakshmana. This is not as easy as it sounds as Kyrat has been in the grip of a brutal civil war for decades, ruled over by a dictator who has crowned himself king of all things. Upon trying to sneak into Kyrat you’re stopped at a military checkpoint and it doesn’t take long before things start going south. Then, for some unknown reason, the dictator himself shows up and takes you away to his palace high in the mountains of Kyrat. It is there you find out why he is so interested in you and why it is you who must free Kyrat.
Even though Far Cry 4 shares an engine with its predecessor I have to say that the graphics do feel like a big step up. Part of this might be the difference in scenery which now contains numerous sweeping vistas rather than the dense jungles of Far Cry 3. My rig also struggled with the default settings (something which I don’t recall happening previously) which is partly due to its age but also speaks to the higher graphical fidelity that Far Cry 4 has. Some of the issues I experienced previously did come across again (like they extremely noticeable tearing) however they were solvable and so they didn’t impact my game experience too much. If anything Far Cry 4 highlighted the fact that the new PC I’ve been fantasizing over would be a worthy investment, especially if I could run a game as pretty as this on max settings.
Ubisoft appears to have settled on the formula for the Far Cry series with the vast majority of this instalments mechanics being taken directly from its predecessor. You’ll be running around a large map, taking over radio towers, liberating outposts and doing all sorts of odds and ends type missions that will get in your way when you’re trying to travel between two points. There’s dozens of weapons available at your disposal, some of which you will only be able to access after completing certain missions or objectives. The talent system makes a comeback with a slightly tweaked progression mechanism which makes it slightly more relevant than it was in Far Cry 3. There are also some notable quality of life improvements made that vastly improved my enjoyment of Far Cry 4, some of which I think should make their way into other open world games.
Combat feels roughly the same as its predecessor with the aiming down sights still not feeling as accurate as it should be but overall retaining a highly polished feel. Whilst stealth is always an option (more on that in a bit) you’ll often find yourself in the midst of an out and out gun fight, tearing your way through wave after wave of enemies before you can move forward. For the most part these encounters are laid out well, giving you various routes to victory. Some approaches are far better than others of course but it wasn’t often that I found myself without the requisite firepower to make it through a section. In-vehicle combat, whilst improved, still feels a little janky although I can see it being passable in a co-op scenario.
The stealth mechanics are, again, largely similar to Far Cry 3 with a meter filling up until you’re detected and all hell breaks loose. On first pass the stealth doesn’t work as expected as there are numerous times where you can’t see an enemy but they can easily see you. From what I can tell this is because leaves and bushes don’t block their line of sight, necessitating you to hide behind something more “solid” in order to block it. However once you’ve worked out the boundaries of their detection it becomes quite easy to pick off everyone in an outpost with the crossbow with the few heavies easily taken care of with a suppressed sniper rifle. Overall it felt like an improvement even if it did require me to adjust my playstyle a bit for it to be useful.
The talent system is the main way you’ll progress your character, spending your talent points on various skills and enhancements. The levels come fast enough that you usually won’t be waiting long to unlock that skill you want but at the same time none of the skills are exactly game breaking. The unlocking of additional skills being tied to campaign missions and side quests is a good way to encourage players to do things that they might not otherwise do and does provide a more organic approach to progression than Far Cry 3 did. The crafting system is pretty much identical to its predecessor, providing an ancillary progression system that’s still more of an also-ran than anything else.
However there are 2 standout features of Far Cry 4 that made my experience with it so much better: autodrive and the home base. I can’t tell you how tedious it is to have to drive everywhere in these open world games, especially ones like Far Cry where you’ll likely encounter have a dozen events along the way (most of which attempt to kill you). Autodrive allows you to just set it and forget it, taking a ton of tedium out of the game whilst still allowing it to retain that large open world feel. The customizable home base is a godsend once you upgrade it to have a helicopter there permanently, ensuring that you’ve always got the best means of transport at your disposal. These two things together were enough to see me come back far more often than I otherwise would have as they removed nearly all the tedium from the game.
The story however suffers from the almost trademark confused execution that plagues the Far Cry franchise. Whilst it thankfully retains a consistent antagonist throughout (unlike Far Cry 3 which lost all of its impact halfway through) it seems to be caught between not taking itself seriously and taking itself far too seriously to do the underlying story justice. I think the main problem is that your character isn’t given the requisite build up before he’s thrust into the action, unlike in Far Cry 3 where your initial escapades are fuelled by luck and naivety. It’s a shame because there are some really brilliant scenes dotted throughout the main story (the opium factory raid and the Shangri-La missions stand out with this) but there’s just that missing element that binds everything together into a cohesive whole.
Far Cry 4 is an evolutionary step forward for the franchise, improving on nearly all aspects of its predecessor which results in a far better title overall. The decreased development time between Far Cry 4 and its predecessor shows that Ubisoft has settled on a formula for the franchise one which, in my mind, seems to be working quite well for them. There are still some rough edges however, ones that I’m sure can be smoothed out with further polish, and hopefully the next instalment in the series can get the story right which would greatly elevate the franchises station within the open world genre. All that being said Far Cry 4 is still a solid game, even for people like me who typically aren’t fans of the genre.
Far Cry 4 is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne right now for $79.95, $89.95, $99.95 $89.95 and $99.95 respectively. Game was played on the PC with a total play time of 17 hours.
The Call of Duty franchise is strangely polarizing among gamers. For some it’s one of the most abhorrent examples of what the current games industry is, with yearly product cycles and numerous DLCs coupled with lowest common denominator game play. For others they’re something else, an equivalent to the popcorn titles that grace the cinemas, to be enjoyed for the spectacle that they provide and nothing more. I most certainly fall into the latter camp as I enjoy the titles for what they are and am usually done with them before the first DLC drops. The latest instalment, Call of Duty: Advanced Warfare, ramps up the ludicrous by taking us to the near future where technology is so advanced it begins to look like magic.
The year is 2054 and you are Private Jack Mitchell of the United States Marine Corps. Your first mission is to support South Korea as their brothers from the North have finally decided to make good on their endless tirade of threats. During the fighting however one of your brothers in arms is struck down and a piece of flying debris severs your arm. Several days later at his funeral you’re approached by his father, Jonathan Irons, CEO of Atlas Corporation, the worlds most powerful military contractor. He offers you a second chance, to get back into action and to right all the wrongs that led to the deaths of people like his son. Equipped with the latest military grade prosthetic arm you follow his lead into battle but it soon becomes clear that Irons’ goals are far more ambitious than you could have known.
In it’s default state Advanced Warfare, to put it bluntly, looks like absolute garbage. I’m not exactly sure why but it seemed to assume I was running it on the computing equivalent of a dry potato and dialled the graphics all the way down to its barest minimums. Now my machine is by no means cutting edge but it’s been able to handle every other Call of Duty title at near maximum settings without hassle. Tweaking everything upwards however brought back the level of graphics I had come to expect from such high budget titles without the performance hit I was dreading based on the initial settings it had chosen for me. Whilst there were fewer stop and gawk moments than previous titles (mostly due to the insane amount of action going on) it’s still a rather good looking game, a big achievement considering how many platforms it was released on.
Advanced Warfare’s plays pretty much how you’d expect it to, given its Call of Duty lineage, however it’s the first in a long time to introduce a core mechanic that shakes up their traditional corridor shooter game play. For the most part you’ll still be running through tight urban environments, laying waste to the enemy du jour, however now you’re equipped with an Exosuit that bestows upon you certain abilities like being able to double jump or regenerate health. The near future setting has also allowed first time Call of Duty developer Sledgehammer Games a great deal of freedom in designing the weapons, some of which are pure science fiction goodness. All this, combined with a couple new interesting mechanics, makes Advanced Warfare a far more varied and interesting game to play than its Call of Duty moniker might first lead you to think.
Combat is, as always, smooth, refined and incredibly fast paced. It’s great to see that Sledgehammer Games was able to replicate the essence of what keeps people coming back to the Call of Duty franchise with their first title as it could’ve easily gone the other way. For the most part combat is challenging enough, punishing you for mistakes whilst rewarding you for good play, however some of the larger battle scenes suffer from an overzealous AI who will pin you, and only you, from every angle. This can lead to some frustrating sections where you have to carefully plod your way through, even though the scene seemingly wants you to run out guns blazing. This may be a function of me playing on the second hardest difficulty but still, sniper accurate AIs using SMGs at long range doesn’t make sense no matter what way you slice it.
The exosuit is by far the stand out mechanic for Advanced Warfare as it’s almost a free license for the developers to give you any kind of power for a specific situation. This includes the rudimentary things like slowing down time and regenerating health to more ludicrous items like cloaking and an unlimited grappling hook. These abilities also allow for many of the maps to be more open than they have been in other Call of Duty titles, allowing you some more control over how combat plays out. Unfortunately you’re never given control over how your exosuit is configured which is a bit of a shame since there are some abilities I’d favour more over others. There is a rudimentary upgrade system for the single player campaign which can turn you into a rather broken super solider if you invest your points well.
I didn’t get much of a chance to sit down with the multiplayer side however it does appear that Advance Warfare makes a return to the smaller, tighter maps that were favoured in previous Call of Duty titles.This means that the spammy, rushy game style that I like to play is viable once again and even with the default classes I found myself being pretty effective, something which usually isn’t the case. However the handful of games I played often suffered from lag, spikes and rubber banding which made it far more frustrating to play than what it should have been. I’m not sure if this is a function of the number of players or just some incredible bad luck but it seemed if there was one laggy person we’d all end up suffering.
Advanced Warfare, whilst being a highly polished game in most respects, still has a few rough edges that I hope will be smoothed over in Sledgehammer Games’ next release in the franchise. I had numerous occasions where enemies were able to shoot through walls, a frustrating thing to happen when you get behind cover only to die to a hail of gunfire that shouldn’t be able to hit you. The sound engine also seems to struggle when you change between headphones and speakers, even when you change it from within the game. Whilst these are issues you can work around they still add a layer of frustration that shouldn’t be in a big budget title like this but I’ll give Sledgehammer Games a pass since this is technically their 1.0 release.
The story of Advanced Warfare is your pretty typical Call of Duty shtick, light on the details and back story but makes up for it in spades with action and explosions. After the first hour it’s pretty easy to figure out where everything is going but with high calibre talent like Kevin Spacey on board it’s hard not to get drawn into it regardless. So whilst you might not have the emotional investment in the characters to warrant the kind of reaction the writers were going for it’s still enough to drive the game forward.
Call of Duty: Advanced Warfare was a gamble that has paid off for both the franchise and Sledgehammer games, demonstrating that they’re able to replicate all the things that make this series great. The combat is fluid, fast paced and satisfying, expanding on the traditional corridor shooter with additional mechanics that are pure, and awesome, science fiction. It may be let down somewhat by its story and rough edges but overall it slots beautifully into the franchise. This should hopefully then flow on to the rest of the Call of Duty titles as they’ll now have an extended development time frame, something which can only lead to bigger and better things. For lovers of fast paced corridor shooters you really can’t go past the Call of Duty series and Advanced Warfare, I’m glad to say, is another great instalment.
Call of Duty: Advanced Warfare is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne for $89.95, $99.95, $109.95, $99.95 and$109.95 respectively. Game was played on the PC with a total of 8 hours played and 49% of the achievements unlocked.
There are few games that manage to mix elements of different genres together well enough to produce a playable game but the Borderlands series stands out as one of the best examples. There’s the right amount of RPG style elements, with all the loot, levels and specializations you could ever want, combined with the fast pace of a modern shooter. That, along with it’s never-takes-itself-seriously style, makes Borderlands games an incredible amount of fun to play even years after they’ve been released. The latest instalment, Borderlands: The Pre-Sequel, continues along the established tradition bringing the same experience that Borderlands fans have come to expect.
Long before Jack became the handsome bastard that he was in Borderlands 2 he was just a simple Hyperion programmer based on the Helios satellite orbiting Pandora. Still he aspired to be something greater and that’s where you come in vault hunter as Jack wants to find the vault and plunder its secrets for himself. However as you’re making your way to meet him on Helios you’re ambushed by the Lost Legion, a group of fanatical soldiers led by the fearless Colonel Zarpedon, who then take over Helios. Now it’s up to you to fight your way through them in order to retake Helios and, hopefully, find your way down to Pandora to find the coveted vault.
The Pre-Sequel retains the same visual style of its predecessors, bringing along with it some noticeable improvements to the visual effects such as the lighting, physics and particle systems. It still uses the same engine as Borderlands 2, which is the main reason you won’t see it on previous generation consoles, so the overall feel of the game remains largely the same. It’s at this point where my rig was starting to show its age as after tweaking with a few settings the game rapidly descended into unplayable territory, something I had never experienced with the previous Borderlands title. Once I figured out what I was doing wrong (cranking up PhysX without an NVIDIA card was probably bad idea) the game was buttery smooth throughout.
The gameplay of The Pre-Sequel remains largely the same as its predecessors, giving you the same hybrid RPG/FPS experience with all the Borderlands style trimmings. There are 4 character classes to choose from, each of which is roughly equivalent to the same kinds of character classes from the previous 2 titles. They are unique in their own right however and the skill trees further differentiate them from anything that’s come before. You’ll be collecting dozens of guns again, however this time around you might not be leaving all those greens on the ground thanks to the newly introduced grinder mechanic. Apart from that The Pre-Sequel will play pretty much the same as both of its predecessors, for better or for worse.
Combat flows between you being an unstoppable killing machine, able to lay waste to dozens of enemies without breaking a sweat, to feeling like you’re banging your head against a brick wall. Part of this is due to the game’s slightly off pacing as I often found myself several levels ahead of many of the side quests by the time I got around to them which made me not want to do them. There’s a real dearth around the level 20~24 bracket which I got around by fishing out a couple quests and grinding the enemies, something which put me off playing for extended periods of time. Past that point though it started to feel a lot more balanced with my mistakes rightly punished but careful strategy was rewarded properly.
I chose to play as the Enforcer which seemed to match my desired play style pretty well. His action skill summons 2 drones, one that continually heals you and the other who hunts down enemies for you. It felt like probably the best “OH SHIT” action skill out of the lot since I could summon them just before I died and I’d usually end up getting a kill before the second wind timer expired. I did however opt for the more character focused skill tree which made certain gun types absolutely ridiculous at dishing out damage, especially if my shields dropped and I had just offed another enemy. Towards the end I became completely unstoppable however as I, somehow, got my shield recharge rate down to almost instant, allowing me to tank pretty much any enemy face on.
Loot will come at you thick and fast in The Pre-Sequel, much like it did in the previous 2 games. However The Pre-Sequel introduces the Grinder, a machine which allows you to combine 3 items of the same quality into one, hopefully netting you a better item. If you’ve got a hole in your gun selection and nothing good seems to be dropping then this can be a great way to fill it. However it does have an upper ceiling as you can’t combine 3 epic items into a single legendary (you can only create legendaries by combining 2 legendaries with an epic). I can somewhat understand the reasoning behind this, it’s for those end game gun raiders who are looking for the best gun possible, but it was a little annoying to find that out after I had saved up 3 epic pistols hoping to get myself a shiny orange.
Probably the biggest issue I have with The Pre-Sequel is that it’s just too similar to Borderlands 2. Its predecessor introduced a whole host of new mechanics that made the game fresh and gave the end game players something to progress. The Pre-Sequel on the other hand feels pretty much like an expansion pack to Borderlands 2 as nearly everything is the same, just with new character classes and an additional loot generation mechanic. I’m sure Borderlands purists will love this aspect of the game but for those of us who like to see franchises grow and expand past their roots it’s a little painful to see something spin its wheels, even if the game itself is pretty enjoyable. This is most certainly reflective in my total playtime which is a stunning 9 hours less than in the previous title.
The Pre-Sequel’s story definitely has some moments of brilliance in it, especially with the Australian humour weaved into it. Of particular note is Jack’s transformation from a run-of-the-mill Hyperion employee to the insane psychopath you crossed paths with back in Borderlands 2, even if some of the events that happen feel a little forced. The rest of the characters are pretty much throwaways with enough backstory for you to know why they’re there but nothing to make you care for them in the slightest. It’s pretty much par for the course in the Borderlands series, much like the rest of the game.
Borderlands: The Pre-Sequel is sure to delight long time fans of the franchise as it brings the same hybrid FPS/RPG experience that keeps many of them coming back for years after initial release. However that’s also what makes the game somewhat weak in comparison to its predecessors; it fails to innovate past the benchmark that Borderlands 2 set all those years ago. Suffice to say I still think it’s worth playing however it’s longevity, at least for me, was drastically cut short due to the high levels of similarity.
Borderlands: The Pre-Sequel is available on PC, PlayStation3 and Xbox360 right now for $89.99, $79.95 and $79.95 respectively. Game was played on the PC with 16 hours of total play time and 38% of the achievements unlocked.
Of the numerous games that I’ve played that have come up through Steam’s Early Access program few have felt like they were actually finished games. The core gameplay is usually refined enough however they rarely feel like a cohesive whole, the rough edges of a just finished beta still rearing their ugly head. Sure they may have come a long way from where they were originally, and to those who’ve been involved with them for a long time they might feel a lot more polished, but all too often they feel like they still needed a bit more work before being unleashed on the world. Lichdom: Battlemage however is one of the rare examples where its Early Access stint was obviously well spent as the result title is just awesome.
You were just a simple blacksmith, one who enjoyed his craft and was good to his loving wife. However your life took a dark turn when one of the local nobles took exception to your refusal to sell him your wares, slaughtering your wife in front of you before knocking you out cold. When you came to though you weren’t in your shop, instead you’re out in the streets with a strange robed man hovering above you. His name is Roth and he has bestowed upon you a great gift: a pair of magical bracers that grant you control over some great power. It seems that, at least for the moment, your goals align as Roth wants you to take out the noble who wrong you however not for the reasons you’d first expect.
Interestingly Lichdom: Battlemage is built on CryEngine 3, the same engine that brought us the visual masterpieces that were Crysis 2 and Crysis 3. Whilst it’s not exactly up to the same level as those titles (few games are) Lichdom is still quite impressive in its own right. There were numerous scenes that just made me stop and admire the scenery. Combine this with just how ridiculous the effects can get when you’re using different spells on the vast hoards of enemies you’ll face and you’ve got a recipe for a game that never feels visually dull. It did stress my rig to its limits, with the graphics fan roaring into life on many occasions, but to Xaviant’s credit everything ran pretty smooth for the most part. I would like to see how Lichdom goes on a more modern rig as I’m sure it’d be incredible.
Lichdom: Battlemage’s core gameplay is probably best described as a fantasy take on the modern corridor shooter however the mechanics backing it up, which take inspiration from your more traditional RPG style game, add an incredible amount of depth. You start off with a couple basic spells but as you blast your way through the levels you’ll acquire new components which you can then use to craft different kinds of spells. Initially these start off as just better versions of the spells you already have however as you unlock more components and more spell types the kinds of effects you can create increase exponentially. So what starts out as a relatively simple concept, a mage with unlimited spammy power, quickly evolves into a deep game of mechanics, one where the more you explore mechanics the more awesome combos you find.
The combat itself is always fast paced, filled with dozens of effects, projectiles and enemies throwing themselves in your general direction. For the most part you’ll likely be able to get by spamming a single ability however if you want to do things efficiently you’ll need to make use of every different weapon in your arsenal. There are some elements of strategy, like taking out enemies that summon other enemies first, but for the most part you’ll be focused on blocking/dodging attacks and spamming out whatever ability you’ve chosen as your primary damage dealer. Of course your mileage may vary on this considerably as depending on which sigils you choose the strategies you’ll need to use will change dramatically.
There is a distinct lack of variety in the enemies you’ll face however. There’s the cultists, undead and demons and they’ll will pretty much be the same kinds of enemies no matter where you go, just with more health. Sure you’ll get the occasional buffed enemy that has some special attribute (like reflection, grrrrr) however after about 4 hours in Lichdom you’ll have seen every enemy you’ll face from then on out. The boss fights are, to their credit, unique and challenging but they’re so far apart that their uniqueness is often lost between long bouts of repetitive encounters. The numerous different types of spells go a fair way to alleviating this however I don’t feel it should be up to the player to provide their own variety, even if there’s a lot of it to be had.
The main source of enjoyment in Lichdom comes from the crafting system which has an incredible amount of depth to it. You’ll collect spell types and augments throughout the game, all with quality levels derived from the traditional RPG style loot systems (common, uncommon, etc.). You can use these components directly or you can upgrade them to a higher tier of quality by sacrificing two other same quality level items. All of them also have a power level associated with them which determines how large the effect will be. Combine this with the 8 or so base sigils (fire, ice, lightning, etc.) and you have literally billions of possible combinations of different spells, effects and modifiers. Initially I found it mostly just a chore to sort through everything in order to get the spell I wanted but later on it became my main source of enjoyment.
I eventually settled on a combination of fire (damage dealer), ice (mastery application, basically a damage boost) and kinesis (because I got 2 unique spells for it). With this combination I was able to root large groups of enemies in place, cover them in mastery and then one shot enemies at my leisure. Before I switched to kinesis I was using lightning with a nova that had a 35% apocalyptical chance, enabling me to turn into a lightning god whenever I needed to and lay waste to large swaths of enemies. However the later build was much better for instagibbing enemies, something which you really need to do when 1 hit from them can take off a whole bar of your shield. I’m sure there’s hundreds of other viable combos out there though as I didn’t touch half of the sigils I unlocked.
The story is pretty rudimentary, giving your character enough motivation to go along with the plan that’s been laid out for him but lacking any kind of emotional connection. They did manage to get some top notch voice talent, Troy Baker (Joel, Last of Us) for the male dragon and Jennifer Hale (Femshep, Mass Effect), and whilst they do a great job it’s not their acting that’s the issue, it’s the incredibly light on story. Whilst it’s not exactly a huge flaw if you were looking for a good story then Lichdom will disappoint as it’s really only enough to keep the story moving forward.
Lichdom is pretty well polished with the only noticeable issues being things like the AI acting strange (often getting stuck on nothing or clipping through walls when they shouldn’t) or mechanics not working how you’d expect them to. I did have one major issue where my PC crashed during a longish session which corrupted my save game. However upon checking out the Steam forums I found that several people had the same issue and emailing my save game to Xaviant should get it fixed. 2 hours later I had an email back from them with my restored game files and recognition that they’re aware of the issue and working on a fix. Honestly I’ve never had that kind of response before so a big thumbs up to Xaviant for not only fixing my issue but also being incredibly responsive.
Lichdom: Battlemage is a game that, on first pass, appears to be a simple mindless game of spamming spells and collecting loot. However once you dig under the hood a little the incredible depth of the mechanics available to you becomes apparent and suddenly you’re playing a completely different game. There are a few issues that plague the experience, like the lack of variety of enemies and the so-so story, but otherwise Lichdom really does stand out as one of the better titles to play before the ramp up to bevy of titles that will be slamming us this holiday season.
Lichdom: Battlemage is available on PC right now for $39.99. Total play time was 12 hours with 23% of the achievements unlocked.
Nearly every gamer of my generation would have grown up with the classic FPS Wolfenstein 3D. I was just 7 years old when it first came out and my parents, not wanting to expose me to violent games that involved killing people, forbid me from playing it. Of course this didn’t deter me one bit and through an ingenious floppy sharing and copying system my brother and I managed to get our hands on a copy. However it was clear this game was beyond my skills at the time as I can’t remember ever getting past the first level and my guiltily acquired pleasure was soon ditched for more entertaining games. The Wolfenstein series has made many reappearances since then with varying levels of quality. The sentiment among my friends for this latest instalment wasn’t particularly high but, in all honesty, Wolfenstein: The New Order is a great game in its own right.
You are agent Blazkowicz, Nazi killing extraordinaire who is taking part in a large allies raid on the axis forces. It’s been 3 years since the events of the previous game and the Nazis have developed highly advanced technology, turning the tide against the allied forces. Your mission is to strike directly at the heart of the Nazi war machine: your old nemesi: General Deathshead. Unfortunately your plane is shot down before you can start your mission, putting you deep in the trenches facing off against some of the technological horrors of the Nazi army.
The New Order is one of the few games to be based on the id Tech 5 engine with the last one being it’s debut game, Rage. It’s most certainly worthy of its next generation status as the visuals are top notch, even on an aging computer like mine. There are some notable performance issues, especially during the opening scenes, which required me to tweak several settings to get them working satisfactorily. That being said once I was past that initial scene and into the more corridor-esque parts the performance issues seemed to die down somewhat. It’d be interesting to contrast this against a similar machine with a NVIDIA card, considering the amount of optimization The New Order has for it.
In terms of actual game play The New Order is your typical corridor shooter that’s been augmented with a few RPG characteristics here and there to give you a sense of progression. The New Order avoids the current pitfall of infinitely regenerating health, instead allowing you to regen up to a certain point before requiring you to seek out health packs. You can still carry a ridiculous number of guns, although you won’t be able to carry them across chapters, and all of them will get augmented in one (or several) ways, opening up many new opportunities for taking out Nazis in the most glorious ways. There’s also a stealth system which, whilst functional, loses much of its sheen when it’s unceremoniously ripped away from you. Still the combination of all these parts makes for an interesting, if not entirely unique, experience.
The combat is fluid and highly polished, comparable to that of other AAA shooters like Call of Duty or Battlefield. The aiming does feel a little on the generous side as you’ll be able to easily nail headshots from the hip at great distances. For the most part though the combat isn’t exactly difficult, indeed you’ll likely not die for much of the first half of the game, but the later stages of the game do require you to employ a little strategy in order to progress without dying repeatedly. Often it’s just remembering when/where the strongest enemies appear as they’re usually the ones who’ll cause your unexpected demise.
The stealth system is pretty basic, you can crouch down and then sneak around and take out enemies one by one and they’ll be none the wiser to your presence. Indeed the bodies of taken out enemies don’t seem to phase them one bit, allowing you to take out great swaths of enemies without much of a thought to the order in which you do it. On the flip side there’s very little leniency with getting spotted and most likely the second you’re in a guard’s line of sight you’ll be spotted and everyone will know exactly where you are (even if you move away from that spot out of sight). It’s much better than other games that have tacked on stealth mechanics however it could still do with a little more fleshing out.
I really quite liked the talent system as instead of it being based on XP or some other arbitrary value or event it’s tied to you completing certain objectives in the game. This means that should you favour one style of game play over another that particular way of playing will get strong over the course of the game. Of course this can backfire on you completely if you say, choose to complete things in a mostly stealthy manner, as most of the time you’ll have the opportunity for stealth completely removed from you. Still even with that limitation I was able to unlock the majority of the perks without trying too hard and those few that required something special could usually be done in the space of a single chapter.
Unfortunately the 3 years between the release of RAGE and The New Order haven’t seen the larger issues with the id Tech 5 engine sorted out. Texture pop-in is rife in almost every environment, something which is highly noticeable if you spin around at even a mild pace. Combine this with the frame rate issues at the beginning and it’s not a great experience, one that had me searching for solutions for quite some time. Updating to the latest beta drivers seems to be fixing that for most people but texture pop in will still remain. Hopefully a couple patches will be able to sort these issues out as whilst they don’t stop the game from being playable it does add frustration where it’s not needed.
The New Order’s story does shine through as one of the better aspects as whilst it’s not exactly Oscar winning material it does make you empathize with the characters. You will have to ignore some of the obnoxious plot holes in order to fully enjoy the story but it’s one of the first FPS games in a long time to do tragedy right. Of course you could still play The New Order, completely ignoring the plot, and still get a lot out of it however.
Wolfenstein: The New Order is a well polished evolution of the Wolfenstein series, combining the classic FPS game style with modern elements that results in a very solid experience. The combat is fast paced and well polished, the stealth system actually usable and the story punches above its weight. However the id Tech 5 engine seems to still show signs of not being fully baked yet, mostly due to the fact that this is only the second title to be released with it. Nothing about those issues aren’t fixable however and hopefully they’re resolved in future patch releases. Wolfenstein: The New Order is a game that both long time fans and newcomers to the series can enjoy, a feat few long running series like this can lay claim to.
Wolfenstein: The New Order is available on PC, PlayStation3, PlayStation4, Xbox360 and XboxOne right now for $79.95, $79.95, $99.95, $79.95 and $99.95 respectively. Game was played on PC on the hard difficulty setting with 10 hours of total play time and 62% of the achievements unlocked.
My interest in multiplayer only games seems to have increased along with my access to stable, fast Internet. Way back when I first started out trying to play Team Fortress Classic on my 56K modem I’d find myself struggling, unable to compete with the low ping bastards who could react before I could. Sure the high ping only servers helped somewhat but it was clear that the experience was far below that when I was on LAN with friends or at a big convention. Now that I can have a similar experience from home I’ve found myself enjoying these kinds of games more and more but I’ve also got great respect for games that can make an online only game enjoyable with high latency. Strike Vector is one such game which manages to accomplish this which is admirable, especially because it feels like that was unintentional.
Strike Vector has no single-player campaign or any story to speak of, it’s simply an online only multiplayer game where you’ll play the same familiar game modes (deathmatch, capture the flag, point domination, etc.) you’ve played in many other FPSs, except this time you’re in a ship called a Vector. Your ship has 2 primary modes of operation: Jet mode where you’ll fly fast in one direction and stationary mode which transforms your Vector into a highly accurate gunning platform to take down your enemies. Both modes have their uses and you’ll need to use both if you want to succeed in any of the game modes.
Like most fast paced games Strike Vector’s visuals are a little light on, favouring simplicity for most things so that the game runs smoothly at all times. This isn’t to say it’s a dull looking game, the screenshot below is a testament to how good it can look, but you’re not going to spend a lot of time gawking at the vast scenery unless you like getting sniped repeatedly. The range of different environments you’ll play in too adds tremendously to Strike Vector’s replayability as they range from wide open spaces where attacks can come from anywhere to tight corridors that force you into head on head battles. Indeed this was probably what sold me on Strike Vector initially as the videos of the gameplay coupled with the better than average visuals piqued my interest.
The combat in Strike Vector is extremely fast paced with almost instant respawn times that ensures you’re never out of action for long. The game modes are what you’d expect from any run of the mill FPS which have then been reworked for 3D space combat. There’s also elements of Quake and Unreal Tournament blended allowing you to pick up buffs that will dramatically alter combat in your favour. Couple this with a customization system that encompasses your gaming archetype (sniper, rusher, etc.) as well as the look of your Vector and you’ve got a recipe for a game with quite a bit of depth to it, one that invites you to adapt to the situation at hand by trying new things out.
Unlike similar titles however Strike Vector gives you access to all the available weapons, modifiers and special abilities from the first game you play. For a game like Strike Vector I think this is to it’s benefit as it gives you a level playing field, allowing new users to experiment with various combinations to see what works for them. It also helps that the build of whoever blows you up is shown to you on the death screen so you can duplicate it if you think it’s overpowered. Whilst I don’t believe any one particular build is completely broken there are combinations that are simply just not worth pursuing (swarm missiles and the LMG to an extent) as there are other, similar weapons which do a better job.
What’s not unlocked for you however is the ability to customize the look of your ship. It won’t take you long to unlock a bevy of additional decals, parts and all sorts of other things that you can use to change the look of your ship something which will likely drive many to play for hours on end. Chassis parts, the bits that actually make up your ship, come by less often however and it’ll likely take you a while to unlock a fully different ship model. Still mixed parts don’t look horrible together (as my ship above shows) so it’s not a big deal. It would be nice to have a progression indicator to see what I’d be unlocking next though as I wasn’t able to find any indication of what was coming when.
So the game is solid however there’s just one nagging issue that’s likely to kill the game for anyone looking to buy it: no one else is playing it. Now this could be due to me be an Australian playing at Australian times but I’ve never seen more than 20 people online at any one time. Sure that might be enough to keep a game or two going but they’re usually on the USA servers where my ping is a staggering 200+. As I alluded to earlier Strike Vector manages to handle this somewhat well due to its design (homing rockets are a godsend) but there were many times when a server depopulated leaving just me and another player duking it out. That might be fun for some but when one of you is on 50 ping and the other 200 it becomes an exercise in frustration. This is even after the recent 50% sale which you’d expect to have increase numbers significantly.
Strike Vector is a great take on the traditional multiplayer FPS, combining elements from all the classics and presenting them in a new format that’s quick to pick up but incredibly difficult to master. The initial level playing field and very latency forgiving mechanics make Strike Vector fun to play even when you’re at the end of a high ping connection. However the lack of a large enough player base is likely to be its downfall as it’s nigh on impossible to find a game in your region and you’ll often find yourself being one of a handful of players on the server once the map changes. It’s a game I can see a bunch of friends having a lot of fun with but past that Strike Vector is going to need a lot more players to make it worthwhile.
Strike Vector is available on PC right now for $12.49 (for the next 15 hours). Total play time was approximately 3 hours.
The origin story of Respawn Entertainment is one that’s cemented in many gamer’s minds. Not long after Infinity Ward released Modern Warfare 2 tensions between some of the executive team and Activision began to escalate. This eventually led to Jason West and Vince Zampella being fired from Infinity Ward for “breaches of contract and insubordination”, a line not many in the industry believed. However not long after that the former employees announced that they were starting a new games company (with blackjack and hookers, obviously) called Respawn entertainment. It didn’t take long for many current Infinity Ward employees to follow them but after that they went dark. Last year Respawn announced their first title would be called Titanfall, a sci-fi FPS that would be an Xbox exclusive. Thankfully that, and a few other things, have changed since then and Titanfall has shaped up to be a great first title, even if can’t hide its Call of Duty roots.
It’s the distant future and mankind has succeeded in building warp technology, opening up the universe for our exploitation. Humans have expanded far and wide however with distance became a growing disconnect and resentment began brewing between the core worlds and those that live on the frontier. Over time this has escalated into a full scale war between the core world’s military force, The IMC, and the frontier’s Resistance. Neither side has any intentions of backing down and battles continually rage on multiple planets, devastating their colonies and turning paradises into giant fuel depots and factories dedicated to the war effort. You’re a pilot, one of the elite 2% who make it through the notoriously fatal training programs, and it’s up to you to fight for your cause.
For a game that’s based on a modified version of the Source engine (the same one that powered Half Life 2 all those years ago) Titanfall is surprisingly pretty with all the eye candy I had come to expect from games like Crysis or Far Cry. The initial settings that Titanfall selected for my system had me a little worried that it’d run like a dog once I started tweaking it but, surprisingly, it runs incredibly well with only a few things like shadow detail turned down. Still, as you can see in the screenshot below, those tweaks don’t appear to have a lot of impact on the overall visual quality something Respawn are to be commended for. You won’t be spending much time looking at the scenery however as Titanfall is designed to throw you head first into the action and it doesn’t let up until the round is finished.
Typically I’d go over most things from the view of the single player campaign first before talking about the multiplayer experience but Titanfall takes the interesting route of blending in single player elements into multiplayer matches to facilitate the story. It actually works out really well as a gentle way to introduce you to how Titanfall plays as you’ll likely be matched up against other people just starting out with it, ensuring that you’re not stomped by max level players who’ve already amassed hundreds of hours. The game’s story is also passable however since you’re always in the middle of the action when critical things are occurring it’s kind of hard to pay attention to it which is probably the only major letdown of the multiplayer campaign experience.
Titanfall has 2 distinct modes of gameplay, each of which has its own unique tech tree for you to customize to fit your playstyle. The first is a traditional style FPS experience with the added benefit of lots of mobility, including parkour style wall running and double jumping, and an array of weapons that are distinctly different to anything you’ll find in similar deathmatch style games. The second one happens when you call in your Titan from the sky, giving you a giant battlesuit with high powered weapons to take on both players and other Titans alike. How you customize your loadout, both for Titan and Pilot play, will determine how effective you are in certain situations and whilst there’s no one build to rule them all there’s definitely going to be one that suits you perfectly.
At first glance you’d figure that everything would revolve around Titan based combat because, come on, they’re giant mechs. Whilst this is partly true you’re given a heck of a lot of tools to deal with Titans as a Pilot. This isn’t to say that Titans are your biggest threat on the field however as you’ll likely spend quite a lot of time facing down with other pilots. Thus the larger strategic decision you’ll have to make when customizing your Pilot load out will be: do I want to be anti-Titan or anti-Pilot? The same choice applies to your Titan load out as well and will determine when you’re most effective in the game. Since you’ve got multiple loadouts to choose from this usually isn’t too much of an issue as you can build for multiple situations but each of them will need to be geared towards either one of those objectives otherwise you’ll likely find yourself ineffectual at both.
For me I chose to go for a primarily anti-Titan build for both my Titan and Pilot. I kind of fell into it as I kept tweaking my build throughout the campaign missions, trying out things that were used against me that I felt were pretty effective. The main exception to this is the smart pistol which is like having a sanctioned aimbot and is very handy in showing you where enemy Pilots are hiding. Of course its stopping power is somewhat limited, given its aimbot nature, but if you’re able to dance around someone long enough you’re guaranteed a kill. Walking around a corner into someone else will likely see you dead first, however.
However once I got past level 20 or so (which doesn’t take long to do, I think I got there in about 3~4 hours) my build remained largely static. Whilst I did encounter some other builds that were particularly effective at one thing or another they all seemed to be pretty limited outside of that. Indeed the best one I came across, the light Titan with the Arc Canon, wouldn’t last long after I landed a couple hits on it. Couple that with the Vortex Shield nullifying their fully charged shots most of the time and it made it hard for me to want to try anything different, lest I start getting owned. This is in stark contrast to the way I play Call of Duty where I’ll typically have 4 completely different builds loaded up just for variety’s sake, all of which I feel are viable. Maybe my build just fits into the way I play best but, honestly, whilst the initial customization options seem large they pale in comparison to similar games in this genre.
This, I think, is probably the one thing that could be Titanfall’s… downfall. There’s just not enough variety in the game to keep you going past a certain point as you’ll unlock most things relatively quickly and will tend towards things that work. There’s a whole mess of things in the game that just aren’t worth using, shrinking the pool of viable builds considerably. Whilst 15 maps sound like a lot you’ll get familiar with them quickly and apart from attrition all of the game modes are the same kinds of modes you’ve seen dozens of times previously. Thus in order to keep Titanfall new and engaging Respawn needs to keep releasing content, something which they’ve planned to do but I have no idea how well it will work should it not come out soon.
Titanfall is a gorgeous, action packed game that delivers a great multiplayer experience reminiscent of the Call of Duty series but with an identity that’s uniquely its own. The blended single/multiplayer campaign works well, functioning as an extended tutorial that ensures you know what you’re getting into before diving into the multiplayer in earnest. It’s let down a bit by the lack of variety which is exacerbated by the fast levelling process, which could affect Titanfall’s longevity for some. All that being said it is an incredible amount of fun to play and is a solid first title from Respawn entertainment.
Titanfall is right now on PC and XboxOne for $49.99 and $99.95 respectively with a Xbox360 release due in the near future. Total play time was approximately 7 hours, reaching level 31.