Posts Tagged‘pc’

Evolve Rview Screenshot Wallpaper Title Screen

Evolve: Eat, Sleep, Smash, Repeat.

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.

Evolve Rview Screenshot Wallpaper Title Screen

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.

Evolve Rview Screenshot Wallpaper Oh So Shiney

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.

Evolve Rview Screenshot Wallpaper End Game Performance

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 Rview Screenshot Wallpaper I'm a Monster

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 Rview Screenshot Wallpaper Evacuation

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.

Rating: 8.5/10

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.

Life is Strange Review Screenshot Wallpaper Title Screen

Life is Strange: Unwind Your Destiny.

For gamers who’ve been craving solid stories where the player has real agency the last couple years have been a real boon with dozens of titles being released. Telltale remains the king of this particular genre and their style can be seen influencing nearly all others, for better or for worse. Life is Strange, the second game from Dotnod Entertainment who’s only previous title was the rather lukewarmly received Remember Me (although I quite liked it), definitely draws inspiration from the Telltale style but strives to stand out through their use of mechanics and more down to earth setting. For the most part it pulls this off however there are a few key things that, unfortunately, get in the way of the story.

Life is Strange Review Screenshot Wallpaper Title Screen

Max had always dreamed of this and it was finally happening: she was going to Blackwell Academy to study under one of her photographic idols. It was so surreal coming back to the place she left 5 years ago, her home town having changed in subtle ways. Everything was going well, or as least as good as it could be given her shy and recluse nature, until she found herself in the grips of a strange nightmare in the middle of class. Upon waking however it appeared that she wasn’t asleep and events that had happened before seemed to be happening again, like the strongest case of deja vu you would have ever experienced. Her return home was about to take a turn for the supernatural.

The art style was described by the developers as “impressionistic rendering” which essentially boils down to them using hand painted textures. In some parts this works well, especially in the wider shots where the detail isn’t so important, however up close the stylization loses its lustre very quickly. This lack of detail is present in almost all scenes from the character models to the environments to even the animations which, jarringly, never seem to line up with the character’s speech. Indeed out of all the aspects of Life is Strange the visuals are the weakest, often getting in the way of the story coming across due to how jarring they are.

Life is Strange Review Screenshot Wallpaper Maxs Room

Life is Strange is your typical story-first adventure title where the focus is on developing the story and characters whilst giving you some real agency in sculpting how the story develops. However you’re given the unique ability to rewind (but not fast forward) time, allowing you to do things that would otherwise be impossible. Interestingly this ability is extended to all the key decisions within the game, allowing you to see how each of your choices would have played out. You can’t rewind infinitely though but it does give you an indication of how a particular decision would’ve played out and the potential consequences that could arise from it. Apart from that there’s a few rudimentary puzzles thrown in here or there, all of which make use of the rewind mechanic, but they’re a minor distraction from the rest of the game however.

For those of you who played Remember Me the rewind mechanic will be somewhat familiar as it’s very similar to the memory replay mechanic. Most of the time you’ll be rewinding to try and catch some kind of detail or figure out a series of events that needs to unfold in order to progress to the next stage. Interestingly items you pick up and your position in the world don’t change when you rewind, something which takes a little getting used to since that’s different from most other time travel games I’ve played in the past. Suffice to say the main mechanic is novel and definitely makes Life is Strange stand out a little more from the current crop of story-first games.

Life is Strange Review Screenshot Wallpaper Road to Nowhere

Thankfully Life is Strange does avoid the common pitfall of attempting to put in too many game mechanics that many story first games do, usually to avoid being lumped in with the walking simulators. The puzzles are relatively simple and the game usually gives you an indication of what you need to do through audio cues or visual prompts so it’s unlikely you’ll get stuck on them for any length of time. Instead Life is Strange encourages you to explore around your environment, uncovering bits of back story for all the characters you’ll come across and gaining insight into what Max is thinking. It’s a good balance, one that I’m hopeful more games like this will be able to achieve so their stories can shine rather than being hidden behind needless tedium.

As this is the first episode of what’s shaping up to be a 5 part episodic game it’s hard to get a complete picture of the story however this first instalment is a strong one. Life is Strange does require you to explore quite a bit in order to get the full picture and there’s a treasure trove of back story hidden in the journal that’s never really made reference to. However if you spend the time to explore, read and soak in the various details of the story it’s clear that there’s a rich world of detail that the writers are drawing on and the supernatural aspects are simply an aside rather than the main draw card. Overall this first episode sets up the game with a strong base, now all that’s left is to see if they can build on that and, potentially, give Telltale a run for their money.

Life is Strange Review Screenshot Wallpaper Calm Before the Storm

Life is Strange is an interesting change of direction for Dotnod Entertainment, casting off their action roots in favour of a story first experience that, for the most part, achieves what it set out to. It’s quite clear where the majority of their focus was however and unfortunately some aspects of the game suffer because of it. I’m often of the mind that graphics don’t matter if the story is strong however Life is Strange’s art style and simplistic lip syncing detracts heavily from its well crafted story. This is somewhat made up for by the novel time rewind mechanic and strong story but it’s hard to escape it when you’re constantly reminded of the rather below par visuals. I am interested to see where this story goes however as it has the potential to set up Dotnod as one of the few developers able to execute well in the episodic game space.

Rating: 7.75/10

Life is Strange is available on PC right now for $4.99. Total play time was 2 hours.

Dying Light Review Screenshot Wallpaper Title Screen

Dying Light: Kick Squad, Transform and PARKOUR OUT.

It’s an unfortunate fact that creating a new IP is always fraught with danger. The wider gaming community is incredibly hard to judge and seemingly minor decisions on certain mechanics can have a huge reaching impact on how they perceive your game. There is a good chunk of this community that hungers for new and innovative content however and should you touch a nerve with them a new IP can quickly turn itself into a dynasty of its own. Dying Light is Techland’s most recent new IP, taking the lessons learned from Dead Island and using them to craft a better experience in a new world. For the most part they pull this off although the key differentiating mechanic is both its greatest and worst asset.

Dying Light Review Screenshot Wallpaper Title Screen

The city of Harran is in chaos. Months ago a mysterious outbreak occurred that turned people in ravenous monsters, feasting upon the flesh of others and spreading the contagion at a rapid pace. The city was quickly walled off however, containing the spread ensuring it wouldn’t cause a worldwide apocalypse. An organization called the Global Relief Effort has been instrumental in ensuring that some semblance of order remains, appointing a man called Kadir Sulaiman to keep the peace. However a tragedy involving his brother has sent him rogue and he is threatening to release a file that could put thousands of lives at risk. It’s up to you, Kyle Crane, to stop him and save not only the people of Harran, but the world at large.

Dying Light is built on Techland’s own Chrome Engine 6 which is exclusively for PC and next gen platforms. There’s a notable step up in graphics, in everything from textures to lighting to the detail of the models, which predictably sent my rig into slideshow mode in the more action heavy sequences. It’s definitely an evolutionary step rather than a revolutionary one as it still retains the same feel that Dead Island had in terms of graphics and effects, something which I noted early on before I found out that it was the same developer. That being said the environments are much bigger and broader in scope with a lot more attention to detail given the exploration heavy nature that the game has now taken on. In a nutshell it’s a solid amount of progress for Techland and it will be very interesting to compare and contrast it against Dead Island 2 when it debuts.

Dying Light Review Screenshot Wallpaper Swingin Mah Pipe

Dying Light is an open world, first person survival horror game that blends in a lot of RPG elements including talent trees and crafting. Those of you who’ve played Dead Island will find many of the mechanics to be very similar however many of them have been streamlined so you spend a lot less time diving through menus. Unlike its predecessor however Dying Light includes a heavy exploration aspect, allowing you to clamber all over everything in the world in good old fashioned parkour styling. This radically changes how the game plays out, giving you a vast array of options in how you tackle each situation. Finally you’ll engage in good old fashioned melee combat using crude tools like pipes and wrenches all the way up to fully automatic weaponry. All in all it’s best summed up as an improved version of Dead Island although some of the improvements aren’t without their drawbacks.

The combat in Dying Light will likely be an unique experience for everyone as there’s a huge number of combinations of weapons, modifications and talent builds that all affect how you hack and slash your way through the game. The melee aspect is the most polished although it still suffers from the trials and tribulations that is first person melee combat. Quite often you’ll find weapons (especially big 2 handed ones) not connecting like you think they should, requiring almost frame perfect timing to get them to land properly. The guns are by far the weakest aspect of the combat as they just don’t feel polished enough, especially when compared to the melee weapons. The parkour aspect allows you to alter the dynamic quite a lot, often allowing you to use the environment to gain a significant advantage.

Dying Light Review Screenshot Wallpaper Gas Mask Man

Indeed, as I alluded to earlier, the parkour/exploration aspect of Dying Light is simultaneously the best and worst aspect of the game. The good of it is that it adds a whole new layer onto the trope that Techland set up in Dead Island, significantly opening up the map to an incredible amount of exploration that is quite rewarding. There’s still a fair chunk of jumping puzzles which only have one proper solution to them but other than that you’re free to find the best angle of attack for your current challenge, something which can make the difference between a mission being a complete breeze and a total nightmare. Once you get the grappling hook upgrade it gets even better, enabling you to travel across the map at inhuman speed and get you out of jams that would’ve otherwise resulted in your death. Suffice to say the good of the parkour is really good but it’s marred by its less than stellar aspects.

There are numerous points in the game where the parkour simply doesn’t flow like you’d expect to. The visual cues to what you can and can’t climb on aren’t terribly consistent and judging whether or not you can make a particular jump is more of an art than a science. Worst of all the hit detection for your character to latch onto things fails way more often than it should, often sending you plummeting to the ground with no indication of why that failed. Worse still when you do get the grappling hook it will likely be disabled with the cop out message “You’re too exhausted to use your grappling hook right now” making the upgrade worthless. These are fixable issues, and undoubtedly something that will get patched in later versions, however it doesn’t detract from the fact that some of the parkour heavy sections can be seriously frustrating.

Dying Light Review Screenshot Wallpaper Talents

The talent system is well thought out, splitting out your character’s progression into 3 main categories: survivor, agility and power. The survivor tree is levelled up by completing objectives and gives you access to ancillary skills that will help you survive in Harran. Agility is progressed by simply moving around the world and enables you to move easier around the world. Finally the power tree is all about zombie killing, turning you from a schmuck wielding a pipe to a whirling death machine. With 3 different things to level up progression is consistent and constant, ensuring you’re never too far away from unlocking something to make you just that little bit better. Honestly though apart from the grappling hook most of the upgrades aren’t hugely impactful but after a while the sum of their parts starts to add up to something greater.

The crafting system is very rewarding and retains many of the characteristics from Dead Island. All crafting reagents, bar the base weapons, can be held on your character in unlimited quantities, ensuring that you always have all your materials on you to craft things. Gone is the requirement for using a bench or other things enabling you to craft whatever you need whenever you need it. The only issue I have with the system is that weapon upgrades (not modifications) cannot be crafted and so most of your weapons will likely have their upgrade slots unused. I’m pretty sure this isn’t me missing a key mechanic in the game either as my numerous Google searches on the issue came up blank. Suffice to say whilst I think the crafting system is strong in Dying Light it seems like one aspect was overlooked.

Dying Light Review Screenshot Wallpaper Zombie in Safe Zone

Dying Light was a relatively smooth experience for me, free of any major issues like crashing or game  breaking bugs. However there were numerous quirks where things happened that shouldn’t have like the picture above where my safe zone was somehow infested with zombies despite me having just cleared it out. There was also the rather unsettling thing of my character screaming, yelling or saying something random every time I loaded in which often made me think I had been dropped into the middle of combat before realising it was just him making noise for no reason. It kind of feels like a Bethesda release if I’m honest, where the core game is solid but stuff around the periphery is a little wonky and will likely take a couple patch cycles to sort out.

The story feels, at best, mediocre due mostly to its predictability and pacing issues that a present throughout most of the campaign missions. Now I’m willing to admit part of this is likely due to my campaign-first playstyle for these kinds of games (putting me at least than half of total completion by the end) however I’ve played several other games that have managed to get that right without relying on side missions to flesh things out. Combine that with the obvious plot twists and highly predictable emotional climaxes and you end up with a story that’s enough to drive you along but not enough to make you empathize with the characters. Indeed it’s one of the few aspects that doesn’t improve on Dead Island at all, a right shame considering that it was one of the more heavily criticised aspects.

Dying Light Review Screenshot Wallpaper Rais

Dying Light is a solid new IP for Techland, taking the essence of what made Dead Island great and translating that into a whole new game which stands well on its own. There’s a lot to love in Dying Light, from the parkour to the visceral combat to the crafting system that allows you to create weapons of untold destructive power. However much of the experience is marred in varying issues ranging from the fixable game play variety to the mediocre story which doesn’t add much overall. Suffice to say I still think it’s worth playing just maybe not by yourself, instead with a bunch of mates and a few beers to take the edge of the more frustating aspects.

Rating: 8.5/10

Dying Light is available on PC, PlayStation4 and XboxOne right now for $71.99, $78 and $78 respectively. Game was played on the PC with a total of 15 hours played with 46% of the achievements unlocked.

Tengami Review Screenshot Wallpaper Title Screen

Tengami: A Fold Between Worlds.

Games aspire to be many things but rarely do they aspire to emulate another medium, especially a physical one. The burgeoning genre of cinematic style games and walking simulators have their visions set towards emulating the medium of film but past that the examples are few and far between. You can then imagine my intrigue when I first saw Tengami, a game that seeks to emulate a pop-up book, lavishly styled to look like it was set within feudal Japan. It’s an ambitious idea, one that could easily go south if implemented incorrectly, but I’m happy to report that the whole experience is quite exceptional especially when it comes to the sound design and music.

Tengami Review Screenshot Wallpaper Title Screen

Tengami is probably the first game in a long time where I can’t sum up the opening plot in a single paragraph as whilst there’s some skerricks of story hidden within the short poems between scenes there’s really not a lot in them. As far as I can tell you’re searching for the blossoms to restore your cherry tree back to life although what your motivation for doing so isn’t exactly clear. Still the environments provide enough atmosphere and presence to give you a kind of motivation to move forward, if only to see more of the paper-laden world you’ve found yourself in.

The art style of Tengami really is its standout feature, done in pop-up book style using real paper textures that the devs scanned in. Initially it had a bit of a LittleBigPlanet feel to it, with the real world textures and 2D movement in a 3D world thing going, however it quickly moves away from that and firmly establishes its unique feel. All of the environments look and feel like they’re straight out of a pop up book, complete with the stretching and crumpling noises when you move various elements around. Tengami is simply a joy to look at and fiddle with, evoking that same sort of feeling you got when playing around with one as a kid.

Tengami Review Screenshot Wallpaper Autumns Fall

Coming in at a very close second is the original soundtrack done for Tengami by David Wise. The music seems to swell and abate at just the right times and the score is just incredible. I’m more than willing to admit that my love of the soundtrack might stem from my interest in all things Japanese but looking around at other reviews shows that I’m not the only one who thoroughly enjoyed it. I’m not sure if he was in charge of the foley as well since the soothing sounds of waterfalls, the ocean or just the breeze on quieter sections was just beautiful. If you’re playing Tengami on a mobile device I would wholeheartedly recommend you do so with a pair of headphones as otherwise you’d really be missing out.

With all that focus on the art and sound it would be somewhat forgivable if Tengami was a little light on in the mechanics department but thanks to its unique pop-up book style it’s actually quite an innovative little title. As you make your way through the world you’ll encounter parts which can be folded in and out of existence, between two planes or between different states. It’s like a pop-up book that’s able to exist in a higher dimension, able to shift elements in and out as it pleases. It’s quite intuitive and for the most part you’ll be able to quickly figure out what you need to do or, at least, stumble your way through by trying every option.

Tengami Review Screenshot Wallpaper Sailing on the Ocean

The puzzles are pretty straightforward, often only a couple slides or folds away from being completed. The challenge ramps up gradually as you progress through every scene and towards the end they actually start to become quite challenging. However the one fault here is that new mechanics aren’t introduced in a logical fashion and, if you’re like me and know a little Japanese, you can find yourself trying to solve a puzzle in completely the wrong way. The hint system (and the full official walkthrough) are enough to make sure that you won’t be stuck at these for too long but it’s still a mistake that a lot of these minimalist type games make.

The only drawback to Tengami’s incredible design and polish seems to be its length as the game is incredibly short, clocking in at just over an hour and a half for my playthrough. This is not to say that I would’ve preferred for them to cut corners on other things  in order to extend the play time, far from it, more that the focus is on quality rather than quantity. For some this can be a turn off, especially when you consider the current asking price, but for me the price admission was well worth the short time I got to spend with it.

Tengami Review Screenshot Wallpaper Deaths Embrace

Tengami is a beautifully crafted experience, recreating that tactile feel of a pop-up book in a new medium and elevating it with impressive visuals and an incredible soundscape. It’s a short and succinct experience, choosing to not overstay its welcome in favour of providing a far more highly polished experience. As a game it’s quite simple, and suffers a little due to its minimalist practices, but overall it’s a great experience one I’m sure multitudes of players will enjoy.

Rating: 8.75/10

Tengami is available on PC, iOS and WiiU right now for $9.99, $6.49 and $9.99 respectively. Game was played on the PC with 1.5 hours of total playtime and 100% of the achievements unlocked.

Far Cry 4 Review Screenshot Wallpaper Title Screen

Far Cry 4: I’m Very Particular With My Words.

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.

Far Cry 4 Review Screenshot Wallpaper Title Screen

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.

Far Cry 4 Review Screenshot Wallpaper RADIO TOWERS YAY

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.

Far Cry 4 Review Screenshot Wallpaper Autodrive

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.

Far Cry 4 Review Screenshot Wallpaper Talents

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 Review Screenshot Wallpaper The Pretties

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.

Rating: 9.0/10

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.

4PM Review Screenshot Wallpaper Title Screen

4PM: It’s Always You, Caroline.

Whilst games have matured a lot as a medium in the last decade or so they’re still finding their feet when it comes to telling stories that deal with mature themes. Sure there are many great examples I can point to however the notion of interactivity drastically changes how certain aspects of story impact upon the player making it a lot harder to craft an experience in a certain way, especially if you want to include some form of player agency. The medium itself can even distract from your story with everything from glitches to bad animations or models breaking player immersion and ruining their experience. Unfortunately for 4PM, a story driven cinematic experience, this is exactly what has happened and any impact the story might have had is lost in the extremely sub-par execution.

4PM Review Screenshot Wallpaper Title Screen

You wake up in your apartment, head throbbing as the last tendrils of alcohol work their way unceremoniously out of your system. For Caroline it’s just another boring day in her life, one where she’ll repeat the same process of making a show at work before punishing her liver again after she clocks out. Unknown to her however this is the day when everything will break and she will be forced to make some tough choices in order to face what she’s been running away from for many years. Will you face these problems head on? Or will you continue the downward spiral into alcoholism, hoping your troubles will fade away.

4PM heavily touts its cinematic aspects in the marketing blurbs on Steam and from an aesthetic point it delivers on this somewhat. This is mostly achieved through the overuse of depth of field blurring which does a relatively effective job of hiding the decidedly below par visuals that make up the majority of the game. Most of the cut scenes do well with their camera work with some well framed shots and swooping cuts however anything done in the player perspective feels incredibly awkward. I’m hoping this was done deliberately to emulate the main character’s struggle with alcohol but even in scenes where they’re sober walking feels like you’re pushing a bag full of snakes with a broom. It’s all wiggly and not quite right.

4PM Review Screenshot Wallpaper Bae Caught me Drinkin

The creator has billed 4PM as an interactive experience that’s “without the complexities and reflex based natures of classic games”. That almost places it in the same category as the walking simulators of new however 4PM doesn’t want you to explore, rather it wants you to go through the motions of the story whilst engaging in some routine game mechanics every so often. There’s a few places where you’re given a choice between two options however there’s really only 2 outcomes and the differences in dialogue are, to be blunt, minimal at best. The one thing 4PM has going for it is its extremely short playtime, clocking in at 45 minutes if you decide to play through all the alternate options.

Often in games you’ll find things in them that speak to the developer’s learning process, things that are in there because the developer created them as a proof of concept for something and it then made its way into the final product. 4PM feels like a collection of these things, a collection of developer experiences mashed together. Some of these are obvious, like the breakout game on the PC in the main character’s office, to other things like being able to rotate objects in front of the character’s face. This distinct lack of polish might be charming to some however it just gave me flashbacks to Velvet Sundown, not a game I think anyone wants to be compared to.

4PM Review Screenshot Wallpaper JMP GET IT

All of this is made worse when you actually get to see characters without the copious amounts of motion blur as they are, to be frank, horrendous. Your boss looks like a store mannequin brought to life, something which is only exacerbated by the jerky, stilted animations. It gets even worse when you’re talking to John in the penultimate scene as the canned animations he goes through seem to be highly incongruent to the words he is speaking. For a game that took up 3GB worth of space on my hard drive I was expecting a lot more but, unfortunately, it seems that’s just what happens when a game isn’t optimized at all.

I can see the potential in the story and indeed the final climatic scene almost managed to drag me in past all the crap the game had thrown at me to that point. However the way the final scene plays out is so highly confusing (both in player terms and that of the main character) that much of the impact is lost. Sure there are some hints as to what had happened if you hunt around in the opening scenes, but all you’re able to glean from that is that you’re a drunk and you’ve met this guy once before. It definitely feels like the length of the game is to blame for much of this as the story simply didn’t have the time it needed to develop to the point where the final reveal would have the kind of lasting impact it needed to overcome all of 4PM’s shortcomings.

4PM Review Screenshot Wallpaper Come to Jesus

4PM is a game that reaches far beyond its grasp, attempting to build an evocative story driven game but simply fails to deliver. It’s easy to see what the sole developer was attempting to achieve with this however there really isn’t any aspect I can point to which I could consider average. 4PM feels like a game that, given some more time and resources, could have been a real gem. Unfortunately the finished product is far from it and isn’t something I recommend to anyone.

Rating: 3/10

4PM is available right now on PC for $4.99. Tota play time was 45 minutes.

The Fall Review Screenshot Wallpaper Welcome to ARID

The Fall: I Must Protect my Pilot.

The indie renaissance has seen certain stagnant game genres infused with new life. If you cycled back the clock a decade or two the platformer genre was largely the same, just with different graphics and a selection of mechanics from the bag of tricks that all of them drew on. In the last few years though we’ve seen many wide and varied ideas coming to this genre, each of them bringing an unique take on what the traditional platformer looks like. The Fall is one such title, combining an interesting discovery mechanic with some other platformer elements that makes for a solid game mechanically although unfortunately falls prey to letting them get in the way of the story.

The Fall Review Screenshot Wallpaper Welcome to ARID

Rapid descent detected. Obstruction detected in trajectory, engaging antimatter shield to protect pilot. Descent stopped, checking pilot vital signs: none detected. Scanning location: time and place not found in database. Pilot likely injured, I must protect the pilot. Functionality limited, basic systems access requires pilot authorization. Overrides only available if pilot’s life is in danger. I must protect the pilot. Threat detected, overriding system restrictions. Searching for medical bay to assess pilot’s conditions. I must protect the pilot.

The Fall has a kind of Limbo cross Trine feel to it, with the incredibly dark atmosphere punctuated often by bright bastions of colour. The heavy use of extreme contrast between elements helps to elevate the Unity visuals above their station, letting your mind fill in much of the details rather than just having them shown to you directly. This is in stark contrast for the interfaces on everything which have a glitchy, decidedly retro chic to them. Overall I like the art direction quite a bit as it’s quite atmospheric and visually interesting, unlike many other titles I’ve played with a similar style.

The Fall Review Screenshot Wallpaper Domesticorp Welcomes You

As I alluded to in my opening remarks The Fall is a puzzle platformer, containing all the trademark elements you’d expect from the genre whilst working in a few of its own additions. You’ll spend the majority of your time wandering through the various parts of the level, looking for items that you can pick up or interact with all with a focus to unlocking the next stage. The Fall heavily relies on you exploring the environment using the flashlight attached to your gun which will highlight items you can interact with. There’s also a rudimentary combat system that takes cues from some of the more modern point and click adventure games. All of this comes together well mechanically however that is somewhat at the cost of the story.

Most games of this nature reward you for exploring, usually in form of achievements or collectibles. The Fall instead makes it a core part of the game, requiring you to scour the environment with your flashlight to search for clues and items to solve the puzzle at hand. Unfortunately it seemed that the developer’s logic and mine didn’t really line up most of the time which often led me to attempting solutions that didn’t work even though, in my mind, they should. It’s hard to fault The Fall for this since I’m sure others found the puzzles quite intuitive, however this meant that I felt like I spent most of my time on puzzles, rather than on the story.

The Fall Review Screenshot Wallpaper Combat

These frustrations were only made worse by The Fall’s control scheme which, whilst usable, suffers due to the cursor being hidden. Part of the problem is due to my dual monitor setup which often saw the cursor escape the bounds of the game and then take me to the desktop when I clicked. However the problem with not being able to see the cursor means that if say your character is running forward and you want to use your flashlight sometimes they’ll spin on the spot and point it behind them. This becomes incredibly infuriating during tense scenes or when you’re trying to backtrack through the level to complete a puzzle as you have no way of telling where the character will point themselves until after you start clicking. Combine this with janky hit detection on things (the hitboxes seem to be  way bigger than you’d first think) and just the basics of getting around becomes tedious.

Comparatively the story is quite strong, even if the ending becomes blindingly obvious after about 30 minutes of gameplay. I was a little miffed at the blatant “To Be Continued” screen at the end however checking out The Fall’s Kickstarter page reveals that it was always planned to be part of a trilogy so I guess I should’ve known this was coming. The (relatively) long parts between the story developing do mean that some its impact is lost however although that might just be a result of me not following the developer’s logic. Still there’s plenty more things to explore in this world so I hope the sequels explore some of the more intriguing questions in further depth.

The Fall Review Screenshot Wallpaper Scan Again

The Fall is a solid platforming puzzler, with obvious influences from the numerous similar releases in this genre whilst lathering on its own brand of a dystopian cyberpunk. It’s interesting to be required to explore rather than being rewarded for it, a trope few games have invoked in the past. My experience was marred by my logic being out of sync with the developers however, something which is hard to blame the game for but doesn’t change the fact that I felt the good parts of the game were hidden behind too much cruft. The Fall still provides a solid experience however, one I’m interested to see how it develops over its subsequent releases.

Rating: 7.0/10

The Fall is available on PC right now for $9.99. Total play time was approximately 3 hours with 47% of the achievements unlocked.

Never Alone Review Screenshot Wallpaper Find Your Way Home

Never Alone: Always, I’ll Be Here.

In the past games weren’t a great medium for telling a story. Not so much because of the medium itself, more that the mechanics of creating a story were hidden behind a wall of functions, specifications and programming languages. However the last half decade or so have seen those barriers drop considerably which led to the indie renaissance and the barrage of story-first games made by those who wouldn’t have been able to in ages past. It also led to a rapid maturing of the game scene with the medium now experiencing an influx of new ideas on a scale that it hadn’t before. One of these ideas is to use games not only as a means of entertainment but to also serve the same purpose as storytellings did thousands of years ago, Never Alone (Kisima Ingitchuna) is one such game, bringing a story of the Iñupiat people of Alaska to life.

Never Alone Review Screenshot Wallpaper Title Screen

We follow the tale of Nuna, an Iñupiat girl who loved to hunt. However her village becomes engulfed in a blizzard that seems to have no end, trapping them all inside, leaving them unable to hunt. Nuna sets out to find the cause of this blizzard in the hopes of stopping it but becomes lost in the drift. However a lone arctic fox finds her and brings with it all the spirits of the world, aiding Nuna in her quest to end the relentless blizzard. She will face many trials and it is only together that Nuna and the fox will be able to survive.

With Unity as its platform Never Alone has the trademark limitations which give all games of this nature its same feel although there has been a lot of work put into other elements to mask many of those limitations. For starters it’s essentially a 2D platformer, the camera and player characters fixed on a single plane, allowing them to put much more detail in narrow viewport. Additionally there’s dozens of weather and lighting effects which help to mask the lack of detail, a clever trick that I’m seeing more Unity developers take advantage of. All this wraps up into a game that has a definitive style about it, making the most of the platform limitations.

Never Alone Review Screenshot Wallpaper Polar Bear

In gameplay terms Never Alone sticks to the tried and true platforming trope, putting you through numerous jumping puzzles in order to progress through the story. It incorporates the multi-player mechanic, forcing you to switch between two different characters with different abilities to solve certain puzzles. Whilst it’s completely possible to finish the game as a single player you can also do local co-op with each player taking control of their own character. There are few more minor mechanics thrown in here or there to keep you interested as the game unfolds but for the most part Never Alone sticks pretty well to the platformer genre.

For the most part it’s laid out well, with most sections able to be beaten in a single attempt without too much thought needing to be put in them. There are some challenging puzzles although most of them were mostly figuring out the limitations of how far you could jump or what the appropriate timings were. Other times however my characters would seemingly get stuck in falling animations, fail to latch onto things or get stuck on invisible objects, preventing me from continuing. None of these issues prevented me from finishing the game but things like that tend to take the sheen off otherwise solid titles.

Never Alone Review Screenshot Wallpaper The Girl and the Fox

However the biggest issue that Never Alone has is that whilst the core game is good the other aspect of it, the documentary film, doesn’t really gel with it. Sure it’s interesting in and of itself however the way it’s delivered, in sections as you find owls within the main game, means that you have to take yourself out of the game in order to watch it. If you’re like me then you much prefer to play the game as a cohesive whole, rather than jumping between 2 completely different mediums constantly. Unfortunately I don’t have a good solution for this as cross medium things are always fraught with difficulties, especially when one’s fictional and the other factual.

The story of the game however is charming, heartwarming and overall satisfying. In terms of emotional engagement it wasn’t of the same level as some of the other story-first games I’ve played as of late, however it did do a good enough job to make me empathize with the main characters that certain events did have an impact on me. There is a distinct lack of development for the non-main characters however which, whilst being somewhat understandable given the game’s length, means that they’re reduced to stereotypical archetypes. Overall I’d say it’s above average for games as a whole whilst falling short of some of the better examples in the story-first genre.

Never Alone Review Screenshot Wallpaper Find Your Way Home

Never Alone is a great example of games maturing as a medium, its ranks now swelling with stories that, just a few short years ago, could have never been told in this way. Mechanically it’s a solid game, using every trick in the Unity book to elevate the visuals above its station and providing a solid platforming/puzzler experience. However it does lack in polish in some areas which gives the game an overall feel of being above average but still falling short of the greatness some other indie titles have achieved. Still for a game of this nature, one that’s attempting something few have done before, it’s still a solid title.

Rating: 7.5/10

Never Alone (Kisima Ingitchuna) is available on PC right now for $14.99. Total play time was 2 hours with 80% of the achievements unlocked.

The Old City Leviathan Review Screenshot Wallpaper Across the Ocean

The Old City: Leviathan: How Can You be Certain?

Ever since the Dear Esther incident of 2012 I’ve attempted to broaden my horizons in terms of what games I play, mainly to see if I could ever find something to like in games like it. Whilst I’ve often said that I’m willing to forgive a lot of mistakes in a game as long as the story holds up I’ve found even I have my limits, preferring to have some kind of mechanics rather than none at all. That being said I can’t recall having played a pure walking simulator (the genre which these games fall into) ever since Dear Esther. With those painful memories now fading I gave The Old City: Leviathan a walk through and whilst I’ll refrain from dubbing another game with the wooden spoon I’m not sure my opinion of this genre has changed entirely.

The Old City Leviathan Review Screenshot Wallpaper Title Screen

The world lies broken around you, the result of the Fall that struck down everyone and everything. Those who remain have split themselves up into factions and, inevitably, declared war upon each other, ravaging the lands even further. However there are those who have decided to exist on the periphery of all things, serving as mediators between the two opposing factions and engaging in a kind of isolationist nature rarely seen before the fall. You inhabit the mind of one of such people however it is broken and the world that you see and hear isn’t always the truth. So begins your quest but where it takes you is your decision.

The Old City has extremely high production values for a title of its nature, fully using the UDK it’s based on to its fullest. Whilst it’s sometimes a little overdone with the fog creeping in everywhere and the just a little over the top bloom it’s hard to detract from the fact that it’s a decidedly pretty game. The environments do end up getting a bit repetitive as you get towards the end as many of the assets are reused several times however there’s enough detail to make sure you won’t get bored before your first play through is over. Overall The Old City gets top marks for bringing impressive visuals to a genre that, in general, let’s them slip to one side.

The Old City Leviathan Review Screenshot Wallpaper Belly of the Beast

As the classification of the game might allude to The Old City is a walking simulator which means that the mechanics are stripped back to their bare minimum. You have 2 speeds of walking (with the omission of having an “always sprint” option, unfortunately) and you can jump, not that you’ll need to for anything however. There are however some cleverly hidden mechanics, usually centered around exploring one area and then returning back to another in order to unlock a new section. Other than that however there’s not much more for you to do apart from walk, listen and read everything that’s contained within this world.

What I did find rather interesting was that, whilst The Old City lacks any definitive choices, you are forced to make decisions between two options on occasion, even if you don’t notice it. Mostly this takes the form of different paths which lead off in different directions, some of which you can’t return from. However you’re not going to be able to know that before venturing down a particular path and so the choice of where to go becomes important. This is especially so if you’re trying to get to Solomon’s notes which contain the vast bulk of the story within The Old City. Indeed without them you’re not likely to understand anything of what’s going on, even if you explored everywhere.

The Old City Leviathan Review Screenshot Wallpaper Jerusalem

Thinking about it more the difference between The Old City and other titles like Dear Esther comes from the fact that the former actually has a structure to it, even if it seems random at first. You’ll often find bits of information that clarify points made earlier or reveal another piece of symbolism which helps you better understand just what’s going on in the world. The randomness of other game’s storytelling means that you don’t have an overall feel for where the story is going and are just left with a bunch of fragments with no continuity. Sure, there are people who enjoy putting those pieces together but, honestly, it just feels like someone trying to be clever through obscurity.

The story of The Old City does a good job of being opaque at the beginning, putting you in a rather thoroughly confusing world that’s seeped in metaphors and terminology that’s completely foreign. Over time however it starts to reveal parts of itself to you, analogous to the journey that one of its characters goes through themselves. However unlike many other titles of its genre The Old City doesn’t neatly wrap up in the end (well, it didn’t for me anyway) so you’ll likely be left with questions of just what the hell happened. It’s a fun thing to think about but not enough to draw me back to play through the same sections again seeking out additional detail. I can see the attraction for others, however.

The Old City Leviathan Review Screenshot Wallpaper Across the Ocean

The Old City: Leviathan is another title in the growing walking simulator genre that combines beautiful graphics and great voice over work into a readily playable title. I’m still not 100% sure on where I sit with it as a game yet, on the one hand I definitely feel that it’s better than others I’ve played before, but on the other I’m still not sure what I truly liked in it. The graphics a great and it didn’t overstay its welcome in terms of play time but there wasn’t enough to draw me back in for a second play through. With that in mind it feels like a middle of the road game for me but that, dear reader, will likely be wildly different for you.

Rating: 6.5/10

The Old City: Leviathan is available on PC right now for $14.99. Total play time was 2 hours.

World of Warcraft Warlords of Draenro Review Screenshot Wallpaper Title Screen

World of Warcraft: Warlords of Draenor: This is Madness, Garrosh!

Logging into my World of Warcraft account is always a mix of feelings for me. On the one hand I have so many great memories, forging friendships with people and just enjoying the enormous amount of content that was on offer. It wasn’t all roses however and thinking back (and looking at some of the screenshots) it’s painfully obvious just how much growing up I needed to do. Today World of Warcraft is no longer a major part of my life, instead it’s something that I enjoy from time to time, reveling in the Warcraft world and trying my hand at the latest raids. Indeed the World of Warcraft of today feels like it’s catered towards people like me and the improvements in Warlords of Draenor continue that theme.

World of Warcraft Warlords of Draenro Review Screenshot Wallpaper Title Screen

Garrosh Hellscream’s thirst for power has no bounds which culminated in him releasing the Sha of Pride upon the lands of Pandaria. This led to the Horde and Alliance joining forces to overthrow him in the Siege of Orgrimmar which eventually led to his capture. However before he could be sent to trial he was rescued by a bronze dragon, Kairozdormu, who shared in his ambition for power and control. The dragon then sent him back in time to before the orcs drank the blood of Mannoroth, preventing the blood curse. He then united the disparate clans under the banner of the Iron Horde and set out to conquer all of Draenor. It is up to you, dear champion, to stop this madness before it unwrites the history of the world and Garrosh’s madness spreads beyond the lands of Draenor.

Warlords of Draenor feels about the same from a graphical point of view, mostly due to the short difference in time between this expansion and it’s predecessor, however they did make some noticeable improvements to the base character models. It’s a welcome change as those models, whilst looking great in 2004, had started to show their age 10 years on. Apart from that though everything is at about the same level although it seems like the default draw distance has been ramped up significantly (with little impact to performance, I might add). Still it’s hard to get tired of Blizzard’s trademark style with the vibrant colours and wonderful stylization.

World of Warcraft Warlords of Draenro Review Screenshot Wallpaper Pretty Mushrooms

Much of the core gameplay remains the same as it did from previous expansions with the classes remaining largely the same with a few tweaks and balance changes. Warlords of Draenor continues on the quality of life improvements that came as part of Cataclysm, ensuring that everything from questing to running dungeons is simple and free of frustrations. The biggest change is the inclusion of the Garrison, your own private town in which you’ll have a multitude of buildings and resources that you can use to craft items or sell on the auction house. The Garrison also brings with it followers which are NPCs that you can send on various missions to level them up, acquire loot and provide resources for your garrison. Overall long time World of Warcraft players will feel instantly at home with Warlords of Draenor and be incredibly thankful for the improvements that Blizzard has made.

Unlike previous expansions, where upon logging in I was greeted with action bars missing numerous skills and dozens of alerts on what I should be doing, Warlords of Draenor kept the character classes largely the same. I’m speaking from the point of view of my paladin, of course, although my cursory look at other classes seems to show they underwent about the same amount of changes as use paladins did. This meant that I was able to get into the game much quicker than I have been able to previously, my muscle memory (and keybinds) still carrying over from my last stint in WoW early last year. It’s both a good and a bad thing as whilst I’d lament having to figure out how to play my character again it is kind of satisfying when I feel like I’ve mastered it again. Still, I’ll take quality of life over many other things these days.

World of Warcraft Warlords of Draenro Review Screenshot Wallpaper Rise Husband

The Garrison is by far my favourite improvement in Warlords of Draenor as it takes away so many of the things that made playing World of Warcraft feel like a chore rather than a game. You have your very own mine, herb garden and fishing pond which you can plunder on a daily basis for resources. You get to select a handful of buildings which do various things, some of which enable you to do things like craft items without having the profession. It also serves as an alternative route to gearing up your character as there are several different buildings which can provide raid quality gear. It also comes with its own currency, Garrison Resources, which whilst primarily aimed at buying buildings and sending followers on missions, can serve as an alternative means to acquiring resources and other things. For the semi-casual players like myself who can’t dedicate a good portion of their lives to the game anymore the Garrison serves as a way of levelling the playing field, although the hard core still have ways of getting ahead.

The flip side of this though means that, should you have the resources to power yourself ahead, you likely won’t be able to. Nearly all of the resources required to craft high end gear or grant you access to epic gear avenues are on strict timers that can’t be rushed. Thus the time your account is active is a far bigger player in how far you’ll progress your character than time you spend in the game, at least for us filthy casuals. For someone like me who sometimes finds himself with a decent chunk of time on his hands to thrash things out like this it’s a little frustrating, but at least it means that I don’t feel compelled to spend that amount of time every day trying to advance my character.

World of Warcraft Warlords of Draenro Review Screenshot Wallpaper Nagrand at Night

I deliberately avoided playing the game at launch as I was sure that, even 10 years down the line, Blizzard would still be unable to deal with the onslaught that is an expansion release. For the most part my experience has been extremely pleasant with nary a queue to speak of unless I try to login between 8pm and 9pm. Even then the queue, which I’ve seen reach 1000, is usually done and dusted within 15 minutes so no issue there. There are still some quests which bug out or have incorrect minimap icons, which can be highly frustrating at the time, however out of the hundreds I completed I could probably count the number of broken ones on both hands. By this point though it’s somewhat cliche to praise Blizzard for their ability to deliver a polished product as that’s their MO for every single title they’ve released in the last 2 decades.

The story of Warlords of Draenor is an interesting one, although as someone who skipped the later parts of Mists of Pandaria I did have to do a little reading to catch up on just what the hell was going on. Like most Blizzard games the world has an exceptional amount of detail however it peters out quite quickly once you’re not talking to any of the main characters. The main story is quite interesting however although there just wasn’t quite enough to draw me into it. Then again this isn’t exactly a story-first kind of game so I wasn’t exactly looking for it either. Overall I’d say the story was serviceable, just lacking in an emotional hook to draw me in.

World of Warcraft Warlords of Draenro Review Screenshot Wallpaper Garrison

World of Warcraft: Warlords of Draenor demonstrates how well Blizzard knows their subscribers, vastly improving your quality of life when playing through their signature MMORPG. Players returning from a long time break will find the game familiar enough to get a running start but different enough that they don’t feel like they’re playing the same game from a couple years ago. The Garrison is the stand out improvement of this expansion, introducing dozens of new game elements whilst removing much of the grind that is common to MMORPGs. I have yet to set foot in a heroic or the recently opened up LFR for Highmaul however, something which I’m sure will keep me going over the next few months. In closing I feel that Warlords of Draenor is a solid improvement on the World of Warcraft title, one that even decade long players like myself can readily enjoy.

Rating: 9.0/10

World of Warcarft: Warlords of Draenor is available on PC right now for $54.95. Total game time was approximately 33 hours reaching level 100 and iLvl 617.