Dishonored was a breath of fresh air for many. Stealth games of the time were anything but; their stealth mechanics nothing but tacked on features that weren’t given the love they so desperately needed. Whilst it had its faults Dishonored was a pivotal release for Arkane Studios, catapaulting them into the limelight. It’s been 4 years since the release of the original Dishonored and expectations were high that Arkane would be able to deliver yet another solid stealth based title. Dishonored 2 brings with it all of the things that made the original great but also many of the shortcommings. Indeed whilst some of the design choices are commendable it begs the question of whether or not the effort would have been better spent elsewhere, possibly addressing some of the mistakes of the past.
Dishonored 2 takes place 15 years after the events of the original with Emily Kaldwin taking her place on the throne, succeeding her late mother. The city of Dunwall is no longer the rotten town it once was, prospering greatly under Emily’s rule. However a serial murderer, dubbed The Crown Killer, has been dispatching Emily’s opposition, leading many to conclude that Corvo is responsible for it. During a ceremony in remembrance of her mother’s assassination, Delilah Copperspoon, who claims to be Jessamine’s older half-sister and the true heir to the throne, assaults Emily in her throne room. The story from here is determined by who you choose to play as: either Emily or Corvo.
Under the hood Dishonored 2 is powered the new Void engine, developed in-house by Arkane. The engine is based on id’s Tech 6 platform and brings with it many improvements. However like its predecessor Dishonored 2 is probably about half a step behind current generation titles in terms of graphics, something that is painfully obvious when you’re up close to NPCs or bits of the environment. The world does feel a lot more full than it used to though, with more characters on screen and much more detailed environments. The initial release was unfortunately plagued by horrendous performance issues on PC, indicating that the engine hadn’t gotten enough optimization love. This was fixed rather quickly and by the time I got around to play it I didn’t see any issues at all. This couldn’t come soon enough though and is likely responsible for the game’s mixed review status on Steam.
Dishonored 2 stays true to the original’s ethos, providing you with mutliple avenues to complete a mission that can make use of any number of powers, abilities or gadgets. What’s available to you depends on whether you choose Corvo or Emily although there’s a core set of non-power abilities availble to both. If you choose Corvo the abilities will be instantly familiar to you with Emilies being completely different in all aspects. The upgrade systems are largely the same, you’ll still hunt down runes and charms to upgrade your powers, however there’s also the opportunity to improve your character further through crafting runes of your own. There’s still a multitude of things to discover in any one level with numerous side missions and hidden items for you to seek out. If you were a fan of the original there’ll be a lot for you to love in Dishonored 2, perhaps even more so if you’re an achievement hunter.
Combat is largely the same as it’s predecessor however the choices you make in building your character have a much bigger impact in Dishonored 2. Unlike previously where I could stealth or shoot my way through a level Dishonored 2, where I primarily built my character as stealth, I couldn’t take on more than one enemy at a time. Personally I liked this aspect as it meant that my choices had a real impact, no longer could I be both the stealth master and combat warrior. This did mean that the mechanical upgrade system went largely unused through my play through but it did make the rune and bone charms that much more valuable. Indeed I spent much, much more time exploring to make sure I got every power upgrade I could, lest I find myself wanting.
The stealth system works as you’d expect it to although I have to admit I think the detection rate of NPCs is a little too fast for my liking. Indeed if you don’t notice the meter immediately, like if it’s at the bottom of your screen, you will likely be detected. Some of the power upgrades help you get around this, like the stop time part of blink, but it still leaves you very little time to react. It does feel a bit more realistic in that sense, you can’t hover around in front of enemies and have them not detect you, but it does detract from the enjoyment a bit at times.
The crafting system, whilst basic, was probably one of the more rewarding aspects of Dishonored 2. With the right combination of talents and a lot of farming for the right runes you can craft yourself a set of incredibly powerful boosts. In the end I was rocking around 8 quad bone charms (the other 2 taken by specific power upgrades) that amplified my power abilities significantly, like being able to essentially sprint in stealth mode if I was crouched and my weapons sheathed. Of course I save-scummed my way to perfect bone charms without any negative traits on them but hey, even if I didn’t do that I think a grand total of 2 of them would’ve been cursed. One point of note, which I wished I had known earlier, is that not all runes are simply somewhere in the world. For some missions a certain NPC will hold 2 of them, something which can make your life a little difficult if you want to get them all. Thankfully those ones aren’t usually ones you can break down for crafting anyway, but they’re still worth seeking out.
Overall Dishonored 2 is well polished (bar the initial teething issues) however it makes one horrendous design misstep that I’ll never forgive any game for doing. There’s one level that, if you’ve chosent to take powers, you’ll have them stripped away from you. For those, like me, who’ve invested heavily, in their powers this strips you of all the tools you had available. The resulting mission is a tedious mess, the time-switching mechanic that it was designed around becoming a nusiance more than anything else. The hour or so I spent on that level was the most frustrating section of the game by far and completing it was a relief more than a reward. I can understand the rationale behind it, wanting to challenge the player in a new and inventive way (like many of the other levels do) but taking away their investments is a cheap trick that does nothing to endear the player to the game.
The story, and its delivery, suffer the same issues as its predecessor. Whilst you have control over how the narrative develops, both through direct choices and how you actually play the game, it’s still predictable and not particularly rewarding. The voice acting again falls flat, a complaint that was levelled at its predecessor which I had hoped would be addressed in the sequel. Again there are a few standouts like The Outsider and the manick mechanical creator Jindosh, but they aren’t enough to carry everything forward by themselves. Honestly I was hoping that I’d feel differently this time around, I really was.
Dishonored 2 is a solid follow up to the original, retaining everything that made it great (and some things that didn’t). The stealth and combat is well done, the choices of how you build your character now more impactful (for better and for worse) than they were before. Crafting is a welcome addition, one that helps you craft your character further down your desired path. Unfortunately some poor level design choices and the continued flat delivery of Dishonored 2’s script means that the game doesn’t reach beyond its predecessor in terms of overall quality. Still I did enjoy my time with Dishonored 2, the stealth game play unparalleled in today’s market. Hopefully future instalments in this IP will address these core issues which would elevate Dishonored 2 to the same level as the games that inspired it.
Dishonored 2 is available on PC, PlayStation 4 and Xbox One right now for $59.99, $77 and $77 respectively. Game was played on the PC with 16 hours of total play time with 36% of the achievements unlocked.
The Civilization series is one of the most popular games to ever grace Steam. It consistently holds a spot in the top concurrent player list, beaten only by giants of the platform like DOTA 2 and Counter-Strike. The series has a long history with this year marking some 25 years since the original Civilization was released. Over those decades the core game has evolved considerably, culminating in the latest release: Civilization VI. With this being the Civilization game with the longest development cycle to date, a total of 6 years, anticipation was high but it seems that this iteration has fallen a little short of the bar that was set with Civilization IV.
The story of Civilization VI is, as always, what you make it. The historic figures representing nations are back with their traits and behaviours heavily influenced by their real world counterparts. You’ll take control of one of them, setting out on a quest to achieve victory by one of several means. What path you choose will have a dramatic effect both on how your civilization develops as well as how others percieve you. You’ll need to employ careful strategy to ensure that your path to victory is achievable whilst your opponents is not, a balancing act that unfolds over multiple hours of game time. Indeed the narratives that build out of civilization games are as interesting as the core game itself, giving you war stories to share with your fellow Civilization brethren.
Compared to its closest predecessor (Beyond Earth) Civilization VI has improved both in terms of overall graphical quality and aesthetics. The maps are much more detailed with the various landscapes, structures and units lavished with additional polygons and higher detailed textures. The bright colour palette is a welcome change as Beyond Earth would feel a bit dreary after a long session. The models for the other leaders are a bit incongruous with the rest of the game, sitting in that weird spot between too realistic and not realistic enough. It’s clear that they’re meant to be caricatures but they’re just not stylised enough, sitting firmly in the uncanny valley. The UI has also been overhauled once again making things slightly more discoverable although you’ll still need an hour or so of clicking to figure it out.
The base game remains largely the same as it always has in Civilization games with the noted addition of a few more mechanics and a reworking of some others. Instead of all your improvements being built in the city centre you’ll now build districts for things like military, science and culture. These districts house their own improvements and have their own adjacency bonuses, making their placement a little more strategic. Units are now able to be stacked in a limited fashion, making it a little easier to handle larger armies. Tech advances can now be boosted by completing certain activities, reducing their research time by half. Culture victories are now a viable route to victory with their own tech tree called Civics, opening up a set of advantages that aren’t available elsewhere. Other than that the core game will be familiar to those who’ve played the series before, ensuring that one more turn always turns into more.
If you’re like me and only¹ play Civilization or similar games every so often then you’ll likely be as overwhelmed as ever when you start out. Thankfully it’s pretty easy to get going with Civilization presenting you with a quick start game right off the bat. However even selecting “I’m not familiar with the Civilization series” in the tutorial options still leaves a lot to be explained, requiring several trips to the Googles to help out. It’s probably best to learn by doing and failing as attempting to theorycraft your way to victory can be a torturous exercise, especially when you don’t know the right questions to ask. I think it took me about 4 failed attempts before I settled on a game which looked winnable and maybe 12 hours of total game time. For someone who hasn’t played a civilization game in 2 years I don’t think that’s too bad!
Once you’ve set your sights on a particular victory condition it becomes easy to figure out what you should be prioritising. Like all strategy games running for the victory condition as hard as possible will likely see you fail as the other empires can outplay you quickly if you’re only focused on a single tactic. Thus the early game usually revolves around striking a balance between your preferred victory condition and ensuring the others don’t get ahead of you. This means you’ll usually have a smattering of various different victory paths going at the start before you can really dig your heels in and charge for the goal. I had (predictably) set my sights on the science victory and spent the entirety of my 20 hours in the game figuring out how best to achieve it.
Whilst this particular victory condition does give you a few notable advantages (like better units and buildings long before your opponents) it is incredibly vulnerable to things like spies and religious attacks. It’s also probably the one that takes the longest to achieve overall as you not only have to research all the required tech but also construct it. Each of the components takes around 20 turns to complete, more if you don’t have a great person to boost your output or a heavily upgraded industrial zone. In the end I think I won at turn 450, just shy of the game’s time limit of 500. Had that time come I would have still won just on points, but that would’ve felt hollow compared to achieving an actual victory.
As I mentioned before some of the mechanics of Civilization VI are a little esoteric, requiring a bit of searching to understand them completely. Amenities, which is the replacement for happiness, is influenced by numerous things that aren’t made readily apparent. Early game it can be quite frustrating as there aren’t many ways to get them, especially if the AI isn’t extremely friendly with you (a near impossible feat it seems). Veterans of the series will likely have an easier time understanding what’s going on here than I did but for new comers it can be a little off putting. If you’re lucky enough to have dual monitors (like myself) then it might be a non-issue, just make sure you’ve always got a blank tab ready to go.
During my play through there were numerous design choices which drastically reduced player quality of life when playing. Spies had to be constantly set to guard whatever resource you wanted to protect, meaning every 6 turns would be spent sending them back to where you came. The AI is as illogical as ever with long time allies suddenly declaring war on you for no good reason. Worse still the AI will constantly denounce you for anything you do to them but has no qualms about doing the same back to you. Strangely, and I’ve not found out if this is a bug or not, cities that had been ceded to me would often result in the other empire denouncing me as a warmonger (even if it was from a war they started). This wouldn’t be an issue if it happened once or twice but it’d usually happen every 6 turns or so.
Civilization VI is another great instalment in the series, even if it doesn’t live up to the high expectations that it’s predecessor set all those years ago. The updated visuals are great, ensuring that the long hours spent staring at units and buildings don’t get stale as quickly as they used to. The core mechanics revitalise the core game play ensuring that Civilization VI isn’t just a new coat of paint on an old engine. There’s a few rough edges, some of which I’ve heard have recently been patched out, but the overall quality of the game is still high. For long time fans of the series Civilization 6 is sure to keep you coming back for turn after turn, the hours ticking away as you build out your empire once again. Newcomers will also find a lot to like, if they can make it past the wall of bewildering choices early on. Overall Civlization 6 is a solid title in this series and that will likely be reflected in its continued popularity long after release.
Civilization VI is available right now on PC for $69.95. Total play time was 20 hours with 16% of the achievements unlocked.
¹ I initially wrote “old” here (accidentally!) instead of only but I think the sentence works either way 😉
The yearly Call of Duty release belies the fact that there are 3 developers behind the franchise: Infinity Ward, Treyarch and Sledgehammer. The last game we saw from the original developer was all the way back in 2013 when they debuted Call of Duty: Ghosts, an uncharacteristic stumble for them. By comparison both Sledgehammer and Treyarch’s entries were both superior, signalling that Infinity Ward was no longer the king of the franchise it created. Infinite Warfare was then their chance to prove that they knew how to do Call of Duty best but, unfortunately, they’ve missed the mark once again.
Infinite Warfare is set in the distant future, one where humanity has expanded its presence throughout the solar system. However over time tensions between the United Nations Space Alliance and the denziens of Mars have led to the formation of the Settlement Defense Front; a ruthless militaristic organisation hell bent on Mars becoming the one and only super power in the solar system. You are Nick Reyes, a captain of the Special Combat Air Recon force who commands a fleet of futuristic warplanes, charged with the defense of Earth and all UNSA protected territories. With news of a specialist strike team being taken out by the SDF during a tenuous cease fire agreement tensions are running high and a system wide war is a very real possibility.
Infinite Warfare is the first Call of Duty to be release only for current generation platforms, leaving the PlayStation 3 and Box 360 behind. The improvement in graphical fidelity from Black Ops III is slight but noticeable, the inclusion of more modern effects like physically-based rendering evident the more realistic lighting effects. The automatic graphics selection does a good job although it priortises frame rate over better visuals. With a few tweaks however it’s quite easy to knock up the detail a few notches without any noticeable drops in framerates. Like all other fast-paced shooters the environments are mostly designed to look good as you’re rushing past as up close the lack of detail becomes rather evident. Overall it’s a solid improvement over its predecessors.
Infinite Warfare follows the tried and true Call of Duty formula, pitting you agains the enemy of the day with an array of weapons and abilities to combat them with. The missions are your standard corridor shooter affair with some rudimentary stealth sections thrown in here or there. New to the series is the ability to choose between a variety of different missions, a good chunk of which take place wholly in your futuristic warplane/ship. The missions also give you upgrades to both your ship and your player character, slowly building you up into the war machine every player imagines themselves to be. Other than that there’s not too much difference between Infinite Warfare and the numerous futuristic shooters that have preceded it.
Combat is, as always, fast paced and polished to the nth degree. Whilst you’ll still suffer from the enemy AI that’s able to snipe you with a pistol from across the map (especially at higher difficulties) you’ll still be able to run and gun your way through the majority of the game. One particular letdown here is the weapon variety as a lot of them feel very similar and thus you don’t feel as compelled to experiment as you would have in previous Call of Duty titles. There are some truly inventive ideas though, like the shotgun that has a lock-on sight, something which even made it into the multi-player version. The various grenades and gadgets provide a decent amount of combat variation although once you’ve used them all once it becomes clear that the shock grenades and the shield are probably the only ones you want to keep on you.
The non-campaign single player missions are unfortunately quite bland, especially the SCAR ones which are all basically the same, just played out in different locations. Thankfully they can be ground out pretty quickly, enabling you to blase through the campaign without a smattering of side quests constantly begging for your attention. In all honesty it probably would’ve served Infinite Warfare better to not have the overworld and instead focus on the core missions, feeding you upgrades through optional objectives or something similar. If a space nut like myself gets bored with flying around space in a futuristic warship then you know something is terribly wrong.
The story is typical Call of Duty: heavy on action and light on the details. Infinity Ward tried halfheartedly to avoid the typical America vs The Evil Foreigners trope but with all the key good characters being Americans and the bad ones foreign sounding it fails the sniff test instantly. There’s also too little development given to the numerous characters thrown at you so when the inevitable happens the emotional impact is essentially nothing. The fact that I’m struggling to come up with any memorable moments in the game should tell you just how little of an impact the story had on me.
The multiplayer experience was unfortunately marred by several launch issues, most notably a horrendously broken matchmaking system. After finishing the campaign I immediately dove into the multiplayer only to be met with no games to play. I tried all the options in the hopes it was just one game mode that was broken to no avail. After sitting there for 15 minutes I figured I’d try out Titanfall 2 just to see if I could still get a game and, lo and behold, I was playing not 30 seconds later. This has been fixed for the most part but I still can’t get a game of Domination to save my life. It’s sad really as I had such a good time with Black Ops III’s multi I was really excited to get back into the scene. It seems this time around it’s simply not to be.
One thing that bears mentioning is the new weapon crafting system which, unfortunately, has some of the troubling features of a pay to win system. You see you can craft variants of guns which have perks, all of which stack with their attachment counterpart. These weapons require salvage, a good deal of it for the higher end variants, something which comes in drips and drabs if you play normally. However, and this is the key, rare supply drops come with salvage, something which you can buy with actual money. I was ok with the new weapons in Black Ops III being locked behind supply drops since they were on par with the regular weapons but these ones are by definition more powerful. It’s a pity because I think the system is great otherwise.
Call of Duty: Infinite Warfare is an unfortunate continuation of Treyarch’s previous stumbles, failing to live up to the standard that the other developers of the series are setting. For the most part it’s still your tried and true Call of Duty game however there are several issues which mar the overall experience. The repetitive single player missions distract from the much higher quality campaign missions and the effort developing them would have been better spent elsewhere. The multiplayer had some uncharacteristic teething issues, something which I’m sure turned thousands of players away for good. Finally the inclusion of a system that allows players to pay to get ahead of others isn’t something that should be encouraged, even if the underlying system was novel. Overall whilst Infinite Warfare keeps the core aspects of the Call of Duty franchise in tact it’s additions do nothing but distract from what makes these games good. I hope Infinity Ward takes the lessons learned from this second stumble and turns their next title into something worthy of their pedigree.
Call of Duty: Infinite Warfare is available on PC, Xbox One and PlayStation 4 right now for $89.95, $99.995 and $99.95 respectively. Game was played on the PC with 14 hours of total play time and 64% of the achievements unlocked.
Titanfall was well received when it was first released, garnering numerous awards and praise from both the industry and players alike. It was also something of a redemption story for the studios founders, proving that their decision to leave Activision was the right one. For me personally, someone who enjoys traditional FPS games and lost many an hour to the Mechwarrior series as a teenager, Titanfall was a perfect blend of FPS and mech based combat. However the lack of variety in the multiplayer did mean that I left the game shortly after reviewing it, racking up another 6 hours before I finally gave it up. With the success it garnered however I was hopeful that Respawn’s next title, whether it was Titanfall or not, would be a much more well rounded. Thankfully that hope was not misplaced.
Titanfall 2 takes place shortly after the events of its predecessor with the Militia now on the offensive after their success in segregating the IMC’s fleet at the Battle of Demeter (if you don’t quite remember which map that is, like I did, here’s a good summary). You take the role of Jack Cooper, a rifleman in the Militia who’s undertaking pilot training at the hands of veteran pilot Captain Lastimosa. When you’re sent to attack the IMC held world of Typhoon Lastimosa is struck down but with his final breath he transfers his titan, a vanguard class called BT-7274, to you. It’s now up to you and your new titan to complete the mission.
The heavily modified Source engine that was used in the original is back in Titanfall 2 with a few improvements to bring it into line with more modern engines. The engine improvements bring things like physically based rendering, a new texture system, HDR, bloom and DOF. This means that whilst the models and environments all feel about the same when you get up close to them it definitely feels like a more modern game overall. The trade offs here are most certainly in aid of ensuring a smooth, consistent framerate even in high action scenes, something which happens quite often in both the single player and multiplayer experience. If I’m honest I probably expected a bit more of a step up from Respawn graphics wise, but I can definitely understand the reasons for not going for Crysis levels of fidelity.
The core of Titanfall 2 hasn’t changed much from its predecessor, retaining all of what made it good whilst adding in more variety in both the single player and multiplayer components. There’s now double the number of mechs to choose from, numerous weapons for your pilot, a multitude of modes in the multiplayer and a fully fleshed out single player campaign. You’ll still be alternating between playing as a pilot on the ground, jumping and wall riding to your heart’s content, and the venerable titan mech. The single player campaign functions as an extended tutorial to the main game, giving you a view of all the weapons and titans so that once you jump into multi you’ll be instantly familiar with the arsenal at your disposal. However like all good multi player games these days most of the weapons are hidden behind a persistant levelling system, something you’ll have to grind out to get your weapon of choice. Overall Titanfall 2 feels like a fuller, more rounded game than its predecessor was; one that could potentially have the longevity its creators hope for.
Combat is well executed, maintaining the same levels of polish that the original Titanfall brought with it. Considering Respawn’s pedigree this is no surprise but it’s good to see them not messing with things that weren’t broken. The weapon roster has been expanded considerably although the controversial smart pistol (which honestly was my favourite) relegated to being a boost rather than a primary weapon you can choose. You’ve also got a wider choice of various augments for your weapons and pilot allowing you to really specialize in your preferred method of combat. Thankfully even though most of these things are locked behind levels (or in-game currency, which I don’t think is available for purchase) the base weapons are still highly competitve.
One of the major complaints many had for the original was that the multiplayer campaign was somewhat confusing and underdone. Indeed whilst I didn’t mind it myself, I do recognise that it was far below the standard set for your typical FPS campaign. Respawn have taken this feedback to heart and Titanfall 2’s campaign is true to its name, giving you an extensive single player experience. As I mentioned before it serves well as an introduction to Titanfall’s mechanics and weaponry, giving you a taste of what’s to come in the multiplayer experience. The highlight of it is definitely the exploration of the relationship between Titan and Pilot, something which I don’t think was really elaborated on much in the original. It might not be the deepest story around, following your typical one man army action trope, but it’s definitely more than enough to keep you motivated and pushing forward through the campaign.
The multiplayer follows the current FPS norms pretty closely with your profile, guns and titan all having separate levels attached to them. This does mean that players who’ve played for longer have an advantage over you, something that can be a little frustrating when you first start out. However the levels come with a relatively reliable pace so you shouldn’t be without a particular upgrade for too long. The in-game currency, which comes in at a slow but reliable pace, is one avenue to short circuit the levelling system and buy a particular thing that you’re after. One improvement for this system would be the use of a trial of a certain upgrade (even just a one time trial would be useful) as the cash I’ve spent has, honestly, been completely wasted. That’s on me though really, I should’ve probably looked into them a bit more before laying out my cold hard in-game currency.
Again I preferred to stick to my anti-titan build for both my pilot and titan, although the delineation between specs of titans is somewhat murky in Titanfall 2. The reasoning for this is pretty simple: titan damage and take downs charge your abilities way faster than pilot or AI kills do. Of course this means early game is a bit hit and miss, especially if the other pilots are heavily anti-pilot geared, but afterwards it usually means that I’m rarely without my titan. Of all the titans I tried the Tone seems to be the overall best, having great all round capabilities and not as many drawbacks as the rest of them seem to have. It does require you have a bit better aim than some of the others but honestly the hit boxes are so generous in Titanfall that I don’t think many would struggle with it.
Whilst the overall experience in Titanfall 2 is bug and crash free there is one irritating aspect of it that has caught me out multiple times. If you’re inside a room and you call your titan it appears that whatever determines the fall location doesn’t clip with certain walls. This means that, if you position cursor in the wrong place, you can end up spawning your titan all the way on the other side of the map. This can sometimes be the difference between getting your titan instantly and losing it to the enemy team since it’ll become active and start ploughing head first into them with the usual AI tactics. I’d much prefer a “titanfall out of range” error or something similar as it has happened often enough to be something of an issue.
Titanfall 2 is a most worthy successor, building on all the great core aspects of its predecessor whilst addressing many of the issues that the community raised. You now have a full single player campaign, one that you can actually get engrossed in rather than distracted by. The expanded multiplayer experience is much welcome and the promise to provide free DLC packs in the future will go a long way to ensuring the game doesn’t become a graveyard. Titanfall 2 is definitely one of those rare sequels that manages to markedly improve on its predecessor, no small feat given the high bar the original set. It will be very interesting to see how this game tracks in the coming months given its rather interesting release date that was smack bang between two other heavy hitting AAA titles.
Titanfall 2 is available on PC, Xbox One and PlayStation 4 right now for $79 on all platforms. Game was played on the PC with 13 hours of total play time and 68% of the achievements unlocked.
The last decade was saturated with FPS games that revisited the two World Wars, so much so that I was soured on the Battlefield and Call of Duty series for quite some time. This decade saw a turn towards modern day warfare, with the Call of Duty series then pushing even further forward into the world of fictional, future based combat. It was something of a surprise then to see DICE return to their old haunts, pulling themselves back from modern day to explore World War I. If I’m honest I was sceptical, the World Wars have been visited so many times that a fresh take on them seemed all but impossible. Surprisingly though DICE has managed to bring a fresh perspective to this well trodden field whilst retaining much of what made some of their previous Battlefield titles great.
Battlefield 1 visits many of the large scale battles of the first World War, picking out 6 different stories that you can play through. These include such events as the Battle of Cambrai during the Hundred Days Offensive, a fantastical air battle between zeppelins and the first fighter craft and even a show from the ANZACs as part of the Gallipoli campaign. There’s no story tying all of these different stories together, instead they each serve as little vignettes that give us a glimpse into the horrors of war from different perspectives. If there’s one thing that Battlefield 1 does well is impress upon us the true costs of war rather than glorifying the combat and sacrifice that the millions of troops made in this war.
The Frostbite 3 engine returns once again to the Battlefield series and brings with it the exceptionally high level of graphics that we’ve come to expect from this series of games. As all of these in-game screenshots will attest to Battlefield 1 is an absolutely stunning game, making good use of any amount of graphical firepower it has at its disposal. The environments are gigantic, brimming with detail and surprisingly destructible (if you have the right weaponry, of course). This will mean that you’ll probably need to spend a little bit of time tweaking settings here or there as the defaults seem to be geared more towards beautiful, 30fps gaming rather than slightly less stunning but buttery smooth game play. Of course such prettiness is really only appreciated in the single player campaign, rarely do you have a moment to think when you’re in the middle of a multiplayer match.
Battlefield 1 sticks to its roots in terms of game play with the equipment layout being instantly familiar to fans of the series. You’ll have 2 guns at your disposal (with numerous ones littering the map so you’re never wanting for something new to try out), a couple gadgets that line up with the traditional Battlefield classes and your trusty melee weapon. The war stories follow the typical FPS mission style with Battlefield’s trade mark open environments, allowing you multiple avenues to approach your intended goal. The multiplayer modes will be familiar, however there’s one new mode called Operations which are probably the best aspect of Battlefield 1. Other than that Battlefield 1 is pretty much what we’ve come to expect from DICE with the exception that everything is set almost 100 years in the past.
Combat feels much the same as it always has in the Battlefield series. You’re a small cog in a very large machine, both in the single player campaigns as well as the multi. Slow, considered approaches to the battlefield are rewarded whilst rushed, less thought out strategies are likely to get you killed. It’s the line in the sand that Battlefield and Call of Duty have drawn between each other, one favouring small scale, chaotic engagements whilst the other favouring large, more strategic battles. Whilst I tend to prefer the former I can see the appeal in the latter, especially when you’ve got a group of 5 or more mates to play with and can actually get some objectives done. However it can be an exercise in frustration sometimes, especially when you walk out of your spawn location only to be nailed by a sniper who you had no chance of seeing.
The Operations game mode, the stand out feature of Battlefield 1, takes its inspiration from Star Wars Battlefront’s Supremacy mode. Each map is divided into sections with points that need to be captured. Once each point is captured the enemy then retreats to the next section to start the battle all over again. The attacking team has limited lives however and should they run out the defenders win that round. When the attackers lose a round however they get reinforced by a giant weapon of war, potentially a zepplin or destroyer warship, which helps them turn the tides in their favour. This back and forth can happen a grand total of 3 times before the game is over. What makes this game mode so great is that it can feel like both sides are making progress at one point or another, preventing one side from completely dominating. Of course that’s not always the case but at the very least it feels little more fair than say Conquest when a really good squad can make the other team’s life a living hell.
The class system is the same as it always was with the only real change being the weaponry, all of which are from the World War I era. You have your medics which can heal and res, the support who will ensure you’ve got an endless supply of bullets, the scouts which will make sure that you can’t get anywhere without a couple shots coming your way and the assault class which is capable of dishing out endless amounts of hurt. Battlefield 1 also brings with it the hero class idea from Battlefronts, allowing a single player to become far more powerful than everyone else for a short period of time. You also have classes for the various vehicles including the calvary which can be both fun and a complete waste of time depending on good your enemy’s aim is. Indeed many of the ideas which were so-so in Battlefront have been refined significantly for their inclusion in Battlefield 1 and, hopefully, that means Battlefront 2 has a chance at being a lot better than its predecessor was.
Battlefield 1, like all games in this series, brings with it a certain level of jank that pervades both the single and multi experiences. I can’t tell you how many times the physics engine has completely bugged out on me with ungodly winds tearing flags and people’s capes in all manner of weird directions or tanks moving in ways that just weren’t possible. It’s certainly a lot better than it was in the beta, if the videos on YouTube are anything to go by, but the trademark weirdness that all Battlefield games built on the Frostbite engine have is ever present in the latest instalment. It’ll likely get better over time, as it always does, but you’d think that DICE would’ve figured out all the kinks by this point in the engine’s life.
The war stories were, for me, not particularly engaging. Whilst I’ll praise DICE for their depiction of the true horrors of war the experience was, for me, not the most enjoyable thing. That might be the point (and indeed I’ll applaud them if that’s the case) however it meant that after playing 3 out of the 6 campaigns available I simply didn’t feel the urge to play the rest of them. It’s a shame really as I’ve always enjoyed the various campaigns in the Battlefield series but this time around I just didn’t feel compelled to go back and play through them. This could also be a testament to how good the Operations mode was in comparison as I definitely drawn back to that, time and time again.
Battlefield 1 is an excellent return to form after the disaster that was Battlefield Hardline. The graphics return to their trademark industry leading standard, bringing us glorious battlefield filled with detail that few other games are able to deliver. The game play is familiar yet fresh, integrating the best ideas of the Battlefield and Battlefront series into a cohesive experience. The single player campaigns, whilst undoubtedly well crafted, failed to grab my attention like the previous ones have. Battlefield 1 also suffers from the few teething issues that seem to plague all of DICE’s releases of late; things that will no doubt be fixed but definitely sour the launch day experience. For fans of the Battlefield series the latest instalment is very much worth your time to play.
Battlefield 1 is available on PC, PlayStation 4 and Xbox One right now for $89.95, $99.95 and $99.95 respectively. Game was played on the PC with 11 hours of total play time and 26% of the achievements unlocked.
Flying Wild Hog’s successful reboot of Shadow Warrior three years ago was a boon for the fledgling development studio. Their initial title, Hard Reset, was a good but not great release, one that failed to attract mainstream attention but was successful enough to ensure the studio could carry on. Shadow Warrior did a good job of revitalising the IP for a new generation, capturing that same 90s feel whilst bringing some fresh ideas and experiences to the franchise. Shadow Warrior 2 looks to expand upon this idea, again retaining that 90s shooter feel whilst mixing in even more mechanics. The resulting game is far more varied but unfortuantely the veins of nostalgia only run so deep and I think they were bled dry with the last title.
It’s been 5 years since your failed attempts at protecting the world from the Shadow Realm resulted in it colliding with outs. Now humans and demons live side by side, for better and for worse. Lo Wang, after the betrayal of his employer, has escaped to the woodlands far away from the cybernetic metropolis that Zilla has created. To make ends meet he’s been doing jobs for the local Yakuza, using his skills and charm to get by. However when a regular job goes wrong he quickly finds himself caught in a battle between a mad scientist, the demons from the Shadow Realm and a new drug called Shade.
Shadow Warrior 2 uses Flying Wild Hog’s own Roadhog Engine which has seen significant development work between titles. It’s still a step or two behind what I’ve come to expect from the current generation but with the game’s focus on fast paced action the sacrifice is understandable. The environments of Shadow Warrior 2 are far more expansive than its predecessor, often with many more areas to explore and much more detailed environments. The colour palette is also much more varied, the mostly red/orange tones of the predecessor replaced with neon cities, dark jungles and tormented hellscapes. Like it’s predecessor Shadow Warrior 2 isn’t a game that’s meant to be gawked at, you’re meant to use it as a canvas upon which to reap your destruction.
At a core game level Shadow Warrior 2 doesn’t change much from its predecessor. The focus is still on fast paced, gore filled combat with an arsenal of weapons that will fit any occaison. The difference comes from the progression mechanics which are more geared towards an open world, Borderlands-esque system. Now enemies will drop varies bits of loot including weapons, augments and even new skills for Lo Wang to use. You’ll still level up your character by killing enemies and earning karma but now you also have the option of earning skill points through doing missions. The missions come to you via a board which allows you to pick and choose what you do, even allowing you to free roam areas to find secrets, defeat boss for loot or just grind karma to level up. There’s also a crafting system that enables you to improve your upgrades by combining 3 lesser ones together, although that system is a little more hit and miss than I’d like. Overall in terms of scope Shadow Warrior 2 is a much grander game than its predecessor was, one that will certainly appeal to the completionists out there.
Combat retains much of what made the original great: fast paced action, waves of enemies to dispatch and numerous skills with which to deal unending hurt on them. The various weapons and upgrades feel a bit more balanced this time around with the swords no longer being the one and only weapon you should use. Part of this comes from the crafting/upgrade system which limits certain augments to certain kinds of weapons, making some vastly superior for some fights. Shadow Warrior 2 also brings with it an elemental combat system with some (initially, eventually it’s all of them) having elemental resistances and weaknesses. This means you’ll have to swtich between weapons if you want to get anywhere. Other than that though most of the enemies are pretty generic with the good old fashioned circle strafe making short work of them. Not that I was expecting much more from a hack ‘n’ slash game, though.
You’ll progress at an unrelenting pace in Shadow Warrior 2 with all the skill, item and weapon upgrades that get thrown at you. On the one hand it’s great as even a short session means you’ll come away feeling like you’ve accomplished something. On the other though it can be a little overwhelming when you’ve got a massive inventory of upgrades to choose from and you’re trying to figure out which one you should use. Overall I like it and I definitely spent longer playing than I otherwsie would because of it. It could definitely use a little tuning to make it a little more approachable however, given the fact that not all players are obssessive min/maxers like myself. That being said it’d be hard to go really wrong with selecting upgrades and skills and, even if you did, it wouldn’t take long to realise it and rework your build in response.
The crafting system could use a little more polish as whilst it’s a good way to progress (especially when other avenues run dry) it’s far too random for my liking. For instance putting 3 of the same elemental upgrades together typically results in you getting the same element out, but usually with completely different stats than what you put in. Putting in different elements means you’ll randomly get one of the ones you put in and again with random stats. It’d also be good to be able to re-roll one aspect of an upgrade (by paying the requesite cash or whatever) so you could turn your trash high end upgrades into something useable, especially those ones with heavy negative bonuses. I think Flying Wild Hog is on the right track here, it just needs a little more polish before it can become what I think they want it to be.
For the most part Shadow Warrior 2 runs well however there’s one technical and one design issue that I think bears pointing out. Enemies have a terrible habit of leashing and teleporting around, feeling like you’re playing on a laggy server (even though you’re playing locally). This can be quite frustrating when an enemy decides to teleport inside a wall or behind you and then ruins you before you can react. This behaviour was particularly noticeable in the larger environments with multiple levels, something that seemed to confuse the AI to no end. Additionally the game’s difficult goes up in fits and starts, meaning that you can go from feeling like the game is far too easy to punishingly hard in the space of a single mission. This is something of a solved problem these days and, whilst I get that might be part of the appeal of 90s nostalgia titles like this, it doesn’t make for the greatest experience these days.
The story is, as expected, light on with the plot and heavy with the wang jokes. It’s a little more heavy handed than its predecessor was, lacking some of the seriousness and reflection of its predecessor to contrast Wang’s irreverant humour. Not that you’d be playing this for the plot, mind, but the previous instalment did a better job of striking a balance between the two aspects. Indeed the best comedic titles are the one that aren’t all comedy all the time, something which a few developers have forgotten of late (I’m looking at you Gearbox).
Shadow Warrior 2 brings with it the 90s nostalgia that many of us enjoy with numerous modern mechanics that ensure this is much more than a simple re-release. It’s much more broader than its predecessor was, taking on many characteristics of open world titles but on a smaller, more manageable scale. The introduction of multiple progression systems can be a little overwhelming at first but it does mean that you won’t be wanting for skill points or upgrades for long. Combat retains that 90s feel, favouring fast action over realistic encounters. The grander scale brings with it a few issues, both in technical and design terms, but none of these are beyond fixing. Overall, whilst I think Shadow Warrior 2 isn’t as great of a game as its predecessor was, it’s still worth playing.
Shadow Warrior 2 is available on PC right now (with PlayStation 4 and Xbox One coming in Q1 2017) for $39.99. Total play time was 12 hours with 54% of the achievements unlocked.
It’s only recently that chatbots have evolved to a state where they could be called truly conversational. In years prior they could really only respond to a line of text in isolation, unable to derive any kind of contextual meaning from the messages it recieved previously. This made them see stilted and awkward, often resulting in them receiting your words back to you in the form of a question. So when I saw Event, which bases the entire game premise around a chatbot, I was intrigued as the idea of having to massage a rudimentary AI into doing my bidding harked back to the fun I had messing with chatbots as a teenager. Whilst it’s far from the conversational AI that powers say the latest Google Assistant or Siri it is an interesting take on conversations as a game mechanic, something I’m interested to see explored more in future.
Event takes place in an alternate version of 2012 where mankind has made siginificant strides in space exploration. You were part of a team called Europa-11, sent to explore the moon from which the craft takes its name. However you were met with a catasrophe and found yourself adrift in space in an escape pod. Just as you were giving up hope that you’d be rescued a transmission from an unknown craft came through. It seems a relic of the past, a luxury space resort, has managed to stay active despite no contact from the outside world for years. The ships AI seems keen to help you get back home but first you need to gain its trust.
Event brings with it that trademark Unity look with passable graphics done in a retro-futuristic style. Since this is marketed as a story first game it shouldn’t come as much of a surprise that graphics weren’t the prime focus and indeed they’re a more than adequate backdrop for the game’s narrative. The environments do have a level of detail in them that’s above average for games of similar pedigree which is saying something for a first time indie developer.
Event’s core mechanic is your interaction with the ship’s AI, called Kaizen. You’ll interact with it through the various terminals scattered about the ship, clacking away at the keyboard as you try to convince the AI to do what you need it to do. There are some other, more traditional puzzle mechanics mixed in however for the most part you’ll be trying to figure out the AI’s motivations, the story of what happened to the ship and, most importantly, how you can get yourself back to Earth. Over time you’ll learn how to do things for yourself without the AI’s help, something that you may need to do if you want to accomplish your ultimate goal.
Mechanically Event is a little awkward when you first start off, the requirement for the full use of the keyboard when you’re talking to the AI precluding the use of the traditional WASD movement layout. This can lead to some frustrating moments as you try to move about only to hear the clack of the keyboard. There are many ways that this awkward control scheme could have been avoided, like making a prompt appear when you want to use the keyboard, but it seems this is a design decision made by the developers. You’ll get used to it eventually but it does make the opening moments of the game a little more frustrating than I would have otherwise liked.
The conversation system of the AI is a blend of a traditional chatbot with some rote sequences that are triggered by keywords, actions or in some cases inaction. The rote parts are easy to pinpoint as the AI will just keep blathering on regardless of what input you give it. In normal chatbot mode it’s somewhat conversational, able to pick up on some contextual elements, but it often gets caught up on keywords or syntax that trigger some of its pre-programmed routines. The developers billed the AI as having “moods” and that it would respond differently based on whatever mood it was in at the time. I definitely noticed that, it seeming to want to exploit my naviety about my situation at times whilst at others feeling guilty for doing so. Overall it felt like it was a middle of the road chatbot AI, not quite approaching the contextual sense of something like Siri but definitely a cut above most chatbots I’ve fiddled with.
The story starts off with a Firewatch-esque backstory text selection exercise which seemingly didn’t make much of difference to my experience. I have to admit that the conversational nature of Kaizen did make it more interesting to discover parts of the story, forcing me to attempt many different ways to elicit information from the AI. It was painfully obvious when I came to a block however as the AI would simply ignore most of my requests for further information. It would have been interesting to see what could happen if I could have essentially completed the game from the very first terminal, and maybe that’s actually possible, but as far as I could tell there were a certain set of actions you needed to do to make any meaningful progress. Overall the story was interesting although I think it had aspirations for a greater emotional reaction than it was able to elicit in me. Your mileage may vary and, with Event currently on sale, it might be worth the asking price to find out.
Event is an interesting experiment in exploring new ways for players to interact with games. It may not be the prettiest or most well designed game to come across my desk however the experience it provides is truly unique. The concept of a conversational AI being the main mechanic is something I definitely want to see explored further and Event is a great demonstration of what the mechanic is capable of. It’s a decidedly middle of the road experience overall however; good but not great, one for the fans of experimental games or those who are narrative first gamers.
Event is available on PC right now for $19.99. Total play time was 2 hours with 50% of the achievements unlocked.
With the holiday season rapidly approaching there’s no shortage of AAA titles to sink your teeth into. It’s at this time of year that people’s allegiances to franchises, developers or publishers becomes clear as they will likely be the deciding factor in what you play, less so the game’s review scores or objective quality. For smaller developers it’s a tough time of year with few even daring to attempt a release within the few months before the holiday rush begins. Comcept and Armarture Studio, both established but small time developers, seem to have no such qualms and recently released ReCore out to the public. Much of the fanfare surrounding this game comes from the designers who brought us Metroid Prime series being involved in the ReCore’s creation and, I believe, the hope for a similar experience.
ReCore is set some 200 years in the future where a disease called the Dust Devil Plague has ravaged humanity. Earth is fast becoming unfit to sustain human life and so an ark project was commenced to resettle humanity elsewhere. Before the first colonists were to arrive however an army of Corebots, autonomous machines that are capable of doing the necessary work to make the new planet habitable, were sent ahead of them. The planet, dubbed New Eden, would then be terraformed over the course of 200 years before the first batch of colonists would arrive. You play as Joule, a kind of care taker sent ahead of the first colonists to ensure that everything is running as expected and New Eden is ready to accept the fleets of colonists that are about to arrive. However you’re awoken from your cryosleep far too early and discover that the world is nothing like you expected it to be.
The dystopian setting of ReCore would lend itself to a drab, muted colour palette but instead you’ll find yourself in a vivid, Borderland-esque world of colour. The style is obviously influenced by the underlying engine (Unity) having that same kind of feel that many games developed on the platform share. It’s certainly one of the better done Unity games out there but the graphics are certainly a few notches below what I’ve come to expect from current generation games. Indeed the engine choice is worth mentioning due to the fact that it’s only available on 2 platforms (Xbox One and PC) with Unity usually being the top choice if you’re targeting 3 or more. Regardless it’s still a decently pretty game, even when you’re in the depths of cave or enjoying the numerous vistas it presents to you.
Where ReCore comes a little unstuck though is in the lack of focus in the mechanics that it throws in front of you. ReCore bills itself as a third person platformer and most of the puzzles and challenges are built around that idea. It also incorporates RPG elements in the form of a levelling system for both you and your companion, loot that drops freely from mobs, chests and bosses and gear upgrades created through a rudimentary crafting system. Combat is a rudimentary 3rd person shooter, lacking any kind of cover mechanics but retaining the now traditional infinitely regenerating health system. The best way to describe it would be as a 3rd person, single player version of Borderlands with platforming thrown in the mix. For some that’s likely to be a draw card however the game quickly runs out of steam as you plough through it with many of the initially interesting mechanics becoming tedious and repetitive after a while.
Combat is a great example of this. Your enemies will be one of 4 different colours and you’ll have to change your weapon’s colour in order to do the most amount of damage to them. Then once you’ve done enough damage to them you can extract their cores through a quick time event, netting you some materials you can use to boost up your companion. However if you do choose to do that you won’t get any of the other type of crafting material, so you have to know what you need before you go venturing out. The problem with the combat system is that none of the fights really play out any differently, most of them consisting of you running away while you get pot shots in and your companion does a good deal of the heavy lifting. Combine that with the core extract mechanic which does not change at all over the course of the game and you’ve got a recipe for very repetitive combat that is not engaging at all. This wouldn’t be so bad if you could clear areas out but all enemies will respawn anew if you leave the area. Suffice to say combat isn’t ReCore’s strong suit.
ReCore does commit what I deem to be the unforgivable sin of showing you things you can’t get to yet, forcing you to re-explore places you’ve already been to once you unlock that particular upgrade. Indeed the worst aspect about this is that you can’t bring all those upgrades with you, ReCore limiting you to 2 bots you can bring with you at any one time. This, again, necessitates you going back and forth to your home base to make sure you’ve got the tools you need to complete a particular section. At the very least the actual platforming is done relatively well, allowing you to explore vast swaths of the world if you know how to exploit the mechanics well enough. For some this might be enough to save the game since so much is built around it but for me it just wasn’t enough, the numerous jumping puzzles just feeling tedious more than anything.
The upgrade system is a little hit and miss as whilst you and your companion level up the main character’s level doesn’t really seem to affect much of anything. The game informs you that Joule’s gun has levelled up but there’s no abilities or upgrades unlocked because of it. Crafted upgrades for your companions will require them to be a certain level however which does provide a modicum of progression but I feel like it should’ve been extended to Joule as well. As it stands the only way to really feel like you’re getting anywhere is to seek out the blueprints for you companions upgrades and that will mean grinding dungeons repeatedly to unlock all the chests since most of them can’t be acquired in a single hop through.
ReCore can only be had through the Windows Store currently and thus it’s a Windows Universal App, bringing with it all the challenges that the platform currently has. Purchasing the game was a bit of a nightmare requiring me to dig through regional settings and other internals Windows settings so that the store would actually let me buy the damn game. I also had a few occasions where the game started up without sound and would only restore it if I alt-tabbed and the switch-to back to it. That’s not to mention the numerous issues it had with being alt-tabbed in the first place, something which I think all gamers feel is a based requirement for any modern game. Thankfully the game itself ran error-free once I got in but the initial experience didn’t endear itself to me.
The story is ReCore’s redeeming feature however the core game just never gives it enough opportunity to shine. Even though I only managed a meagre 5.5 hours in the game I still felt like I’d been playing for far too long, the little snippets of story here and there just not enough to sustain me through the drudgery of the core game. The characters are believable and voice acted well, your companions each have their own distinct personalities and the larger world that’s built up is intriguing, begging you to find out more. It’s a shame really as I’ve played many games to conclusion just because of their story but unfortunately for ReCore it simply wasn’t enough.
ReCore captivated me initially on concept alone, the fact that Metroid Prime people were working on it wasn’t even factored into my decision to buy it. Initially it was a great experience, the various mechanics and progression systems giving me a lot to sink my teeth into. However that rapidly descended into a repetitive experience, the core things that made it great done over and over again until they sucked all the fun out of them. Overall I’d say ReCore was a competent but confused game, one that could have been a lot better if it focused on a few core aspects rather than the smattering it ended up with. I wanted to like Recore, I wanted to play more than I did, but I just couldn’t be bothered to spend anymore time with it when there were so many more promising games on the horizon.
ReCore is available on PC and Xbox One right now for $39.99 on both platforms. Game was played on the PC with 5.5 hours of total play time and 64% of the achievements unlocked.
There’s nothing like a World of Warcraft expansion to instil feelings of both excitement and dread. My long and sordid history with the venerable MMORPG has been well chronicled here over the years and, whilst I very much enjoy revisiting this world, it’s always something of a bittersweet reunion. Thankfully these days I know my time with World of Warcraft is limited and thus I endeavour to make the most of it before I move onto greener pastures. The developers over at Blizzard seem to be well aware of this fact and every expansion seems to cater more and more for players like myself; the ones who want the full experience but rarely have the time to commit to it like they used to. Legion, the latest expansion for World of Warcraft, is no exception to this and the few weeks I’ve spent with it post launch have been some of the most enjoyable I’ve ever had.
That’s saying something for a game that’s now over 12 years old.
Legion takes place 2 years after the events of Warlords of Draenor and sees you returning to Azeroth. Guldan, after the defeat of Archimonde at Hellfire Citadel, has returned to the Broken Isles to open up yet another dark portal to allow the Legion to invade, this time at a scale to rival the War of the Ancients which raged some 1000 years prior. Your quest, as the champion of your chosen faction, is to travel to the Broken Isles and master the numerous artefacts of power that lay within there in order to defeat the Legion once again.
The graphics have definitely had a bump up from the previous expansion with the environments being far more detailed, the weather systems more varied and the number of graphical options available for you to tweak bumped up significantly. The engine is starting to show its age however, not being able to make use of the full amount of grunt my PC has available even when the frame rates start to drop. In the past this wouldn’t have been too noticeable but with my 144Hz, G-Sync enabled monitor any drop below 60fps is readily noticeable. I’ve managed to get it running reasonably well after tweaking numerous settings however when there’s no frame rate difference between 2xMSAA and 4xMSAA I know there’s some optimisation issues at play. There’s also a rather weird bug that sometimes creeps up whereby I can’t run in 144Hz mode in fullscreen windowed, usually necessitating a restart of the client to fix it. Overall though it’s still a great visual experience, even if I spent more time in the config menus than I thought was appropriate.
Legion takes many of the core ideals from Warlords of Draenor and streamlines them significantly whilst also adding in a few more changes of its own. The garrison system has been revamped and stripped down into the far more manageable class Order Hall which functions both as your base of operations and a good source of character progression. To replace what was lost by the garrison system Legion introduces World Quests, essentially randomly spawning quests that occur all over the Broken Isles that reward all sorts of loot, faction reputation and resources for your Order Hall. Weapons will no longer drop from any mobs in Legion, instead you are gifted with an artefact weapon to suit your character’s talent specialisation (in my case, the GODDAMN ASHBRINGER!!!!) which will grow with you as you play. Professions have also been given a revamp, now requiring much more investment in time completing quests rather than grinding out materials and items that will be destroyed or vendored. At its core though Legion remains true to its World of Warcraft roots and the fundamentals will be familiar to long time veterans of this game.
Combat, by and large, feels the same as it always has. Before I really got started with my Paladin I spent a good chunk of time researching which talents to go for, what the rotations are and what gear I should be looking out for. Upon logging in I was greeted with the usual cacophony of out of date interface add-ons, skills which no longer existed still hanging around on my action bars and all my macros no longer working. It didn’t take long to work everything out and the result was, once again, a very slimmed down action bar. Whilst I always enjoy levelling as Retribution it quickly becomes clear that it’s not a top tier spec anymore and so halfway through I switched to Protection. Since then I’ve quite enjoyed being able to pull numerous mobs, easily soloing up to half a dozen or more without having to break out one of my longer duration cooldowns. Tanking in dungeons feels largely the same too although it seems like I’ve lost some of the more medium-length cooldowns that I used to have, ones that would get used for those rotational boss abilities that would otherwise require a lot of healing to live through. Indeed I’m no longer the self-healing god I used to be which I think is good given the fact that I could sometimes go entire boss fights without needing a healer. All in all it feels much the same, just a little more streamlined.
The World Quest system is probably my favourite addition in Legion as it provides a relatively steady, predictable source of gear upgrades if you’re willing to put in an hour or so per day. I have to admit that initially I cracked and bought a few items from the auction house to step up my ilvls a couple notches only to quickly replace them over the next few days. After running only a couple heroics and a single mythic dungeon I find myself at a healthy 839 ilvl, more than enough to tank the upcoming raid. Casting my mind back to Draenor this was most certainly not the case, with a solid month of grinding just barely enough to get me ready for the LFR version of the raids. The upgrades have, of course, started to slow down but that’s allowed me to focus on other areas of advancement. Thankfully the potential month between gear upgrades that I faced back when I was playing Draenor seems to be a thing of the past although I am now placing my faith in RNGJesus to give me the upgrade quests I desire.
The Order Hall system is really quite fantastic, giving you meaningful and tangible progression at every stage through the levelling process and beyond. Gone are the days where I’d have to spend an hour or two getting my garrison affairs in order before I could step out into the wider world. Instead it’s a quick trip to make sure everything is chugging along (even using the app if I don’t want to login that day) before I head out to complete my world quests for the day. Even better is the fact that there’s catchup mechanisms in place if you decide to leave World of Warcraft for a while, meaning players like me could still be competitive even after taking an extended break. It’s a possibility I really hadn’t considered in any other expansion before and Legion may be the first to bring me back before another expansion comes out.
The artefact weapons are great, giving plebs like me the feeling that I really have something truly powerful that doesn’t require months of grinding raids hoping for that one damn drop. Indeed after I came back I realised that I was still sporting a blue shield despite the numerous raids and dungeons I had completed in the previous expansion. Now I have a well levelled Truthguard filled to the brim with relics that bolster my character even further. My Ashbringer might be sitting in my bags, horribly disused now, but I can’t tell you how damn cool it was to finally have such a legendary weapon in my hands after lusting after it for so long. Indeed it was one of the few reasons I kept playing through the torturous hell that was original Naxramas, hoping beyond hope that I might get a Corrupted Ashbringer that one day might turn into the venerable weapon of World of Warcraft lore.
Legion predictably suffers from launch day issues (although thankfully most are resolved now) but the game client does still have some perplexing issues that don’t have a clear solution in sight. For instance Legion seems to load most assets incredibly slowly, even on my RAID10 array which is capable of some pretty high bandwidth. This has led to some interesting situations where all I can see is the ground plane and nothing else, sometimes up to 10 minutes at a time. Crashes are thankfully few and far between however, although I would recommend against changing settings whilst something is happening on screen (like say riding a griffon to the next flight point). I mentioned the optimisation issues previously and I think they bear mentioning again as, really, a game like this should not struggle on my i7-5820K lavished with 32GB RAM and a GTX970 powering it. Perhaps there’s a setting or two I’ve missed which is causing my grief but it’s not obvious as to what it is.
Legion’s story is your typical World of Warcraft affair, great if you know much of the lore that proceeds it and downright confusing if you don’t. The trash quests are barely worth reading as they’re all some simple premise that will require you to do X thing Y times for a reward. The larger story arcs are more interesting, like the Paladin order hall campaign which sees you travel to Exodar and the Priests’ order hall, being engaging enough to keep you going but little beyond that. If you’re already deep into the World of Warcraft lore then there’s going to be a lot to love but otherwise there might not be much for you. Not that many of us need much motivation to go and grind relentlessly for purples, however.
World of Warcraft: Legion is everything I’ve come to expect from Blizzard’s expansions. The core game remains mostly the same, keeping the winning formula that has seen World of Warcraft remain the king of MMORPGs for so many years. The new Order Hall and World Quest mechanics completely pander to players like myself, giving us easy progression paths that don’t necessarily require the giant time sink that they used to. The biggest let downs are in the sub-par optimisation of the now decade+ old engine and the so-so story but neither of these things really comes as a surprise to a veteran player like myself. Still I’ve very much enjoyed my time with Legion and will likely hang around to complete the newly released dungeon a couple times before I call it quits once again.
World of Warcraft: Legion is available on PC right now for $69.95. Total play time was approximately 36 hours at 110 achieving an ilvl of 839.
Deus Ex: Human Revolution was met with much trepidation when it was first released. Whilst many (like myself) enjoyed Invisible War the wider gaming community didn’t, wanting to banish it from their collective memories. The fear was that another game in the series wouldn’t be able to capture the essence of what made it good and, should it bomb, that would be it for the series forever. Thankfully that wasn’t the case and Human Revolution brought both new fans to the series and old fans back from their remastered versions of the original Deus Ex. So expectations are somewhat high for Mankind Divided, putting Eidos Montreal in the unenviable position of having to yet again improve on the Deus Ex formula whilst keeping the game fresh and interesting. Mankind Divided also comes in the midst of a small bit of controversy around it’s micro transactions and tie-ins to other parts of the franchise. Although, if I’m honest, I’m struggling to think of any AAA title that hasn’t been embroiled in some kind of online fracas.
Spoilers ahead for Human Revolution.
Mankind Divided takes place two years after the events of Human Revolution. The world has been ravaged by the Aug Incident whereby all augmented humans flew into a rage and viciously attacked anyone at random. This has set the stage for a kind of mechanical apartheid, augmented humans now being segregated away from naturals for fear of what they might do. You’re back in control of Adam Jensen, one of the few people in the world to know the truth behind the incident. With Sarif Industries no more you’re now under the employ of Interpol as part of an elite team that responds to a myriad of different threats. You are also the only member of your team who is augmented, something which comes up far more often than you’d like. Working for Interpol isn’t just a job however, it’s your in to find out more about the Illuminati as part of the Juggernaut Collective, a group of hacktivists who are hunting down those invisible men who would dare to try and control the world. Your base of operations is in Prague however your journey will take you all over the world.
The iconic visual style of Human Revolution makes a return in Mankind Divided, albeit with the yellow hues toned down to a more realistic levels. The graphics come to us via the Dawn engine, a proprietary technology stack developed by Eidos Montreal that was based on the Glacier 2 engine which was used in Hitman: Absolution. It’s a significant step up in terms of graphical fidelity as the screenshots in my reviews will attest. The automatic graphics settings err a little cautiously so you’ll likely be able to bump up a few settings without a huge impact to your frame rate. Whilst the overall aesthetic is largely the same Mankind Divided makes far better use of secondary colours than its predecessor did, the yellow hues still present but not washing everything out. This coupled with the better lighting effects, soft shadows and all the other current generation trimmings makes Mankind Divided one of the best looking games of this year.
Mechanically Mankind Divided is very similar to its predecessor, retaining nearly all of the original augs, combat mechanics and progression systems. The first mission gives you a taste of all the base augs, allowing you a bit of a trial run of everything before they get taken away from you and you have to decide which ones you want to keep. In true Deus Ex fashion you have a choice between stealth/guns blazing and lethal/non-lethal combat. I personally favoured the stealth, hacker and non-lethal approach which seems to be the key in finding most of the secrets in any Deus Ex game. Your weapons are also upgradeable and modifiable although the variety of firearms at your disposal feels somewhat limited. Levelling comes via the tried and true XP/levels system however it can be sped up significantly by finding or buying praxis kits, many of which are hidden in various parts of each level you’ll traverse through. The main differences between Human Revolution and Mankind Divided though are in the form of the experimental augs, both of which open up a myriad of new possibilities when it comes to sneaking around or destroying numerous enemies in one fell swoop.
Mankind Divided does a good job of making your talent choices mean something, both in terms of feeling like you’re more effective at what you’ve chosen to do and being utterly useless as what you haven’t. As someone who invested a lot of points into hacking, stealth and abilities to help me find secrets in levels I had basically no points in health, armour or any kind of survivability. This meant that, unlike Human Revolution, when I went in guns blazing I’d get shredded almost instantly. Honestly I liked that as it forced me to be far more considered in my approach than I otherwise would have been. Indeed I think that by comparison that made Human Revolution a bit too easy, giving me an out when I simply didn’t want to figure out the best stealth approach. This does mean however that my experience of run and gun combat was extremely limited, usually reserved for the last enemy standing when I couldn’t find an easy, or simple, way to take them out.
Stealth is done exceptionally well, as we have all come to expect from the Deus Ex franchise. You’ll have numerous different ways to approach problems with nearly all areas having some kind of vent system that you can crawl through to get the drop on your quarry. The detection system works well although there are times when enemies will sometimes inexplicably become aware of your presence. Usually this is due to some kind of trigger event which the game could do a better job of warning you about before it happens. There’s also no clarity given over what constitutes an alarm or detection (for the Ghost achievement and XP) as you can be seen by a guard and take him out before he alerts others. The system seems relatively lax in that requirement though as I seemed to have gotten it more often than not. The additional tools you have at your disposal, like the tesla upgrade, make stealth a much more varied experience than it has been in previous games. Overall the likely default mode of play is well catered for in Mankind Divided which I’m sure is to the delight of all the fans.
Hacking has seen a small revamp although it retains the same node capture mechanics as its predecessor. Now you can run afoul of firewalls when attempting to capture a node, both delaying your hack attempt by one second and alerting the subroutine to your presence. You also have a bunch more tools at your disposal though so the hacking mini-game is far more involved than it used to be. Admittedly it does get a little tedious after you’ve done it 20+ times which, thankfully, the game designers have taken into account. You see in Mankind Divided you’ll actually get more XP for finding a way to open doors or login to terminals without hacking them. Whilst this often means you’ll have to hack something else in order to do so it does mean you don’t feel like you’re missing out if you don’t hack something.
Mankind Divided retains the same mission layout as its predecessor, putting you in a large overworld that has lots of missions for you to do and places to explore. Interestingly whilst running around and talking to everyone who will listen is a good way to get side quests it won’t get you all of them. Instead some of them are found through exploration. For instance I found the Neon quest chain by accidentally stumbling on the impromptu rave in one of the back alleys. I didn’t follow up on it much but walking through the sewers I eventually came across the end part of the quest and, not even knowing much beyond the rudimentary parts of the story that I’d picked up from conversations I’d overheard, managed to finish the mission then and there. Indeed it seems there are many missions which are found in a similar way as I had barely anything to do with the cult of the machine god or Divali, but it was obvious there were missions with them when I went through their areas later on in the game.
Now since I’d avoided much of the conversation around Mankind Divided until just before release I wasn’t aware that it’d contain microtransactions or links to other games in the universe like Deus Ex: Go. The fear that many had was that you wouldn’t be able to build your character the way you wanted to without spending real money. Having played through the entire game I can say unequivocally that is not the case as my nearly end game screenshot of my character can attest to. Sure you can’t max out every skill but that’s honestly not the point; your talent choices should be meaningful and tailored to how you want to play the game. If you’re someone who doesn’t want to seek out the secrets and wants to be a wrecking ball from the very start of the game sure, go ahead and spend the requisite cash, it doesn’t affect the way I play the game at all. If it really burns you that much then feel free to not pay and use something like CheatEngine to edit your praxis to max.
Mankind Divided, whilst a very polished and highly refined experience, isn’t free of game breaking issues. I was one of the unfortunate souls who couldn’t play for about 3 days due to a bug which would crash when I used the subway during my third visit back to Prague. The only fix available at the time was to restart at a previous save point and not do a particular mission, something I didn’t really want to do. Thankfully Eidos was very responsive to it and managed to get a fix out in short order, allowing me to finish off my play through shortly after. There were also a few niggling little issues, many of which are detailed in the Steam community forum, which for the most part have been fixed. Suffice to say that if you’re playing Mankind Divided now rather than at launch your experience is likely to be far smoother than mine was.
I’m in two minds about Mankind Divided’s story. To be sure the world they’ve created is expansive and there’s numerous avenues of intrigue that you’re able explore fully within the confines of this game. However there’s also tons of world building they’ve done for things that are obviously going to be explored in DLCs which makes a lot of Mankind Divided feel really hollow. Indeed this is the first game I’ve played in a long time where I felt it was far too short, even at some 21 hours of play time for my first run. If the previous DLCs for Human Revolution are anything to go by there’s at least another 10 hours to come and that will, hopefully, fully explore the various story threads that are left dangling at the end of the main campaign. The story that is explored and completed within Mankind Divided is engaging and well thought out however, it’s just a shame that it’s not fully fleshed out in the retail release.
Deus Ex: Mankind Divided retains the high standards that was set in Human Revolution. Yet again it stands out as a graphical marvel, the same iconic visual style making a comeback with all the trimmings we’ve come to expect of current generation games.The mechanics that made the franchise great are retained with the addition of new mechanics enough to keep the game play fresh and engaging. The controversy around microtransactions seems to be no more than a storm in a tea cup, not being required to fully explore the game. Its initial release into the world was plagued by some game breaking issues but Eidos was quick to respond, ensuring that we weren’t without our Deus Ex fix for long. Where Mankind Divided stumbles is in its length and exploration of its main story lines with much of it being left to the two planned DLCs which are slated for release over the coming months. To be sure Mankind Divided is still worth playing today in its current form but its definitely going to be one of those games where the director’s cut will likely surpass the original in terms of an overall experience.
Deus Ex: Mankind Divided is available on PC, PlayStation 4 and Xbox One right now for $59.99, $69 and $69 respectively. Game was played on the PC with 21 hours of total play time and 36% of the achievements unlocked.