The links between games and other forms of media have always been…cumbersome. Movie tie-ins are that first that come to mind and are often derided as being low-quality cash grabs. Similarly games that included full motion video (like the Crusader series) were met with criticism, often for their relatively low budget and quality of acting. However those perceptions haven’t stopped those kinds of games from being developed and indeed many games, like Defiance, sought to expand on the idea further. In similar vein Quantum Break, from Remedy Entertainment, attempts to integrate an episodic TV show with a player-controlled narrative. Whilst the mix-media approach has definitely come a long way there are numerous unfortunate decisions which marred the overall experience that Quantum Break was aiming to provide.
You are Jack Joyce (Shawn Ashmore) brother of renowned physicist William Joyce (Dominic Monaghan) and long time friend of Paul Serene (Aidan Gillen) a prominent businessman. You haven’t spoken to either of them in years however as you’ve been travelling the world, getting yourself into all sorts of trouble. Then out of the blue Paul contacts you and arranges for a first class flight back home. He needs your help but he won’t tell you what for. The events that unfold from that pivotal moment when you arrive back home will change the course of time as we know it, with you at the centre.
There’s no denying that Quantum Break is an extremely pretty game, making use of every inch of computing power you can throw at it. Unfortunately the film grain effect can’t be switched off meaning that no matter how high you crank the graphics there will always be a little fuzz everywhere. Additionally, due to the fact that it’s a Universal App (only available on the Windows store, which I’ll get into more later) there’s a few graphics options that will either not work or cause major issues. G-SYNC appears to cause it to use software rendering only as my graphics card reported a mere 7% usage when it was on. Disabling it however allowed Quantum Break to flex its muscles a little more although I did have to tone down a few settings in order to get it to run properly. This is even after the massive patch that was released so there’s still some work left for Remedy to do to make Quantum Break run a lot smoother.
From a core mechanic perspective Quantum Break is a 3rd person, cover-based shooter that integrates a whole host of abilities centred around time. You’ll be able to freeze enemies in place, blow them up and zip your way around the battlefield. You can carry a maximum of 3 guns, one of each type (pistol, regular and heavy). There’s also a few time based puzzles that will need solving although they only use a few of the half dozen abilities you’ll be imbued with. You’ll also have a decent amount of sway over how the story progresses which, interestingly, have a direct impact on events in the show. Most of these come in the form of major decisions made at critical points however there are collectibles around the world which will change the show in small and sometimes incredibly amusing ways. So at its roots Quantum Break might be exactly revolutionary but it does manage to do many things well that others have done badly in the past.
Seasoned shooter players will likely find little challenge in Quantum Break’s combat as the treasure trove of abilities, especially when they’re upgraded, make you almost invincible. After about halfway through the game the only way the game challenges you is by throwing more of the same kinds of enemies at you which doesn’t really ramp up the challenge significantly. The only real challenge is ensuring you have enough ammo for the gun you like as the amount you can carry for most guns is ludicrously low. If you’re so inclined you can mix things up a bit by using the various environmental traps however it’s usually easier to just take out enemies directly. Suffice to say that Quantum Break doesn’t really trend much new ground with its core mechanics but I get the feeling that was largely intentional.
If you’ve been reading much of the news around Quantum Break you’ve likely heard about how broken the release is and, unfortunately, my experience was no different. Buying the game in the Windows Store was a true pain as the download would seemingly stop and start randomly. As it turns out it was pre-allocating the disk space, something it couldn’t do at the same time it was downloading it (Steam has managed to solve this problem, however). The aforementioned G-SYNC issue was the cause of much frustration as was the various issues induced by the games varied performance, even with the frame rate cap on. Whilst other games have shown that being a Universal App doesn’t have to be a bad thing it certainly hasn’t helped Quantum Break. Whilst there has been a commitment to iron out most of these issues in future updates in July that does little to help the problems happening now. That and the fact that everyone will still want everything on Steam anyway.
The mixed media approach of Quantum Break is done quite well with big name actors gracing both the in-game and television series world. Whilst the story is little more than your usual sci-fi doomsday scenario guff having a little influence over what happens in the show is a nice touch. The little collectibles, like the audio book you can play over the radio (which then happens in the series), are a real nice touch too. I have to take points off for the ending screaming “HEY SEQUEL” so loudly that it hurt my ears however, as that’s the one unforgivable sin that any story teller can make. Overall I think Quantum Break shows that game/movie/tv series hybrids can work, they just need the same level of investment and polish on both sides to make the whole experience work well together.
Quantum Break evokes a time long gone past, when full motion videos in games were a novelty and production budgets were low. Instead here we have a game that’s staffed by big name actors and large production budgets. The game is nothing new, mixing together power ups and cover based shooting to give us an experience that we’ve likely all seen before. The TV show, and its integration with the events in the game, are done well enough that I feel that Quantum Break largely achieved the goals it set for itself. However the overall experience is marred by technical issues, some of which stem from the fact that it’s on Microsoft’s new Universal App platform. Overall it’s a good but not great experience, one that’s worth a look in if you’ve got a craving for the mixed-media experiences of years gone by.
Quantum Break is available on XboxOne and PC right now for $79 and $59.99 respectively (Only on Windows Store for PC). Game was played on the PC with approximately 9.5 hours of total play time and 93% game completion.
In RTS circles the Total Annihilation series holds a special place in many player’s hearts. Whilst many games in the genre focused on tactical play Total Annihilation was a far more strategic affair, pitting giant armies of units against each other. However the series has fallen flat in recent times, the most recent instalments in the form of Supreme Commander 2 and Planetary Annihilation failing to evoke that same kind of response that its predecessors did. Few have tried to enter this niche genre and Ashes of the Singularity is the first title I’ve even bothered to give a look in. There’s nothing I’d love more than to say that the torch has been passed to a new generation however Ashes of the Singularity makes the same mistakes as its predecessor does whilst adding in a few more of its own.
Like most RTS games the story is a little thin on the ground but enough to keep you somewhat engaged in what’s going on. Humanity has entered the post-physical stage of its development, with humans transcending their bodies and converting entire planets into computing power to support their now expanded minds. However some minds have started going rogue, disconnecting from the overmind and waging war against it. Even with their vast computing resources at their disposal humanity cannot quite figure out what is causing this and so it’s up to you, neophyte, to find out the cause and stop it.
Ashes is one of the few games that can make use of DirectX 12 however there doesn’t seem to be a whole lot of point in doing so. In my, admittedly very subjective, testing I couldn’t really see much difference between the two when running at the same settings. Worse still both the Steam overlay and FRAPS refused to work with it making screen capturing a rather tedious process. Ashes does look quite good however and does surprisingly well even when the unit count starts tickling the hundreds. The UI is pretty rudimentary however and wouldn’t have been out of place in one of its older predecessors. Still for games like this it’s all about the quantity and it’s admirable that Stardock has made a RTS that can withstand the torment of a stupidly high unit count.
For strategic RTS players the game play is pretty familiar. You’ll start of with your main building, the Nexus, from which you can create engineers to start building out your base further. There are two main resource types, metal and radioactives, with a secondary resource called quanta that’s used for upgrades and using special abilities. There’s 4 categories of units: 3 land (frigates, cruisers and dreadnoughts) and 1 air. For the most part you’ll do the usual build up a massive army, smash it against the enemy’s and hope that you have a higher unit count than they do. There are ways you can sway the battle in your favour, like using orbital abilities that can bolster your army or devastate theirs, but most of the time it comes down to making sure you’re ahead in army and resource count. They have to be used wisely however as they continually increase in cost as you use them. Overall the game play will feel largely familiar with a few little twists to keep it interesting.
Ashes does a decent job of introducing its mechanics to you through the campaign missions although some of the nuances are left to one side. For instance I can’t for the life of me recall when it introduced the upgrade mechanic as I only stumbled upon it in the last mission. Similarly some of the more nuanced game mechanics aren’t spelled out for you, like the increasing quanta cost for using orbital abilities. This was a touch frustrating when I was coming up against the tougher enemies that were obviously making use of all the mechanics so I do feel a few improvements to the way mechanics are introduced are in order. That being said since Ashes is a little more constrained in terms of the units available to you it doesn’t take as long to pick up on what you should be doing.
As I’ve alluded to Ashes is a strategic RTS, wanting you to focus more on the macro elements of waging war than the tactical aspects of smaller battles. This means resource management, unit pipelines and distance are for the most part more important than the units themselves. Indeed my unit composition barely changed over the course of the campaign. The strategies I used to get up and running however changed a lot depending on the map and the resources available to me. Indeed if there’s one feature of Ashes that stands out for me is just how much of a difference a map can make to the overall experience. No longer can you simply have one giant megabase sprawling the entire map, no you’ll need tightly guarded outposts clustered around resources that are churning out unit after unit. In that way I feel like Ashes does a better job of being strategic than its spiritual predecessors did which could be easily cheesed by nuclear reactors and metal generators.
However Ashes also suffers from the same issue that Planetary Annihilation did before it in that there’s not a huge variety of units available, especially in the campaign. There’s a grand total of 2 factions and each of them have roughly similar crafts apart from the dreadnoughts. Experimenting with different strategies never seemed to work out too well for me once I hit on my preferred build and then it was only a matter of time to build up the requisite army. I understand that the more units you have the harder it is to balance things (a large consideration for Ashes since it appears to be attempting to foster an online competitive community) but that was one of the reasons I enjoyed the original Total Annihilation so much. Perhaps this will change in future DLC instalments.
Ashes comes with a few irritating bugs which I got tripped up on far too often. Right-clicking is something of a gamble as sometimes it’ll just simply refuse to issue a command. In order to get it to work again I’d have to left click then right click again, signalling it thought I was trying to do some other action for which right-click was not an option. This only gets more frustrating as the unit selection and grouping feels hit and miss too, making moving large armies a real chore. To top it all off the AI has a propensity to cheat in a very obvious fashion, something which is down right infuriating when you’re on the cusp of victory. The screenshot previous shows me completely dominating the AI until it used two nukes in a row to decimate my army completely, something it simply couldn’t have done with the resources it had at the time.
The story is serviceable however I felt like it could have been vastly improved if it was fully voice acted. The text exchanges just felt flat by comparison and the fact that they also took you out of the action whilst they were playing just made it all the more jarring. Had it taken a cue from nearly every other modern RTS and used voice actors playing in the background I’d likely be far more engaged with it than I was. It also felt a bit weird that this super-intelligences, ones that have several planets dedicated to powering their ever expanding minds, were so flummoxed by nearly everything they encountered. Honestly, whilst having a little irreverence can be refreshing at times, it just felt amateur in Ashes.
Ashes of the Singularity is a solid attempt at the strategic RTS genre however it, like the most recent entrants in this space, falls a little flat in its execution. Technically it’s a triumph being able to run on both DirectX 11 and 12 and handling more units on screen than most RTS’ can manage. The game itself however suffers from from a few glaring faults that keep it from being the title that will revive this genre. The story also lacks a few elements that could have improved it significantly which would have tied the whole experience together a little better. Overall, whilst I don’t recommend against playing Ashes, it’s really only aimed at fans of the genre and I don’t believe its appeal extends much further beyond that.
Ashes of the Singularity is available on PC right now for $49.99. Total play time was approximately 8 hours with a total of 54% of the achievements unlocked.
There’s a small file on my desktop and in it is the list of all the games I intend to review. It’s also a file of missed opportunities, listing off the games I thought would be worth a look in but never got a chance to play. Many of the games have been in there for quite some time, long enough that I often forget what made me put them there in the first place. ADR1FT is one of those games and, whilst you can probably guess why I put it down, I certainly don’t remember it being billed as a walking simulator in space. Regardless ADR1FT is best described as the unofficial game of the movie Gravity, even if it was conceived long before the movie’s release.
You awake in your spacesuit with destruction all about you. Something’s happen, something bad and your spacesuit is quickly losing oxygen. Worse still your suit’s propulsion system is broken, forcing you to use the very oxygen that’s keeping you alive to move around. There’s only one path to safety and that’s to revive the crippled station to the point of being able to launch one of the escape pods. To do so however you will have to traverse the wreckage of your once mighty craft and find out just what caused this catastrophe.
ADR1FT has a beautiful, futuristic aesthetic to it. The undamaged parts of the space station are almost exactly as you’d expect them to be: clinically clean and densely packed together to make the most of the limited space. It’s interesting then to contrast them against the utter destruction that abounds outside with pieces of space debris flying around everywhere. This is most certainly done as an aide to the overall plot, giving you a glimpse into the past which has now been shattered. Of course the best visuals come when you take yourself far away from the station and take in the glorious vista below. That might just be the space nerd in me though.
ADR1FT is, well, I guess you’d call it a space-walking simulator since you don’t do any actual walking in it. Your job is to repair the space station’s various subsystems in order to activate the escape pod that can take you back down to earth. To do this you’ll have to repair at least 3 critical subsystems, all of which require the same routine of activating the mainframe, manufacturing a new core and installing said core into the mainframe terminal. The challenges you’ll face between each of those will be different, depending on what arm it was (organics, navigation, power, communication) but it will all come down to the same mechanic: trying not to bump into anything and not running out of oxygen.
Navigating the environment is more challenging than you’d think it would be, mostly because it seems like your spacesuit is made out of paper. Any slight bump is enough to send cracks across your screen and turn the UI into a wobbly mess, making the already taxing task just that much more different. To the developer’s credit though this does work as a good motivator to not hit anything and you’ll likely improve rapidly. The movement mechanics are mostly accurate when it comes to movement in space however there are some limitations which prevent you from speeding through everything. For long time walking simulator players this probably won’t come as much of a surprise as it’s par for the course in this genre.
That slow speed however does make it a rather tedious affair at times, especially when you get turned around or misjudge where you’re supposed to go next. Done correctly I’m sure the game could be completed in as little as 2 hours however it’s quite likely you’ll get lost enough that that time is doubled. This would be ok if exploration was rewarded aptly but in ADR1FT it unfortunately isn’t. Sure you might uncover an audio log here or another collectible there but it’s not enough to drive you to do it more. It’s a shame because the voice acting and writing are quite well done, there’s just not enough of it to make me seek it.
As I mentioned before the main plot of ADR1FT is driven through various pieces of dialogue drip fed to you through audio logs and walls of text hidden throughout the environment. There’s enough to get a sense of what could have led to what happened on the space station but some of the larger questions are left unanswered. It’s a shame as there’s a lot of potential avenues left unexplored, some of which could have given the story a lot more depth and interest. Indeed it feels like ADR1FT falls into the same trap that many similar games have done in the past: letting the game mechanics get in the way of telling the story. If more of the main story was fed through more accessible means I’m sure I’d be singing a different tune.
ADR1FT is a gorgeous space-walking simulator but little beyond that. The infinite expanse of space is expertly contrasted against the almost claustrophobic interior of the space station, giving you a sense of what came before and where you must go. The space walking is done well, with the expected kinds of limitations put in place for this genre. Unfortunately this slow movement hides much of the game’s dialogue which hampers its impact significantly. Overall I feel that ADR1FT is a well crafted game, and one worth playing just for the glorious views it provides, but unfortunately doesn’t deliver much more beyond that.
ADR1FT is available on PC right now for $19.99. Total play time was approximately 4 hours with 45% of the achievements unlocked.
Spurred on by the success of Far Cry 3 Ubisoft seems intent on transforming the series from its once long development cycle into a yearly release event. Whilst fans of the series are likely to relish this in the short term it does make one wonder just how long it can be sustained before it becomes as derided as other yearly franchises are. For now though it seems like Ubisoft haven’t yet run out of ideas to work into the Far Cry mold with the latest being Far Cry Primal. Whilst it retains much of the IP’s stylings Primal does manage to stand on its own, even if it’s still troubled by the same issues that come with all of Ubisoft Montreal’s open world titles.
You are Takkar, member of the Wenja tribe who has been travelling for many suns to reach the promised land of Oros. It has not been an easy journey, with your brother falling to a sabre-toothed tiger mere days before reaching your final destination. Upon arrival you learn that Wenja of Oros have been scattered to the wind, terrorized by another tribe who seeks to cannibalize the Wenja. It is up to you Takkar to unite the Wenja together and protect them against the Udam.
The Duna Engine 2 is as capable as ever, bringing with it the impressive visuals that are becoming a trademark for the Far Cry franchise. The graphics are at their most impressive when you’re up high, surveying the surrounding landscape and taking in the expansive views. The wide and varied environments, whilst being completely unrealistic (seriously you can walk between a temperature tropic environment to snow capped mountains in under a day), are great a keeping the visual variety up even after hours of game play. The experience loses its sheen somewhat when you’re up close but that’s part for the course in these large open world sandbox games. It might not be a huge upgrade over its predecessor, even with my new beast rig powering it, but at least this time I was able to enjoy it in high frame rate G-Sync-ed goodness.
Far Cry Primal follows the series’ formula for the most part whilst brining in some new mechanics to make it stand out. You’ll still be assaulting outposts (stealthily if you have the patience), crafting using materials you gather along your journey and unlocking skills using the tried and true levelling system. On the flip side you now have a village to take care of, one that will provide you with numerous benefits as the population grows. You’ll also be quickly empowered with the ability to tame many of the animals you’ll stumble across, many of which will provide you with some additional benefit. These changes, coupled with the new setting and the limitations that come along with it, make Far Cry Primal feel familiar to those who’ve played the series before but different enough to keep you interested.
Combat keeps the same basic mechanics from the previous Far Cry titles however it’s limited by the array of weaponry you have at your disposal. Previous games usually threw dozens of weapons at you to use, allowing you to pick the perfect gun for any encounter. Primal, by contrast, is limited to a few types of weapons with each of them having 1 or 2 variants for you to unlock. This means that, for the most part, combat encounters will play out along a very similar line depending on which weapon you choose. Sure you can switch up at will but you’re either arrowing people from afar, jabbing at them with a spear or swinging your club wildly in the middle of a group of enemies. This limitation is born out of the setting, for the most part, and its admirable that Ubisoft stuck to it by not letting you build a crossbow or something equally out of place.
The taming mechanic is definitely Far Cry Primal’s stand out feature, allowing you to have a predator by your side to take down enemies and provide a number of other benefits. It’s quite satisfying to find a rare animal, track it down, tempt it with bait and then claim it as your own. The master beast hunts, of which there are 3, are also quite enjoyable and provide you with a companion that feels completely overpowered. Indeed soon after I unlocked them I went straight for the sabre-toothed tiger quest which had the highest stats of all of them and, as a side benefit, is also rideable with the appropriate talents. Suffice to say most of the other beasts I tamed past that point didn’t really get much of a look in as the tiger is simply too good at what it does. This might be because it ties into the way I found myself playing (running in, bow blazing) so I’m sure the other beasts have their uses. Still it’s an idea that I’m sure Ubisoft could expand on, either in the Primal world or in other future Far Cry instalments.
The level and talent systems are well designed with talent points coming at you thick and fast. This means you’re never wanting for progression, ensuring that if you want to unlock a particular skill you shouldn’t be far off getting it. I favoured crafting/gathering skills mostly as that seemed to be the main roadblock but you could just as easily focus on other ones that improved your quality of life in other aspects. The better talents will require far more points than the lesser ones, something which does slow down progression a little towards the end. Still though there’s enough missions, encounters and random events around the place that it’s just a question of how much time you want to put in before you get bored.
Like all sandbox games though Far Cry Primal starts to get repetitive after a while. The encounters, non-campaign missions and even the outposts all play out very similarly. The enemies naturally progress up in toughness in the way you’d expect them to: gaining one-shot headshot protection, more armour, ability to call reinforcements, etc. Gathering becomes a chore when you have to track down rare animals or ingredients, something which the game does not really help you with at all (the map and scent trails rarely lead you to what you actually need). The one thing that Primal does have going for it though is that it’s a much more succint experience, clocking in at a couple hours shorter than most titles if you play it like I do, focusing on the campaign.
The main campaign is unfortunately a little confused, lacking the overall cohesiveness that previous titles had with the single arch-nemesis plot line that ran throughout the entire campaign. Instead it’s split into 3 different enemy tribes that threaten the Wenjas. There’s a semblance of continuity between them however upon beating what appears to be the “final” boss you’re simply sent back to your village to continue on. It was honestly very confusing as all the other titles, whilst having similar mini-bosses along the way, was always building up to a big final battle. Primal lacks that and unfortunately feels worse off for it. The individual stories are still interesting, it’s just that there’s nothing to combine them all together into one whole that’s larger than the sum of its parts.
Far Cry Primal shows that yearly franchise releases can be done whilst still bringing fresh ideas to the table. The base game elements will be instantly familiar to long time fans of the Far Cry series with enough new elements to keep you coming back for hours on end. The taming mechanic is the best feature, adding in a new layer of game play that none of the other instalments have had. However it’s still not able to break away from the issues that plague sand box style games, which is only made worse by the lack of cohesion in the main story and campaign missions. It was a fun 12 hours though but definitely not a game I’d want to invest enough time into to 100% (which, by my rough calculations, would take about 36 hours). Far Cry Primal is definitely worth a look in however, both for Far Cry fans and general gamers alike.
Far Cry Primal is available on PC, XboxOne and PlayStation4 right now for $59.99, $77 and $77 respectively. Game was played on the PC with 12 hours of total play time and 37% completion.