It was only last month that I reviewed Destiny 2 and so you’d be forgiven for thinking that Bungie was quick to pull the trigger on releasing the first expansion, Curse of Osiris. For us PC only players it is indeed quite a short time, I myself only reaching light level 305 the week prior. However for console players (who I assume make up the majority) there’s been a dearth of content for the past month and many have cried out in anguish over the lack of things to do. For a multi-title gamer like myself that’s a non-issue, there’s always something else to play, but for those who’d like to make Destiny their single game of choice it has become a constant source of angst. This expansion then would hopefully satiate the crowd long enough so that Bungie could implement more wide reaching changes to incentivise players to come back again and again.
Unfortunately for those dedicated players I don’t think Curse of Osiris accomplishes that but, for people like me, it’s a well timed injection of content that will likely keep me around for just that little bit longer.
Curse of Osiris takes you to Mercury, the forward base of the Vex and home to the Cult of Osiris, a group of people who’ve dedicated themselves to an incredibly powerful warlock that was exiled by the Vanguard. He hasn’t been heard from in some time however some of Ikora’s agents relay some information that indicate he may still be alive. This then takes you to Mercury, a world that was once transformed by the Traveller into a lush garden world which was then converted into a massive machine by the Vex. That machine is actually a massive simulation engine called the Infinite Forest, a place where the Vex attempt to gather data in order to formulate strategies to accomplish their goals. Rumour has it that Osiris is alive in there, thwarting all of the Vex’s attempts to simulate their way to victory.
Graphically there’s been no changes but the new patrol area of Mercury and the raid lairs retain Bungie’s signature level design, renowned for its high level of detail and quality. Personally I’ve always been a fan of the Vex artistic direction, the Cabal and Fallen feeling rather boring and routine by comparison. So it follows that this is probably my favourite expansion so far from a visual perspective. The new patrol area isn’t particularly big nor very diverse so it does wear on you quickly. However the other environments retain the typical visual diversity I’ve come to expect from the Destiny franchise so it’s not all bad thankfully.
In terms of new content Curse of Osiris brings with it a new campaign that will run for about 2 to 3 hours, a new “raid lair” which amounts to a couple jumping puzzles and a single boss fight, and a few more progression related mechanics to make a few activities relevant. In terms of how this compares to previous expansions its pretty much as expected, the only one that seemed to drastically deviate from that being The Taken King. For this writer it came at almost the perfect time as I had cleared the raid multiple times (to the point of being able to do it in an hour with the right group), hit 305 and was starting to question whether or not I’d continue playing. So for a casual-core player like myself Curse of Osiris fit in perfectly however, for others, it’s likely too little too late.
Destiny 2 brought with it a lot of streamlining of the original’s mechanics, quite often to the benefit of both players and Bungie. However some of the changes took away some of the reasons that kept old school players coming back. Indeed many of the recent changes that have been introduced were things that were already present in the original, making it feel like we’re simply restarting the development process that was already completed. So for those who made a home in Destiny as their game of choice I can definitely understand where their concerns come from as many of the things that kept them back before simply aren’t there anymore. However for someone like myself these changes have been fantastic, allowing me to do so much more in much less time.
This is, of course, the long running debate of any MMO game: hardcores vs casuals. The hardcore players want mechanics that reward the long slog, things that take time to achieve and put them on a pedestal above those who don’t spend as much time in the game as they do. Casuals on the other hand want to experience everything the game has to offer in a much reduced timeframe. This war is, typically, won by the casuals as they usually make up the majority of a game’s player base. As I’ve grown older and I find myself with less and less time to put into games like this my consumption of these titles has shifted and those that provide mechanics to cater to my more casual-like habits get rewarded with my hard earned dollars. That’s the only reason I still play World of Warcraft from time to time as I know that I can see all the game has to offer without signing my life away. Of course I’m not every player, but I think I’m closer to the average than most hardcore players would like to think.
I mention all of this because it seems that the Destiny community at the moment is at something of a crossroads. Previous expansions typically had a decent honeymoon period where everyone would sing its praises for about 2 weeks. Then slowly the issues would start to emerge and maybe a month or so later there’d be the usual bitching about there being no content or nothing for them to do. Right now we’re just over 3 months into Destiny 2’s live and with the first expansion under its belt we’re already seeing those complaints and Bungie has even cancelled livestreams in order to address them. Regardless of the outcome of the changes the decisions Bungie makes today will set the direction of what the game is to become over the next few years; whether it follows World of Warcraft or becomes a hardcore nice like EVE: Online.
Despite all this however Destiny 2: Curse of Osiris is a fantastic, if a little short, expansion to the Destiny 2 universe. For players like myself it dropped a just the right time, hooking me right back in when I was getting ready to jump out. Fleshing out the world’s backstory through a solid campaign has always been one of my favourite parts of Destiny and this expansion delivers that well. The new progression mechanics are interesting if a little grindy for my tastes. The new raid layer brings with it some of the more interesting and unique encounters we’ve seen to date and, hopefully, that trend continues with further expansions. Overall whilst it might not be worth $20 just on its own as part of the collector’s edition or as a season pass Curse of Osiris certainly provides some good content at a reasonable price point.
Destiny 2: Curse of Osiris is available right now on PC, PlayStation 4 and Xbox one right now for $19.99. Total time spent in Destiny 2 now totals 59 hours, approximately 8 hours spent in Curse of Osiris.
I can’t remember a time when I was told by so many disparate people to not play a game. To be clear I don’t think the controversy surrounding Battlefront 2 is unjustified as the trend towards including what amounts to gambling in nearly every AAA title feels like a massive step backwards for the industry. More it’s the fact that the game itself looked fun, even with the microtransactions and loot boxes taken into consideration. So I went against everyone’s advice and bought a copy of the game thinking that, at the very least, it’d be worth it just to play another campaign in the Star Wars universe. Whilst that didn’t turn out to be the highlight I was hoping it to be the multi-player has been surprisingly fun, if marred somewhat by the loot box bogeyman.
The campaign centres on Iden Versio a member of the elite Inferno Squad, an Imperial Special Forces Commando unit, formed after the destruction of the first Death Star. She was on Endor when the second Death Star was destroyed by the rebels, splintering the Galactic Empire. The Emperor’s death triggered a secret contingency plan to ensure that the Empire retained control of the galaxy: dubbed Operation Cinder. Iden is then sent on a set of unusual missions to prepare for it when it becomes clear that the mission will be far more sinister than anyone planned for.
Battlefront II, like its predecessor, makes use of the Frostbite 3 engine which once again provides for some absolutely stunning visuals. Of particular note is the lighting which is simply without peer in any game I’ve played this year. Beyond that it’s impressive the amount of stuff they’ve managed to cram into every level and set piece, both in the campaign and the multiplayer. Those pretties do come at a cost however and whilst my near 3 year old machine was able to run everything on high @ 1080p I’m sure anything beyond that would’ve turned the whole affair into a slide show.
The core game remains largely the same, retaining the star card system and reworking the hero/more powerful classes to use a “battlepoint” system that allows you to buy them once you’ve accumulated enough of them through attacking other players, achieving objectives or, funnily enough, straight up dying enough times. Progression is, unfortunately, inexorably tied to the loot crates which drop star cards and crafting materials you’ll need to level up your class of choice. You can buy these crates with in-game currency you earn through playing however so you don’t have to spend money to get there but I’ll be damned if a bunch of people didn’t do exactly that. The same game modes make a return as well with the trademark 40 on 40 battles being the go-to favourite of many players. An “Arcade Mode” was introduced to get you used to the various non-standard classes, something which can be rather painful to do in the multi itself. All in all it’s pretty much the same game as Battlefront was with the progression mechanics all mixed up in a microtransaction hell.
Combat feels the same as it did in its predecessor, meaning that aiming down sights does nothing and the third person camera gives you the spatial awareness you’ll need if you want to be at all effective. Yet again it took me a little while to get used to it, my FPS tendencies that had been bedded in by Call of Duty and Destiny 2 needing to be shaken off before I felt like everything had clicked. Of course the power level between me and my foes was immediately apparent; fights that felt like they should have been even turning out to be anything but and I couldn’t go 2 steps without a sniper removing most, if not all, of my health. As I learnt the maps and started to progress a little this started to happen less often but it’s unfortunately obvious that those who’ve opened their wallets have a distinct advantage.
You see how you level a class in Battlefront II isn’t through playing them, no you level them by crafting star cards for them. Each of the cards you craft (or receive through loot boxes) adds to your “card level” for that particular class. Each of the cards has 4 power levels, each of which provides more benefits than the last. You can’t, however, craft the best card right from the get go. No instead you must craft a bunch of lesser cards (most of which you’ll likely never use) before you can unlock the next tier of upgrades. This means your best bet is to focus on a single class and craft a build that you feel most comfortable playing for a long time. After then you can start fleshing out the other classes like the upgraded troops, vehicles and hero characters. If this is sounding like a lot of work it most certainly is. I’m about 6 hours into the multi and my assault class is card level 10 with a few others around the 2 or 3 level. This hasn’t stopped me from being somewhat effective (I do about average it seems) but its hard to deny that a disproportionate number of those at the top are ones who’ve splashed a bit of cash around.
Worse still this also has a limiting effect on how you can play as the “upgraded” classes, vehicles and hero classes can feel woefully underpowered when you go from your preferred, card levelled class to them. Even if you do manage to get enough battle points to spawn one of them it’s quite likely that someone has already done the same, locking you out of playing one of them. Of course you could spend some credits to unlock another hero class (ranging in price from 5,000 to 15,000 credits) but, yet again, that’s an advantage that someone who’s shelled out cash is going to have over you. It’s possible that these issues are somewhat magnified due to my relative tardiness in getting around to playing Battlefront II but, honestly, systems like this that reward you with just flat out better gear incentivize all the wrong things in titles like this.
It’s a right shame as the game is actually playable this time around and, honestly, quite fun. Whilst there are still issues with matchmaking, like a lack of team reshuffling between matches and the lack of a leavers penalty, there’s at least a relatively healthy community on PC now. No longer do I have wait ages for a spot in the single galactic war match, hoping that I end up on the winning team so I can farm some easy credits for an hour or two. Nope instead there’s always multiple games cranking and, on average, there’s a 50/50 chance of finding yourself on the winning side. It even got to the point where I figured I should finish the campaign, just for good measure, but honestly felt that I’d much rather enjoy playing a few multi games rather than going back to it.
The reason for that is, whilst parts of the campaign have their moments, it just falls somewhat flat from a story perspective. It’s a highly predictable one for starters, following the typical “bad guy realising they’re the bad guy” trope which makes it hard to really connect with anyone in it. Like most multiplayer focused games it’s also mostly an extended showcase for the levels you’ll be playing later, loosely stitched together with fragments of a story so there’s a reason for you to visit all of them. I didn’t finish it in the end but, honestly, I had most of the story played out in my head already (and a quick trip to the wiki shows that I was pretty close to the mark). All in all, whilst it’s commendable that EA DICE listened on this one particular thing they could have at least put just a tiny bit more effort into it.
Star Wars Battlefront II is a great game that got itself mixed up in the wrong crowd. When it comes down to it the flagship game mode, Galactic War, is a bunch of fun, capturing that feeling of being part of something much larger than yourself when you’re playing it. However the whole progression system being heavily tilted towards getting you to shell out for loot boxes means that the overall experience suffers greatly as a result. EA DICE may be making steps towards fixing it but we all know what the end game is here: placate us long enough so that the idea of paying for loot boxes becomes palatable again. Honestly it’s a right shame as beneath all of this is a great game that begs to be played, one I know a lot of people would enjoy.
Star Wars Battlefront II is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with approximately 7 hours of total play time.
The Wolfenstein series’ soft reboot with The New Order back in 2014 was a gamble for then nascent developer MachineGames. The previous instalment in the franchise hadn’t performed well and many were left wondering if it would have a future at all. However they managed to release a game that was good in its own right, keeping the core old-school FPS feel and integrating it with modern-day improvements. The Old Blood was seen as a small stumble by most, the stand-alone prequel story not bringing enough to the table and being released barely a year after its predecessor. Suffice to say feelings were mixed around the announcement of The New Colossus as history showed that this game could potentially be a return to form or a continuation of its slow downwards trajectory.
For this writer, I’m glad to say, The New Colossus signals a big step forward for the franchise.
SPOILERS FOR PREVIOUS WOLFENSTEIN GAMES BELOW
You return again as B.J Blazkowicz, lying broken and bloody atop Deathshead’s fortress after defeating him. As your world darkens you give the order to fire on your position, hoping to rid the world of the foul technology that helped the Nazis conquer the world. However before you black out you see that your friends of the Kreisau Circle have come to rescue you, taking you away before they lay waste to the Nazi stronghold. Your recovery is long and just as you awake your location comes under attack by Frau Engel. With your broken body you haul yourself into a nearby wheelchair and return to what you do best: killing Nazis by the truckload. From here you continue your journey to free the world from Nazi rule.
The New Colossus is the second game to come to us via the id Tech 6 engine, the first being the DOOM reboot of last year. You’d be forgiven for thinking it was developed on a completely new engine as the graphics are a massive leap forward in almost all respects. However the release day version of the game was plagued with performance issues, something I noted early on after attempting to tweak my settings. After reading some forum posts I found that my drivers were 1 version out of date and, upon updating them, everything improved dramatically. The game still suffers greatly in outdoor areas, an ailment that seems to plague all id Tech games. Still this is one of the few games where I’ve been unable to max all the settings lest I turn the game into a slideshow. Kuods to MachineGames for continuing the trend of high quality visuals.
The core game play mechanics of The New Colossus remain largely the same as its predecessors being your typical mix of FPS and light-RPG elements. You’ll spend the majority of your time gunning down all sorts of different Nazis and their contraptions but how you go about that will be shaped by how you play and what upgrades you choose. The perk upgrade system is mostly the same, requiring you to perform certain actions in order to unlock them. Weapon upgrades are streamlined significantly, allowing you to unlock up to 3 upgrades for all of the normal weapons. Later on in the game you get access to contraptions which are another set of upgrades that unlock various areas of the game that are otherwise inaccessible. This then dovetails into the Ubercommander missions, which are essentially replays of missions you’ve already completed, allowing you to tackle them again with your newfound powers. All in all it feels like a tighter, more concise game overall which is saying something given that my campaign-only playthrough clocks in at just under an hour shorter than my The New Order playthrough.
Combat is mostly mid-paced, often starting with a stealth section followed by your typical corridor shooter affair once you are inevitably detected. There are some high action scenes where you’ll just be sending endless streams of lead down range but for the most part you can take your time when it comes to engaging The New Colosuss’ enemies. The shooting does feel a little on the rough side, the generosity of previous game’s hit boxes reduced somewhat requiring a greater level of skill on the player. Some of the guns feel completely ineffectual until you get one or two of their upgrades which, thankfully, won’t take too long if you take some time to explore a little bit. The game isn’t stingy with ammo drops either so no matter what gun you prefer you’ll most likely be able to use it as often as you want. Despite the slightly slower pace and less polished feel overall I’d rate the combat as equal to its predecessors.
Progression is broadly broken up into 2 main systems, perks and weapon mods, but you’ll also change the mix of your base stats as you progress through the game. Initially you’ll have a max of 50 health and 200 armour which, after a certain mission, will change to 100/100. This might not sound like much but it does change the flow of the game significantly, especially considering the game’s focus on over-charging your health rather than allowing you to increase it permanently. Thus the start of the game actually feels a lot easier than it does towards the end since you won’t be able to overcharge your health to 200 and also run around with 200 armour. If this is your first foray into Wolfenstein it might actually be a great way to ease you into the flow of the game.
The perks level up as you perform various feats and, curiously, don’t reset their counter upon death. This does mean that, if you’re so inclined, you could grind them out by save scumming but honestly most of them will come easily as long as you know which one to go for. They don’t provide massive benefits, usually just small benefits that will make your life a little easier, but all of them together do make a noticeable impact. The weapon mods are much, much more impactful often turning lacklustre guns into absolute beasts. The Sturmgewehr for instance when upgraded fully is by far the fastest way to take out armoured enemies and the Pistole is really the only gun that can be used in stealth when you get its suppressor. Progression stalls a bit towards the end since you’ll have upgraded your weapons of choice and unlocked most of the perks that aligned to your playstyle. The contraptions do add a little bit more flavour there but I didn’t bother unlocking the other 2 as I didn’t want to grind out the ubercommander missions. I’m sure if I did though I’d feel a little different about the progression stalling at 2/3rds through the game.
Whilst there are still some performance issues, predominately in outdoor environments, The New Colossus also seems to suffer from some weird bugs either due to running in borderless window mode (something which it natively supports), the Steam overlay or being alt-tabbed. Essentially whenever focus was taken away from the game and then returned to it there was a 50/50 chance of a crash happening. Often this wasn’t too much of an issue, the checkpoint system working well, however a few times it got me stuck in unskippable moments which I’d have to repeat a few times over to get past. Unfortunately I couldn’t figure out the cause of these errors as the crash reporter always alerted me that it couldn’t write the crash dump. I’m sure there’s a simple explanation to this and it will likely be patched in the future. Still if you’re wanting to avoid this it’s probably worth running it in exclusive fullscreen for now.
The New Colossus’ story telling feels head and shoulders above its predecessors, giving many of the characters and their relationships ample time to develop. To be sure the plot follows your typical action movie trope with few, if any, real surprises to be had. However there’s some great moments of levity and self-awareness showing that the writers knew that they were making yet-another Nazi story that needed something to liven it up. There is a bit of an obsession with long, drawn out scenes where you’re basically locked in place, some of which could have been trimmed down a bit and still had the same amount of impact. Still for a series where I used to rate the story as “interesting but forgettable” The New Colossus is one that I think I’ll remember fondly for some time.
Wolfenstein II: The New Colossus is a big step forward both for the franchise and MachineGames as a developer. The core of what made the original great is still there, retaining much of that old-world FPS charm whilst including modern mechanics to amplify that experience further. The game still suffers from some of the issues that seem to plague all id Tech based games but these are things that will hopefully be fixed in future patches. Over the top of all this, and likely the reason why I feel this particular game is a step ahead of its predecessors, is the story which does a great job of giving all the characters time to shine whilst steering clear of all too popular LOOK OUT FOR A SEQUEL cliffhanger. If Call of Duty: WWII left me wanting Wolfenstein: The New Colossus has me wanting for more.
Wolfenstein II: The New Colossus is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with 9 hours of total play time and 38% of the achievements unlocked.
The FPS games of the noughties were almost exclusively set in the World Wars, an era that has seemingly endless stories to tell. However as time went on and year after year brought yet another World War based FPS to the table I grew tired of the setting and, for the most part, left the FPS genre behind. When the settings began to move towards the modern era towards the end of that decade I found myself coming back; my interest in the genre reignited by the utter ridiculousness that the Call of Duty franchise offered. From then on every year I found myself coming back, my obsession with the series peaking with Black Ops 3 with some 150 hours sunk into the multi-player. So when it was announced that the next instalment would return the series to its roots I was a little sceptical as the original Call of Duty wasn’t the one I fell in love with.
Call of Duty: WWII follows the story of the 1st Infantry Division’s Red Daniels, a first-class private who’s military career begins at the bloody Normandy landings. It’s there that you come face to face with the grim realities of war as bear witness to many of your fellow soldiers cut down in front of you. From there you continue your campaign through the western front, pushing back the axis line as you march steadily towards the centre of their war effort. It’s never easy however and the strain begins to wear on you and your commanding officers. Do you have the strength to continue on, after all the horrors you’ve witnessed?
The previous generation of games was dominated by the muted, drab colour palette that just so happened to be perfect for the World War 2 setting. This helped with the technical limitations of the time, the constrained visual diversity serving as a bit of a fudge to make things more realistic than they’d otherwise appear. As time went on the visuals became cleaner, crisper and the colours became much more vibrant as a result. The return to the WWII setting brings that drab colour palette back but with the visual fidelity of the current generation. The result is a game that, on first blush, feels like it’s a step behind due to low visual variation. However the game does manage to surprise you at times, especially when it comes to the in-game cut-scenes. The automatic graphics settings wizard doesn’t do a particularly good job however, erring on the side of performance over visuals a little too heavily. Even on my near 3 year old rig I could push pretty much everything up to maximum @ 1080p and still maintain a consistent frame rate.
WWII is innovative in the sense that it takes the series back to its roots, ditching the past 8 years or so of a trend towards modern and futuristic, at times fantastical, warfare. Gone is the infinite health regeneration system, instead returning to the health bar and first aid packs system of yesteryear (for single player only though, however), The two weapon system remains and your selection of armaments is your typical WWII affair. The campaign is a set of relatively linear missions containing the usual mix of straight up corridor shooting, vehicle sections and the tried and true tacked on stealth sections. Unlike the previous 3 or so COD games there’s no upgrade or progression system to speak of, just you and whatever armaments you can find on the battlefield. Multiplayer is still the same core experience with levels, loot crates and weapon progression but there’s a few new things thrown in the mix to make things interesting. Overall it feels like a return to basics for the Call of Duty franchise, for better or for worse.
Unfortunately that return to basics seems to have brought with it the unrefined combat mechanics that we left behind a decade ago. The Call of Duty series has always set the bar for fast paced, highly polished action but WWII doesn’t meet the standards I’ve come to expect. Sure the action is as fast paced as ever and the sense of scale is still there but when it comes to actually taking down enemies the guns feel ineffective and the controls sluggish. This is most certainly a design choice, wanting to emulate the real world weapons and combat more accurately, but it does mean that the overall game experience feels more clunky than it has in previous instalments. Indeed for someone like me who’s enjoyed the trend towards utterly ridiculous, almost fantasy level combat, this feels like a big step backwards.
One positive thing to come out of this return to basics is the simplification of the campaign. It’s your standard play one mission, advance to the next deal with a handful of collectables scattered throughout the mission for you to find. Each of the missions also has a set of “heroic acts” for you to complete which are usually taking out an enemy who’s about to kill one of your squad or dragging a fallen soldier back to safety. Some of the missions have stealth sections which are, for the most part, very simplistic in their implementation. The few vehicle sections are a nice way to break up the combat and, unlike previous COD games, aren’t overdone to the point of being monotonous. All said and done the campaign will probably only take you 5 hours to get through which is close to what used to be the standard for the COD franchise. Honestly I quite like that length, especially with it broken up over 10 missions or so.
The plot of the campaign is your typical WWII affair with a heavy focus on you and your fellow war buddies. Sure they dip into the main character’s history a bit, even trying to throw you for a loop by pitting him as an unreliable narrator, but the story is pretty predictable. It does try to touch on some of the pertinent issues of the time such as gender and race equality but, this being a WWII game, the heroes are still your typical American GIs fighting the good fight against the Nazis. Honestly this setting has been done to death so much that I really don’t find much to enjoy in it anymore, especially in the medium of video games. Perhaps one day that will change, I’m always open to a compelling story, but for now the story that Call of Duty WWII presents is nothing above what I’ve come to expect from the series in a setting that I personally find uninteresting.
The multiplayer didn’t undergo the same return to basics that the rest of the game did with the new system staying true to the current norms. The difference comes from how the usual COD perks are acquired which are now part of Divisions. At the start you’ll pledge to one Division (you can unlock the rest later with an unlock token) and as you level them you’ll unlock certain benefits. Those benefits are all broadly aligned to a certain kind of playstyle but you’re no longer able to mix and match to the extent you were in previous titles. This means there’s a little less variety in how you build your load out but it should make balancing things a lot easier. Loot crates are still a thing and, like always, can be purchased using in-game currency or cold hard cash. Thankfully it seems to be limited to cosmetics only so you won’t be going up against people who’ve splashed cash to get a leg up on everyone else.
There are differences of course, the main one being an interactive social area where you can go to get missions, try out score streaks or weapons and open up your supply drops in front of everyone. Unfortunately it’s not an optional area, you will have to go there to do all these activities whether you like it or not. Personally I much preferred the older, more streamlined systems which didn’t require me to drop out of the matchmaking system. There’s also a few new game modes although most people are still playing team deathmatch or domination, just like they always are.
I’ve spent a few hours in the multiplayer and honestly I can’t see myself spending much more time in there. The same sluggishness present in the singleplayer is there in the multi as well which, when coupled with the P2P networking (which has always been a little iffy), makes for some not so great online play. It’s a shame really as it looks like the new loadout system could be something of a winner but I just don’t have the patience to keep on playing when the core mechanics just don’t feel as crisp as they used to.
Call of Duty: WWII takes the series back to its roots and in doing so loses many of the things that drew me back into the series. Gone is the highly polished, fast paced combat which it was known for, replaced with a system that feels deliberately sluggish. The campaign’s simplified nature is certainly welcome although without the solid FPS combat to back it up it’s just not as satisfying as it could be. The slight change ups in multiplayer are interesting but not enough to the carry the game on its own. Indeed whilst fans of the setting or early COD games might find something to love here I simply can’t see it. My only hope is that Treyarch can pull this franchise out of the ditch it’s found itself in as the last 2 instalments have been nothing short of disappointing.
Call of Duty: WWII is available on PC, PlayStation 4 and Xbox One right now for $59.99. Game was played on the PC with 5 hours in single player and 2 hours in multi with 43% and 7% of the achievements unlocked.
Coming back to Destiny has always felt like slipping back into an old pair of shoes. Every time I’d go through the same process: be overwhelmed with the changes, find my footings through the campaign and then grind my way to the requisite light level before running the raid until I got bored. I must admit that whilst I did come around to playing a FPS on a console part of me always wanted it to come to PC as I just knew it would be a killer experience. With Destiny 2 I got my wish and whilst I’ve had to spend the last month or so carefully avoiding everything to do with its release on consoles I’m glad to say it has been well worth the wait.
Earth has come under attack by the Red Legion, a band of Cabal warriors who have never known defeat. Led by their Dominus Ghaul they caged the traveller and robbed all guardians of their light. You are left powerless, the gifts that the light granted to you seemingly gone forever. Soon after you are cast back down to Earth however you are flooded with visions that draw you to a shard of the Traveller that it flung away from itself during the collapse. The area surrounding it though has been heavily corrupted and no one who has entered the region has ever returned. This is where your quest begins to restore the light and defeat the unbeatable Red Legion.
On first look the graphics of Destiny 2 felt like they’d gone backwards from what I remembered of the original Destiny and its expansions. However after tweaking a few settings and spending a good deal of time in-game it became obvious that there have been a vast number of improvements made both to the underlying engine and the artwork the game uses. Of course I’m no longer introducing artefacts by running the game through a capture card although I had largely eliminated those when I moved to an Elgato HD60 Pro a year or so ago. The big bonus is the fact that I can now run the game at a buttery smooth 144FPS, something which I can still manage on my near 3 year old rig. Interestingly I know this game is pushing the limits of my system not because of stuttering but because my PC gets noticeably warm (since I usually rest my feet on the sides of it) during play. There have been some issues of course although the last couple patches have fixed most of the more glaring ones that popped up as part of the PC release.
By and large Destiny 2 remains faithful to the original in how it plays however there’s a lot of changes made for the sake of balance and quality of life (both for the developers and the players). The weapon classes have been reworked with primaries now being locked to kinetic damage, secondaries (now “energy”) all have an element type but also share the same weapon classes as primaries. Lastly some weapons (shotguns, fusion rifles and sniper rifles) have been moved to the heavy (now “power”) slot. Classes are mostly the same with a few tweaked and some replaced outright. You’ll still do the usual level thing until you hit the max at 20 at which time you’ll begin the same kind of light grind that we’ve been familiar with for the past couple expansions. Progression is now lightening fast up to a point after which you’ll be relying on weekly milestones, exotics and rewards from being in a clan to make any meaningful progress. At its core however it’s still very much the same game as it has been for almost 3 years and that is not a bad thing.
Whilst combat hasn’t changed much it is made that much better by being on PC. Of course I’m extremely, unabashedly biased in this regard but the fact that it was a great shooter on console was always going to mean it’d be a great one on PC. It did take me a fair while to get over my controller muscle memory, reaching for triggers that no longer exist, but it wasn’t long before I felt just as home on the PC as I ever did on console. The changes to the weapon system mean that your choice of heavy is much more meaningful than it used to be although, if I’m honest, the weapons that have moved into that slot now see much less use because they’re just not as good as the alternatives. Perhaps that will change as I find myself more gear but since I’m already at 281 light I don’t think that will change much. Unfortunately some of the lag issues are still present due to Destiny’s “complicated” P2P network architecture but they’re at least not as bad as they were at the original’s launch.
Levelling up is as much of a breeze as it ever was, happening organically as you progress through the campaign’s main missions. There were only a couple times that I had to drop out of it in order to get a level or two before being able to tackle the next one. This, coupled with not needing to go back to orbit after every single mission, means the pacing of Destiny 2’s campaign feels a lot more consistent with a lot less down time. Whilst the time to max out your level is about the same overall (8 hours or so) it does feel like a lot less thanks to the streamlining. They also do a pretty good job of re-introducing everything which is great for new players although it will be somewhat confusing to long time players (doesn’t my ghost know what the taken are?). Whilst the story is probably about on par with the original its overall execution does feel a lot stronger.
The gear grind is mostly the same as it was in previous expansions however now there’s a much heavier focus on the weekly activities. Whilst you can certainly keep levelling up your light without them it’s a much longer process, reliant on exotic drops more than anything else. Gone are the days when gear would randomly roll a light level around your current one, instead (past a certain point) they’ll always roll at a predefined level. The RNG comes from whether or not they include a legendary mod which bumps their light up by 5 levels. Once you have a weapon or piece of armour in a slot with one of those you’ll then be infusing it repeatedly until you reach light level 280. After then you can craft your own legendary mods and so all gear drops basically become on par. The only gear that will drop above your light level comes from the weekly events, the raid and the exotic quests (of which there are 4 I believe). This means you’re likely to hit a plateau each week before being able to progress. Still you should be able to get raid ready in a week and be able to blast past that easily in the second.
The renewed focus on Clans, with all the benefits that come from being in one and actively participating with it, was an interesting choice by Bungie. Certainly it ran against the way I used to play the game, preferring to just do everything on my own and hitting up DestinyLFG whenever I came up short. Joining a clan with an old friend of mine has been a pretty rewarding experience and I do look forward to doing more with them as time goes on. The clan interface could be a little better however, starting one requiring you to go onto Bungie’s website, something which the in-game client doesn’t tell you about. Once you’re past that point however it’s all pretty easy and, to be fair, you’ll likely be doing most of your co-ordination in Discord anyway.
As I mentioned before the story feels like it’s very much on the same level as it has always been, scraping just the top of the greater world’s lore. The grimoire is gone and there’s a bigger focus on putting much of what was in there actually in the game. A lot of the stuff is then hidden in the side missions, something which even I haven’t really gone through yet. That being said for those that I have played they’re a lot more upfront with bits of information, especially if you take the time to follow your ghost to scan things of interest. The great voice acting by the big name cast continues in Destiny 2 and the host of new characters brings a lot of life and levity that was missing previously. That being said it’s still not a game I’d say you’d play just for the story but it’s none the less an enjoyable one.
Destiny 2 takes the legacy that the previous game and its DLCs and rebuilds it for a new era. As a long time player of Destiny on the PlayStation 4 I can say unequivocally that it’s best experienced on PC as the platform gives the game all the things it needs to really shine. Bungie have done a great job of making the game approachable for new players whilst also ensuring it’s still got the things that the fans were looking for in the next instalment in this IP. Whilst I’ve yet to fully experience everything the game has to offer (which is saying something given the fact that I’m 26 hours deep at this point) it feels like the Destiny I’ve come to know and love with a few tweaks here and there to make everyone’s life just a little easier. I look forward to dumping many, many more hours into the game and its successive DLCs.
Destiny 2 is available on PC, PlayStation 4 and XboxOne right now for $89.95. Game was played on the pc with 26 hours of total play time.
The class based shooter genre has seen a massive uptick in popularity over the past couple years, built off the back of exceptional titles like Overwatch and Titanfall. With that popularity comes a struggle for originality as new titles attempt to lure players in with the promise of fresh ideas. However new ideas are only part of the equation, the core game mechanics also need to be solid in order for those ideas to be able to shine through. LawBreakers, a game from Cliff Bleszinski’s new development house Boss Key Productions, brings some new ideas and solid core mechanics but has little to keep you coming back.
LawBreakers is a class-based arena shooter with 9 classes and 4 distinct game modes. The game’s tagline of “gravity defying combat” comes from the various micro-gravity zones that are scattered around the map, drastically altering your ability to move around it. The character classes are all on the RPG holy trinity spectrum with various shades of tank/healer/DPS mixed in. Of the 4 game modes 2 of them are pretty much identical (overcharge and uplink) whilst Blitzball is just capture the flag and turfwar is domination. At the conclusion of each game you’ll be given a score which determines your XP and, with each level up, you’ll be given a shiny stash box that contains decals, sprays and gear to customise your favourite character with. All in all it’s your pretty standard arena shooter affair with the low grav zones being the only real differentiator.
As you’d expect (given the developer’s pedigree) LawBreakers is built on the Unreal 4 engine and looks quite good, opting for a more realistic art style. Much like Bleszinski’s previous games it’s lavished with bright colours, outrageous neon lights and an all round exuberance of colour. When you get in the thick of the action this can be somewhat confusing visually but I’ll take that over the drab, uniform visuals so many shooters prefer any day. These visuals are also well optimised with LawBreakers never experiencing any noticeable slowdowns or lockups during my time with it.
The 9 different character classes largely follow the same pattern: a couple core abilities on short-ish cooldowns with a big ultimate which is on a timer. Everyone has a “fuel” resource which, depending on your class, influences how you can use certain abilities. Mobility is a non-obvious stat which will greatly impact how you play certain characters as, depending on what skills you have, certain parts of the map will be far easier to navigate than others. Indeed a big part of LawBreakers’ game play is your movement and momentum as players who are able to move swiftly and accurately around the map will likely perform far better than others who try to play LawBreakers in a more traditional way. All that being said however the character classes all follow the standard class based shooter tropes pretty closely with easy parallels drawn between them and the classes of other games in the genre.
In terms of how LawBreakers plays it falls into the mid-TTK (time to kill) bracket, not being as fast an spammy as say Call of Duty or Titanfall but definitely faster than something like Overwatch or Team Fortress 2. This means you’re unlikely to get one shot out of no where (although that can still happen) but you’re unlikely to have a fire fight that lasts longer than 5 seconds. Changing class is relatively painless, the only thing that you’ll lose being the charge on your ultimate. If I’m honest though ultimates in LawBreakers aren’t as game changing as you’d expect them to be with some of them being quite lacklustre. Of course the character classes with not-so-great ultimates make up for it in other ways. Overall the core game mechanics feel solid but it’s the things beyond that which leave a bit to be desired.
LawBreakers playerbase has been steadily decreasing ever since launch and it shows when you go to find a match. I’ve had it take upwards of 10 minutes to find me a match at one point and, even then, it wasn’t a full one. Worse still it appears that unbalanced matches won’t get filled with new players, leading to a lot of games with one team having more players than the other. As far as I can tell there also doesn’t appear to be a punishment for leaving games either so those who choose to leave and, by consequence ruin a game, aren’t discouraged from doing so. What this has meant for me is that rarely is a game decided on which team is better, it’s the one that has more players on its team.
After sinking 3 hours into LawBreakers I felt like I’d seen it all, having played all game modes and nearly all of the character classes. The loot boxes are obviously meant to be the carrot that keeps you coming back but, honestly, I didn’t really feel any compulsion to play to farm them. Thinking about it more I just didn’t feel like there was much mechanical depth to LawBreakers for me to explore. Whilst it is a team game, and those that play together well are more likely to succeed than otherwise, it didn’t have the same “team” feeling that a game like say Overwatch had. Instead it very much felt like the Unreal Tournament of days gone past, where that one good player could easily carry a team to victory.
LawBreakers is a solidly executed class based arena shooter that lacks the required elements to take it from good to great. It follows many of the standard tropes that have defined this genre whilst attempting to carve out its own niche with some unique features. Whilst these all work well the overall game experience isn’t that far off what’s already available. Couple that with the issues with match making, no punishment for leavers and a lack of a compelling reason to keep playing and you have a game that’s great for a few hours and nothing beyond that. In retrospect the change from F2P to pay-for-play model might be a blessing for Boss Key as at the very least they’ll make some money off the actual game sales. Suffice to say whilst LawBreakers is a mechanically solid game it’s little more than that and, unfortunately, I don’t think it’ll be enough to carry the game going forwards.
Rating: 7 / 10
LawBreakers is available on PC and PlayStation 4 right now for $29.99. Game was played on the PC with 3 hours of total play time and 23% of the achievements unlocked.
A sizeable percentage of the games I own are wholly or in part due to my feelings of nostalgia towards them. Some are originals, games I keep around because of the fond memories I have of playing them and have grand ideas of going back to replay them one day. Others are there because they invoke the feelings of that era, with simpler graphics and without all the trimmings that modern games bring with them. STRAFE got attention and Kickstarter backing because of the latter, promising to bring the best of what the 90s shooters had to offer. Unfortunately all it seems to have done is provide a strong reminder of how far we’ve come.
You play as an unnamed “scrapper”, a person who’s job is to collect scrap so they can get paid. Your corporation has sent you to the ship Icarus which is on the outer limits of humanity’s reach in space. No other scrapper has returned alive from the Icarus so, the logic goes, surely its littered with tons of scrap just waiting for collection. Of course the corporation takes no responsibility for what happens to you whilst you’re there so it’s up to you, dear scrapper to make sure you stay alive. That’s about all the motivation you’re given before being thrown back several decades to a low poly hell filled with monsters, scrap and a varying array of weapons.
STRAFE comes to us via the Unity engine which, for once, isn’t to blame for the way the game looks. The visuals are reminiscent of the early Quake era although its obvious that the textures are much higher resolution and the low poly models likely having several times more polys in them than they did back in the 90s. The aesthetics are quite confusing at times, making it extremely hard to work out things like what constitutes a door or an elevator at a glance. Due to the game’s fast paced action and use of semi-procedurally generated terrain this is a bigger deal than it would be in other games as it can make it quite hard to actually figure out just where the hell in a level you are. Overall it does a good job of emulating the 90s shooter experience, warts and all.
STRAFE is a fast paced FPS centred on clearing a level as fast as you can whilst discovering all the secrets and collecting as much scrap as you can. The levels are semi-procedurally generated, a random grab bag of rooms selected and then cobbled together every time you load a new section. What this means is that secrets will never be in the same place, enemies will never be where you expect them to be and, most annoyingly of all, the vendors where you can buy ammo/armour/upgrades are never where you need them to be. The variety of enemies is low and the challenge comes from the game throwing ever more of them at you whilst you struggle to find enough ammo to take them all out.
Now I’m as much of a fan of spammy, fast paced combat as the next person but STRAFE’s was just straight up boring and frustrating. Sure it was fun to line up a bunch of enemies and take them out with a grenade, but having to do that 20 times over per level meant it lost its lustre very quickly. The weapons also felt very samey, none of them feeling particularly unique or interesting in their own right. Couple this with the deluge of samey enemies and you’ve got a recipe for combat that’s uninteresting, repetitive and frustrating. I honestly couldn’t play for more than 15 mins at a time before getting horrendously bored and giving it up for another day or two, it was that bad.
Some may say that it’s simply too hard for someone like me or I don’t enjoy this kind of challenge. To counter that argument I’d point you to my reviews of games like Bloodborne or Dark Souls III both games which punish its players but I found far more rewarding than anything STRAFE had to provide. Sure, I’ll grant you those games probably had several times the budget that STRAFE did but the point still stands: I do enjoy a good challenge and I don’t believe STRAFE provides one. Instead it provides a samey, randomised experience that does far more to frustrate than it does to challenge and reward the player.
STRAFE had grand ideas of being the best 90s shooter ever but falls incredibly short of that mark. Indeed whilst STRAFE borrows a lot of elements from FPS games of yesteryear, like its visuals and fast paced action, it fails to do much with them in order to make a good gaming experience. The visuals, whilst staying largely true to the 90s formula, are a visually confusing mess that only serves to amplify the game’s less than stellar qualities. The combat is repetitive with a distinct lack of variety in weapons, enemies and level design. The Roguelike elements simply add another level of frustration rather than challenge, leaving this reviewer feeling that his time was better spent playing almost anything else in his library.
STRAFE is available on PC and PlayStation 4 right now for $19.96. Game was played on the PC with a total of 2 hours played.
The original Prey was a stand out title for many reasons, if not for it’s good but not great critical success. Mechanically it debuted a couple novel new concepts which quickly went onto to become standard affair in many comparable titles. Additionally its story, with it’s respectful treatment of the Native American mythology, was one of the more interesting and memorable experiences of its time. The sequel set the gaming hivemind on fire with the idea of making you an alien bounty hunter but, much to the disappointment of many, it was cancelled unceremoniously 3 years ago. So when Bethesda decided to reboot the IP many were cautious, especially given the circumstances surrounding the cancellation of the previous title. Now that I’ve had the chance to play through the new Prey in its entirity I can say that, whilst it might not let you indulge in your alien bounty hunter fantasies, it is a solid title in its own right.
You are Morgan Yu, a scientist working for the TranStar corporation. In this alternate timeline president John F. Kennedy survives the assassination attempt and this pushes him to funnel more funding into the space program. As a result humanity has pushed far further into space than it has in our world and has even established lavish space based like Talos I. Today will be your first day with TranStar and before you take the rocket up to Talos I you’ll meet your brother and run through a few tests. However things don’t go exactly as planned and you begin to discover the dark secret that this space station has been hiding from everyone.
Prey uses Crytek’s CryEngine 5 and, as you’d expect, looks fantastic. Aesthetically it feels very similar to the recent Deus Ex titles, albeit without the distinctive yellow tone. Instead Prey takes on a darker theme befitting it’s survival horror aesthetic. The environments are richly detailed, something which forms a core part of the game’s mechanics. It’s hard to do the game justice in a few screenshots, especially with the low-light that’s present in nearly every area, but suffice to say it’s one of this year’s better looking games. To top it off performance is good save for a few areas which are obviously suffering from some poor optimisation. This is likely to be fixed in upcoming patches as it’s not just me having these issues.
Prey plays very similarly to the BioShock games of old, equipping you with an array of weapons, powers and choices with how to approach the game’s various challenges. The environments are littered with numerous different pathways to your objective, each of them rewarding investment in a certain set of skills. You can be the stereotypical stealthy hacker, the modern day necromancer who has an army of others at his disposal or your standard run and gunner. Some of the skills are quality of life improvements (I.E. just saving you from having to do something the long way) but there are, of course, certain sections that will be unavailable to you without the appropriate talents. The stealth system is done well, allowing you to ghost through many encounters without having to waste a single bullet. The crafting system is also well done, feeding into the RPG packrat mentality well whilst also ensuring that making items isn’t a total chore. Altogether whilst this Prey doesn’t bring with it original ideas like its predecessor it does execute its concept, ideas and mechanics well.
Depending on your build combat will either be a rare event or just another fact of life. For me, whilst I took a stealth-first approach, there were many times where my patience would start to wear thin and I’d just want to blast through a particular section. The combination of a few choice powers (bullet time plus enhanced wrench damage) ensured that I could usually pick off a few enemies without having to expend much in the way of consumables. Some of the other powers didn’t work as well as I’d hoped however like the mind control power that got other enemies to fight for you. Sometimes it’d work well, allowing me to clear a room without much effort, other times the enemy would just stand there, dumbfounded and not doing anything at all. Like other, similar action RPGs constant quick saving/loading is a necessity whenever you’re engaging in combat as it’s little quirks like that which can be the difference between breezing through a section and getting stuck on it for quite some time.
Progression comes in a couple forms, most notably through Neuromods (which are akin to skill points) and weapon upgrades. Neuromods can be found throughout the game in all the usual places: tucked away in hidden areas, after critical points in the story or given to you by NPCs. You can also craft them using in-game materials although that caps out at one point and necessitates a quest to unlock an infinite crafting recipe. These are then spent on the various talent trees which are broadly split into 2 categories: human and alien abilities. Whilst it’s entirely possible to finish the game without installing any mods, or only mods from one branch (there are achievements for doing all of those), you’ll definitely be best placed by choosing those that best match your desired play style. For me I went a long time before installing any alien ones, due to some in-game commentary about what that would entail, but at one point I felt like I didn’t have a choice if I wanted to continue playing the way I was. That, to me, was a great way to make non-story based choices mean something in the greater narrative of the game.
Crafting is a big part of the game and is a two stage process. Like any RPG you’ll gather a lot of cruft along the way but instead of having to find the exact right material to make something you’ll instead put it into the recycler. It then turns everything into component materials which only take up a single inventory slot. Those materials can then be used in crafting basically anything you’d ever need. This also makes inventory space a meaningful commodity as you have to decide if 10 banana peels (not joking) are worth as much as another item. One little niggle I have with the crafting system is that you can only craft one item at a time and you’ll wait for the crafting to finish before making another. When you’re say, chugging out 10 neuromods after unlocking the unlimited recipe, it can be a bit laborious. That’s nothing that’s above a simple patch to fix, however.
I wasn’t afflicted by the save corruption issues that plagued many however there are still a few rough edges on Prey that could do with sorting out. The aforementioned areas that absolutely torpedo your performance are a big issue as any fights in there quickly turn into a slideshow. From memory I only had a single crash although others have reported numerous repeat crashes throughout their playthroughs. To be sure these are the kinds of teething issues would could have been solved prior to the official launch day if review copies were provided to the usual suspects so Bethesda’s “no review copies” policy does seem to be somewhat detrimental here. The game’s UI could also do with a little bit of tweaking to be more PC friendly but that’s a minor issue comparatively.
Prey’s narrative is one of the more interesting ones of late, even if some of its elements do seem to draw heavily on BioShock’s ideas. The choices you make in the game do heavily affect how the game progresses and it does a great job of clouding which ones are more important than others. If it wasn’t for some of the achievements popping up as I was playing through I wouldn’t have had any idea that was I trucking down the “good” path, especially considering some of the less-than-stellar things I did. The culmination of everything was very satisfying as well and, whilst I’ll always bemoan games that scream SEQUEL at the end, I am encouraged that the IP is being set up for future instalments. Overall whilst Prey isn’t a game you’d play just for the story I’m glad to say it isn’t one of the detracting elements.
Prey’s rebirth was one that was met with trepidation from its fans but I think it’s managed the reboot well. It may not be fuelling the inspiration of current game designers with new mechanics and ideas but what it does do it does well. The subtle emphasis on choice is a welcome departure from the current overt approach, allowing you to make a meaningful impact on how the story and your character progress. Wrapping this all up in an engaging narrative makes for a great experience that had me wanting to come back over multiple sessions. The execution was still a little rough around the edges in a few spots which, whilst not detracting heavily from the overall game, did leave a few black marks. Overall Prey is a successful reboot of the now decade old IP and one I’m definitely looking forward to seeing more of in the future.
Prey is available on PC, Xbox One and PlayStation 4 right now for $59.99. Game was played on the PC with a total of 17 hours play time with 48% of the achievements unlocked.
If there’s one genre I’ll go to great lengths to avoid it’s survival horror. This wasn’t always the case though. Back in my youth I spent many a night playing my way through the top titles of the genre like Silent Hill and Resident Evil. However after about Resident Evil 3 I found myself attracted to other genres and left survival horror behind me. Looking back over my reviews the only real game I’ve played in this genre recently would be Dying Light, some 2 years previous. Try as I might to avoid the hype around the latest Resident Evil it seemed like, if I was ever going to dive back into the series, now would be the time. I’m glad I did as whilst I’ve affirmed that survival horror still isn’t my favourite thing in the world it’s hard to deny that Resident Evil 7: Biohazard is a very well crafted game.
In a stark departure from (what I remember of) the Resident Evil series you play as a civilian called Ethan. Your wife, Mia, went missing 3 years ago after taking a job at sea for an undetermined period of time. Out of the blue you received an email from her, saying that she needed help and to come and get her. So you make your way down to a derelict plantation estate in Dulvey, Louisiana to try and find her. What you discover there though is beyond any reasonable explanation and you soon discover the horrors that have kept Mia away from you all that time.
Biohazard is Capcom’s first full game to use the new RE Engine which, if I’m honest, doesn’t seem that impressive on first blush. There are some parts which are definitely impressive, like Mia’s hair and some of the more…lively parts of the environment. However the level of detail is probably a step or two behind what I’ve come to expect in games of this calibre. Since the majority of the game is spent in dark areas this isn’t an issue most of the time. However when you get up and close the lack of detail becomes readily apparent. This is made up for somewhat by the animations which are much better done. Of course you’re not playing a survival horror game for the visuals, you’re playing it to get the pants scared off of you.
Biohazard’s game play feels similar to other successful survival horror games like Outlast and Amnesia. The trademark mechanics of the series are still here, like the inventory management, crafting and obscure puzzles. However with everything taking place in the first person you’re now up close and personal with everything that’s going on (and for those brave enough to try this out on PlayStation VR you can fully immerse yourself in it, joy!). This does make some things easier, like combat, but of course there’s trade offs like not being able to see around corners to see some things before they have chance to induce a pants soiling moment. Indeed Biohazard tends much more towards horror than previous instalments have.
Combat is as you’d expect it to be: frustrating, panic inducing and often at times completely futile. This is, of course, by design as something that had the glass smooth FPS combat mechanics of Call of Duty would not make for great survival horror. Still your FPS skills aren’t completely useless with well placed head shots ensuring that you use less ammo overall, giving you a bit of a buffer to play with. Mastering the block will ensure that you don’t burn through as many healing items but, honestly, you shouldn’t need to use it most of the time if you know how to kite the enemies around properly. One thing (and most survival horror games are guilty of this) that really irritated me is that it’s sometimes impossible to tell when an enemy has actually died save for pumping a few more bullets into them. Again, this is a design decision (done to make ammo even more precious) but it does get annoying when that moulded gets up for the billionth time in a row.
Biohazard isn’t a fan of holding your hand and will only sparingly grant tips upon your death. For the most part this is fine as it encourages you to explore and figure things out for yourself. Sometimes though it’s an exercise in frustration, like when you learn that the first big enemy you face can’t actually be killed (only after wasting several clips on him). After a while though you’ll get familiar enough with the various quirks and things start to get a lot better from then on. There are some parts that are maybe a little too subtle in the way they hint at what you’re supposed to do, leading to a lot of unnecessary back-tracking to try and figure out what you missed. This might just be me though, having not played the Resident Evil series for the better part of 15 years.
The horror aspect is done exceptionally well, making you scared of the smallest bump or scrape that you might here. I can’t tell you how many times I had to step back and forwards over a little patch to make sure it was me making the noise and not something else. The jump scares are used sparingly enough that they really are quite shocking and do their job in putting you on edge for the rest of the game. Moments of panic are used to great effect, ensuring that you’ll blow through a lot more ammo than you’d otherwise would have. Whilst this isn’t the type of game I’d regularly play it’s hard not to admire the way they use the environment to keep you on edge all the time. It does start to run out of puff in the last third of so, which is probably my biggest gripe with Biohazard.
You see in games like this I pride myself on being able to build a massive stockpile in order to take some of the “survival” out of the horror. Now it seems most games have a horrible habit of stripping that horde away from you in aid of an artificial challenge bump. Biohazard does this at a pivotal moment, forcing you to start from the beginning again. The game does provide context for this, and to its credit does give you back everything at the end of that section, but that means that particular part drags on significantly. The last section then just feels unnecessary as you’re packed to the rafters with very little that can challenge you. I’m sure veterans of the series could blast through this in no time flat, and thus the last third be much less of an issue, but 8 hours of being on tenterhooks did tire this old gamer out.
The story is somewhat predictable with the standard “Choose A or B for a different ending” scenario presented to you just before the final third. Ethan seems weirdly at peace with a lot of the crazy stuff that goes on around him (although that changes during cut scenes), something which, if changed, might have added a bit more depth to the experience. There’s also one character which we’re supposed to empathise with but, since your interaction with them is severely limited and they’re given no backstory, it’s pretty hard to care for them. I’ve also checked both endings and, honestly, choosing the non-obvious path seems like a total waste of time. It’s a bit of a shame as previous Resident Evil games had some cool, super secret endings that completely changed how you’d view the entire game. That’s what I remember of playing Nemesis at least, anyway.
Resident Evil 7: Biohazard is a fantastic horror experience. Whilst the visuals might not win any awards they serve their purpose well, creating a foreboding environment that keeps you suspicious of every shadow. The lean towards horror makes for a high adrenaline experience with every creak, scrape and whine cause to get your gun ready. The game does include my usual gripes about games in this genre, namely the artificial challenge increase through taking away your stash and the lack of a decent story. Still I can recognise quality when I see it and, whilst I personally won’t rate this game as high as some of my peers, it does stand above others that I have played in this genre.
Resident Evil 7: Biohazard is available on PC, PlayStation 4 and Xbox One for $59.99. Game was played on the PC with a total of 8 hours played and 57% of the achievements unlocked.
Like many of my peers I spent many of my afternoons loitering around a Games Workshop store. The displays of intricately painted models tempting me to spend my meagre retail earnings on that next model to round out my army. I was rubbish at painting though, often just playing with unpainted models or enlisting my more talented friends to do the work for me. Once I was hooked into PC gaming however I left the models behind, but the love for the Warhammer universe was still very strong. So when I heard about Space Hulk: Deathwing I was incredibly excited as it’d been far too long since my last dip in this universe with Warhammer: Space Marine. However Deathwing falls appallingly short, so much so I couldn’t be bothered playing beyond the first hour.
You are a Librarian of the Deathwing force, the most secret and feared arm of the venerable Dark Angels chapter. You have stumbled across an ancient craft known as a space hulk, likely teaming with relics and technology from a forgotten age. It’s your charge to investigate the space hulk and to uncover the secrets locked away within its walls. This won’t be an easy task however as it is infested by armies of Tyranid genestealers, eager to tear into space marine flesh. Your powers as a psyker however give you an advantage few others have, allowing you to decimate hordes of enemies with a single thought. You are the blade of the Emperor space marine and it is time to cut through the blasphemers.
Deathwing does a great job of capturing the Gothic feel that Warhammer 40K games are renown for. The bigger environments do a great job of selling that feel with high cathedral ceilings dripping in banners and other Gothic imagery. It does have that Unreal engine vibe to it though which does make the graphics feel a step or two behind current generation titles. Since I came into this game past its initial few patches I didn’t have any performance problems to speak of, the game running fine even in high action scenes. That being said however any performance problems encountered are surely in the realm of poor optimisation or porting issues as I don’t think it’s that graphically intense.
This is where the positives of Deathwing stop however.
Taking inspiration from the tabletop game Deathwing puts you inside a massive ship laced with corridors punctuated by massive rooms. You’ll be given an objective to walk towards but you’re also free to explore the ship to find secrets. Along the way you and your squad will be set upon by the Tyranids that infest the ship and it’s your job to take them out. You’ll do this using your various bits of weaponry and psyker powers. Overall it has a very Left 4 Dead kind of feel, pitting you and a couple team mates against a horde of enemies. You’d think this would be great, the game format and IP are both exceptional in their own right, however this implementation is anything but. Indeed it commits probably the worst sin you can make with the Warhammer 40K universe.
It makes being a Space Marine boring.
The combat is just simply not enjoyable at all. Walking through hallways your radar will ping up with enemy activity and, inevitably, you’ll be jumped by something. These enemies aren’t varied nor are they smart so you’ll just sit there killing one after the other. Unlike Left 4 Dead or other similar games there’s no sense of tension at all so it’s just long periods of plodding along that are broken up every so often by holding the trigger down. This is made worse by the fact that you have a limited amount of sprint, meaning that exploration takes forever. It’d be ok if the rewards were worth it but from what I can tell they’re only cosmetic. Even the one end part of the mission, where I was supposedly set on by a “massive horde” turned out to be nothing more than me standing at a ladder and whacking at genestealers for 5 minutes.To top it all off your AI companions, whilst having some interesting banter, are as dumb as they come. Whilst this isn’t unexpected it’s yet another thing that detracts from the small amount of fun you might derive from playing Deathwing.
You’ll get upgrade points after each mission, up to a total of 4, for your performance in the mission. According to other reviews there’s only enough points to max out one of the talent trees and no way to go back and play through again with your now unlocked powers. Considering that the only interesting abilities appear to be at the end of the trees this seems a bit short sighted, severely limiting the game’s replayability appeal. Not that it really matters though as I doubt anyone who buys this game will play it more than once. The 3 talent points I got were invested in getting a psyker ability upgrade which, upon using, appeared to simply be a fire variant of the storm ability I already had. Not the most enthralling upgrade, if I’m honest.
I tried to play more, I really did, but there was simply nothing in Deathwing that kept me coming back. Many other reviewers have praised how true to the lore Deathwing is but that does little to make the game enjoyable. By contrast Space Marine did a great job of making you feel like an unstoppable war machine whilst still providing challenge. Deathwing instead makes it so a handful of genestealers could take you out whilst your brothers sit there and watch. I had really low expectations on Deathwing going in and even then I’ve been left disappointed.
Space Hulk: Deathwing does exactly what it shouldn’t: taking the idea of the venerable Space Marine and turns it into something mundane. The only commendable feature is the graphics, which do a great job of capturing the gothic feel of the Warhammer 40K universe. Apart from that all you’re left with is mediocre combat with confused AI partners at your side. Maybe this game gets a lot better past the first hour, I don’t know, but the fact of the matter is I honestly couldn’t bring myself to find out. I tried multiple times over several days but every time I just gave up, I was just not interested at all. Perhaps lore fans will find something to love here, but I certainly didn’t.
Space Hulk: Deathwing is available on PC, Xbox One and PlayStation 4 right now for $39.99. Total play time was 65 minutes with 17% of the achievements unlocked.