The original Watch_Dogs was in many ways a success for Ubisoft Montreal, ticking all the required boxes for it to meet the standard of a AAA open world title. However the hype that built up around it, specifically from that one E3 video, led many to be disappointed with the final product. To their credit Ubisoft remained committed to the franchise and has spent the following 2 years developing Watch_Dogs sequel. Whilst at a base game level this sequel features many of the mechanics that made the original great the tone and feel of the game is radically different. That combined with improvements in some of the original’s more glaring issues makes Watch_Dogs 2 a notable improvement over its predecessor.
Watch_Dogs 2 takes place in San Francisco, the next city to install the ctOS system which integrates all city subsystems into one giant interconnected grid. You’ll play as Marcus Holloway, a young hacker who’s been targeted by ctOS for a crime he didn’t commit. Because of this he decides to join Dedsec, the hacktivist group responsible for wrecking havoc and exposing corruption. What follows is a story of Dedsec’s crusade against ctOS, the people in power who use it and any of the numerous corporations who would seek to exploit the citizens of San Francisco.
The original Watch_Dogs was criticised for failing to live up to the visuals that were seen in its E3 demo and Watch_Dogs 2 goes a long way to closing that gap. The environments are far more detailed with more cars, people and interactive objects scattered across the San Francisco backdrop. There’s notable improvements to the lighting engine, draw distances and other modern post-processing techniques like motion blur. Taking into consideration that open world games tend towards the lower end of the graphical spectrum (due to their scale) Watch_Dogs 2 is certainly one of the better looking titles in this genre. It’s still a hair shy of that fated demo, however.
As I mentioned before the core game of Watch_Dogs 2 hasn’t changed much from its predecessor, staying true to the open world norms with the inclusion of their trademark hacking mechanics. The progression mechanics have been reworked to focus around you gaining “followers” to help boost your cause, most of which you’ll gain through Watch_Dog 2’s main and side missions. The online components have been reworked significantly and are far more seamless than they used to be; the transition between offline and online play a much smoother experience. Driving has been improved significantly, no longer feeling like you’re trying to drive a boat through a sea of molasses. The stealth mechanics are also retained however there’s a little less variety in what you can hack, something which is made up for in a few new choice abilities which can cause all sorts of mayhem. Overall Watch_Dogs 2 improves on the original in nearly every respect something which Ubisoft Montreal should take some pride in.
Combat feels largely the same, still following the same two stage formula that its predecessor did. Whilst you can likely complete every mission with just hacking alone it’s very likely you’ll do something to be detected, forcing you into combat. Interestingly there doesn’t seem to be any downside to killing anyone and everyone in your path but there is a very notable downside to taking the non-lethal approach. Enemies downed in that way will eventually get back up and will alert everyone else to your presence when they do. This does add an extra element of challenge if you want to go full non-lethal, stealth based approach but without additional rewards it doesn’t seem like there’s any reason to. Indeed by the end I’d just end up using my vast hacking abilities to simply run past everyone, forgoing any notion of stealth or even non-lethal attacks.
The hacking powers are a little more interesting this time around, especially some of the end-game abilities which allow you to affect everything in the area around you. It didn’t take me long to max out the powers I wanted to get and I spent most of the game with 20 or so research points ready to spend should the need arise. Some are simple quality of life improvements (like the car unlocking one) whilst others don’t have much of a purpose other than causing a bit of mayhem here or there. Probably my favourite out of the lot was the ability to call the police on a target NPC, something which can be used to great effect when you need to get into a restricted area. If I had one complaint it’s that all the higher end powers require you to go and find another item to unlock them which becomes a bit of a chore when you have to do it for the 10th time.
The driving is thankfully much improved over its predecessor, making it actually fun to drive around rather than fast travelling. Watch_Dogs 2 also reduces the number of car chases you’ll find yourself in so you won’t be spending hours trying to escape from the endless supply of police. There also appears to a be a larger number of vehicles to choose from including my favourite: the single person electric car that seems to be as fast as any of the sports cars. The NPC drivers though still seem to suffer from random fits of craziness every so often with cars just randomly running off the road or into each other, even when I hadn’t gone near them. That could very well be intentional, to give the city a more lively feel, but I do wonder if it’s just an errant part of the AI.
The multiplayer aspects are far better done than its predecessor was. I can remember trying to do some of the online activities in the original with most of them failing to even connect to other players. Watch_Dogs 2 by comparison (by default, you can change this) drops you in and out of other player’s games on a whim. It can be pretty awesome when you’re just driving around and a bounty hunter challenge comes up, putting you alongside law enforcement to chase down a rogue enemy player. Some of the other, hacking focused games are a little one sided, being incredibly hard for the hacker to actually successfully hack someone and get away with it (especially if the other player is armed in any way). Still they’re a fun distraction, one that I hope Ubisoft explores even further in future releases.
Watch_Dogs 2 drops the serious tone of its predecessor in favour of a more kitschy, light-hearted take. The characters are stereotypes or satires of particular hacker tropes with the overriding them following the hacktivist ideas that have been popularised by the various real world incarnations of other -sec entities. Weirdly, whilst the game has the usual disclaimer about it being a work of fiction unrelated to the real world, numerous events are carbon copies of their real world counterparts (like Martin Shrekli buying an exclusive Wu Tang album). The pacing and character development is weirdly out of step, seemingly moving at a faster pace than what the missions would imply. This might be because I was mostly doing campaign missions but surely that’s where you want the bulk of your character development to occur. Realistically I don’t think you’re supposed to read much into Watch_Dogs 2’s story but it’s disjointed nature mirror’s some of the mistakes that its predecessor made.
Watch_Dogs 2 is a solid improvement over the original, addressing many of the concerns that players had whilst retaining the core mechanics that made it worth playing. It may not be a revolutionary instalment in the series but the incremental improvements go a long way to making Watch_Dogs 2 the game that many were hoping the original would be. It’s not perfect, with some of the previous issues rearing their ugly heads again, but it definitely feels closer to what the original should have been. For fans of the open world genre there’s a lot to love in Watch_Dogs 2 and is most certainly worth checking out.
Watch_Dogs 2 is available on PC, PlayStation 4 and Xbox One right now for $60.95, $77 and $77 respectively. Game was played on the PC with 18 hours of total play time and 51% of the achievements unlocked.
Mirror’s Edge came at a pivotal time in gaming history. The industry was leaping forward in ever greater strides with game budgets soaring and consumers ever more willing to shell out for the latest and greatest titles. However it was the time when the yearly game cycles began to take hold, the same titles regurgitated year after year and original IPs were few and far between. The Indie Renaissance was still some years away and so gamers were hungry for titles that were a break away from the norm. It wasn’t a breakout success however, generating good but not great reviews. Still the success it had led many to believe a sequel was inevitable but DICE was tight lipped on the franchise for a long time.
It wasn’t until 5 years later that we’d find out that Mirror’s Edge would be returning and it would still be another 3 after that before we’d be able to play it. Mirror’s Edge Catalyst was initially envisioned as a prequel title however it’s current incarnation sees it as a reboot of the franchise. It’s a much broader scope game, expanding on the free running concept by dramatically increasing the area you’re able to move about in and adding in some additional mechanics to keep it interesting along the way. Whilst rebooting the franchise at this point makes some sense, not many will go back to play an 8 year old game, it does lay waste to the narrative that many fell in love with.
Mirror’s Edge Catalyst retains that same stark white base and vivid colour scheme that was popularised by the original title. This is then amplified by the significant improvements in lighting and environmental effects that the current generation of consoles allows, highlighting the contrast even further. The environments are quite lacking in detail however with flat textures covering nearly every surface. It’s an aesthetic that does its best to get out of the way however it can be visually confusing at times (more on that a little later). Still there are many great screenshot worthy moments, some of which I’ve included here.
Catalyst retains the base characteristics that drew many of us to its predecessor: the free running through large, open environments with numerous obstacles in your way. Layered on top of this is the usual open-world smattering of side quests, collectables and hidden areas that can be unlocked for various bonuses and whatnot. There’s also a levelling system now, meaning some abilities are locked behind level gates and talent trees requiring you to do some additional work to unlock them. Gone for good though is the ability to use weapons something that was awkwardly implemented previously (some would say for good reason). At a structural level Mirror’s Edge Catalyst feels like a bolder, more ambitious version of what the original was but it’s difficult to say that a lot of these things are outright improvements.
The core mechanics are still solid so getting from point A to B, especially if you do it flawlessly, gives you that same exhilaration that its predecessor did. There were numerous times when I found myself gliding elegantly past all obstacles, enjoying the continuous momentum and slight wind noise in my ears. The additional mechanics open up the world a bit more, however since they’re gated to specific campaign missions it can be a bit of a let down to find out that you need them to get to a certain area. The much more open world does make it a bit more interesting, especially when you’re trying to run and hide, however the actual area you can explore is far smaller than the game would have you think. You can test this by simply trying to run in one direction and you’ll often find yourself hitting a wall in under a minute or two.
I don’t remember combat being particularly enjoyable in the original and Catalyst doesn’t do much to improve on the system. The addition of the focus meter, filled when you run and depleted as you get shot, encourage you to move around more than straight up fighting. However when it comes time to fight you’ll often find yourself with basically no where to go. So then you have to engage in the unfortunately awkward and repetitive combat, using specific moves to take down each of the different types of enemies. Until you unlock some of the higher finishing moves and extra damage bonuses this can take quite some time. In the original this tedium could be broken up a bit by snagging a weapon or two but without that option you’re unfortunately locked into the monotony of grapples, kicks and punches.
I’m sure open world fanatics will find a lot to love in the ample side missions and collectables that are strewn around Glass (the city in Catalyst) but for me they became an exercise in frustration. The time trails and courier missions can almost never be done in the first half dozen tries as any mistake costs you the valuable seconds you need to make it to the end. This means a 1 minute running mission will probably take you at least 10, especially if you don’t have all the upgrades that unlock the game’s various short cut routes. I’ll admit that some of this stems from my dislike of being shown things that I can’t get and having to go back to them later on, but I do feel like there’d be a better way to craft these kinds of missions to make them more attractive.
The stark colour scheme of the original Mirror’s Edge enabled the developers to use red as an indicator of where you should go. That’s still used in Catalyst, however the objects aren’t permanently red, they’re highlighted so by your “Runner’s Vision”. This works fine about 80% of the time however sometimes if you take a wrong turn, change your mind halfway climbing up something or even just randomly you’ll lose that highlighting completely. When you’re in the middle of escaping from something this usually means your death or it can mean many seconds of frustration as you rapidly click R3 to try and get it to come back. This is definitely one case where its predecessor did a far better job with visual cues and is my biggest gripe with Catalyst.
The story is very middle of the road, not terribly bad but so forgettable that 6 weeks on from playing it I’m struggling to come up with any memorable moments. Sure it provides the backdrop for some awesome things to happen (like the below screenshot) but it doesn’t do much more than that. I’m not pining for the previous story to make a return, there wasn’t much to write about home there either, however a stronger narrative could have made some of the more glaring issues fade into the background.
Mirror’s Edge Catalyst is a moderately successful reboot of the classic title, broadening the scope of the game significantly whilst keeping much of the core in tact. The same stark colour scheme which has since been used in numerous other titles returns successfully, draped in current generation flair. The open world vision might not be entirely to my liking but the extra space to free roam is a welcome addition. The parkour mechanics remain solid, however the progression and combat systems are questionable additions. The story does little to tie everything together but at least does nothing to break it apart. Overall Mirror’s Edge Catalyst is a good-but-not-great title, one that can be enjoyed and then lent out to other curious friends.
Mirror’s Edge Catalyst is available on PC, Xbox One and PlayStation 4 right now for $89.99, $99.99 and $99.99 respectively. Game was played on the PlayStation 4 with 12 hours of total game time and 46% 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.
There’s a small trend developing which I like to call MMORPG-Light. Essentially developers are looking to craft the big, epic experience of a MMORPG but are concerned about the way to sustain it. Whilst Free to Play is the way many attempt to go you’re competing against so many in the same space it’s hard to stand out. The traditional subscription model is a much harder sell with only a few lumbering giants still maintaining that model going forward. Thus they choose somewhere in the middle, often in the form of regular paid expansions or season passes. We saw it first with Destiny and now with The Division, the latest game in the Tom Clancy universe.
On Black Friday a terrible disease sweeps through New York City. Known only as the Green Poison it devastates Manhattan and causes widespread chaos, requiring the city to be put into quarantine. You are an agent of The Division, an elite unit with sleeper units embedded everywhere around the world, tasked with dealing with situations like this. You are part of the Second Wave of agents, tasked with retaking Manhattan and tracking down the source of the epidemic. It won’t be easy however as the lawlessness has given rise to gangs of looters, crazed workers and paramilitary corporations looking to exploit the chaos. You will do battle with them all agent as there is no one else left who can.
The Division comes to us via a new engine called Snowdrop, developed by Massive for use on next-generation consoles (except the WiiU) and PCs. Unlike other MMORPG styled games The Division is a visual assault of detail, down the most interesting levels. For instance shooting out glass works almost exactly how you’d expect it to, with pieces breaking off and shattering much like it would in real life. Things like that, coupled with the incredible attention given to all of the environments, makes for a very immersive experience. This is what makes the relatively small world seem so impressive as there’s just so much to explore when compared to your more traditional MMORPG affair. It’s also worth mention that the sound design of The Division is well above any other game I’ve played which helps to sell you on the world even further.
The comparisons to Destiny, which would appear to be its closest relative, are somewhat apt however The Division leans much more heavily towards a more traditional MMORPG experience. There’s no classes to speak of but you can choose from an array of skills that can be unlocked through gathering supplies for various parts of your base. There’s talents and perks to choose from that allow you to further customize your character to your play style. There’s quests to be done and dungeons to plunder, all in the name of the ultimate goal of any RPG game: the quest for sweet loot. However the end game of The Division is unlike that of any other game out there, being a hybrid model of PVP and PVE. It’s a game that definitely has the potential to capture you for a long period of time, however due to its end game design it feels like there’s an expiration date for nearly all who play it.
Combat comes in the form of your standard cover-based shooter, augmented by the RPG elements of skills and talents. You’ll spend most of your time running between cover, taking shots and enemies doing much the same. Often you’ll have to strategize to make sure that certain enemies are downed quickly before others, lest they wipe your entire group. You have semi-infinite health regeneration in the form 3 bars which will regenerate over time but not into the next bar. You’re also limited by the amount of ammunition you carry although until the end game you’re never likely to run out. The variety of different kinds of weapons means that there’s something to suit almost any playstyle, although you’ll be quick to learn that close combat is as much a fool’s errand here as it is everywhere else. Overall the combat is enjoyable even if it isn’t particularly inventive.
Progression is comparatively fast paced with max level (30) reached in around 20 hours or so. Each main quest will easily give you a full level and the side quests/events giving you anywhere from 10%~20%. You’ll also be receiving lavishings of gear, talents and perks as you level up and complete quests, meaning you’re never too far off feeling like you’re getting somewhere. This can be a good or bad thing depending on who you ask as it’s far too easy to lose long stretches of time, especially when it comes to the longer, more in depth missions. For a seasoned MMORPGer like myself I liked the reduced amount of effort required to max out my character, although beyond that point things start to get a little murky.
Like with any MMORPG the end game is all about the loot and crafting your character to be the best they possibly can be. In The Division this comes through three main avenues: the Dark Zone, Challenge Modes and Phoenix credits. The Dark Zone is the open slather PVP arena that’s peppered with numerous NPCs who drop end game gear. However you can’t simply pick it up and walk out with it, instead you need to go to an extraction point to lift it out. At any point between when you pick up the loot and when you extract it another agent can kill you and take it. This leads to some rather tense situations where you’re all sitting around an extraction point, hoping no one gets any bright ideas. The Challenge Modes are simply harder versions of the regular missions which give better rewards at the end. Both of these activities give you the end game currency of Phoenix Credits which can then be redeemed for high end gear. So no matter your preferred play style you’ll be able to get end game loot but how long you keep at that is anyone’s guess.
You see once you get that gear there’s really not much more to do. My current character is already sporting half high end gear and half purples and there’s really no more content that’s beyond me. Sure, my team still struggles to do challenge modes perfectly on the first go but we can still do them in a reasonable time frame. With other MMORPGs there’d be some kind of raid or equivalent for us to try our mettle against but, in its current state, The Division lacks any further high end content. This means that for hard/casual-core players we’re likely to tap ourselves out in the coming week or so with no new content in sight for some time. Granted this is something on the order of 60+ hours worth of game play, but that’s minuscule when compared to other MMORPGs. It’s an interesting issue that Massive will need to tackle if they want to keep everyone interested between content drops.
The Division is also anything but a perfect experience, marred by weird behaviour, glitches and the ever present threat of server lag. Quite often you’ll find skills not working how they’re supposed to, physics bugs trapping you in certain places or things straight up not working at all. The server lag issue remained throughout my play time, even after the initial burst of players settled down somewhat. This usually manifests itself as damage occurring in chunks and NPCs moving in fits and bursts. Thankfully I only had one crash to speak of but I did have numerous other times where I or another party member was dumped to menu or sent back to my last safe house. Overall though the experience was good when compared to other MMORPGs, even if it was frustrating at times.
The story of The Division is interesting, having a modicum of depth to it thanks to it’s roots in Tom Clancy’s writings. It’s an interesting twist on the post-apocalyptic scene that’s all the rage currently, giving a good explanation to the “everyone is the hero” problem that many similar games face. The various enemy factions you face are given decent development, making them more than just faceless masses you need to wade through in the quest for purples. Since this is a game that’s going to evolve substantially over the coming year though it feels like the current conclusion is just a stop gap until they can get the content engine turning. Suffice to say that most people aren’t going to be play this for the plot but it provides a serviceable narrative none the less.
The Division is an excellent MMORPG-Light experience, finding a solid balance between more traditional mechanics and a more modern, streamlined approach. The world is exceptionally well crafted with everything from the detailed environments to the sound design to even the UI blending together to create an incredibly immersive experience. The core mechanics are solid, providing a good challenge and well paced progression. The experience isn’t seamless, although given this is Massive’s first attempt at such a game its commendable how polished the final product is. The narrative is bolstered by the Tom Clancy name and writings, even if it’s somewhat secondary to what most players will be looking for in this game. Overall The Division is an excellent game that’s been deserving of much of the hype it received before release but the true test, in how long it can continue to captivate players, is still ahead of it.
The Division is available on PC, XboxOne and PlayStation4 right now for $89.95, $99.95 and $99.95 respectively. Game was played on the PC with 37 hours of total playtime, reaching max level and completing all missions.
Tomb Raider’s reboot of 3 years ago was a successful one, reinvigorating a franchise that had been sidelined by newer IPs in the same genre. Indeed it was the first Tomb Raider game I had played in many years as the bug ridden Underworld was simply unplayable. The reboot was enough to spark my interest in the IP again and since the sequel was announced about a year later I’ve been eagerly awaiting the next instalment. The (thankfully short) timed exclusivity to the XboxOne was a little annoying, since I had to dodge more reviews and articles than I usually do, but finally last week I spent a good chunk of time playing through the latest Tomb Raider.
Rise of the Tomb Raider begins about a year after the events in the preceding instalment. Lara, after witnessing many supernatural occurrences on the island of Yamatai, seeks out answers in her father’s research notes. There she finds his white whale: the lost city of Kitezh which supposedly holds the key to immortality. Her quest sends her to Syria where she seeks out the lost tomb of an ancient prophet linked to the legend of Kitezh. It’s there however that she comes face to face with an organisation called Trinity: an ancient order dedicated to seeking out the supernatural and taking it for themselves. Lara is undeterred however and travels to Siberia where she believes the lost city of Kitezh resides.
The production values of Rise of the Tomb Raider are exceptionally high with every aspect of the game above the standard I’ve come to expect for AAA titles. Visually it is incredibly impressive with the environments being rich and detailed, ranging from wide open valleys to deep cave systems. There’s no one thing I can point to that really makes it so well crafted, more it’s the numerous small details like the trails you leave in snow or the way Lara’s gait changes after she’s had a fall. Unlike the previous instalment (which suffered from inflated expectations due to it following Crysis 3) Rise of the Tomb Raider felt impressive from the very start, a rare achievement in today’s torrent of AAA titles.
Rise of the Tomb Raider retains the same core game play that its predecessor did, being a combination of 3D platformer, 3rd person shooter and semi-open world exploration. The platforming functions pretty much the same as the last one did, giving you the same leeway when it comes to grabbing ledges or landing that jump perfectly. The 3rd person shooter mechanic functions largely the same although the upgrade system allows you to unlock some rather cool abilities that can change it dramatically. The semi-open world stylings mean that there’s much more to the world than just the campaign missions and, should you go exploring, you’re quite likely to be rewarded for your efforts. Overall it’s not a massive change from the previous Tomb Raider game and honestly, with the extra layer of polish this game has, I don’t think that’s a bad thing at all.
The puzzles and platforming sections are frequent but are, for the most part, easy enough to understand and complete without being too frustrating. In the beginning, with a limited number of mechanics at your disposal, it’s pretty easy to see how things need to be done. The difficulty starts to ramp up when you’ve got several other potential mechanics at hand, some of which aren’t explained as well as they could be. Still there was only one time when I find myself reaching for a walkthrough guide as all the other puzzles could be solved in a manageable amount of time. The platforming was a little less satisfying however as, whilst you have some leeway, it can be a little finicky about when it will pull you right or just let you fall to your death. Once you’ve worked out the quirks though (like not hitting jump if Lara is still shimmying across something) you can make up for those little quirks.
Combat, again, feels largely the same with the game favouring head shots and thus any weapon that allows you to make them rapidly. The bow once again is the stand out weapon especially once you get the skill which does automatic head shots on up to 3 targets at once. Similar to its predecessor though there comes a time when the enemies start wearing helmets and you’ll have to land several consecutive head shots to take them down. This time around however it doesn’t feel as cheap as it did before as the increased number of stealth options provides much more opportunity to take out the heavy hitters before dealing with the rest of them. Overall the combat feels a little more streamlined with a little bit more variety on the side, should you wish to make use of it.
The skills, upgrades and crafting system is back with a few improvements to keep the pace of the game up. You can now craft arrows, other special ammo and healing on the fly if you have the required materials to do so. The mechanic of finding parts for major upgrades is still around and if you want those weapons you really will need to go exploring to complete them. The skills are interesting as early on I went for the additional XP traits something which meant that I was levelling up maybe every 20 minutes or so. Probably about halfway through the game I had all the skills I could ever want and so from there I was just unlocking things that were mildly interesting. It certainly helped to keep driving me forward as there was always a sense of progression but it did seem like I was maybe completing things a little faster than was probably intended.
Like its predecessor there are few rough edges on Rise of the Tomb Raider although none of them are particularly game breaking. You can quite easily glitch yourself through terrain if you roll, jump or sprint near say a set of stairs or similar. I had more than one occasion where I found myself stuck in between trees or falling forever when I jumped into a particularly cramped area. There’s also the aforementioned finicky-ness of the platforming system but once you know its limitations it’s a little easier to work around. Thankfully though many of the combat related issues are long gone although some of the enemies do seem to do wildly different amounts of damage during the same encounter.
Rise of the Tomb raider brings a much more developed and polished plot, one that dives further into the backstory of Lara and the Croft family. Thankfully the torture porn has been dialled back somewhat, instead focusing more on the trials and tribulations of Lara trying to come to grips with her father’s past and the impact it’s having on her current situation. The introduction of a big bad “thing” in the form of Trinity is a not-so-subtle hint there’s going to be several sequels to come but they at least function decently as an antagonist. Indeed they’ll likely be the focus point of the next instalment as they go after the next supernatural artefact that they’ll use to take over the world. The supernatural themes are better done this time around be less wrought and more subtly woven in the larger narrative. Indeed it seems that the writers behind this instalment in the Tomb Raider franchise have matured significantly since they wrote the last plot.
Rise of the Tomb raider accomplishes what many sequels don’t: improving on their predecessor whilst still retaining the core aspects which made it great. The production value is extremely high with attention paid to every little detail. The game play is as solid as ever with several streamlining changes that keep the pace of the game up for its entire duration. It might not be the picture of perfection with a few rough edges still poking through but overall the experience is so well polished that it’s easy to write off those few moments. For both fans of the Tomb Raider IP and those who just love a good action game Rise of the Tomb Raider is well worth the asking price.
Rise of the Tomb Raider is available on PC, XboxOne, Xbox360 and PlayStation4 right now for $59.99, $99.95, $79.95 and $79.95 respectively. Game was played on the PC with 12 hours of total play time and 22% of the achievements unlocked.
The time has long since past when it was taboo for a game to not take itself seriously or take a hammer to the fourth wall. Indeed many titles have made their fame and fortune on just such a premise like the Saints Row and Just Cause series. The latter series longevity can almost wholly be attributed to the modding community that sprung up around it, allowing you to engage in rampant carnage with your friends at your side (along with other fun things). Expectations were then high for the sequel to include many of these improvements into the core game. Whilst not all of them made it in you can definitely see the influence the modding community has had on Just Cause 3, even if those improvements can’t cover some of the more lacklustre aspects of this latest instalment in the series.
6 years after the events of Just Case 2 Rico Rodriguez makes his triumphant return home to Medici. His island has fallen under the iron fist of General Sebastiano Di Ravello, a not-so-benevolent dictator. His return home sees Rico pairing up with his childhood friends and some familiar faces from previous games all in the hopes of overthrowing Di Ravello. Of course his plan of attack is a simple one: cause as much chaos and destruction as possible, weakening the infrastructure upon which Di Ravello relies. It’s no small task but Rico is not one to shy away from a challenge like this.
Compared to nearly any other current generation game Just Cause 3 feels behind the times graphically. Indeed this contrast is no more stark than when compared to another recent release from Avalanche studios, Mad Max, which makes use of the same engine. After some initial tweaking I got it to look a little better however there’s really no hiding the fact that the graphics were simply not a priority. They’re serviceable, and to some extent expected given the level of chaos that can be on screen at times, but Just Cause 3 feels like it has more in common with the B-grade titles I’ve played rather than the rest of the AAAs it was released with.
Staying true to its roots Just Cause is an open world game where there’s little difference between running missions and simply blowing up stuff at random for the fun of it. You’ve got a long campaign to follow if you so wish, but if you’d prefer to just have a bit of fun there’s more than enough to keep you interested. There’s various challenges which unlock mods for your gear, towns to liberate and an endless supply of collectibles and novelty items for you to scrounge up. Realistically though we all know what people are buying this game for: destroying anything and everything they set their eyes on, something which the game wholeheartedly enables and encourages. Everything else that’s contained herein is just icing on the destruction sandwich.
Combat is like any other 3rd person shooter with an incredibly generous infinite health mechanic. You can literally run and gun your way through entire army bases without having a care in the world, only needing to grapple away for a second or two when things go really south. It’s initially limited to aim-assisted console style shooting, which feels a little weird on the PC, but unlocks later change that up if you so wish. However killing enemies is really only a distraction from setting things on fire, blowing things up or making things fall on other things. This can be incredibly satisfying when you manage to pull off massive chain reaction, unleashing explosion after explosion as you sit back and watch the carnage. Other times it can be an exercise in frustration, searching for that one last thing you need to blow up in order to move to the next mission or objective.
This is certainly fun for a little while however once you’ve liberated the 30th town things really do start to feel incredibly repetitive. There’s literally no variety to be found at all as once you’ve done a couple towns the rest are simply a different mix of the objectives you’ve seen. Worse still most of them feel visually identical, just the buildings rearranged slightly. Sure you can tackle the challenge in different ways but there’s only so many times you can drive a tank through the middle of a town and still be entertained. In all honesty I had thought that I had conditioned myself to be able to tolerate this for the sake of the main storyline. For Just Cause 3 though I was honestly so bored by the end that I just couldn’t be bothered to open the game up any more.
One thing that did keep me playing for longer than usual were the little challenges that popped up in the right hand side. Shown above is my failed attempt to beat one of my friend’s long standing wing suiting records, only to miss out by a mere 7 seconds right at the end. Whilst many of them are easy to game if you go on YouTube it can be quite a bit of fun to figure out how to maximise a certain thing in order to get to the top of the list. Less useful was the “X beat you 1 hour ago” pop ups which mentioned dozens of random players who I don’t know as I really couldn’t care if they beat my record or not. Still it’s a good mechanic, even if it isn’t the first game to use it.
Of course no review of Just Cause 3 would be complete without mentioning the numerous glitches, bugs and annoyances that are permeated throughout the entire game. You’ll likely get stuck more than once trying to grapple to something, either resulting in your instant death or necessitating a reload. Wingsuiting anywhere close to terrain can result in your untimely death as well, often without any obstacle near you. Probably the worst thing though is the insanely long loading times which are especially frustrating when you’re trying to max out a challenge or going through a rough patch of crashes or glitches. Suffice to say I, whilst my expectations weren’t exactly high for Just Cause 3, I certainly wasn’t expecting the Bethesda levels of jank in Avalanche’s latest title.
Similarly Just Cause has never really been known as a game with high aspirations for the story and Just Cause 3 is no exception. The plot is paper thin at best with all of the characters being thoroughly 2 dimensional. Most of them are outrageous stereotypes that border on being racist with none of them being even remotely believable. This time around I couldn’t even be bothered to look for a mod to get me past the main missions so I could finish the main campaign, it was really that uninteresting. The one thing it has going for it is that it fits the whole B-grade feeling the game has, although I’m not quite sure that counts as a positive.
Just Cause 3 is pretty much what you’d expect it to be: a destruction sandbox and little else. The combat and destructible world, whilst not exactly inspired, does the job it was set to do. The world is large and expansive however it starts to feel repetitive very quickly given the lack of variety. It is unfortunately a bug and glitch ridden affair, something that is only made worse by the lacklustre story. Had Just Cause 3 come with multiplayer by default I may have been more forgiving as with all things B-grade they’re far better when enjoyed with a few beers with your mates. However Avalanche have left that task up to the modders once again, forgoing an opportunity to capitalize on the frenzy that they had created. Just Cause 3 might be worth the asking price for some, but for others it might be worth waiting until it goes on sale.
Just Cause 3 is available on PC, XboxOne and PlayStation4 right now for $59.99, $78 and $78 respectively. Game was played on the PC with 8 hours of total play time with 32% of the achievements unlocked.
The following that Bethesda games have is anything but unwarranted. Their games are some of the greatest examples of giant, open world RPGs that are packed to the rafters with detail. Their continuing support of the modding community has meant that many of their titles have had life well beyond any other similar games. They do, however, have a tendency to be released with a number of quirks, glitches and issues that dramatically affect playability. Fallout 4 continues the Bethesda tradition (and the Fallout franchise) in earnest, giving players an exceptionally large world to explore whilst suffering from some incredibly rough edges that severely tarnish this otherwise brilliant game.
Fallout 4 throws you into a post-apocalyptic wasteland based in the pre-war state of Massachusetts, now called The Commonwealth. You were one of the lucky few to be granted into one of the numerous Vaultec bunkers, protecting you from the war that raged on outside. However your bunker was not like the others, instead of living out your days underground you were instead frozen in stasis, left to dream away the years. You awoke only once to bear witness to a terrible event before you were quickly frozen again. When you awake again and find the world in ruin you have only one goal in mind: to right the wrong that was done to you on that tragic day.
With 7 years between titles you’d be expecting a large upgrade in graphics and Fallout 4 certainly delivers that. All of the expected current generation trimmings are there like advanced lighting effects, dynamic weather and scenes that are chock full of detail. When compared to its current peers though it’s a little below average, with lower poly count models and less detailed textures, however that’s likely a function of the large draw distance that Fallout 4 favours. Indeed there are many other areas that likely received a lot more focus than the graphics and, considering the mod-centric approach Bethesda takes towards their games, it’s likely something they felt would be remedied without a lot of additional effort on their part.
Fallout 4 has a breadth of detail that’s hard to do justice in a single summarizing paragraph and I’m sure there’s things in the game I simply didn’t see even with the large amount of time I spent in it. At its core Fallout 4 is an open world FPS RPG with city building thrown in as an extra distraction and progression mechanic. There’s a main quest line you can pursue if you so wish or you’re free to wander off into the wasteland, searching for hidden places or doing battle with the various inhabitants. You can barter for gear or craft your own, something which takes a rather large amount of investment but is most certainly worth the pay off. You can join factions and help them in their crusade to better The Commonwealth and bring companions along with you who provide interesting dialogue and can do certain things for you. In all seriousness there’s something for pretty much everyone in Fallout 4 as it can be pretty much whatever kind of game you want it to be.
Combat feels very much the same as its predecessor, retaining the VATS percentage based attack system alongside the more traditional FPS style play. I had chosen to not invest points in VATS skills in order to put them elsewhere, hoping that my FPS skill could make up for the difference. Whilst that’s true to some degree Fallout 4’s combat is most certainly based around the use of VATS and I found myself relying on it more and more as I continued to play. That could be partially due to the fact that the FPS experience isn’t as polished as say Call of Duty‘s as the reticle didn’t always seem to be in complete alignment with where my bullets were going. Your mileage may vary depending on your build though as I’ve heard aiming isn’t much of an issue if you’ve built yourself a melee slugger.
Levelling up in Fallout 4 seems to come often enough so long as you’re engaging in some form of activity. Pretty much everything you do, from exploring to building cities to doing quests, will grant you some amount of XP. If you’re looking to power level (like I was) then investing heavily in INT early on is a must as I was rocketing past my friends who had a similar amount of play time. If you’ve focused your build elsewhere there are other ways to increase your XP gain, like the Idiot Savant perk. Whilst the inclusion of a respec ability or service would’ve been great the relatively easy levelling means that you were never too far off unlocking a perk you wanted. Again if you’re reading this some time after Fallout 4’s initial release I’m sure there’s already a mod that can help you in that regard.
The city building part of Fallout 4 is anything but shoe horned in and provides a very effective way to progress other aspects of your character that might be lacking. The picture below is my purified water farm out at Sanctuary, something which provided me both with a reliable supply of caps as well as a relatively effective and free healing item. Getting your settlements up to a good size, with all the right trimmings, does take some effort to get done (especially if you need to go hunting down certain materials) but the rewards are most certainly worth it. It would be nice to have a bit more clarity around what influences certain things, like what attracts more settlers or what influences raids, but after a while you start to get a feel for what works and what doesn’t.
The crafting system feels like a double edged sword. On the one hand it’s hard to deny that the crafting system is deep and rewarding as some of the things you can craft (or mod) are really quite overpowered. On the other hand however it’s marred by the age old inventory problem, where you can never be sure what you’ll need and so you feel compelled to grab everything in sight. Whilst the tag for search system is a great addition it would’ve been nice to have something akin to a recipes book that I could consult whilst in the field. Sometimes I know I wanted to make a certain mod but hadn’t flagged the items for search before I had left my workshop. Jumping out of the quest, going to a workbench, and then trucking back in isn’t something that I’d call fun which is why I often left it. Once your settlement gets to a certain level you can get around this a bit with stores, but it’s still a bit of a pain.
It wouldn’t be a Bethesda game if it wasn’t extremely janky and Fallout 4 is no exception. In my first hour I encountered no less than 3 bugs which completely broke the game for me, leaving my character unable to progress. The most irritating one of these was when I’d go to use a console and then get stuck when I quit out of it. As it turns out this was an issue with systems that would render higher than 60fps, as the physics simulation is tied to the render rate. This meant my character would jerk out too fast and get stuck in his own body with every control proving to be unresponsive. To fix this I had to set an FPS limit on my graphics driver in order for the game to work properly. I have not once had to do that before and honestly it’s astonishing that you could have a PC that’s too good to play a game. It’s telling that my in game save says I’ve played for about 27 hours but Steam says 31 as that’s how much time I’ve lost to bugs that could only be solved by reloading the game.
It’s not just game breaking bugs either, there are some design decisions made in Fallout 4 that just don’t make sense on the PC platform. The 4 choice dialogue system, with its summaries that often don’t match up with what your character actually says, feels like a backwards step. I can understand the pip boy interface is part of Fallout’s aesthetic but actually using it on PC is an exercise in frustration. The city building, whilst brilliant in almost all other regards, lacks an overarching interface to manage many of the banal tasks like assigning resources to task or identifying new settlers. These are all things that aren’t above being fixed but it’s obvious that Bethesda’s priorities were elsewhere and a lot of the clean up is going to have to be done by the modding community.
The main storyline is pretty average with the clichéd opening cinematic giving you a pretty good indication of what to expect. When I was discussing it with some of my Smoothskins we came to the conclusion that if you’re looking for a solid, directed narrative in a Bethesda game you’re likely to be disappointed. Instead the real story comes from your experiences in the game, how you influenced events and what decisions you decided to make. Indeed after finishing the main questline I felt like nothing had really happened apart from being made to eradicate the opposing factions with extreme prejudice, no choice of saving them or bringing them under my wing. With that in mind I think Fallout 4’s story is best left alone and the tales of your wasteland journey take over instead.
Fallout 4 is exactly the kind of game we’ve come to expect from Bethesda: a grand sweeping world upon which you can build your own story (whilst enduring the trademark jankiness). The incredible girth of the game cannot be understated as it can be easily described as a FPS, an RPG and even a fully fledged city builder and simulator. The numerous ancillary mechanics are all well done, allowing you to really craft a character the way you want. However it’s irreversibly tainted by the numerous issues that are guaranteed to plague anyone who wants to brave the wastelands of The Commonwealth, something which can only be solved by mad quicksaving. Overall Fallout 4 is one of this years must play games but it might be best served after a patch or two with maybe a mod on the side.
Fallout 4 is available on PC, PlayStation4 and XboxOne right now for $59.99, $59 and $59 respectively. Game was played on the PC with 31 hours of total play time with 52% of the achievements unlocked.
Freelancer was a seminal game, one that managed to pull Microsoft Game Studios’ reputation out of the gutter and set the bar for any space based game that would follow it. However instead of a glut of similar titles following it, like what seems to happen to any mildly successful idea these days, there was nothing. The decade that followed was devoid of any titles that could hold a candle to Freelancer, both in raw gameplay terms and story. DarkStar One and Evochron Mercenary came close to replicating the feel but, in this humble reviewer’s opinion, were easily forgotten titles that lacked the staying power that kept Freelancer relevant for so long. Rebel Galaxy then is another attempt to rekindle the magic that once was and, whilst it does a fairly good job at that, it falls short on some key aspects which stop it from achieving the same greatness.
It all starts with a panicked message from your aunt. You need to come meet with her she says, sending you the coordinates of a ship you can use and the place you should head to. You’ve always known that your aunt was some kind of big trader but this is out of character for her. Begrudgingly you climb aboard the relic she’s left you and make your way to the destination. However upon arriving you find she’s not there although there is someone who can help you locate her. So begins your journey in the wild side of this galaxy where you’ll deal with all manner of aliens, scum and villainy in order to track down your aunt.
On first blush you’d be forgiven for thinking that Rebel Galaxy was another Unity as it’s actually powered by a heavily modified version of the OGRE engine, made famous by the Torchlight series. It may seem like an odd choice however Double Damage Games is the brain child of the co-founders of Runic Games who were the developers of that series. In that regard it’s easy to see the visual similarities with bright lighting and visual effects abounding. It’s not going to bring a bleeding edge gaming beast to its knees, nor will it win any awards for being the most pretty game, but it does feel fitting for the type of game that Rebel Galaxy is.
Rebel Galaxy is a space trader and combat sim, drawing influence from all the obvious places. Whilst there’s a campaign to play through, and something that you should probably do on your first time around, you’re basically left to your own devices when it comes to choosing your path. Want to play the spreadsheet game? There’s a full economy simulator in there allowing you to buy and sell your way to riches. That a little dull for you? There’s a whole host of different types of combat missions available for you to pursue. All of these help further the aim of upgrading your ship with better weapons and gear so you can take on ever bigger contracts to make even more money. How the game unfolds is completely up to you, allowing you to become the space cowboy you’ve long dreamed of.
Combat is halfway between Freelancer’s full 3D, 6 DOF style space dogfighting and EVE-Online’s point your ship and things and shoot them on timers style combat. Everything takes place in the same plane (with a couple of exceptions) and you’re likely going to be spending most of your time aiming your broadside canons. You’ll be facing up against enemies ranging from small fighters all the way to large capital ships with devastating arrays of weaponry. For the most part it’s serviceable, even fun when you start to outrank your current enemies firepower, however it falls short of being really satisfying for a couple reasons.
The everything in one plane constraint seems fine at first until you start meeting enemies that are allowed to violate that constraint with reckless abandon. I understand why this choice was made, smaller fighters would just get one shot otherwise, however later on when those fighters start getting capital class items and weapons it feels more like tedium than challenge. Additionally the broadsides are rather finicky about when they’ll switch into precise aiming mode, forcing you to wrangle the camera and fire randomly in an effort to get them to lock on. I can deal with pretty much everything else easily (like making sure you’ve got weaponry to deal with numerous situations) but these two issues took the combat down from “great” to just good.
Trading seems like it can be a worthwhile endeavour according to what many of the users on /r/rebelgalaxy are reporting. There’s a complex event system which drives prices on certain commodities in certain directions so, if you know what does what, there’s potential profits to be made all the time. Trading in single player games has always felt like a waste of time to me however so I really didn’t bother getting into it too much. Still if hauling cargo is your thing then Rebel Galaxy has a complex enough economy system that I’m sure there’s more than enough for you to enjoy here.
Like many open world games whilst there’s lots to do a lot of it becomes very same-y after a short while. Bounties, blockades and all other types of combat missions are largely the same in the way they play out usually requiring you to knock out all the small fighters before taking out the capitals one by one. The smuggling/trading runs are profitable however you should make no attempt to fight as you’ll likely lose due to the insane number of ships they throw at you. Escort missions are like any other escort mission, mostly boring but interspersed with a few moments of combat action. There’s a lot of exploring you can do but, again, the lack of variety makes that a dull prospect. All in all, whilst I can appreciate that this is the kind of thing some people thrive on, I just get bored after a while, preferring to pursue the campaign.
Unfortunately in that regard Rebel Galaxy isn’t anything to write home about, the story feeling really rudimentary and failing to grab me at any point. Whilst everyone is projecting their Firefly ambitions onto the character (spurred on only by the developer’s choice in music, which I did like) the story of your actual character couldn’t be any further from it. Indeed your sudden escalation from nobody to swashbuckler is so fast that it borders on ridiculous, breaking any idea of relatability that your or any other character might have had. If you ignore it to find your own path in the game then all the more power to you but for me, someone who enjoys a well crafted story, I found little to praise in Rebel Galaxy’s story.
Rebel Galaxy is the space sim that many have been waiting for, allowing them to live out their Firefly fantasies out on the edge galaxies. In that regard it delivers much of what is expected of it having all the trimmings that is expected from a game in this genre. The combat is unique however it suffers from a few key problems which quickly turn the challenge into tedium. Its open world nature is likely to appeal to many however the lacklustre campaign left this reviewer wanting. All in all Rebel Galaxy is a solid game, one that’s sure to delight both Freelancer and Firefly fans alike, however it’s not a great game like the ones it seeks to imitate.
Rebel Galaxy is available on PC right now for $19.99. Total play time was approximately 8 hours with 14% of the achievements unlocked.
Movie tie-in games are some of the most derided games ever to grace our presence and with good reason. Often they’re given a woefully insufficient amount of time to come up with a playable product and quality is the first thing that hits the chopping block, leaving them bug ridden messes of half finished dreck. The last few years have seen a few titles rise above the filth however and whilst none of them have been game of the year material they have been pleasurable surprises. Mad Max is one such gem, taking the essence of the movie and distilling it down into a very playable experience.
The world lies barren, scorched by an intense nuclear war. Those that survived the collapse struggle to survive, scavenging what they could from the remnants of society that lie scattered about. This world now belongs to the ruthless and violent with gangs and war bands patrolling the sandy dunes looking for people and places to pillage. You are Max, a survivor who has lost everything since the collapse and wants nothing to do with this world any more. So he has resigned himself to cross the Plains of Silence in his Black on Black, an Interceptor capable of making the long journey. However his plans are foiled by Scabrous Scrotus, son of the warlord Immortan Joe who steals everything from him. You are not so easily beaten however and you turn your eyes to recovering your Black on Black and making Scrotus pay for what he did.
The wasteland setting for Mad Max is quite beautiful with the plains stretching out to the horizon in every direction. It’s the definition of an open world game with nearly every bit of scenery that you can see being accessible and part of the game. There’s definitely been a lot of effort put into crafting certain aspects of the scenery, like the dust you kick up when going offroad and the slight changes in the howls that each engine emits. It’s also got enough visual variety that you don’t feel like you’re driving through the same place all the time as each area has its own distinct theme. Thankfully this all comes to you fully optimized, something which games with lots of open space like this often get wrong.
On first blush Mad Max is your typical open worlder, with all the standard trimmings of campaign missions, side missions and a lack of direction of which one you should do when. If I was to compare it to recent open world titles it’d be somewhere in the middle between Far Cry 4 and Batman: Arkham Knight. You’ve got your typical progression in the form of skills and equipment, both for your vehicle (the Magnum Opus) and Max himself, some of which are locked behind story missions whilst others through open world objectives. There’s camps for you to capture, places for you to explore and hordes of enemies bounding around for you to take out or avoid. Combat comes in two flavours: the stylized beat ’em up hand to hand combat while on foot as Max as well as some in-car combat which is a little more rudimentary. Suffice to say I was surprised at just how much was crammed into this game given its origins as a movie tie-in.
If you’re a fan of the Arkham series of combat then Mad Max is right up your alley with the controls and style being instantly familiar. There’s not as much variety in moves and finishers however it’s still quite a challenge to rack up long combo streaks without getting interrupted. There’s a few rough edges on the combat though which really start to show in the later stages of the game. Essentially you can get yourself into a situation where there’s no way for you to block or counter an incoming move, ruining your chain (and potentially losing you an upgrade point). Usually this happens when you’re doing a finisher which triggers a mini-cutscene which, when interrupted, feels unfair. There’s also a heavy reliance on consumables which aren’t readily available or farmable in the world for a lot of the big finisher moves so they often go unused. Overall it’s a good emulation of Rocksteady’s combat style, just in need of a little more tuning.
The car combat is pretty simplistic by comparison, usually involving you ramming the other car into submission. As you progress through the story missions there are weapon upgrades that allow you to more effectively dispatch your enemies, like a harpoon that can rip wheels off, but the heavy investment requirement means you’ll have to forgo quite a few other upgrades to get them. Additionally for the most part you don’t really need all the bells and whistles, just having the fastest car (both in terms of top speed and acceleration) is all that’s needed for most encounters. The final boss battle is the only exception to this as you’ll struggle to finish it in a timely manner if you don’t have at least a Level 4 harpoon and another similarly upgraded weapon. It’d probably be made a lot better if the driving controls were a little more refined as the slightly janky steering, even on cars with the top handling, makes things more difficult than they should be.
As you’d expect from an open world game there’s numerous activities for you to do most of which will provide you some form of benefit. Clearing out camps for instance will net you a periodic amount of scrap, the currency that underpins the economy of Mad Max. Doing “projects” in strongholds will unlock certain benefits like giving you a full water canteen or opening up new types of missions for you to complete. Winning races will unlock a permanent location where you can fuel up your car whenever you want. For people who like to meander through games, picking and choosing whichever mission takes their fancy, this kind of thing is probably what they’re after. For me though these little side distractions just didn’t feel rewarding enough for me to bother with them for long. In the end I’d only go on scrap hunting missions if I needed it to unlock the next campaign mission which I only had to do a couple times.
It’s not a perfect experience by any stretch of the imagination as the above screenshot will attest to. You see there’s no jumping in Mad Max but there are multiple heights and in some instances you’ll find yourself trapped in a place you can’t get out of. Some of them aren’t even as obvious as the one pictured above. In one particular mission I managed to roll over some pipes which I couldn’t roll back out of. It’s clear what’s missing here, the movement system isn’t coded to deal with situations where the difference in terrain height is above a certain threshold. Whilst not every game needs to have the parkour stylings of Assassin’s Creed a more robust move system would be key in alleviating the unfortunately frequent problems that arise from the current simplistic implementation.
The story, if it were standing on its own, is fairly rudimentary although since it serves as a kind of prequel to the world of the movie it’s a little more interesting. Strictly speaking it’s a separate story in terms of canon and indeed Max’s character is quite different to the one portrayed in the cinema. However it does give you a little bit more insight into the reasons why Max ends up the way he is in the movie. Still it’s not much more than your typical action script, albeit it bereft of some of the more common components in favour of more talk of cars as a religion and all the craziness that the movie demonstrated.
Mad Max is an example of what tie-in games can achieve if they have more than a token effort put into them. The barren wasteland world is beautifully realised with the landscapes reaching out from horizon to horizon. The core game mechanics are mostly well realised, often getting close to their more mature brethren from which they draw inspiration. For fans of the open world genre there’s more than enough activities to keep you going for numerous hours on end. For people like me though who aren’t so interested in the distractions the game is still readily playable if you do pretty much campaign missions only, you’ll just have to use your skill rather than your scrap to win fights. Suffice to say I was surprised by just how playable Mad Max was, especially given its tie in origins. If you’re one of the many raving fans of Fury Road then Mad Max is probably worth a look in.
Mad Max is available on PC, XboxOne and PlayStation4 right now for $59.99, $99.95 and $99.95 respectively. Game was played on the PC with approximately 13 hours of total playtime and 29% of the achievements unlocked.
Even though I’ve been reviewing games for fun for the better part of 6 years now there are few series that I’ve been able to catalogue my experiences of completely. Many of the big AAA games have been going on since long before I started blogging and there are many new IPs since then that have failed to see further instalments. However one of the stand out series I’ve had the pleasure of reviewing has been the Batman: Arkham games which have set the standard to which many others are compared. The last title in this series, Arkham Knight, sees a return of Rocksteady Studios as the developer and with them the hopes that this game will bring a return to form for the IP. Indeed, at least for this review, that’s very much the case however you’d have to be living under a rock to not know about the turmoil that this title endure during its first weeks on the shelves.
Although his nemesis might be gone Batman has continued his work in Gotham City, becoming an ally of the GCPD rather than its adversary. In the year since the events of Arkham City Gotham has become a place of peace with crime rates tumbling and the populace feeling safe in their home town. However Batman’s continued spoiling of everyone’s nefarious plans has not gone unnoticed and they have all banded together with the one singular goal: to kill the batman. At the helm is Scarecrow who threatens the entire city and causes a mass evacuation, leaving the streets to be filled with criminals, looters and a sense of fear. It is up to you now, dear Batman, to rid Gotham of this disease once again but the journey may leave you losing much more than you’d ever had hoped to.
Arkham Knight is an absolutely stunning game with the graphics easily surpassing any of the previous titles in the series. This is made all the more impressive by the fact that it’s running on the Unreal 3 engine which, as of writing, was released almost 11 years ago. The trademark Gothic style is back once again with everything in Gotham having this certain retro-futuristic chic about it. Climbing to the top of any building is rewarded with a gorgeous landscape that’s just brimming with detail which only gets better upon closer inspection. There are some pretty great innovations in here too, like how rain falls on surfaces and slicks down or how the turbulent waters of Gotham’s harbours churn and crash against the walls. Going back and looking at my previous screenshots from other Batman titles Arkham Knight really is a generation ahead of its predecessors, an incredible feat considering the last title was released less than 2 years ago.
For those who’ve played any of the previous Arkham titles the core game play will be familiar, taking much the same approach as Arkham City did. You’re plopped down into a vast open world with numerous objectives, all of which are centred on one of the characters from the Batman franchise. You’re free to pick and choose from any of the objectives all of which will grant you upgrade points which you can spend to upgrade Batman’s skills, gadgets and combat moves. You will also be treated to the wonder that is the Batmobile, a nimble tank that’s got a staggering array of weaponry at its disposal, which you’ll need to make good use of if you’re to get anywhere in this game. The traditional beat ’em up combat remains intact with only a few new options added into the mix to differentiate it from its predecessors. In terms of scale it’s the biggest Batman game ever released, one that will keep even the most dedicated achievement hunter busy for a very long time.
The melee combat remains largely the same as it did in previous Arkham games with the addition of a few new gadgets and enemy types. If I’m honest it actually feels slightly weaker than previous titles as the new gadgets fail to make up for the lack of new combos or takedowns. Pulling off massive combos doesn’t seem to have the same spectacular pay off that it used which was a big driver, at least for me, to get better at landing them. There’s the inclusion of the fear takedown, which basically works as an opener to take out the most dangerous enemies first, which is cool but does take away a fair chunk of the skill required to take down massive groups of varied enemies. This, coupled with the lack of any big melee boss fights, means that whilst the essence of the combat is still there it just doesn’t have the same attraction it once did.
This is made up for entirely by the inclusion of the Batmobile, the single most fun thing that Rocksteady included in Arkham Knight. From the second you first get your hands on it the Batmobile is a cacophony of destruction, metallic car noises and oodles of weaponry that border on being ludicrously excessive. Driving around Gotham is just plain fun as you smash and crash your way through pretty much everything that gets in your way. The vehicle combat makes up for the less than stellar melee combat although after the 30th drone battle over a mine it does start to lose its lustre somewhat. However the integration of the Batmobile into almost every aspect of the game is done so well you start to wonder how they managed to build a Batman game without it. I’m not sure how canon this form of the Batmobile is however as it’s pretty much a killing machine on wheels, something which isn’t strictly in alignment with the Batman ethos. Not that that really matters, though.
The stealth sections are back again this time with even more ways for the enemies to locate you and ruin your Not Seen and Not Shot bonuses. The mechanics will be instantly familiar, finding vantage points and sneaking through grates, however for each new hazard you’re given a new way to deal with it. Much like the melee combat though it feels a little weaker than previous games, possibly because it is so similar or maybe because other elements (like the Batmobile) are just that much better. Suffice to say most of my stealth sections usually ended in me unceremoniously taking out everyone after they spotted me once and more than a few angered restarts because of that.
Due to the outrage over how unplayable Arkham Knight was I decided to hold off until the first patch was released and I’m glad I did. I experienced no performance issues at all with Arkham Knight being buttery smooth the entire time. It was not, however, a completely glitch free experience as there were numerous times where things didn’t work as expected. Chasing Firefly in the Batmobile would often result in it not being able to drive forward for some reason, requiring me to jump out and back in again (sometimes allowing him to escape). On more than one occasion the indicators that I should counter something during a cutscene simply didn’t pop up, leading to a few frustrating moments where I simply could not figure out how to get to the next section. However none of these issues are what I’d consider game breaking as I would not have invested so much time into Arkham Knight if it was as broken as everyone was making it out to be. As of writing Arkham Knight is still not for sale on Steam, something which I honestly don’t agree with after playing through it this past week.
The story serves as the conclusion to the Arkham series and, I’m glad to say, rounds out the various stories of all the main characters quite well. For those of us who’ve stuck with the Arkham series since Asylum it’s been quite a ride and to have it end so well, when so many games have done endings like this poorly, is a most welcome change. This does not mean that the Batman IP has run its course yet, indeed the upcoming Batgirl DLC is a testament to this, however the story ark of Batman and Joker is done and dusted. I’ll be interested to see if Rocksteady or another development studio will look to replicate the success of this series with other characters within the same franchise as, whilst I’m glad this chapter has come to a close, I’d very much like to explore more of this world from a different perspective.
Batman: Arkham Knight is a fitting finale to this venerable series, capturing everything that made the series great whilst amping it up to the next level with a solid story and, of course, the Batmobile. The combat and stealth retain the essence of what made the previous games great although fail to innovate much beyond that. The Batmobile makes up for this in spades, delivering gloriously dumb action as you tear through the streets of Gotham. The story finishes the major Batman and Joker arc beautifully, leaving you with a sense of closure whilst also wanting to see more of this world that Rocksteady has built up over the past 5 years. Even if you haven’t been following the series since day dot you won’t be disappointed in the experience that Batman: Arkham Knight brings as it is truly a stellar game, even in its own right.
Batman: Arkham Knight is available on PC, XboxOne and PlayStation4 right now for $59.99, $99.95 and $99.95 respectively. Game was played on the PC with a total of 16 hours playtime and 42% of the achievements unlocked.