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.
Oh boy have I ever been avoiding playing this game.
It’s not because I dislike reviewing popular games or ones that have had a relentless hype cycle (I’ve played recent examples of both). No the reason I’ve been dreading playing Cuphead is because it’s part of a genre that I’m not a huge fan of: bullet hells. Whilst I long ago learnt the lesson of “focus on yourself, not the entire screen” I still don’t find them to be terribly enjoyable experiences. Coupling that with the fervour surrounding the title, both from a general hype perspective and the “git gud” crowd that popped up around it, meant that anything but a glowing review is likely to be met with criticism that I simply don’t get what Cuphead is about.
The thing is though, I do get it and, unfortunately, it’s not everything it’s cracked up to be.
Cuphead and his pal Mugman go against their elder’s best wishes and cross over the wrong side of the tracks, going to the Devil’s casino. There they proceed to embark on a wondrous winning spree, racking up stacks of dollars. It’s then that the Devil himself appears and proposes them a wager: why don’t you bet your souls on the next hand! Predictably they lose and the Devil comes to collect although the duo manages to convince him to not take their souls. Instead they’ll become the Devil’s own debt collectors, beating up those who’ve made similar wagers with the Devil but have yet to pay up. So begins your quest to beat the living daylights out of Inkwell Isle’s denizens in the hopes of saving your own soul.
Nearly all the hype surrounding Cuphead comes from the fact that it’s entirely hand animated in the styles of yesteryear. All of the animations are first done by hand using the traditional techniques and they’re then transferred to digital for colour and integration. The results are honestly quite stunning, especially given the amount of things that can be on screen at any one time. For those of us who grew up on Saturday morning cartoons the art style does bring with it a great feeling of nostalgia, even if it fades rather quickly as you dive into the game proper. Of course I couldn’t mention the art style without also mentioning the music and foley work, both of which have received as much love and attention as the visuals have. Suffice to say the vast majority of the work put into Cuphead has gone into these two aspects which means that something else had to suffer.
The chosen victim for a game built off the backs of 2 people is, as it is with many visuals-first indie games, the game mechanics. The core is a simplistic, run and gun platformer/bullet hell where you move from the left to the right of the screen, battling enemies and bosses alike. Your arsenal comprises of two weapons, a super move and a charm which provides you with a single benefit such as 1 extra HP or becoming invulnerable when you dash. About 2/3rds of the game is spent directly in boss fights without the need to make your way through a level beforehand. The remaining levels are “run and gun” ones which are closer to your traditional 2D platformer. There are different guns, upgrades and super moves for you to collect which gives you a bit of control over how Cuphead plays out for you. All in all it’s a pretty simple game which should make the decision as to whether or not it’s worth your purchase a pretty simple one.
Combat is functional although there seems to be a couple quirks about its particular implementation. For starters the hit detection doesn’t feel like it’s 100%, sometimes being either too generous or too strict (with no discernible way to tell how its going to swing). For example there’s one level, Treetop Trouble, where there’s holes in a ramp in the first section. You can actually get more than half of your character into the hole before you fall into it, something which you need to do if you want to be able to jump over them properly. The shooting, both yours and the enemies, seems largely unaffected by this thankfully but it does mean that the platforming aspects are more irritating than they’d otherwise be.
Cuphead’s combat does suffer from an informational problem though. Whilst it tells you that certain weapons are “above average” damage and so forth it’s really quite hard to tell just how relatively powerful weapons are to each other. This also applies to the supers which can sometimes help you skip a boss stage entirely or seemingly do nothing at all. Indeed some bosses almost feel like the damage you do is irrelevant, you just have to live through the section in order to progress to the next phase. Indeed every time I switched up my build I always ended up going back to the default weapon as everything either seemed to provide no benefit at all or was just straight up worse by comparison.
A lot of the difficulty in Cuphead comes from the randomisation in the experience, making it hard to simply spam a single strategy in order to progress. Indeed once you’ve managed to master one stage of a boss fight it’s likely you’ll die very quickly to the next one, necessitating another replay in order to master the next section. This means that for a typical boss fight in Cuphead, which has 3 phases, you’ll have to play it at least 3 times over. This repetition isn’t something I find particularly fun and unlike other games like Dark Souls I don’t feel like I’m getting that much better by playing it over and over again. I doesn’t help that most of the boss fights repeat many of the same mechanics over and over again, just with different visuals and/or more of the same things to make it harder. Perhaps this is my disdain for bullet hell games coming through as I couldn’t really spend more than 30 mins at a time playing the game.
Indeed it seems the data reflects my experience being similar to that of many. Most people do actually play the game, 86.5% of them defeating a boss, but after there people start to drop off rapidly. 60% will finish the first island, as I did, but only 30% will go on to finish the second one. My play time is below the median at 4.9 hours though so it seems more people stick around longer than I did. Regardless it seems that the hype may have just been that and, once people got it in their hot little hands, it wasn’t the game of the year material that many originally thought it to be.
The story is pretty run of the mill although credit where credits due for avoiding the stereotypical damsel in distress trope. It’s not like they attempt for some grand narrative or anything like that, far from it. Instead there’s only small tidbits here and there, dolled out sparingly as you pass major game milestones. There’s a missed opportunity there for each of the enemies that you battle to give a pre/post battle interview to flesh out the world a bit but with the game’s heavy focus on the visuals I doubt there was much time left over for world building. Suffice to say for those who bought this game I doubt they’ll be writing home about the story.
Cuphead is most certainly a visual and aural masterpiece, sure to evoke a strong sense of nostalgia for us gamers who lived through a time where that animation style was popular. The fact that it came out of a studio that consists of just 2 people is quite incredible, even if it took them a good 7 years to make it happen. However the core game play is nothing to write home about with its repetitive mechanics, so-so hit detection and overall lack of clear progression mechanics to keep the player engaged for long stretches of time. To be sure I’m not a fan of this particular genre and that’s tainting my view somewhat but if you, like me, aren’t a fan of this genre then you’re not going to miss much by not purchasing it. For those who bought into the hype though I’m sure they’ve got their money’s worth, especially considering Cuphead’s exceedingly modest asking price.
Cuphead is available on PC and Xbox One right now for $19.99. Game was played on the PC with a total of 3.2 hours played and 14% of the achievements unlocked.
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 sophomore release in a new game IP is always a telling experience. For the developer it means that the original release had merit, enough to warrant a sequel getting the green light. This provides them with an opportunity to hone in on what made them successful and what else they could do to improve the experience. Most critically though it sets the expectation for the overall direction of the series, showing us gamers what the developers want the game to become should it garner further future releases. For Shadow of War that direction is clear: it’s aiming to be the next big open world RPG to rival those from other veteran developers like Bioware and Bethesda. In many respects they have met this goal, delivering a game that’s several times the size of its predecessor, but that size has come at a cost.
SPOILERS FOR SHADOW OF MORDOR FOLLOW
Shadow of War takes place directly after the events of Shadow of Mordor with Celebrimbor’s memory fully restored he agrees to join with Talion to fight Sauron. Together they journey to Mt. Doom and forge a new ring of power, one that is free from Sauron’s corrupting influence. However shortly after crafting it the spider Shelob takes Celebrimbor hostage and forces Talion to hand over the newly crafted ring. Not all is lost however as she uses the ring to provide visions of the future to Talion who uses them to keep the human denizens of Mordor safe. However the ring, whilst free from Sauron’s control, still draws his eye and it’s only a matter of time before the Nazgul will come to take it away.
Just like its predecessor Shadow of War is a visually stunning game, absolutely overflowing with detail in all aspects. The aesthetic remains true to the original, retaining a muted colour palette with few flashes of colour to break things up. Whilst the opening credits of the game would have you believe it’s developed on a whole engined, dubbed Firebird, it’s still the same LithTech engine under the hood, albeit likely without the cruft required to support previous generation consoles and some improvements that 3 years worth of development typically brings. The visual fidelity didn’t come at a heavy cost either with my near 3 year old rig still able to run it at high FPS at 1080p. I’ll admit that good graphics are a shortcut to my heart and it’s great to see the series continue with the high standard that was set in the original.
On the surface Shadow of War feels familiar with the main game mechanics staying the same. The combat retains the same beat ’em up core however it’s now augmented by a whole slathering of new mechanics which add a lot more diversity to how your typical encounter plays out. The nemesis system is back again and the procedural generation system backing it now includes a whole swath of additional traits, adding a lot of variety to the Orcs that you’ll be facing. The world you’ll be playing in has also grown considerably with 5 different areas to explore, 4 of which contain keeps for you to overthrow to gain control of the region. The loot system has been significantly revamped and, much to the chagrin of everyone, now includes a microtransaction system which allows you to swap real world dollars for in game loot. Finally an online element has been added into the game, allowing you to avenge other player’s deaths and assault their keeps (both in a “friendly” way and in a ranked system). If I had to guess I’d wager that there’s about 3 to 4 times the content in Shadow of War when compared to its predecessor. Depending on how you feel about these kinds of open world games that’s either a great thing or giant red flag.
The increase in overall scale applies to the combat as well with Shadow of War really feeling like an all out war whereas Shadow of Mordor felt a lot more like isolated skirmishes. The reaction based beat ’em up core is still there however you’ll quickly find yourself dealing with many more enemies than you ever did in the original. Unfortunately the difficulty curve is mostly numbers based, throwing ever more grunts and captains at you in order to increase the challenge. The revamped nemesis system does mean that there are some ability combinations that are more deadly than others (like a top level cursed, no chance, assassin class orc that managed to kill me no less than 5 times before I could get rid of him) but once you get to level 30 or so you will have seen every combination the game has to offer. There also seems to be less tools available for dealing with large groups although I’ll admit I can’t exactly remember what made my build in the original so overpowered. Towards the end I did find a gear set that added explosions to the glaive attack, something which was an incredible amount of fun, but there wasn’t much beyond that.
Progression comes regularly both in terms of gear and skills. Unlike most RPGs where your early choices will dictate how the rest of the game unfolds for you Shadow of War’s skill trees are non-exclusive and unbound to your level. Some of the skills require campaign missions to unlock and most of the skill upgrades are level bound but, for all the base skills, there’s nothing stopping you from getting them at whatever level you chose. Considering the numerous different paths you have to get skill points (levelling, certain missions, side quests and collectables) it’s rare that you’ll ever find yourself wanting for a skill or upgrade. Indeed after about halfway through my playthrough I struggled to figure out where to spend my skill points because I already had basically everything I wanted. Of course if you want to unlock every upgrade you’re going to need all those skill points but, honestly, I don’t think there’s much point to doing so. Once you have all the base skills you’re basically as combat ready as you’ll ever be with a few key upgrade points giving you that slight extra edge should you want it.
Loot comes thick and fast but it’s tied to a RNG system that ensures getting the perfect piece for your build and/or playstyle will take some grinding to get. Pretty much every captain you defeat will drop a piece of gear and, should they have the Epic or Legendary title, a piece of gear will drop with that level. There’s some 54 pieces of legendary gear to collect and, unfortunately, they all drop at a random level that’s close to your current one. That means finding that sweet legendary early on is no where near as good finding it 10 hours later and there’s also no way to upgrade them, meaning they’re destined for the trash bin. This is, of course, part and parcel of why the microtransaction system exists, giving you a shortcut from the gear grind should you want to shell out a few bucks. There are in-game ways to earn some currency of course, the weekly challenge giving you enough to score a few chests, but the one you earn the most of can really only get you a few pieces of epic gear. The gem crafting system I pined for in Shadow of Mordor actually made it into Shadow of War and, honestly, if they had extended that to the entire loot system in some way I think it would’ve been fantastic. Instead the only way to make use of loot you don’t use anymore is to recycle it for silver which isn’t as useful as it first seems.
The grand scale of Shadow of War comes from taking the original’s ideas and copying them out about 4 times over. You now have about 5 areas to explore, 4 of which include fortresses for you to capture. So now you’ll spend a good chunk of time hunting down captains, turning them against their warchiefs and taking down fortress defences all so you can then overtake it and claim the region for yourself. The orc captains also seems to be far more aggressive in terms of when they’ll show up with the number of ambushes, blood brother revenges and other random encounters being far more frequent than I ever remember them being in the original. Indeed it got so ludicrous at one point that I had a betrayal, ambush and blood brother revenge all in one fight, pitting me against no less than 4 captains and their associated armies. I’m all for mechanics that enable emergent game play but honestly this was probably a little too much at times.
The fortress and nemesis system now extends online with you being able to take revenge on captains for killing other players and being able to attack other players fortresses with your own army. Both of these reward you with various chests and a spoils of war currency which, you guessed it, can be spent on more loot boxes. Whilst its kind of cool to see another player taking revenge for you there’s really no interaction beyond a notification. The fortress assaults are similar, only showing who was victorious. Personally it would have been nice to see something like a small movie of the player taking out the captain or the assault on your fortress as otherwise it’s just another piece of noise in the already overflowing world that is Shadow of Mordor. Of course if ranking high on a leader board is your thing then there might be a bit more in it for you with the ranked play but honestly I can’t see the attraction.
With a game of this size it’s inevitable that there’s going to be some bugs that slip through the cracks and boy, there are some doozies in Shadow of War. The physics system can get confused at times, contorting your character into all sorts of weird shapes or doing other amazing things like launching you in random directions when it can’t figure out what it should do with you. The free run system is also a little janky, at times being too aggressive in locking onto climbing points whilst at others being completely oblivious, sending you flying down to your doom. I also had numerous times when orcs voice lines would just refuse to play, the camera locked on their faces as their expression changed randomly whilst it waited on the sound file to time out. There is a watchdog timer for that thing though so whilst it appears that the game is stuck there it will eventually recover. This happened a lot during one of the scenes where you face a horde of undead orcs who, presumably, had their voices replaced with zombie like noises. These are all things that can be addressed in patches going forward so those of you who are waiting I’m sure your experience will be more polished than mine.
The story of Shadow of War is a step up from its predecessor, partially because it has a lot more room to explore the various elements it introduces. Of course thanks to the open world nature of the game the various story lines are almost wholly separate from each other which means there’s not a lot of depth to be garnered from completing them all. I was annoyed that different versions of the game seemed to include more story than the others but it seems that those campaigns are just ancillary ones, not forming part of the main story line. The retcons to the Lord of the Rings story are an odd duck to say the least, transforming some characters into different entities completely whilst also changing the main story arc in ways that only support the game’s version of the story. I’m not a die hard Lord of the Rings fan by any stretch of the imagination but the developers had to know that making such changes wouldn’t exactly be welcomed by long time fans of the IP. Still it was interesting enough, even if I didn’t have much emotional investment in any of the characters.
One main gripe I do have to level at the overall construction of Shadow of War is the final act called Shadow Wars. After spending 21 hours in the game, 7 more than I did in the original, I thought I had come to the game’s ultimate conclusion. Not so I was told, instead I would now have to do 10 siege missions to get through to the end. Considering the grind required for 1 was on the order of an hour or so I wasn’t entirely keen to spend another 10 hours going through non-story based content to see the ending. Indeed all the reviews I’ve read since then have said that the Shadow Wars grind was simply not worth it and instead I tracked down the 3 minute ending on YouTube. Let’s just say that I’m glad I didn’t waste my time on it.
Middle Earth: Shadow of War is a monster of a game, growing the scope of the original to something that’s numerous times its size. The core of what made the original good remains in Shadow of War, providing a solid base upon with Monolith has added in a truckload of more content. However much of that content is simply copy and pasted versions of the same thing, something which open world fans are likely to enjoy but those who fell in love with the original are likely to find tedious. For this reviewer I certainly enjoyed the majority of my time with Shadow of War however I can’t say that there weren’t times I wanted to shortcut the grind. That is, of course, why the microtransaction system exists but I’ll be damned if I spend money on digital items in a single player game. Overall, whilst I think Shadow of War is a successful sequel in its own right, it is weaker in comparison to the original, if only because it seeks to exploit the success of the past rather than build on it.
Middle Earth: Shadow of War is available on PC, Xbox One PlayStation 4 right now for $59.99 (base edition). Game was played on the PC with 21 hours of total playtime and 52% of the achievements unlocked.
Growing up I spent many hours playing fighting games with my brother and our friends who lived just up the road from us. We only owned a few titles, Street Fighter 2 Turbo being among them, but we’d always try our hand at others when we got the chance to rent them. Killer Instinct was one of our rental favourites, the announcer’s overacting coupled with the weird and wonderful cast kept us entertained for hours on end. I can vaguely remember Killer Instinct Gold but I think it was overshadowed heavily by Goldeneye 007 which consumed the vast amount of time I spent on that console. So of course I was intrigued when I saw it was getting a revamp although, if I’m honest, I never thought to try it until it released on Steam.
Much to my surprise the Killer Instinct you see today is actually a 4 year old game, having been released on Xbox One back in 2013. A free to play version of it was released through the Windows store last year and it was only this year when the Steam version got released. This particular version comes loaded with all the DLC that has been released over the game’s life and also adds support for Windows 7, something the Windows Store version didn’t have. At its core though Killer Instinct is still the same game it was 4 years ago, just with a bunch more characters and few game modes that tempt you to open up your wallet to appease the microtransaction gods.
As you’d expect from a game that was released so long ago the graphics are pretty far behind the mark, even by fighting game standards. Killer Instinct uses Double Helix Games’ in-house HEX engine and is the developer’s third release based on it. The game does manage to look quite good during high action scenes, the high amount of motion blur and other effects culminating in a visual spectacle that feels like what I was seeing back when I was playing the original all those years ago. It’s not all roses though as there seems to be some commands that will freeze the action for a good couple seconds. Whether my PC is to blame for this or not is a question I’ll leave up to the reader but, for comparison’s sake, I had no such issues with Tekken 7.
Reading up on the game’s history it appears that getting into Killer Instinct now means having missed out on a large section of what the game was. When I burled it up for the first time I looked for the standard “fight your way through everyone” campaign mode but none was to be found. Instead I was directed to the Shadow Lords mode which was added in sometime late last year. Looking into it further it seems like the regular campaign missions were part of previous seasons and, as far as I can see, aren’t available to play anymore. It’s a bit of shame since this is supposedly a reboot of the lore of the world, something which I didn’t pay much attention to when I played the original all those years ago.
Killer Instinct manages to feel very familiar, bringing back its trademark fighting style that no game has really attempted to replicate. The game’s simulation engine runs at 90 fps whilst capping the frame rate to 60 fps, ensuring that input lag is kept to a staggeringly low 81ms. This translates into a brutally fast pace, favouring long chain hit streaks and well timed c-c-c-combo (sorry) breakers. The entire original Killer Instinct cast makes a return along with another 18 characters, most of which haven’t featured in any other game previous. Whilst all of them have their own signature moves, power ups and special abilities the game’s construction means that, unfortunately, a lot of them start to feel very similar after a while.
You see if you want to win fights, either in the single player modes or (I assume, more on this in a tick) in multi, you’re going to want to be pulling off long combos. Whilst each character’s opener’s and combos has their advantages/disadvantages (Spinal’s, for instance, being incredibly fast but not particularly damaging) there’s just not as much variety in how the combat plays out. For the most part it goes opener -> combo -> finisher, with a breaker or two in there and maybe a shadow move to finish things off. I’m willing to admit that this view may be born out of the fact that I didn’t spend as long as I used to playing games like this and the mechanical depth might show itself more in the multi.
That, however, is where we run into another issue.
With the game now being 4 years old the player base isn’t as big as it used to be. Indeed the Steam version averages a measly 100ish players at the best of times and, even with cross-play enabled, I could not for the life of me get an online match. Part of the attraction of fighting games is seeing how you match up against others and, like I mentioned in my Tekken 7 review, without that there’s not much to keep you coming back. Sure, the Shadow Lords mode is interesting if you’re into that kind of Roguelike perpetual mission thing, but after grinding that for an hour or so it felt like I was just being pushed to buy some Ki Gold so I could actually get some progression. Had I played this game back when it initially released, either on Xbox One or on the PC, my experience may have been very different.
Killer Instinct captures the essence of what made the original great with it’s lighting fast game pace, ridiculous combos and over-acted narration. Coming in at this point, where the game has been out for nearly 4 years, however feels like coming to a party long after its started to wind down. Reading up on the game’s history shows that much of what I’m seeing now would have been fantastic when it was first released. However today, with a dwindling player base and much of the content no longer available, it feels like a shell of what it could be. Had I still my bunch of fighting game friends I could see the fun extending for a few more hours but even then, without a bustling online community, there is little more to keep you coming back. It’s a shame but, hopefully, the developers have made enough from this instalment to make another. If they do I’ll be sure to be there on launch day as I’d hate to repeat this experience again.
Killer Instinct is available on Xbox One and PC right now for $29.99. Game was played on the PC (with a controller!) with a total of 2 hours play time and 2% of the achievements unlocked.
I have to give it to those behind the Dishonored series as it really doesn’t take much from them to bring me back. I played the Knife of Dunwall expansion based on a single screenshot, the sequel simply because it’d been too long between drinks and, most recently, because of the name of the next instalment. For those familiar with the series the title “Death of the Outsider’ is an incredibly provocative one, almost begging to be played just so you can see if that title is justified. Whilst the game doesn’t bring anything particularly revolutionary or unique to the series or stealth games in general it is, for this writer at least, the best experience to be had in the Dishonored series.
Taking place shortly after the events of Dishonored 2 Death of the Outsider puts you in control of Bille “Lurk”, the right hand of The Knife of Dunwall: Daud. You awake aboard the Dreadful Wale, moored just outside of Karnaca, armed with the information that your former master is being held captive by a cult called the Eyeless. After you free him you learn that he is not long for this world and he has one last task for you: put an end to the outsider and the chaotic influence he has on the world. The plan is simple: find the knife that created him all those years ago and use it to end him. Of course things like this aren’t always as simple as they sound.
As you’d expect from a game released not a year after Dishonored 2 Death of the Outsider doesn’t bring with it massive improvements in the graphics department. The game’s big vistas and open environments are definitely its strongest point but the sheen wears off when you start to get up close and personal. This is also when the asset reuse starts to become painfully apparent with everyone have the same kind of cabinet, the same bathroom layout and a myriad of other things that are repeated ad-nauseam everywhere. Typically this wouldn’t be much of an issue as you’d be switching up scenes every mission but the majority of Death of the Outsider takes place in the same location. This issue isn’t unique to this instalment however so there won’t be much to be disappointed here for long time Dishonored fans.
Whilst Death of the Outsider retains most of the core game play aspects of the Dishonored franchise pretty much all of them have been streamlined considerably. No longer do you have the choice of what powers you get or upgrade; you get 3 and that’s it for the game. You no longer need to manage your mana closely as it regenerates back to full over time. Bone charms are still around but you can’t craft them until late in the game and the various “mechanical” upgrades are still available through the black market. Side missions are now contracts which you’ll gather off a sign outside the black market as well. There’s a grand total of 5 missions, each of which will probably take you around 2 hours (give or take) which puts it as the shortest of the stand alone Dishonored titles by a small margin.
As you’d expect everything about Death of the Outsider will familiar to those who’ve played any of the previous Dishonored titles although it is closest to Dishonored 2. Whilst you don’t have an extreme amount of flexibility in how you build your character your bone charms will dictate whether you’re a fighter or a stealth based player. I, of course, chose the stealth route for the most part although there was one contract which required me to literally kill every hostile in the level which put my stealth-first build to the test. Since there’s no levelling or chaos system to speak of the stealth/guns blazing kill/no-kill choice is largely symbolic however (save for a few achievements). The new powers aren’t different enough to set the game apart from its predecessors but, for me at least, that wasn’t really an issue.
Stealth and exploration is as good as ever, if a bit more involved than I would have liked. Instead of having a heart to squeeze and follow around (you still have one, it just lets you listen to rats instead) one of your powers is dedicated to marking things whilst your in a stopped time ghost form. No matter the mission there’s several ways to approach it, both from a physical and logistical perspective. A lot of these choices are lot more involved than I first expected too, sometimes finding what was the shortest route to finish a section only to backtrack “just to check” only to find what was essentially an entire other level. Interestingly I never found a route that required violence, instead all of them allowing a full stealth approach. Sure some of them would’ve been easier had I started killing right off the bat but I would’ve thought at least a few options would’ve forced my hand.
Some of the side missions are a bit buggy, two of which come to mind immediately. The first was one where you’re supposed to kidnap a bar tender then put him in a box somewhere. After spending far too long knocking out everyone in the bar I took my leave of it, bartender slung over my shoulder. However when I got to the area to drop him off a cutscene began playing and, I’m guessing here, in the interim I dropped him off the roof to his doom. No problem I can just load up my last save, except the game saved immediately after, obliterating my chances at a retry (without investing another hour at least). The second was the mime suicide one where, for some reason, it’d fail the mission randomly. I still had his unconscious body but it was simply not registered as the NPC I needed and the contract was failed. These are both minor glitches which can be circumvented with good old save scumming but it can be a rather frustrating thing to have to deal with multiple times over.
Maybe I’m getting older or more lenient on the Dishonored franchise as a whole but I felt that both the story and its delivery were the strongest yet. Dishonored’s voice actors typically delivered their lines flat and the story’s predictable nature didn’t help. This time around however the voice acting feels a lot better and the story, whilst still being somewhat predictable, was a lot more engrossing than I remember its predecessor’s being. Seeing as this might be the last instalment in the franchise, at least in this timeline with these characters anyway, it does feel like a fitting send off.
Should Dishonored: Death of the Outsider be the last we see of this series in its current state it will be a grand farewell, being the series’ best instalment to date. It’s not a perfect game by any stretch of the imagination, still retaining some of the issues that have plagued the series from day 1. However the streamlined game play, better story telling and overall tighter implementation (bar a few issues with some of the side missions) means that it’s much more easier to gloss over those rough edges than it ever was. Even if you haven’t played a Dishonored game before Death of the Outsider could be a great introduction into the franchise. Although if you do that know that it’s only downhill from here.
Dishonored: Death of the Outsider is available on PC, Xbox One and PlayStation 4 right now for $29.99. Game was played on the PC with a total of 10 hours playtime and 50% of the achievements unlocked.
The survival genre and I have never really gotten along. I can appreciate the challenge you can create out of just existing but for me these kinds of games just never satisfied me. The act of survival is typically one of repetitive tasks and if I wanted to do that I’d go back to playing MMORPGs. Still enough people in my gaming circle had said that The Long Dark’s story mode, Wintermute, was worth the look in, with many comparing it to Firewatch. I’ll have to strongly disagree that the experiences are comparable but, at the very least, it’s reaffirmed my aversion to this genre.
Set in the present day The Long Dark takes place after a great “geomagnetic disaster” which wiped out the power grid for many. You play as Will Mackenzie, a pilot who services many of the remote towns in the Canadian wilderness. After a brief reunion with Astrid, his ex-wife, you agree to take her to where she needs to go without asking too many questions. On the way there however you hit rough whether and your plane comes crashing down long before reaching its destination. Stranded in the isolated wilderness you have to survive and, if you can, try to find Astrid before its too late.
Aesthetically The Long Dark opts for stylized/cartoony visuals much like that of Firewatch and games from Telltale. This does mean that the visuals are relatively simple and uncluttered, something which is a blessing when you’re scrounging around for things to help you survive. Interior buildings are a bit more detailed but then it’s more clutter than anything, which can make scavenging buildings a little more challenging. Fitting in with the simple visual theme is the lack of in-game physics on a lot of things, something which I think many of us have simply grown accustomed to seeing everywhere. Back when The Long Dark was first released I’m sure this visual style would have been quite impressive however, this being 2017, they do seem a little dated. I don’t expect that to change though.
Given The Long Dark’s 3 or so years in Early Access the survival game play is quite well developed. You’ve got a number of attributes that you need to keep up including food, water, heat and sleep. At any time you could be affected by any number of conditions ranging from things like food poisoning to wolf bites to good old fashioned hypothermia. Should you not manage your attributes properly your “condition” will start to deteriorate and, should it reach zero, you will pass into the long dark. Everything you need is available in the wilderness but it won’t be easy and you’ll have to make sure that you can survive long enough so you can…keep on surviving. This is all happening whilst you’re following the story line which, for the first hour or so, serves as an extended tutorial of sorts. Past there it becomes somewhat optional, although following it does have its benefits.
Just like in real life the business of just plain surviving in The Long Dark isn’t exactly a pleasant one. You’ll find yourself doing the same basic tasks time after time just to make sure you have a fire that will last, enough food to not starve and a small stash of emergency supplies should you fall down or get attacked by wolves (or worse). It’s these kinds of activities that turn me off these kinds of survival/sandbox simulators as I’m really not interested in having to gather firewood for the hundredth time or trying haphazardly to hit a rabbit with a rock so I won’t starve. Additionally, and I’m not sure if this was a limitation of the story mode, it seemed like I didn’t have a lot of options to improve my ability to survive beyond scavenging. Certainly the crafting menu was never populated with any beyond some simple things, despite me finding all sorts of materials.
Credit where it’s due though as the game really does a great job of simulating all the various things that drastically alter your chances of surviving. It didn’t take me too long to realise that venturing out at night was a fools errand, especially if I didn’t have a torch in my hand. I learnt this after following what I thought was a road for some time, only to find out it was a path to literally no where. Trudging along the same path during the day I could see where I went wrong and it became all too clear how easy it would be to get lost in the dark in bad weather. From there on I’d often spend just as much time indoors waiting out the time so I didn’t have to expend a ton of resources just to stay alive out in the night.
The Long Dark’s story starts off well however as the time between major events starts to draw out I started to become disinterested in it. The longest part of the story arc that I played (which is Episode 1, I gather) consisted mostly of fetch quests for a NPC, something which I’m not the biggest fan of even in the MMORPG genre. This means that the main story kind of stalls at this point and the ultimate conclusion to it doesn’t feel particularly satisfying at all. Firewatch by comparison had great pacing for both the main arc and the sub-plots ensuring that you always felt like whatever you were doing was leading somewhere. The Long Dark, at least in its first 4 hours, doesn’t have that and I’m not enough of a fan of the survival genre to forget that.
The Long Dark’s time in Early Access has resulted in a well crafted game but it’s unfortunately just not for me. I can appreciate the simplistic aesthetic it’s going for, especially when it produces something as gorgeous as the screenshot above, but it is erring on the dated side now. The survival mechanics are deep, requiring a lot of effort on the part of the player to make sure your character doesn’t simply freeze to death on the first day. The story’s strong opening fades relatively quickly and, should you not enjoy survival games as a rule, there won’t be much else to carry it on past the first few hours. Overall I can appreciate the craftsmanship of The Long Dark but it’s simply not a game for the likes of me, but it could very well be for you.
The Long Dark is available on PC, Xbox One and PlayStation 4 right now for $34.99. Game was played on the PC with a total of 4 hours playtime and 10% of the achievements unlocked.