The response to South Park: The Fractured But Whole has been conflicted. Critics say the predecessor was funnier, while fans accuse the critics of failing to understand the show’s comedy. Continue reading
A quick glance at how the world and story of Watch Dogs 2 are connected; it’s all about making an impression
There was a moment playing Watch Dogs 2 when I wrestled with the god-awful handling of a tiny car and audibly questioned whether it needed to be an open-world game. The appeal of the series was originally its go-anywhere, hack-anything premise, but the apex of the latest game is its characters and off-kilter story.
All I wanted was to experience this without the drudge of getting from A to B. Continue reading
So The Division open beta has been crowned ‘the biggest beta ever for a new game brand on current generation platforms’, with 6.4 million players taking part in the glorified demo, all playing an average of 5 hours.
I was sceptical of The Division. In general, RPG MMOs aren’t my cuppa, and after really, really trying to enjoy Destiny I had little hope for Ubisoft’s attempt. No matter how much it looked like Freedom Fighters – seriously, where is Freedom Fighters 2?
Yet, I was pleasantly surprised by the beta. Firstly, the network performance was good, with no drops and matchmaking actually working unlike the Rainbow 6 beta. Secondly, the game was actually okay. Continue reading
In the last decade there has been a surge of games focussed on building and creating, rather than experiencing a prepared Hollywood influenced narrative or one long corridor of goons and explosions.
These games primarily give players a set of tools and a few basic tasks to guide the player’s creative endeavours; these tasks are often optional.
Primary examples of this are Minecraft and Little Big Planet, both of which focus on creation and a have made a lot of money.
Turns out players enjoy ‘creating’ as much as ‘experiencing’, and such games have aroused the same creative juices that Lego and Mechano have evoked in many a wannabe-architect’s life.
There are many games that embrace this with map and character creators, but this is usually a mere additional feature or means for some minor personal input rather than a pure creation agency encouraged by freedom and a set of building blocks.
The player becomes the director rather than viewer in creation games.
Games such as Little Big Planet and Minecraft are notoriously time consuming despite intuitive controls and gradual learning curve. Some gamers don’t have the time to invest in such games or they prefer a little more guidance and less overwhelming freedom.
This isn’t to say such players are less creative or committed, it just takes a certain type of gamer to create something like this.
That’s where creatively destructive games come in Continue reading
About three hours into Far Cry 4’s campaign I decided to climb some towers and reveal more of my map. This was a chore I had been avoiding since the first obligatory tower. I hopped into a buzzer – the game’s lightweight helicopter – and flew to the nearest tower which sat half way up a mountain, surrounded by lush trees.
I ditched the buzzer on an out‑of‑sight cliff a short distance from the patrolling guards, and proceeded to grapple nearer to the tower. Plan A was to throw some bait near my enemies so that a bear or snow leopard would clear out the area for me, but the game politely prompted me that no animal was interested in the bait. Plan B was to sniper my enemies from afar and stealthily pick off any stragglers. From my position I could only see one guard, so I took him out before edging closer with bow and arrow in hand.
Gotta climb ’em all
I took shelter in a nearby bush and aimed my bow’s crosshair at the unsuspecting head of a nearby guard. Before I had the chance to shoot, I heard a grunt and squeak from behind and was suddenly attacked. I turned around to see a disgruntled boar head-butting my legs. Whether it was of poor self-control or lack of forethought, I quickly ran backwards, recklessly firing arrows at the boar. Continue reading
Ivory Tower and Ubisoft Reflections are kicking off Ubisoft’s foray into current-gen racing games with The Crew, a game focused as much on social networking as it does driving.
This is a Ubisoft game, so of course it is a persistent world that requires you to unlock areas of the map by finding satellites and doing – as the game calls it – ‘more computer crap’; an obvious reference to Watch_Dogs and other Ubi games that use this mechanic, but sadly it’s still present here.