Watch here the PlayStation UK and GAME livesteam at 7.30pm GMT tonight (7th March) for an exclusive livestream with inFAMOUS Second Son creators, Sucker Punch and Actor Troy Baker as we bring you a live gameplay presentation, Q&A, competitions and more.
While you wait for tonights livesteam why not watch the new inFAMOUS Second Son – Official Live Action Trailer
I’m that guy who always knew about the Plants Vs Zombies games and never really bothered to play any of them. Knowing fully well what type of tower defence genre game it was I chose to stay clear of those types that stress me out when under pressure. I guess it’s the feeling of being rushed into making decisions whilst the enemies pile up on top of your defences as I begin to get a sweat on. As I furiously click the mouse, usually missing the target due to my palm now covered in hand sweat making the mouse slippery I make mistakes and let out a over dramatic sigh. So hearing that there was another PvZ game didn’t even trigger off any excitement. I couldn’t have been any more wrong and is perfect example for why we shouldn’t judge a book by it’s cover.
I’ll be honest with you, this game being released just under 2 weeks prior to Microsoft’s other big anticipated game Titanfall sounded like a suicide mission and I didn’t expect it to be anywhere near a fun. After playing for less that 15 minutes across 2 different game modes I ate my words and would happily say Garden Warfare is currently the best game I’ve played on the Xbox One and even pushed me to thinking that it’s a close contender compared to what I’ve played from Titanfall. Yes, it’s still a tower defence game in ways and does feature customisable characters but what exactly makes this Plants Vs Zombies game so enjoyable?
So this spinoff outing isn’t the usual: plant your flowers on the garden to the left and fend off the zombies coming to invade from the right anymore. Garden Warfare is a third person shooter which is a play on the Call of Duty: Modern Warfare title. The game revolves around 3 different game modes which are available to play all online or local co-op. ‘Garden Ops’ mode is the closest mode to the original game where you and you team get dropped off onto a map and you choose 1 of 3 bases to start at. Being Plants Vs Zombies it’s actually named a garden as opposed to base but you get the idea. This Plants-only playable mode then throws waves of Zombies at you whilst you fight them off planting turrets, or green peashooters to keep in with the theme, and healing sunflowers nearby to build up your base. Survive to wave 10 and you’d have fought off various boss zombies that require true team work to take down before being whisked away if you make it back to the pickup zone.
‘Gardens & Graveyards’ mode is similar to anyone that’s played the Rush mode in Battlefield. In this game you can play as the plants who starts with a base they have to defend against the human opponents playing the zombies. The aim is to defend that base but if it’s compromised you have to move to another base to defend as the map opens up. In total the Zombies have to destroy all 7 bases to win this mode which usually is pretty tough if you’re not a team player.
‘Team Vanquish’ is the only game mode that is probably the most relatable to most online players. Vanquish means Team Deathmatch where each side fights to 50 kills. Even though this mode doesn’t feature any bases to attackor defend it still is a fun mode to play with friends and even learn what some of the characters can do without worrying about playing the objective.
Anyone well acquainted with the game franchise will already know the various characters from this game. In the Plants side you have the Peashooter, Chomper, Sunflower and Cactus. The peashooter is your foot solider who’s quick with the ability to throw a bomb and even briefly transform into a stationary ‘Pea Gatling’ gun. The Chomper looks like a Venus fly trap and only deals in melee attacks with the ability to burrow under the surface before dealing a one hit kill attack swallowing the enemy whole. The Sunflower plays like a medic with a heal beam and can even root itself into the ground and fire the Sunbeam toasting zombies in sight. The Cactus has the more strategic role with a longer ranged weapon, deployable mines, portable ‘Tallnut Battlement’ walls for defence and a drone which you must manually fly and shoot with.
The Zombies team consists of it’s own Foot Soldier, Engineer, Scientist and All-Star characters. The Foot Solider is strapped with a rocket launcher on it’s back that allows it to rocket jump as one of the abilities as well as fire at opponents. The Engineer is armed with a disorientating Sonic grenade as well as the zombie version of the remote drone. The Scientist has a triple barrelled gun and has the unique ability to warp at short distances to confuse the enemies. He can lay down a Zombie Heal Station similar to the Sunflower’s Heal Flower drop and looks pretty cool with his customisable options. The All-Star is your heavy class that has a light machine gun-like American football launcher with the ability to charge forward sending opponents flying and can deploy a Dummy Shield to hide behind when things get heated.
Both sides have characters which you can customise the appearance of, from changing the weapon skins to adding face paint to. You can purchase more accessories, hats and other power ups through the in game Sticker Shop which will reward you with random goodies and rarer ones if you save up enough coins. Anyone that collected stickers in real life will see how fun it is filling out your profile’s sticker book. As a gamer I can see this easily becoming the micro-transaction way into this game for players that can’t be bothered to grind for the more expensive packs. Luckily, Garden Warfare allows you to face opponents at a higher skill level and still have a chance in beating them with the great balancing work they’ve put into the classes.
My love for this game comes from not expecting much and then having all my expectations met and bettered. With nods to other shooters on the current market and taking what works from such games a Gears of War’s horde mode and mixing in Battlefield’s fixed classes with slight alterations that doesn’t unbalance your loadout, what’s not to love? I can see the appeal for parents happily buying their kids this game with comic violence and not feeling guilty or worried. I can see myself returning to this game frequently to tackle the Garden Ops mode on harder difficulties for a replayable challenge. And with a Boss Mode where you can take to the skies and support your troops by dropping an airstrike, healing stations and the option even resurrect fallen team mates, a mode that has tried and failed this in other games.
Activision have revealed the pre-order bonus for The Amazing Spider-Man 2 for the PlayStation 4, PlayStation 3, Xbox One, Xbox 360 and PC. The Amazing Spider-Man 2 will arrive 2nd May get your web heads who buy the game early through GAME will receive the Web Threads Suit Pack, a DLC bundle making available four sleek, super-powered suits for Spidey’s wardrobe on launch day.
Each outfit offers unique combat bonuses throughout the adventure, as well as a great look for those front page shots in The Daily Bugle.
The Web Threads Suit Pack contains:
•The cutting-edge designed, red and gold Iron Spider Suit
•The stellar, blue and white Cosmic Spider-Man Suit
•The all-consuming Venom-like Black Suit
•The pulp-style Spider-Man Noir Suit
The Amazing Spider-Man 2 will arrive 2nd May, 2014 in the UK for the PlayStation 4, Xbox One, Xbox 360, PlayStation 3, Nintendo Wii U, Nintendo 3DS & Windows PC.
I recently had the chance to sit down with Eric Studer from Airtight Games to talk about all things Murdered Soul Suspect – and there is some new gameplay footage in there too!
Murdered: Soul Suspect is a dark, detective thriller with a supernatural twist: solving your own murder from the afterlife. Play as Ronan O’Connor, a Salem police detective with a checkered past, whose life is brought to an untimely end by a brutal killer. Trapped in a limbo world called Dusk, he is unable to find peace until he can bring his killer to justice.
Eric Studer graduated from DigiPen Institute of Technology in 2005 with a degree in video game programming. He’s been in the video game industry ever since. Working with Warner Bros. in Burbank, California as Associate Producer, Eric developed multiple video games for mobile devices including properties like Get Smart, The Dark Knight, Speed Racer, and the Looney Tunes Franchise. With WB Games in Seattle he helped ship FEAR2 and worked with the company’s shared cinematics and audio department. Eric then accepted a Cinematics Producer position at Sucker Punch Productions where he was the first producer ever hired there. Working very closely with actors, the director, motion capture technicians, and Creative Director, Eric oversaw the development of over 75 minutes of in-game cutscenes for inFamous 2. Now Eric acts as the Senior Design Producer at Airtight Games where he manages the design and writing teams, helps the technical lead heard cats, and tries to keep as much trivia about his current project in his head at the same time as possible.
So over to Eric:
Murdered: Soul Suspect will be available June 2014 for the Xbox One, Xbox 360, PlayStation 3, PlayStation 4 and PC.
To coincide with the release of the highly anticipated action-stealth game, THIEF, developed by Eidos-Montréal and published by Square Enix, Titan Books has published THE ART OF THIEF, by Paul Davies.
THIEF is reinvention of a classic franchise known to be a founding father of the stealth genre and is being developed for the next gen consoles and PC, offering higher frame rates, resolutions and many new features.
THIEF will deliver much more than what console gamers have come to expect. With the exceptional heritage, critical acclaim and tremendous sales of the THIEF franchise, fans of the series will be delighted to add this book to their collection.
THE ART OF THIEF demonstrates the stunning concept and development art from this eagerly awaited game. With the game’s reimagined Victorian period setting, THE ART OF THIEF will also appeal to steampunk and fantasy fans.
And don’t forget to check out our Thief review here.
The Art of Thief is available now in hardback, priced £29.99.
I recently had the opportunity to sit down with two of the guys from Eidos-Montréal to talk about their forthcoming game THIEF.
Time has moved on. Power has shifted. New greed replaces the old.
But to remain free in The City of chains – that is still the greatest prize.
First I stole to survive… then I survived to steal.
I am one man; I hear your secrets, see your hidden truths.
I am the shadows, the dark and deadly, the velvet night. You will not see me coming.
I am Garrett….What’s yours is mine.
There is a rising tide of fear in The City. Hatred saturates every stone and whilst the rich prosper, the less fortunate face misery and repression. Ravaged with sickness and famine, they wait for something to change.
Into this shadowy world steps Garrett, the Master Thief in a first-person adventure featuring intelligent design that allows players to take full control, with freedom to choose their path through the game’s levels and how they approach and overcome each challenge.
Garrett is entangled in the growing layers of conflict between Baron Northcrest and the oppressed masses led by Orion, the voice of the people. In a City on the brink of revolution, Garrett’s skills are all he can trust as he walks the fine line between politics and the people.
THIEF is due for release on Windows PC, PlayStation 3, PlayStation 4, Xbox 360 and Xbox One on 28th February 2014 in Europe and other PAL territories.
And don’t forget to check out our review of Thief here.
It’s not even been 24 hours since the Titanfall Beta servers were closed down since I began to write this. Already I’m feeling that emptiness I dreaded that’ll come and the 3 weeks until the release seems light years away. I’m sitting beside a window from which I’ve unintentionally found myself gazing up into the sky hoping for the sound barrier to crack and a mechanical mobile titan to crash land in the street outside. I understand that these probably sound like the words of someone that’s addicted to the latest craze, fad or dare I say it…drug. Even though it’s just a video game, Titanfall from Respawn Games set out to be different to all the other shooters available on the market and executed it well in just 2 maps featuring 5 guns, short ranged jet packs and big bots that fell from the sky. It’s pretty hard to stay away from any sort of advertising that EA have placed everywhere in all shapes, sizes and mediums. And even if you stayed clear from all this you’re bound to have a friend, colleague or family member turn to you and ask the question, “Have you pre-ordered Titanfall?”
What makes it different?
I have a dangerous addiction to multiplayer first person shooter games since I was 8 years old. My earliest online FPS experience dates back to the original Unreal Tournament on the PC back in 1999 not forgetting Quake’s multiplayer, which was my first LAN memory I ever had back in 1996. These two games looking back now were the pioneers of fast paced multiplayer action with players bounding over great distances firing rockets, strafing away from bullets at high speeds and racking up high kill counts just to hear the words, “Monster Kill”. From playing the Titanfall build at Eurogamer Expo last year and the open Beta recently, I haven’t felt this rush, this incredible speed all whilst having fun and pulling off incredible looking moves since the late 90s. It’s a strong statement to say that I probably haven’t really had a similar feeling towards a game since my first experience but until you strap on your double jumping, wall running thrusters which enables you to continuously pick up speed with every successful wall bound you’ll not know what true free running means.
Titanfall’s main selling point is indeed all about the mechs you can pilot. As awesome as they are it wouldn’t have been half as impressive if you couldn’t call them in and have them fall from outside the atmosphere crushing anyone and anything upon impact. It’s unique and is totally satisfying if you’ve managed to get a kill with it. Other than the Titans and wall running with the pilot’s personal thrusters packs you might argue and say it is just like the other market shooters out there. On various levels this is incorrect. Having AI grunts and other cannon fodder within each match dropping in groups of 3’s has the ability to keep the action continuous. You might earn less points per kill and notice they can be killed with surprising ease but taking them down makes it quicker to call in your Titan. In larger groups the AI can result in you having a harder time and shouldn’t be a disregarded threat. There’s always something you can shoot at and even for the players that consider themselves not so great at shooters, they can rack up some kills to speed up their Titan drop.
The lead up to the beta test had everyone that was interested sign up. Signing up didn’t guarantee a position amongst the lucky many to play online. Already, the panic set in and the desperation and anxiety of not getting a code to try out this year’s most anticipated online only shooter dawned upon many others and myself. The 14th of February arrived, Valentines Day to most, Titanfall beta opening day to everyone else. On this day the internet exploded having the words “Titanfall” become the most trending word on various social networking sites. eBay sales of beta codes started appearing online and multiple forums and discussion online groups ran competitions to win these codes. It became frenzied and we now knew how excited the public were for this game. “Excited” is probably a huge understatement, I witnessed people offering incredible gifts in exchange to get online. Once I got online that very same night, all Valentines festivities blown off, I began the most exciting install of my life and noticed all my online friends was online playing the beta too.
This was going to be a great week and even talked myself out of calling into work with whatever virus was contagious and believable at the time. Energy drinks on ice, various crisps laid out and a fresh pair of double AA batteries inserted into the Xbox One controller. Within the first hour you’re given a small selection of Pilot classes to choose from as well as basic Titans loadouts. Respawn have worked pretty hard and successfully created an amazing balancing system where even a level 1 player can still go toe-to-toe with a higher levelled opponent. It’s not the weapons that makes the player, it’s the way you dodge incoming rockets, wall run then drop kick a foe and even knowing when to step out of a fight to recharge your Titan’s shield.
By the second hour you’ll have learnt your favourite routes from the 2 maps. ‘Fracture’ was a large open map featuring several dishevelled buildings, grassy plains and broken roads. Great for Titans to roam freely to do their shoot, dodge, shoot dance (similar to that of Gears of War’s shotgun dance). Pilots like myself had to learn to cloak in open spaces, hang from walls awaiting to mount an unsuspecting Titan from above and rodeo them until they blow, and even take advantage of sniping. ‘Angel City’ on the other hand is a tighter, compact map set in a more up built environment filled with shops, markets and towering buildings beside a dock. Getting Titan’s to walk side by side down these narrow urban streets isn’t easy with very little room to manoeuvre. I found this map was the faster paced map out of the 2 as wall running was a necessity for traversing between buildings, out of windows and along billboards. A very shotgun and submachine gun friendly map indeed.
With the beta level cap at 14 I came across the Burn Cards feature by then, a take on the one use only perks ability. With only 3 cards that can be taken into a single match that could only be enabled whenever you spawn, burn cards have the ability to cut down Titan spawn times, give you infinite cloaking, the option to see enemies through walls briefly plus many more awesome, sometime game changing perks. By level 14 I had worked out the preference to always having the Electric Smoke equipped on my Titan instead of the Vortex Shield that suspended incoming bullets and rockets, Neo from the Matrix style, and throw them back.
The electric smoke fries nearby foot soldiers and prevents pilots from completely their rodeo on your Titan’s back which I had many a problem with and this fixed it easily. The beta offered 4 game playlists to play through, the 4th being a variety of the previous 3 on shuffle. ‘Attrition’, a cooler way of saying Team Deathmatch, is what it is. Cause mayhem and stop the opponents from escaping in the drop ship in the epilogue. ‘Domination’ is your traditional capture 3 bases and rack up the points to victory type of game mode. ‘Last Titan Standing’ features both teams of 6 starting each round, first to 4, in their Titans and the side to eliminate all the other side’s Titans wins. You could play this in several ways, one being doing it all on foot and setting your pilot to guard you as you rain hell from above with rockets or a cheeky rodeo.
I played solidly until the servers were closed to get the most out of the test and to give enough feedback. To be fair I thought the submachine gun’s range was a bit extreme for something that was supposed to as a short-range weapon. Maybe this might get tweeked. I’m just venting as I fell victim to submachine gun sniping, but then again I’m not too good at shooting. But this is me just being nitpicky and I honestly had no faults with what I played. Everything was balanced. Everything worked. Everything was enjoyable. And for the next painstaking few weeks I’ll still continue to gaze aimlessly into the sky hoping to be greeted with a falling Titan.
Thank you Respawn and EA for giving back life into this genre.
Struggling to find new titles for this generation of consoles I was pleased to try out the new Strider game on the Xbox One. Trying out this game soon became addictively playing, not taking breaks and then became an amazing nostalgic trip into old school side scrolling 2D action. Strider hasn’t been it’s own standalone game since it was out on the PlayStation back in 2000.
14 years has passed and still it uses the same formula and mechanics of classic, fun gameplay and proves how revamping a retro game can be done successfully. So what makes Strider work, how has this style survived and is it worth a position in your console’s arcade library?
Back in the heyday of coin operated arcade machines players didn’t have any issues with playing games that weren’t fun. The simplicity of goals, destroy everything in sight with colourful explosions, an awesome memorable soundtrack and unique sound effects.
Strider has always followed this and what better setting of an urban ninja scaling the futuristic metallic metropolis environments could there be? One thing that isn’t too important and isn’t appealing is the story itself. To be fair I didn’t pay too much attention to it and still had a great time playing which is a good sign that the gameplay was on point.
You’ll have to charge up your attack by holding down the strike button mixing up the action. Later on ll find yourself hammering the attacks whilst dashing through hordes of robot foes and what Capcom does to keep this from being this simple is throwing frequent t affect the pacing at all.
The further you progress the more abilities you unlock and you’ll find yourself as the player becoming stronger and more versatile against previously tough enemies. As I sliced my way through the rooftops and sewers of the game I couldn’t help but realise how unique each level was, adapting with how strong the Strider was becoming. Areas I previously cleared out became populated with new enemy types that were surprisingly relieving to see as I didn’t want to cut through the same bots over and over again.
You’ll see some of the best level mechanics come into play as you fight and traverse across antigravity stages which mixes up the gameplay as you run upside down and become mesmerised with what else could be thrown your way in such a game. And this game keeps on delivering the unknown, weird and wonderful keeping up the pacing and action from the start to completion.
The extra features include a survival mode from different unlocked levels in the campaign as well as a timed race against the clock mode where you must head through checkpoints in the fastest time. The traditional Capcom artwork for character and level design is amongst the bonus features and if you’re up for a challenge there are several difficulty settings to master. I completed the base standard game less than 6 hours and that was barely pushing the 50% completion rating which even at that is longer than your typical games on the market already.
I was pleased with how addictive this arcade title was and would happily say this style of genre hasn’t lost touch with the old school roots. Strider defiantly deserves a place in your arcade library.
GAME and PlayStation are joining forces with Square Enix to offer 100 lucky GAME Reward members and their friends the chance to win their very own VIP launch night event for upcoming title Thief, released on 28th February.
100 GAME stores throughout the UK will give fans the chance to win an exclusive lock-in launch party for themselves and three friends to be hosted on Thursday 27th February. To be in with a chance to win, gamers need to visit their local participating store or head online to its Twitter page and make their claim for why they deserve to win, using #GAMEthief100 (participating stores listed below). Entry opens from 11.00am 18th February and closes at midday on 26th February.
The best pitch will be selected by the participating stores and 100 lucky gamers will win their own private GAME lock-in as well as a sleeve signed by Nicholas Cantin (Art and Game Director) and Daniel Windfeld Schmit (Lead Level Designer). At the end of the night, the winners will also be able to purchase the much anticipated game before anyone else.
Gamers must be aged 18 or over with a pre-order of the game on their GAME Reward account to be considered. ID will be required for all attendees.
Ailsa McKnight, Marketing Director at GAME said:
“Our exclusive lock-in events give gamers the chance to come together as a community and get early, hands on access to the best titles in gaming. We’re once again partnering with the teams at Square Enix and PlayStation, this time to bring the long-awaited and hugely popular Thief to life in our biggest lock-in series to date. For one lucky gamer in each of the 100 stores taking part this really will be a money-can’t-buy experience.
“The biggest titles demand the best events – and at GAME we will always deliver for our gaming community, whether that is with incredible lock-ins, exclusive in-game content or the best midnight launches on the high street.”
The 100 Thief Stores taking part can be contacted in store or via twitter below, further details can be found on http://instore.game.co.uk/
The New Kid, his coming foretold by sacred and ancient prophecy, makes his arrival in South Park in this new, 13-minute gameplay video for South Park: The Stick of Truth.
Written and voiced by South Park creators Matt Stone and Trey Parker, South Park: The Stick of Truth is the definitive South Park experience. Arm yourself with weapons of legend to defeat underpants gnomes, hippies and other forces of evil. Discover the lost Stick of Truth and earn your place at the side of Stan, Kyle, Cartman and Kenny as their new friend. Succeed and you shall be South Park’s savior, cementing your social status in South Park Elementary. Fail, and you will forever be known… as a douchebag.
Here is the video:
South Park: The Stick of Truth will be released March 4th, and stay tuned for our preview.
TellTale Games has a great formula: get us hooked in an immersive dark story then yank the carpet from beneath us when everything gets interesting, the end of an episode, thus turning players into hungry fans desperate for their next fix. I can’t fault this. It works with great TV shows which can create community discussions about what we saw in our down time.
Episode 2 ‘Smoke and Mirrors’ continues from the cliffhanger ending and immediately ties up loose ends that we’ve waited a couple of months to resolve. Not everything is as it seems throwing our detective Bigby Wolf back into the grim and enchanting world of Fabletown as he continues his hunt for a serial killer.
Your choices indeed carry over from the previous episode with characters remembering how you treated them previously. In episode 1 I might have been a little to rough with Mr. Toad in front of his young son meaning I had to do some grovelling to little TJ to further any enquiries. You’ll come across a few more characters from fables such as Georgie Porgie who runs the Pudding and Pie club as well as a development in the shady story between Beauty and Beast.
There is a lot less action than in the previous outing which makes you focus more on actually being a detective. From forcing information out of people, if that’s your play style, to examining a crime scene successfully The Wolf Among Us has shown us what a well rounded graphic adventure game can accomplish with sharp dialogue, developed characters and the opportunity to be a bad cop.
There was a genuine feeling of disgust with myself when I was thrown some tough decisions and it seemed the only way I’d get answers was to be ruthless. But I applaud Telltale for throwing me into this dark hole where I had to forget about the real world and think what would be best for the situation. Although the story didn’t progress as much as I thought it would I’m left with some harrowing choices that’ll loom over my head until the next episode, and this wait will eventually eat me up until I can find solace in resolving this case.
The only fault I came across was the Xbox’s bookended videos that show catch up and coming soon clips being really slow. Showing us our own personalised choices in videos took several seconds in between each clip but seeing as it doesn’t affect the actual gameplay I can’t complain.
We look forward to yet another conclusion to a new cliffhanger.
After receiving a ‘Save the date’ email around Christmas time from 2K I knew perhaps this was possibly a great way to end the year: a new IP with very little information leaked along side it. Skip forward a month and the guys at Turtle Rock Studios, known for their work with Valve and team behind Left 4 Dead, had us driven to the location under all the mystery of what their new game Evolve played like exactly. After a brief presentation from the game’s
developers we were escorted to our PC builds of the pre alpha stage setup of Evolve that looked fantastic for an unfinished game as it is.
Evolve is solely a cooperative game with major emphasis in working together in a team. How? By making every available class have tools and weapons that works better with the support of your team. The goal of Evolve is to take down the monster controlled by a 5th player thus making this game a 4v1 experience.
The monster itself has its own objectives which we’ll come to later. The four Hunters are broken down into the Trapper, Assault, Medic and Support classes which one of each has to always be present for any match to be played, all equipped with jet packs for scaling tall environments and structures.
In the preview we played Griffin the Trapper was like his name suggests the guy that’ll focus on trapping the monster into locations with his deployable Mobile Arena. Within this portable dome that the monster can’t escape from, the Trapper can also use his unique Harpoon that restricts the movements of the monster that can prevent it jumping away but can be broken with a swipe of the monster’s claws. He’s also equipped with Sound Spikes for when the hunt is on and the monster is out of sight. My personal favourite class due to having the most rewarding role in each round we played.
Markov the Assault was the most relatable class from any generic shooter but this class is a necessity to Evolve. With two types of gun, a close range lightning gun and an assault rifle for medium/long range, the Assault’s role is to deal massive amounts of damage. To be fair I had the most fun with laying down his Arc Mines, luring the monster towards them and using his Personal Shield that makes you momentarily invulnerable. Although the main focus is on
dealing damage this class wasn’t as memorable and certainly the least unique.
Val the Medic was the only class that didn’t have a way of dealing damage towards the monster and is the selfless class in the game. Tasked with keeping the team alive with using her Healing Burst for close range team mates simultaneously or the Medgun for longer ranged heals used for reviving incapacitated players the Medic isn’t a class to be taken as a joke. And when she couldn’t get more awesome as it is she’s also armed with a Tranquilizer Rifle which slows and slightly weakens the monster as well as a Anti-Material Rifle which simply creates weak spots in the monster’s armour allowing team mates to cause double damage at those exact spots.
Hank the Support is perhaps the biggest team player in the entire team as he could potentially make or break a situation armed with both offensive and defensive tactical advantages. Other than his Laser Cutter firearm he’s equipped with a Shield Gun that makes whoever targeted with it invincible momentarily whether it be the Medic healing a fallen teammate whilst being attacked by the monster. He too has a cloaking device that he can use on himself and within close proximity can cloak others. And finally the Orbital Barrage air strike that rains missiles from above if you can get the monster to stay put that is.
For the preview the monster available was Goliath, think King Kong with fire breathing perks. This monster was pretty dangerous and balanced, awesome to show off at the event as it had a well-rounded approach to the level we played on. It could climb rocks, leap great distances and even sneak about without making a noise, the perfect predator. At the start of each game the monster has to choose 2 out of the 4 available moves which in Goliath’s case was Charge, which dashes forward knocking everything aside, Rock throw that is a
projectile, Fire breathing that does what it says on the tin and a leaping punch which too doesn’t need much explaining. The monster will have to eat wildlife to level up that round as known as ‘Evolving’ which unlocks the 3rd and 4th move thus creating a stronger powerhouse which you’d probably don’t want to be trapped inside a Mobile Arena with.
So even though the game is going to be advertised as a 4v1 competitive multiplayer experience the environment itself is just as hostile as the monster. Shear where we played was a living breathing jungle with a metallic factory and generator thrown into the centre. This environment featured various creatures and beasts all shapes and sizes as well as venus fly trap-like flowers that can trap other players. From dinosaur inspired carnivores to hostile
aggressive biped monsters we had to keep our whit’s focused as a few times some of us were eaten by an alligator lurking in the lake. There are birds in the environment that fly off when startled by the monster when in proximity, an indicator for knowing where to find it. Learning your environment is vital.
The goal for the hunters is to track down and kill the monster. For the monster your goal is to Evolve by eating enough wildlife, fill up your gauge, find a secluded location and transform into the next evolution two times before attacking the generator on the level we were playing or killing the trapped civilians if hunting down the hunters isn’t for you.
The monster gets a head start once the mission begins for running away from the starting location. Within the 30 seconds the monster can either sneak away which doesn’t leave trackable footprints for the hunters to find, or just all out run, jump and climb which will create an instant hunt upon the hunter’s arrival. The monster will be looking to eat wildlife, some more special with bonuses that the others which will be indicated with a star above the heads of those creatures. These Elite creatures if eaten by the monster or hunters grants a buff allowing health regeneration for example.
Evolve does have a lot of promising features that’ll only be built upon with added new characters, monsters, moves and environments and who knows what else is up Turtle Rock’s sleeves. From what I played I was blown away with a cooperative shooter that doesn’t endorse the mindless one-man army play style which other co-op games sadly doesn’t balance out as well as Evolve have. With a sense of learning survival tactics from every match we played and every game being different every time it’ll be amazing to see how the public accept a unique game like this for this generation of gaming.
Developer: Turtle Rock Studios
Genre: 4v1 Shooter
Platform: Xbox One, PlayStation 4, PC
Release Date: Autumn 2014
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