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Review

As a pair, both Metro 2033 and Metro: Last Light were surprise hits on the last gen, both sported great graphics, lighting and sound; whilst also encouraging its stealth and survival mechanics. They also told a great tale too, provided you were a little clued up on Dmitry Glukhovsky novels on which the games were based upon. Developers 4A Games have not only re-mastered both games, but also included all previous instances of DLC alongside rejigging some of the narrative aspects too. A lot of effort has clearly been put into this package, but has it paid off?

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This isn’t going to end well…

Simply put, yes! The Metro has never looked so ambivalently bleak yet gorgeous, if you think it looked atmospheric before, you’ll still be shocked. Metro 2033, originally released in 2010, was a great, if not flawed, survival stealth game. Unfortunately, some of the problems that plagued the original still persist here too. The pacing of the game still seems a little off at points, with some sections dragging on a little too much; the enemies still have an inordinate amount of health to exasperate the stress of ammo worries; the AI can have its ‘moments’ too of course.

All of these points are quickly glazed over however, as the game immediately draws you into its thick atmosphere; not relenting until you’ve prised the controller from your sweaty paws. Venturing outside was, and still is, a nerve-racking affair. Not only is there the inherent threat of a mutant swarm attack, but also the ever present gas mask timer being a constant dilemma of either spending time scavenging for items, or sprinting for the finish, hoping what you have in reserves is enough to carry you through.

4A Games newest iteration of their engine fortunately eliminates many of the issues present in the original too. The frame rate is silky smooth without compromising the aesthetics, leaving you to pan the camera around like a developer showcasing demo, savouring the darkness before it envelops you.

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At times like this, your gas mask should be the first priority

Whilst Metro 2033 was filled with survival horror elements, Metro: Last Light instead, focused on becoming more of a horror shooter. Ditching many, standardised HUD elements increased the level of atmosphere too, yet the game took a different route to ‘2033’ in that action took precedence. For those who felt that way, 4A Games have responded by letting you choose your desired playstyle. Upon starting the game, you can opt to play it in a more survival oriented way, where stealth and ammo conservation should be taken more into account. Or, in traditional shooter fashion, there’s Spartan mode, where you get to play with your toys and not worry so much about creeping in the dark. It’s a nice choice that lets players have a little more input in deciding how they wish to play the game.

With the addition of all the DLC crammed in, (such as the insanely useful firing range) you might have accepted that alone would have been enough to sell as a package. Yet once again, 4A Games have gone the extra mile; even extending areas and adding new sections of lore to help keep interest high as you explore the beautifully dystopian wastelands.

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Metro can often be eerily pretty

Whilst Metro: Last Light was only released last year, it’s also still benefited from the next gen brush considerably. A fresh lick of paint ensures it looks as good, if not better, than several games out at the minute, all whilst maintaining a healthy 1080p on PS4.

In all, these are two games that may easily have passed you by; despite Metro 2033 showing its age slightly with some occasionally wonky facial animations and such, it’s still a fantastic package. Due to the style of play each game encourages, it’ll likely be a fresh experience too; it’s certainly a far cry from some of the modern shooters we’ve all come to know. If you failed to grab these on their first passing’s, you owe it to your PS4 to pick Metro Redux up, not only are they more accessible than before, but they’ll hopefully pave the way to a sequel.

If you are on the market for a 28” gaming monitor, Samsung have the UD590 that you might want to take a look at – and here is our review.

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The Samsung UHD monitor offers PC viewing, gaming and more with Ultra HD picture quality. A resolution 4 times higher than Full HD and an incredible 1 billion colours bring images to life with unparalleled realism. A superfast 1-millisecond response time handles even the fastest moving scenes in movies and games, and great connectivity and Game Mode mean it’s equipped for a rich gaming experience. You can do more with multi-linking features like PIP 2.0 and PBP that keep the original source resolution. Thanks to elegant minimal design, there’s nothing to distract you from amazing viewing.

Bring out the best picture quality possible for all your favourite content and make them worthy of your UHD experience. Samsung’s technology automatically detects the content’s original resolution and improves it with noise reduction and up-conversion to create clearer, sharper images. Thanks to UHD upscaling, it brings all your entertainment and other content up to a new UHD-level.

Game Mode adjusts your monitor’s settings instantly to give you an optimised gaming experience. Game Mode smartly detects the changes in scenes, enhances the colour and alters the screen’s contrast to make dark spots darker and light spots lighter so you can see all the action at all times. There is less lag thanks to a faster video response time that ensures that the picture keeps up with action.

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Final Thoughts

The first thing you notice about this monitor is that it looks great, everything about it just makes you think it’s more expensive than it is (although you may not really care). Even the monitor stand makes you think “expensive television”, which is something that Samsung are very good at!

Setting up the monitor was a very quick process and it has enough ports on it to keep most people happy. In my case, for this two minute review, I connected my Windows 8.1 desktop up via HDMI (I also tested my Mac Pro with a display port connection as well) and I was up and running in a few moments.

You may be thinking that for a 4K monitor the price tag means it’s not very good, but you would be wrong. The price is under £500 which is a lot less than other 4K monitors on the market, but it doesn’t scrimp on features or performance.

Picture quality wise I was very impressed. As its a 4K monitor, it can produce up to 1.07 billion colours and the image was very sharp and the colours looks amazing. It also has PIP (picture in picture) if you want to use that.

One thing I wasn’t especially keen on was the angles I could adjust the monitor – basically I could tilt the monitor, and that’s it. For most people that will be fine though.

In terms of gaming, to get the most out of the monitor you will need a decent graphics card, and also games that support 4K, of which there are very little at the moment, although I don’t think that will be long before that changes, and besides, even games that are not running in 4K look spectacular!

So, for a £479 price tag, the Samsung UD590 monitor is a great way to get in on 4K gaming, and even looking at pictures and watching movies make this monitor well worth the money.

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To learn more, visit the Samsung website.

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I literally had to place my Nintendo 3DS into a different room just to write this. I tend to do this with most things in my life that are extremely addictive; gadgets, toys, even cute pets if they keep giving me googly eyes whilst I’m trying to work (I love them really). Super Smash Brothers has arrived in portable form for the first time in the West and it’s insanely similar to the fast paced action known from the Wii and Game Cube versions. This is a successful dangerous combo: everything we know from Super Smash Brothers and it being playable on the move.

Why all the hype?

The Super Smash Brothers games have been utterly successful internationally over the many years dating back to its first release on the Nintendo 64 in 1999. Mascots, heroes and villains from all eras on the Nintendo thrown into battle, what more could you ask for from an all stars brawler? Fast forward to the current day and we’ve seen more 50 characters grace our screens. From retro familiar faces like Mario, Zelda and Metroid’s Samus, to the current day characters like the Villager you play in Animal Crossing and even the Wii Fit Trainer. So why all the hype? Well the games have a huge following in tournaments, it’s charm and roster goes down well with gamers of all ages and my personal preference, its accessibility for gamers at whatever skill.

Super Smash Brothers on the 3DS feels great to play as a handheld fighting game. Even though there’s less buttons to use in comparison to using the Game Cube’s controller you’ll still have full control to dominate the battlefield. This, as well as the same characters that will be in the Wii U version released soon and the fact it’s portable is the main reason why this game is spot on and pretty much the reason we’ve all been excited for it.

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The many features

There are various features in this game that’ll be favourable to different players. There’s literally a brawl mode for every occasion; Smash, for a quick battle against the A.I or other local players; Online, if you prefer to play distant friends or strangers across the globe using the 3DS’s Wi-fi; Smash Run, the new mode for collecting power-ups and facing familiar Nintendo foes before battling your rivals; as well as a host of many other game modes such as the classic Stadium challenges and the All-Star mode. I played through each and every mode before writing this review and I must say that when I tire of one mode there’s always something else that would keep me interested within the same game. This is pretty impressive as other fighting games on the market rarely offer more than a handful of additional things to do other than duking it out.

The traditional story mode that most fighting games have isn’t here however. The previous outing ‘Brawl’ on the Wii had a fantastic story where we followed the game from several fighters’ perspectives that fought and traversed across platformer stages. This is something I thought I would have missed more than I did but I certainly couldn’t ask for any more than we already have. In it’s place we have the Classic solo mode where you pick your player, choose the intensity of the matches as a wager balancing option for more prizes, follow a path which you can choose who you want to fight next and then take on the Master Hand boss. Fancy a harder challenge? Simply up the wager which boosts the difficulty, choose the paths with the most coins for harder fights which will also include Master Hand and Crazy Hand, two bosses which turns into several ghost-like incarnations including your own character with a bigger pay off if you survive.

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Mii Fighters

I’d say my favourite new feature has to be the ability to customise your fighters and the cherry on the cake being the creation of your very own Mii Fighters. Choosing your 3DS profile’s Mii you can literally have your head on a fighter’s body. With the option to choose the Brawler, Sword Fighter or Gunner fighting type for your Mii you can choose one of three moves for each of the special attack inputs. For instance I chose a Helicopter kick over an Uppercut for my brawler fighting to fit into my fighting preference. Whilst playing through the game you’ll unlock additional outfits and headwear for them to fight making your Mii Fighter more unique to you when you play locally or online.

Furthermore, the option to change your Mii fighters’ and other character’s strengths is now an option for the first time in the series. Tweaking their Attack, Defence and Speed using a combination of unlockable equipment is a fun new customisable feature. But beware; adding vast amounts of one thing lowers something else to keep a balance. So my Sword Fighter Mii might have boosted Attack and Defence but my overall Speed suffers thus making this character slower and heavier. You can do the same with the already perfectly balanced traditional fighters but you’ll find that default would always triumph for all rounder reasons.

Playing with others

Now we all know that we have more fun when we can play with other humans, well some of us anyways. And playing Super Smash Brothers couldn’t be any easier with quick navigations to find exactly what you need. If you fancy a quick game with up to 4 of your local friends you’d simply hit the Group option and either host a game or join them from the list. The same applies to the Smash Run mode, choose the group option and connect. Want to play over the internet with friends? It’s pretty much the same as before after you just connect. I have to admit that the choice to play with others as opposed to your friend did have the better game modes. As well as spectating you can choose to fight For Fun, which includes playing with items on every stage, or For Glory, which is the core battling gameplay without items, simplified stages, optional 1-on-1 fights and access to your fighting records for bragging rights.

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Everything else

The game has some other options for you to get excited about other than the main game modes. StreetPass on the 3DS will allow you to play a mini game with collected data from other players who have passed you by. You’ll collect their profile in token form and will be able to play an air hockey type game where you’ll have to knock their token off the stage by moving your piece with the analogue stick and attacking with the A button. The Wii U has its own tab for when Super Smash Brothers is release on that format so you can use the 3DS as a controller or exchange your custom fighters from the console. Trophy Rush is available as another mini game to destroy falling blocks to earn prizes which is surprisingly addictive and difficult for some less agile characters.

The Stadium is home to the returning Home-Run Contest mode, the new Target Blast equivalent and Multi-Man Smash that features 6 more variants within. What more could you ask for? Replays and Screenshot snaps are available too to capture your most epic moments to share or save to your SD card in your picture album.

Verdict

At first getting to grips with the analogue stick on the 3DS is a little strange at first especially after using the Wii’s Nunchuck stick. I found at times when I’m not concentrating on the inputs I’ve mistakenly done a Up/Diagonal direction instead of Right/Left which, for a game that requires precision and accuracy, has lost me a few games. But with practise I’ve curbed this issue and I do it less but it’ll always be there waiting for me to slip up whilst using this stick. I’ve rarely had any lag whilst playing locally or online which brings a huge smile to my face. I’d have thought other than the Smash fighting mode online there’d at least be the option to play some of the other local modes such as Smash Run, All-Star or Multi-Man modes online too which is a shame.

Other than this I must say I’ve very impressed that Super Smash fits into this handheld console. I was genuinely debating with myself whether to get it solely for the Wii U as I wanted a fast paced game that looked great and I can play with my friends online. Now I have all the above with the ability to leave my home and play on the go with the option to play locally too. This is defiantly the definition of perfection.

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I always panic whenever I have to review an RPG. I tend to think that playing it one way and talking about my experience will be completely different to how everyone else plays it and cause some kind of unrest. That, and trying to complete it in time missing out a chuck of secrets and potential side missions that I could really enjoy is another factor. Fantasy Life by Level 5 on the 3DS seemed to put all my worries and panic to rest as this is an RPG like no other that I’ve come across. I might not be the biggest connoisseur of Japanese role playing games but with this title I was eased into a world where literally I could be who I wanted to be and genuinely enjoy myself with this freedom.

Life/Careers

Ok, maybe I didn’t always want to be a Tailor when I grew up in the real world but this Life, as the game refers to as the different careers, is 1 of 12 you can play as. There’s a Paladin, Mercenary, Hunter, Magician, Miner, Woodcutter, Angler, Cook, Blacksmith, Carpenter, Alchemist and my Tailor class to choose from. My reasoning for choosing this Life was simply because I wanted to try something that wasn’t in any other game I’ve come across. We’ve had our share of fishing, cooking, hunting and tree chopping games over the years, but tailoring is just something I just had to see. And to be honest there’s an appeal to making my own attire than purchasing it that is pretty unique.

So after customising what my character looked like, from the colour of his hair to the voice he’d sounded like, my adventure begun. After meeting your companion Flutter, the talking butterfly and your mute character’s mouthpiece, you’re given free roam to explore the land of Reveria. What you’ll find is that this free roaming and optional side quests is what really implements the Life you’ve chosen. You can chop down trees as a Woodcutter, fish as an Angler and mine as a Miner. The actual meat of the main story doesn’t change to whichever class you are so it’s reassuring that you’ll still enjoy the same main quests as another player with another class would.

What is Fantasy Life?

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To sum up what the game is about wouldn’t do it any justice. Saying it’s like Animal Crossing crossed with an RPG is still an understatement. Fantasy Life is an experience that features more content and replayability that we’ve ever seen. Yes, you live in a town and can expand your living space, decorate where you live, work hard to earn some Dosh, the game’s currency, and dress up however you want but these are the simple resemblances to that said other game. What Fantasy Life does differently is allow your character to level up through completing quests and side missions through experience points. Upon gaining enough Bliss points you’re given the option to carry more items, expand your home’s storage, ride horses and even obtain pets. And this is just the tip of the iceberg. Bliss unlocks aside, your character has a separate Skill page to level up your common uses of Dashing, Sneaking, and in my case Sewing and Garment Tailoring. And to add even more depth you have a Status page which is more of your typical RPG points system where you spend earnings per level up on your traditional Strength for sword attacks, mining and woodcutting, to Dexterity for bow skills, daggers and sewing.

How I did

My first 12 hours with the game caught me off guard but not in a negative way. Given so much freedom to venture around Reveria meant that I could pick and choose whom I wanted to help in any order I wanted. After exploring the vast kingdom I went to acquire my Tailor’s licence and began to practise under the supervision of my teacher. Tailoring, like the various other crafting Life’s, required me to go out and collect recipes and partake in mini games at the workshop to create my garments. There’s a great sense of satisfaction when making something from scratch and wearing it with pride, which is pretty much a feeling that you’ll never tire of. This is what caught me off guard. I didn’t have to follow a strict linear path to progress and it pays off well.

After completing a few clothing requests and levelling up my skills I met a cat on a roof that demanded me to feed it fish as a side quest. I took a step back and thought to myself that however bizarre this game was I was actually enjoying the charm and once again Level 5 had me hooked on something other than the mechanics and story itself. It’s one thing having an immersive story with depth but every now and again I enjoy seeing something out of the ordinary, whether it be that cat or the Napdragon, another character that’s vital to the game’s story that requires your help, I’m an instant fan of quirky.

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Verdict

The story gets more adventurous the further you get into it. I explored volcanic caves whilst fighting molten lava enemies and even climbed up to the tallest summits to capture beasts to sell their bounties for a great price. This game literally gives you many options of activities and it’ll appeal to most people on various levels. The combat gets progressively better the more you obtain better equipment to wear that’ll boost your abilities. Your home will reflect you the more you add more furnishings and find colours that’ll suit you whilst being appealing for your pets too. The story will have you gripped with its charm as you, Flutter and your followers rescue, inspire and fight alongside new allies from creatures out to cause mayhem. Fantasy life is a game that’ll have you playing for an extremely long time as you’ll try out different classes and further down the like purchase more content to keep the game going even longer. And best of all you can play with other friends of yours locally or over the internet, up to 3 of you in your world, to explore and hunt with, The perfect icing on this gigantic cake. It’s hard to fault this game and Level 5 have done it again.

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The third and sadly the final map pack for Titanfall has arrived for gamers on the Xbox One. So let’s all go out with a bang as we enjoy more Titan exploding fun across 3 more battlegrounds. Whether you’re into your open and wide playgrounds for Titan and sniper heavy duals, to my personal favourite tighter built up arenas to show off your parkour abilities there’s something for everyone here. The IMC Rising DLC adds yet another 3 maps to the game’s playlist giving you more reasons to take down your opponents in a variety of ways.

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Backwater is a medium sized map that is set high into the mountains. The story mention ex-IMC pilot Barker and his fellow colonists have made a comfortable living by producing moonshine in this hidden bootlegging colony. Players will notice that the centre of the map is raised while the surrounding area is flatter, but as this is Titanfall being king of the hill doesn’t mean you’re at an advantage. With lots of shanty-like structures and buildings surrounding the based of the hill you’ll find various ways to sneak to the top as a pilot.

I particularly enjoyed playing Last Titan Standing on Backwater as players without a death wish all avoided going straight up to the hill to be exposed and resulted in tactical ground level fights surrounding it.
(A cross between the maps Smuggler’s Cove and Colony)

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Zone 18 is a map that is inside an old IMC base that’s hidden in the vast wilderness of the Dakota system. Home to the advanced IMC robotics research labs this base was my personal favourite map to play from this pack. The larger exterior with vast runabout space is home to some of the best Titan fights I’ve had, and that’s me facing them as a pilot. The rooftops have dips in them that allow you to get up high and avoid being attacked from other roofs as well as Titans on the ground. This map is large and is perfect for pilots to go toe to toe with Titans from above.

This map was great for Marked for death as nothing really beats running from other enemies across the tops of building all whilst trying to avoid the larger open ground level where Titans and only the bravest pilots will traverse across.

(A cross between the maps Nexus and Airbase)

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Sand Trap is a secretly recommisioned IMC facility which holds deep reservoirs of unrefined fuel which, to the story could be key in improving fleet and manufacturing capabilities This night time map a couple of cool areas which includes a huge open field to duke it out on and perfect for long distance sniping and several bottomless pits with the possibility to wall run across if you’re skilled enough.

Playing Capture the flag on this map was by far the most enjoyable game mode. With a variety of ways to cross from one side to the including both the dangerous open fields and the underground pits, this game mode played differently every time I played Export.
(A cross between the maps Demeter and Rise)

The IMC Rising variety pack and IMC Rising Attrition are 2 playlists you can choose to play if you fancy just playing the 3 maps on rotation. These, the DLC and the added recent update have given more to the Titanfall experience including yet another free game mode. Being the last game DLC map pack we’re to expect this could be possibly the last unless there’s more up EA’s sleeves. Over the months we’ve had a total of 9 great maps and several massive free updates that has improved the game including the Black Market, Insignias and Private lobbies. Good show, EA.

As an unfortunate by-product of the Western gaming industry churning out hit after hit, it’s becoming rarer and rarer to see newly released JRPG’s cross our paths. Fortunately at least, Bandai Namco doesn’t quite see it that way. A sequel, and yet another entry in the largely brilliant ‘Tales’ saga, Tales of Xillia 2 promises to empower you with choice during Ludger’s adventure across Elympios, can they live up to their own lofty expectations?

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Hilariously fat cat not pictured

It’s a rough start for our protagonist Ludger. Chasing his dream and following in his brothers footsteps, he gets a shot at becoming an agent of the Spirius Corporation, unfortunately Ludger fails the ’exam’ and instead we’re laden with his second career choice, becoming a chef. It’s not long however before we’re introduced to the core of our storytelling, ragtag group of archetypal misfits. An inhumanely fat cat named Rollo, a small girl who essentially shouts out in a train station that you’re an abductor, and finally some not at all innocuous guy asking for directions. This is all punctuated by a terrorist attack on the prestigious Ceremonial Train pulling into the local station where, coincidently, Ludger is about to start his first day of work as a chef.

Things inevitably escalate quickly; it’s up to Ludger and his new friend Jude to fight their way through the repetitive train carriages, in an on the rails style, battle system tutorial. Not long after being confounded with the short series of plot set-ups, one of the oddest gaming mechanics ever dreamt up rears its greedy head. Due to some pretty hefty medical bills, undertaken without our permission I might add, we find ourselves in some extortionate debt. 20 million gald’s worth of debt to be exact.

Starting out with an open mind, I was quite intrigued by the concept. Here was a video game dealing with several true to life, serious issues. Terrorism, debt, campaigners and rival corporations all participate in what should have been a mature narrative. Instead, the debt you find yourselves in is taken to a whole new level of irritation once you get past the first few hours. Due to your liabilities, there are sanctions put on your ability to travel; once you pay the required amounts, these get slowly lifted, allowing you to progress to the next area. With a bounty board full of small quests and epic enemies to vanquish, gathering gald for your next payment is fairly simple. Kill three Ribbits, grab a handful of sand from the nearby beach and find a lost cat. You get rewarded in gald and materials on top of getting to explore the surrounding areas, sounds good so far.

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Usually there are a lot more numbers on screen

The issue being that once you have over a certain amount of money, essentially someone rings you and ‘requests’ payment. At one point I was flush with over 15,000 gald after grinding some levels and completing menial tasks, only for every screen transition to have to pay an indeterminable amount to the interrupting debt fairy. Considering each area might only take 10-20 seconds of jogging from one side to the next, it was fair to say it got quite annoying after the fifth or so time it happened. I’m used to saving up a little pocket money in anticipation of the next cities worth of shops, but unless you spend every penny, you’ll be frequently harassed by your creditor. Aside from the frequency of disruptions, the episodic story progression is also hampered too, with areas locked until you pay up.

As far as the story goes, it’s the usual inter-dimensional affair, with strange happenings, pocket watches and alternate realities. Across the 50 hour campaign, you’ll come across returning characters from the previous game along with some new faces. Aside from the main plot, of which it warns you before progressing, (a great thing in a JRPG!) there are also character plots that offer insight into your companions and are often easily as enjoyable as the main story. Other distractions are also on offer such as the addictive Kitty Dispatch where you end up finding cats and sending them off to hunt for items.

The battle system has had some tweaks here and there; for the most part it’s still the combat system you know and love. Happening in real time, and with incredible depth and intricacies that won’t even be useful for the first quarter of the game, it’s a constant learning process; deciding which artes are best used in what situation is tricky enough, never mind the linking and chaining potentials. Also new to the party are Ludger’s additional weapons, the hammer and the dual pistols, both of which can be swapped out mid-combo to take advantage of enemy weaknesses. Levelling up has taken a different route too; instead of the Lilium structure, we now use the totally distinguishable Allium system. The variance being that you can now align yourself with an element to further customise which skills you learn first.

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It’s honestly never this dull in battle

Presentation is unfortunately a bit of a mixed bag; for every positive, there’s a corresponding negative. The load times between areas are incredibly fast, however the pop-in for all the ancillary NPC’s takes a noticeable while. The beautiful, cell shaded, anime look gets offset by the restrictions of the draw distance. The voice acting is fantastic, yet for some reason Ludger, the protagonist, is essentially mute, save for some clichéd grunts. The areas are all packed with enemies and treasures to seek out, yet most are reused from the previous game. The list goes on; however it’s safe to say that on the PS4 most, if not all, of the issues would be resolved.

Tales of Xillia 2 is a difficult game to rate, areas are revisited, re-tread and reused, the choice system matters little except for a few instances and the game forces an irritating mechanic on you with the incessant debt repayments. On the other hand, it raises sensitive, real world issues; it pays attention to the little things gamers like such as quick load times, responsive menus, rewarding you for having save data from the previous game and it even has a quick save, extra marks for that inclusion alone! For players new to the series, I would probably recommend you pick up the first one before trying this; if you’re a fan of the ‘Tales’ games, you’ll likely have bought it, played it and enjoyed it anyway!

Due to the mysterious absence of a flagship golf title for the PS4, HB Studios could well accomplish what many smaller studios cannot; breaking into the heavily defended sports game market. Teeing off against the big hitters directly could potentially spell disaster, yet with the fortunate break in the market, can ‘The Golf Club’ fill the void?

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How many eagles are in this screenshot?

As far as simulations go, the competition has never really fulfilled its promise. Being able to alter the ball’s trajectory mid-flight has always seemed like an unnecessary aid; the changing of clothes giving stat increases has bewildered too. That sort of thing is nowhere to be seen here, and with it, comes both benefits and drawbacks.

The gameplay itself is one of the crowning factors; despite it using the tried and tested formula of swinging the right thumbstick, it can be punishing yet rewarding. With a general lack of tutorial, you’ll find the first few games potentially frustrating; however sticking with it will yield better results eventually. Much like the real life version, practice makes perfect and you’ll (mostly) stop fluffing each and every shot. Accuracy with the right thumbstick is paramount and even a slight skew will alter your stroke. If you think that’s a little rough however, you’re in for a world of pain when it comes to putting.

Even though the generic elevation overlay is present to give you an idea of which way to angle your putt, there are no other indications of how your shot will pan out. You must manually gauge the power and finesse; yet without any feedback (other than the onscreen results) you’ll often not know exactly what you did wrong. Whilst this may put some people off, I believe it works in its favour; striving for the pursuit of perfection in golf is surely the initial draw anyway.

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It’s probably more unintuitive than it looks…

Aside from the gameplay, there are also several other greatly notable features present too, namely the highly touted course creation tools. Due to the lack of any official pre-made courses, when you’ve had your fill of the excellent selection on offer, you can try your hand at creating your own. The versatility of the creator can be quite staggering, it can let you procedurally create an all new course in just a few steps. Choosing the general backdrops, tree densities and adding exotic background paraphernalia is simple and works well for what many people will desire. But it also caters for those seeking true customisation too. Individual tiles can be altered, even if it is a little fiddly, yet it does mean that you can create whatever you fancy and share it online for others to play.

Much akin to the Autolog system in the Need for Speed games, Golf Club also incorporates similar social aspects. Updating you with small objectives and tasks helps give you something to strive for if you’re so inclined. And that’s a good job too considering the general lack of content and progression on offer.

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Good luck!

Whereas other games in the genre might have some light RPG elements to give a sense of development, The Golf Club sacrifices these in the hope that the feeling of genuinely getting better at the game will be reward enough. Similarly, as other games often incorporate a career mode of sorts, once again, Golf Club feels sorely lacking. With only three game modes on offer, you’ll generally have to make do with creating your own objectives to keep the sense of longevity alive.

In terms of presentation, The Golf Club won’t be the most jaw dropping game on your PS4, but it’s by no means a bad looking game; the Alpine backdrop in particular looks predominantly eye catching. The tiled menu system feels modern and crisp and the load times are often impressive too, a slight downer being the commentator’s occasionally uninterested demeanour.

For a digital only title, Golf Club can often be impressive, the simple yet rewardingly difficult gameplay demands mastery. The course creator and its combined social features recompense creativity, even if, great user created courses can easily be lost in the ether due to the lack of a trending system. The lack of a career mode stings almost as much as the occlusion of tutorials for the many sections that demand them too. However, for those craving a next gen golfing experience, you could worse than take a tour of The Golf Club.

Arrow shot his way into our lives back in Season 1 which aired in 2012 that took the comic fans by storm.

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DC’s comic book hero The Green Arrow had a great successful run with its dark action adventure series filled with vengeance and explosions. Now that season 2 is over and available on Blu-Ray you can relive the events from the masked vigilante’s life that introduces new foes and strengthens previous friendships. Season 1 introduced us to the hooded Arrow and the important people surrounding him including his small team, controversial family, endangered loved ones and a list of foes out to corrupt the city.

Season 2 follows the previously spoiled billionaire playboy Oliver Queen (Stephen Amell) who presumably died when his father’s boat was lost at sea and was trapped on an island which he returned from a changed man. The focus now after cleaning up the streets of Starling City is to continue stopping criminals without killing them, a promised he made to his dying best friend. Oliver must also contend with the outside forces attempting to take over Queen Consolidated all whilst dealing with characters returning who we all thought were dead. As the web of mystery deepens around the Arrow’s true identity Oliver finds himself revealing yet again his secret to protect others and take down criminals trying to destroy the city.

With the return of many actors from season 1 and introducing some more talent in season 2, Arrow features the great cast of Stephen Amell (The Flash, New Girl) as the lead vigilante; Katie Cassidy (Gossip Girl, Monte Carlo, A Nightmare on Elm Street) as Laurel Lance the attorney and former girlfriend of Oliver; David Ramsey (Blue Bloods, The Defenders, Outlaw) as John Diggle, Oliver’s partner, confidant and bodyguard; Willa Holland (Tiger Eyes, Straw Dogs, Chasing 3000) who plays Oliver’s younger sister; Paul Blackthorne (The River, CSI) playing the detective; Emily Bett Rickards (Dakota’s Summer, Romeo Killer, Bacon and Eggs) who brings Felicity Smoak to life as the IT technician at Queen Consolidated; Colton Hayes (Teen Wolf, Look, The Gates) who plays crook turned sidekick Roy Harper, and Colin Donnell (Pan Am), Oliver’s best friend.

Everything that was average from the first season is improved drastically in the second. The fact that Oliver’s training had made him come across as a character we couldn’t relate to and cold hearted through his killing is reigned in and given more heart this time round. He came across previously as a perfected killing machine leaving me speechless from the first episode and I longed for Oliver to show he was still human which came about towards the end of season one. Also the fact that the playboy carefree façade wasn’t Amell’s best work in the show, mostly due to these scenes contrasting dramatically with the Oliver we now know, I’m happy to say that both these points are vastly improved. With the Slade and Oliver flashback story from the island still continuing as the secondary parallel tale of Arrow, we get to see how this brothers in arms friendship takes a turn for the worst back in current day Starling City.

As friendships disintegrate over bloodshed Oliver makes new allegiances and expands his vigilante crew to take on new foes such a Blood’s team, a group of Slade’s subordinates that pose as the main villains for a majority of season 2. And lets not forget that Barry Allen is introduced midway through the season that’ll eventually play The Flash in his own series let alone crossovers with the Arrow show once again.

The special features from Arrow Season 2 includes; Deleted Scenes from various episodes which can be accessed separate to the episodes across the box set disks; From Vigilante to Hero which is a 25 minute documentary featuring various executive producers and cast members talking about Oliver Queen’s evolution in season one where he was a vigilante to season two where he came to embrace the idea of being a true hero for Starling City; How Did They Do That? which shows the visual effects made for the arrows; Wirework: The Impossible Moves of Arrow that show off the training and stunts within the show, and Arrow 2013 Comic-Con Panel where the cast and team talk to the audience about creating the show.

This box set is a must for any Arrow fans out there and is beautifully presented and is bursting with extra content. I have to say I’m a bigger fan of this season which has improved on many areas from the first season and I’m really excited to see where the next chapter takes us.

It’s finally time to catch the fever. Since Train Fever has a minimalist design I thought I’d just jump straight in and get started. Starting up a new game brings up the option to play two simple tutorials. The first is for setting up a simple bus route and the other for a train line. Everything went smoothly but after I’d finished both sections of the tutorial I realized I had no money left after my tracks had been automatically built using bridges and tunnels. Not too much of a problem, I merely restarted having learned my lesson and I appreciated the freedom to make mistakes but perhaps such freedom is out of place during a tutorial.

So I started my new map and set about deciding which two towns to connect. I set up my bus routes easily. Each town has a limited amount of road already laid out for you to work with. Placing a bus stop on a section of road creates a point for citizens to wait for a bus to arrive. And then you create a route using however many of these stops you want and assign a vehicle to it. The vehicle then begins work and eventually you should earn money from the route.

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There was a certain satisfaction in deciding on how many vehicles to assign for efficiency and cost effectiveness. And making an efficient route isn’t quite as simple as it first appears. Things like placing stops on the correct side of the road can make a significant difference in how long it takes for your busses to complete their route. But ultimately once a route is set up there’s very little for you to do but build new ones.

For train lines it’s a little more complicated. Not because there’s any difficulty, of course you’re route options are rather limited but that should make things easier. And it does once you’ve built the track but the building itself can be a torturous experience at times. Countless times I would drag the track tool only to see it was unavailable due to ‘Terrain alignment’. That’s all the so called help you get. There’s no indication on how to make it right and considering sometimes a bridge or tunnel will be created when needed it’s rather confusing when that doesn’t happen. So many times I found myself dragging the endpoint of my track around like a fool to try and find a valid spot with no success. I also found it frustrating that track would be cut into the scenery at times when it could just as easily have been placed on the surface level.

And creating a long length of track is even worse. To select the correct track to extend you have to have the camera fairly close. Not zoomed right in but still enough that you’re view of the map is limited. And you are unable to move the camera with track selected. So you’ll have to build it up in smaller sections, which quickly becomes a pain.

But the UI is slick even if it’s only because there isn’t much of it. There are very few elements at all and each of them has a purpose. Clicking on an element often opens up a widow in game that can be moved and closed like a window on an operating system. So Train Fever gets a very raw feel. Everything has its place and nothing is there unnecessarily or just to make things look better. Having said that I can’t help but feel this is partly because Train Fever has little more to offer.

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The level of detail is nothing short of amazing. Each coble that makes up a street feels as though someone has carefully placed it. Each citizen has a ‘thought process’ in deciding how long they are willing to wait for their transport or how far they will walk. There’s so much detail embedded in Train Fever but so much of it seems misdirected. For example it’s great that everything looks so good but I’d far rather be able to zoom out with more than around 1 frame every 5 seconds. The map is impressively huge but therefore I need to be able to scroll the map while I have the track building tool selected.

Train Fever has a lot in common with Banished. Banished had no objectives or rewards other than to survive. It was difficult and its lack of accessibility meant it was reserved for those who loved city building. Train Fever is largely the same. Once you’ve built your basic infrastructure you expand and grow. And as time passes you’re transport will become more modern. And the changes in era are impressive as your trains, busses, buildings and technologies become closer to the year 2000. Train Fever’s coverage of time is truly impressive.

But unfortunately were time in-between growth on Banished was spent balancing consumables and keeping people healthy Train Fever offers you very little. You build a new line of either busses or trains and eventually it makes money. Then when you have enough you can build another. I’m glad Train Fever doesn’t lose focus and try to be a full city builder and I love the detail and effort that’s clearly gone into it. But without resource management or people complaining about needing transport or something in between it can quickly become boring. When Banished kept me hooked by making me constantly check supply and demand, population growth and consumption Train Fever allows me to do nothing.

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There’s certainly fun to be had in Train Fever and it’s well designed at least as far as a transport manager goes. It looks great and the attention to detail is incredible. But without objectives Train Fever needs to provide us with something to do. There simply isn’t enough to keep even some hardcore fans interested for too long. On top of that the build tools can be awkward or temperamental and the optimization is far from perfect. Train Fever can be good fun for a little while but anyone other than the hardcore will struggle to find much entertainment value in it after a couple of hours. Nevertheless it’s an incredibly impressive game especially for such a small developer. With a few bits of extra content or maybe some custom scenarios Train Fever could be a great game but as it stands it’s ‘only’ good.

 

I love music and I love video games. More so when the two are combined I can’t be kept away from either of them. Whether it be using my feet to stumble gracefully across the dance mat in the living room, pretending I’m the front man of a band using my plastic guitar spinning uncontrollably on the spot, or even pressing buttons in time to the onscreen prompts and directions, the original Quick Time Events, I love them all. Growing up playing Dance, Dance, Revolution, Beatmania, Guitar Hero and Parappa the Rapper I’ve watched how these games paved the way for many spin-offs and other titles that have been inspired by such peripherals and innovative mechanics. The music genre of video games will never die as long as it keeps churning out fresh ideas. Square Enix’s latest game Thearhythm Final Fantasy Curtain Call is the second in the game’s series that does just that. So what exactly does this game do that’s different to the many out there?

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Theatre and Rhythm?

If you haven’t played the original title that came out in 2012 then the best way to describe this style of music game is that onscreen prompts and directions fly across playing field and you hit the relevant buttons in time. A piece of music is played in the background and the keys relate to notes in the song, what you’d expect from a typical music game at least. Sometimes you’ll have to press and hold down a key/button and keep it on track as the note moves up and down like a wave. Nothing too different to other games either. In fact the whole music ‘playing’ side to this game isn’t anything groundbreaking and resembles a lot of other games out there. But what this game does do that’s cool is slot the Final Fantasy franchise into its veins resulting in a game that adds almost every musical score and an adventure mode into it that will keep fans happy.

I must admit before I continue that I haven’t played much Final Fantasy in my lifetime and even though the main appeal might have been lost on me this game didn’t shut me out for not knowing my stuff. Fans of Final Fantasy will notice all 25 outings including the film Advent Children has been lovingly included into this game for you to play the music from. Across the different Music Stages game modes you can either play the battle stage where you fight foes, melody stages where you traverse the lands in less fight-like music, or even hit onscreen prompts whilst a video is played in the background from one of the games. With several difficulty settings on each song and with over 200+ tracks to chose from this mode along has hours of gameplay and nostalgia.

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Other Modes

Even though the Music Stages mode might be the backbone to this game I’m glad to have two other modes which otffer just as much, if not more replayable content. Quest Medleys is your quest mode that lets you participate in either a short, medium or a long quests. Each quest has a series of stages within which are the individual music playable parts but laid out like an adventure. You’ll have to progress through each quest keeping an eye out on your overall health bar which will go down on how bad you’re doing. This long endurance mode even has bosses to fight if you make it to the end that will reward you with collectables and unlockables. Using the Nintendo 3DS’s Play Coin feature you can even pay to fast track your way through the quests which is a pretty cool use of these coins.

The other game mode is the Verses Mode where you can fight against the AI or against human opponents locally or online. What this mode does differently to the other two is lets you play the battle stage music but allows you to send over modifiers to make the opponent struggle. These include sending faster speeds to hit the notes to, hidden notes that don’t reveal themselves until the last second and even health swapping which is always terrifying. If you don’t have internet access playing the AI is just as fun and offers a class system of difficulty to play against where you have to rank up before moving on. Playing offline still unlocks collectable cards for you just like the online mode rewards you so you’re never missing out. I played though both the AI and Online Battle modes and it offers hours of competitive gameplay that never had a dull moment. Yes, you might get to a stage where you know every note in a track but it’s not the same when you’re being thrown modifiers to make it more complex.

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Curtain Call?

Is this game for you? If you love music games whether it include loving Fantasy Fantasy or not this game could potentially have some appeal to you. When we purchase music games we don’t necessarily know all the music tracks beforehand and Curtain Call, for me, had no music I knew prior and still enjoyed what I listened to. The Final Fantasy franchise is filled with interesting and epic tracks that simulate great battle themes to even emotional melodies. Picking up a copy without being a fan will still have you hooked on these musical game scores. I also loved how they added a quest mode to give you that adventure feel even though it’s still a music game. The battle mode is by far the strongest mode that is always different whoever you play and doesn’t get repetitive. Without this mode’s fighting modifiers I would have to admit this game isn’t as in depth as it claims to be. Even with all the collectables and game modes, just playing the tracks perfectly you’ll notice that none of the in game items, booster cards, character levelling up system or abilities you can enable makes a difference. They’re only there to recharge your health or boost your chances of doing well, something made redundant if you play extremely well anyways.

I do appreciate the fact there’s a lot of Final Fantasy content which includes decades worth of protagonists to use and blends the RPG element in the quest mode but this is something truly for the fans and only they could appreciate this in its entirety. Beneath the Final Fantasy layer of quests, fighting and nostalgia Curtain Call isn’t any different to the other music games on the market and doesn’t add anything new to the genre.

Well Bungie decided not to carry over progress from the Beta. A good choice for game progression but it does mean that this is the third time I’ve climbed to level 12. And I don’t care at all. I just needed to get stuck in and explore worlds, level up and find loot with my fellow guardians.

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When you start you’ll have to choose between three classes, The Titan, The Warlock and the Hunter. They all feel completely different and they all come with an alternate class to level up once you reach level 15. Your characters race is purely cosmetic and will only be seen in The Tower (Destiny’s social hub) anyway so don’t worry too much. It’s not easy to say which class is for who but Destiny doesn’t limit you. My first character is a Hunter but I like to unload all hell into something, usually with a shotgun, and then run off and get my health back. It works well, so long as you know your limits. But the great thing is I never felt even remotely limited by my class. Apart from the fact there’s another subclass I can switch to whenever I want, I didn’t feel I had to use a sniper just because I’m a Hunter. In fact I rarely did.

Once you’ve sorted your character out a good way to start is definitely with the campaign, although in truth they’re really just missions to complete that are limited by level and not order. There’s a decent sci-fi story that leaves plenty of room for expansion down the line. The few characters you meet are only met briefly but seem like they may have a bigger part to play in the future. Progression hits the sweet spot, nothing is handed to you for free but there’s always something to look forward to. Although during my campaign experience, which I mainly played alone,  there were a couple of times when I thought the action was becoming a bit formulaic. Turn up, follow a marker, kill something, follow a marker, rinse, repeat. But that’s mainly because it’s difficult to remember that Destiny is really an MMO and is definitely not targeting the single player experience. But the campaign is so close to standing up on its own without the other features that its easy to forget.

My main gripe is that without my friends online I played alone. For those who haven’t played the Alpha or the Beta when you proceed to the start of a mission you still play in the open world. Other Guardians are going about there business but they’re not directly in your fireteam. When you cross an invisible threshold respawning becomes limited and the mission begins. At this point only your fireteam are present. So three guardians all walk into a mission alone (this isn’t a bad joke), with a public fireteam setting and play three separate missions. For a game so focused on co-op and team play this is just madness. Worse still there’s no way to see where the boundaries are and once you’ve crossed it it’s too late. I’m not saying I want a big ugly menu to come up every 10 seconds but perhaps an option that allows automatically putting similar guardians that are right next to each other and clearly on the same mission into a fireteam together would be good. The amount of times I’ve crossed that threshold alone as others do the same thing is just crazy.

However, on one occasion someone actually joined me! They must have known where the super secret line was. And we proceeded with the mission efficiently communicating silently in that way only gamers can. It was actually my penultimate mission and my friend stayed with me after the mission as I continued into Destiny’s finale. I don’t know if he/she had seen it before but we explored the areas together and completed our mission. We shared a dance and parted ways. I only wish Destiny had helped make these random encounters happen more often. It makes it easy to join a friend, or even someone with a public team but the invisible threshold makes it almost impossible to set up a fireteam with random players. (Just as a note, the PS4 doesn’t recognize people in your ‘players met’ list so don’t rely on that like I did.)

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Your environment plays a big part in playing Destiny. Knowing if you can make a jump might be the difference between life or death. Escape or landing right in the middle of a horde of very angry ‘men’. If you trap yourself it’s particularly bad news and often the AI will take advantage if it can. It likes to flank. And it doesn’t always mindlessly run into fire; although it does it a lot. If there’s only one or two enemies left alive the enemy tends to hide and make you come looking. More often than not the AI comes looking for a fight but it can be clever when it needs to be.

Which leads me nicely onto the topic of bosses. Bungie weren’t afraid of making a big aggressive sponge to soak up hundreds of rounds, crates of grenades, half a dozen rockets and still come back for more. And that’s not an exaggeration. Bosses are an actual challenge. Fights often form a pattern of shooting, dodging attacks and shooting again but they’re good fun especially with friends. Everybody likes a boss they can really get stuck into and Destiny will not disappoint.

The bosses are particularly prominent In Strike missions which form Destiny’s repeatable co-op missions. Those who played the Alpha and/or Beta will understand how tough these missions can be. And when you hit level 18 there’s another set of extra difficult missions for you. That’s my weekend sorted.

Or there’s the crucible, Destiny’s PvP offering. There’s a decent selection of game modes to keep you interested and the gameplay is exciting and fun. Apart from one mode, everybody plays with the same stats and equipment. You can select your weapons but your armour will be as effective as your opponents and your auto rifle the same power as theirs. And of course if you really want to test your skill and equipment you can play with your actual character, level and all. But so will your foes. It’s nice that it’s included but I can see this very quickly becoming reserved exclusively for the elite and people with more time than you. Time will tell. But at least the options there.

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And of course everything you do will earn you something. Your character has a Vanguard level and a Crucible level. The Vanguard represents PvE and Crucible PvP. This level acts as a reputation and at higher levels will unlock exclusive gear that you will want. Completing missions in the Crucible earns you crucible reputation and completing strike missions earns you Vanguard reputation. Each one also has a currency which is earned in the same missions, with a limit of 100 a week for each. You can get a lot done with 100 Vanguard/Crucible marks and earning that many will probably take a week anyway so that shouldn’t be a problem for anyone.

But one one the best ways to earn rep is by completing bounties. Updated every day, bounties will offer you tasty rewards for completing certain tasks. You get a large chunk of XP too, in fact completing bounties is by far one of the best ways to earn levels. Bounties play a key part in earning levels and there’s usually at least a couple you can complete no matter where you are in the game.

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And once your finished with all that and you’ve reached level 20 the game really begins. Although 20 is the cap for levelling up conventionally there are ‘light levels’ to be earned after this. By equipping various rare armours and equipment you can level up past 20. Plus there’s a simple but clever system were your XP gets converted to ‘light motes’ which act as currency for some really nice items so earning XP after reaching the cap isn’t a problem. There’s loads to do after 20 and that’s after a 40 hour playthrough to get to 20 with one of the six classes available. Destiny certainly has enough content for MMO, RPG and FPS fans alike.

Presentation is truly exceptional. Destiny is a marvel to look at and the original soundtrack is somehow both reverent and triumphant. It looks beautiful all the time. Nothing feels rushed or uncared for. Seeing is believing. And if you’ve got a good headset or sound system Destiny definitely benefits from high volume. Auto rifles are tinny and sci-fi-ey and the Heavy Machine Guns (not sure why they’re not called LMG’s) are really chunky.

In short Destiny is a marvel. It does almost everything right apart from a few minor niggles. But far more importantly it’s something new that finally pushes the increasingly stale MMO genre forward. It’s great looking, great sounding, endless fun filled with both competitive or cooperative levelling and looting. There’s more content than you could ask for and I’m quite happy doing the same things over and over in Destiny, because it’s just fun. Destiny has become legend before we even got chance.

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Diablo 3 has been out for a couple of years almost on multiple formats and finally makes it’s way over to the next generation consoles, the PlayStation 4 and Xbox One. Out originally on the PC and Mac the game has been tried and tested, perfected and tweaked over the years. Now available for next gen we have got the Ultimate Evil Edition that includes the original Diablo 3 and the Reaper of Souls expansion. Yes, this game is the same game out again with the extra content but I honestly think it was necessary. The Xbox One certainly needs as many titles, great titles, as it is. And as it’s a role playing game I dedicated a week of solid hack and slashing before writing this review.

Here’s why Diablo 3 is a necessity on next gen:

Adventure

If the idea of joining a crusade, taking up arms against hoards of enemies and fighting across mortal realms interests you then look no further. Diablo 3, if you haven’t played it already, is that game where you’d raid various dungeons and large open playing fields racking up a huge kill count before fighting mini bosses. What makes this game’s adventure so engaging is the fact you hardly ever have to repeat, back track or grind your experience points from kills in the same location for hours. Progressing forward, visiting new locations and grabbing all the loot is usually what most gamers look for which is what Diablo 3 offers. Clearing entire areas of foes, building up the biggest kill combo and finding hidden items is something too catered to for the more hardcore gamer which is also another option. Look no further for your adventure needs.

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Friends

What’s better than going on an adventure and fighting off foes? Doing all this with a friend or a bunch of them. Diablo 3 still offers local cooperative play on the same console, up to 4 players, as well as online Xbox Live play for 4 players too. For every individual friend that joins your party you will be provided with an XP boost. As fun as this is you’ll notice you would sail more easily through the game but it’s still a great perk for playing with others. The Reaper of Souls expansion adds exploration to the open world in Adventure Mode that allows you to hunt bounties on the elder evils that lurk throughout the mortal realms. What this means is that you can play the game with a target objective as opposed to the story mode, something recommended to do after completing the game for replyability.

The Ultimate Evil Edition has a cool feature which allows you to send and receive items from friends. You’re more likely to do this amongst friends rather than random people unless you’re really lucky and get gifts from people you don’t know. Nothing is welcomed more than a wonderfully crafted bit of kit, which at times, you might not be able to equip yet but it’s better than a poke in the eye. Also the more friends you have that play Diablo 3 on your format the likely you’ll come across the nemeses enemies from another friend’s game. Fighting and slaying these rewards you instantly and gives your friend a that the nemeses came from a gift which too can be shared.

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Reaper of Souls

Other than adding in the Adventure Mode the expansion the Apprentice Mode is a console exclusive feature to play with friends. Having one member of the group who should be a high level take the lead all other lower level characters will get significant boosts. Players will see their stats boosted to a level which the game thinks you’ll be able to survive on. The lead higher level character still plays a big role as if he doesn’t look after his guest apprentices they’ll most likely be worm food. This mode is mainly for playing to have the increased rate of experience, loot and gear but I personally can’t see this being the mode to play primarily.

The difficulty setting in Reaper of Souls is pretty much the only strange thing about the game. Easily resolved it’s not enough of an issue to criticise players who will start the game on the lowest setting will notice within the hour that the game becomes too easy. I was recommended to bump up the setting to the next level after every Act but ended up pushing it up twice to Expert within my first session. On the plus side the higher the difficulty the more experience points and loot you’ll acquire as a difficulty bonus which can all be altered in the game’s pause screen. If you find yourself or the group you’re playing with cutting down enemies in seconds with ease and no danger to your health bar then it’s time to up the difficulty.

Other additional goodies

I’ve always love games that come with their previous content attached to the game disk, DLC and all. Reaper of Souls is indeed the expansion that comes with the original Diablo 3 game but also an additional Act and the Crusader character. Once you get to the new Act, 5, you’ll meet Myriam the Mystic who offers you two options. You can Enchant which will change a single stat on any piece of gear for another stat of similar strength or Transmogrify your items to reskin them to look like other items. If you have also played the game on the previous console’s format you can transfer your character over through your account if connected to the internet.

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Verdict

I’ve never really played this genre of game before and I must say I was out of my comfort zone. Blizzard have created a game which has a learning curve that eases anyone at any skill level to enjoy. The fact that the Ultimate Evil Edition comes as a whole package is a bonus offering more than your average game getting your money’s worth. The fact there’s additional locked difficulty settings and the Adventure Mode available upon completion thrives with replayability. Even though the game has been tweaked with every outing for the better the difficulty setting is its only fault and can result in players blitzing through the entire game in less than half the time if not tweaked by the player. Other than that Reaper of Souls is a necessity for gamers on the Xbox One.

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