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If ‘old school’ point and click adventures are your bag, and you’ve either played or watched anything in the past 10-20 years, then Randal’s Monday may well be for you. Brought to us by Daedalic Entertainment and Nexus Game Studios, Randal’s Monday focuses on pop culture references, stabs at humour and the eternal plight of Mondays. Garfield would be proud.

Starting out easy with a select few interactive items

First things first, Randal’s a bit of a dick, he’s a titular sociopathic kleptomaniac who’s more interested in someone getting the drinks in, than supporting his friends’ upcoming marriage. After the tutorial, consisting of the game letting you wander about in a small area and talking nonsense to your mates for a bit, the story begins to unfold. And, as how every good Monday unfurls, there’s an angry landlord demanding rent at your door.

After spending some time meandering about the flat, marvelling at each and every reference up to, and including Resident Evil herbs, you’ll inevitably acquire classically unfathomable items to combine and use in traditionally ‘unique’ scenarios. Picking out what you can select and what’s just a not so subtle nod to another franchise can be initially tricky, thankfully there’s a key assigned to highlight all the potentially interactive items on screen. After missing a vital component in one of the first areas and being forced to backtrack through each and every stage in true scavenging mode, this soon becomes second nature. As ever, for those who are beyond stuck and have already ripped their hair out, there’s a hint system in place to relieve the woes. With its typical, tongue in cheek style, the game will recommend you to reconsider using the system until such a point where you’re that stuck, you’d quite happily sacrifice a kitten in order to progress. A fact the game repeatedly reminds you of before allowing you to proceed.

Look at the signpost! Look at it!! Please?

Utilising typical ‘point and click logic’ may be the joy of the game in some people’s eyes, whereas instead, it can and most likely will be, the bane for others. Incongruent puzzles require solutions that are simply not intuitive to the naked eye; no matter how well you half-solve the puzzle, finding the specific way in which the game wants you to progress can be an inevitable head shaking trauma.

On paper the game sounds fantastic, a typical point and click adventure with brilliantly cartoon-esque graphics, a swathe of pop culture references, and a smattering dab of humour. Combine this with the fairly interesting plot, even if it is all too reminiscent of Bill Murray’s Groundhog Day, and you should be onto a winner. With each subsequent ‘reset’ giving the developers opportunity to create new and interesting passes, it feels a little like a waste of potential at times. Instead of testing your cerebral lump, it instead feels quite content with setting up ridiculous and ‘wacky’ scenarios; all the while Randal throws cringe worthy insults at everyone he comes across. To say he’s crass and just plain unlikeable would honestly be a compliment.

You’ll be seeing this expression a lot throughout the game

The general artistic flair is pleasing, and will resonate with those who enjoy familiar stylised cartoons. Voice acting is also above par, with recognisable cameos that not only aren’t embarrassing, but are in fact welcome after so much of Randal’s script. The time to work your way through Randal’s Monday will be high; sinking in up to 20 hours is highly feasible. Potentially higher if you can manage not to succumb to the step by step walkthrough offered by the hint system, which of course will be fairly unlikely given the logic behind some of the puzzles.

By all extensive purposes, this isn’t one of Daedalic’s best projects; Randal’s Monday will just be a small blip on their incredibly stellar record. If you can get past Randal’s character and don’t mind the incessant illogical puzzles then, as ever, you can get a lot of fun out it. The production values alone are worth checking out and if you’re into pop culture references, you’ll have a field day reading signposts, shop names and subway stations. Basically every (non)interactive item on the game is a nod to another game; leading you to think that perhaps they could’ve spent more time making this one something to reference instead?

Just when you started saying “you call that a grind Bungie?!”. I’ve got everything I need and I’ve done all the raids and I’m totally bored with Destiny. Well if that describes you you’re in luck. The Dark Below is the first DLC for Destiny and adds quite a few new features that will, in theory, keep you coming back for more. Even if that’s primarily because all your loot is now worthless. But I’m getting ahead of myself.

The first notable feature is the new Sparrow. I know you’ve all been screaming out for it. A Sparrow that allows you to perform wicked flips. Now when you perform a jump you can roll the sparrow before it lands. It also sports a lovely flame decal that really makes it look like something aimed at kids. I really find the entire thing just so tacky. I haven’t spent as long with my guardian as some but I’ve still invested many, many hours into him and making him look cool. Guardians are serious people who mean business. They’re supposed to be defending against the darkness. A slick black and orange Sparrow with armour plating or a ram or something would fit better. Either way you get a free legendary Sparrow with some nice stats and some useless abilities. Glad I didn’t buy one from the quartermaster.

You also get some nice new crucible maps to keep murdering other guardians entertaining too. And they’re well made and fun. Two of them are brutally tight and really allow matches to become what Destiny does best with abilities being flung around and guardians jumping, blinking and floating everywhere. The other map is a horrible long range map with vehicles all over the place. Being repeatedly shot in the head without a contest is no fun and I personally hate PvP vehicle battles in Destiny. If you like sniping or using vehicles then it’s a great map.

There’s a new vanguard strike too for your PvE craving. Most of my time in Destiny is spent in strike missions with players found in matchmaking. There isn’t really much new or different with the latest strike but it feels every bit as well made and fully featured as the original strikes. It’s particularly useful given all the extra vanguard marks and reputation I’m going to need to at least have one fresh mission to keep things a little more interesting. It’s well designed and just as fun to play as the other strikes.

But a much more significant addition is the raise in the level cap for your light level. You can now make it beyond the old level cap of 30 all the way up to 32. But to do so you’re going to have to get stuck into The Dark Below’s new raid. You’re then going to have to play it extensively to get the items you want because as usual all the best gear is handed out primarily according to luck. And there’s an extra layer of difficulty if you want to reach the lofty heights of level 32. All that gear you finally got from grinding the raid over and over will need levelling up before you get all that lovely light. But you can forget about using those ascendant shards and energies you’ve found. You’ll need ‘radiant’ materials that can only be found in the raid.

So that’s all well and good for the hardcore among us but what about those who don’t have a dedicated raid team waiting for hour after hour of high level Destiny action? Well actually there’s loads for you. I’ve spent a lot of time on Destiny but I still prefer matchmaking. I don’t have a huge amount of online friends and certainly not enough to effectively organize a raid. So I’ve been content with vanguard strikes to get my fill of Destiny.

Well your local neighbourhood vanguard merchant has just what you need. They just so happen to have a new set of armour available that, when upgraded, will get you to level 31. Sure you’ll have to wait for the irritating weekly limit on vanguard, or crucible, marks but other than that you can guarantee your way to 31 and use your ‘standard’ ascendant materials to upgrade them. It’s not about an enormous grind anymore so much as it’s about re-grinding and doing the same things to get very slightly better equipment.

Everything about the latest update to Destiny make me feel like I’ve been wasting my time. Raising the level is one thing but replacing the items that I bought for items that are just plain better for the same cost is punishing me for owning the game earlier than some players. All the ascendant shards I’ve used on armour are now almost completely worthless as I’ll need to replace my armour. So a new player, that hasn’t bought a season pass (you can get to level 31 without owning The Dark Below), can easily be a higher level than someone who played Destiny for days on end and just hasn’t played for a week or two. That seems a little backwards to me.

Everything about Destiny’s latest update devalues everything that you previously earned. It opens up options for more grinding and gives me a good excuse to play some more Destiny, which is never a bad thing, but there really isn’t much value in The Dark Below. The bike is a cheesy gimmick at best and since I’m not ever likely to be able to complete a raid The Dark Below only offers me a few campaign missions that while not bad, don’t make me feel like I got a good deal and some crucible maps.

As with a lot of Destiny Content the raid players get exclusive access to content and everyone else gets nothing. It’s one thing to keep rewards for the hardcore but to exclude others is just unfair. So I get punished for not having enough friends interested in raids. But somehow Destiny manages to make raid players feel robbed at the same time by providing ‘nearly as good stuff’ easily at vendors; and even worse they’re available without paying. This expansion does nothing but alienate and punish those who are dedicated. If you haven’t got much loot and don’t pay for the DLC you’re in the winners group. Everyone else seems to lose in some way.

Tiny Troopers is simple in premise. It’s a top down thumbstick shooter that offers a decent bit of casual action. There is no other way to describe Tiny Troopers other than casual. Not that it’s expected, or even necessary, in this arena but there isn’t going to be plot or characters that shock you or even keep you interested. Tiny Troopers is inevitably therefore at its best when you just want to get on a game for a bit and have some uncomplicated fun.

Playing the console version tutorial makes it very apparent that this game was not designed for a pad. Everything takes an effort to control and nothing seems to be were you expect it to be. Opening the menu to order in supplies is a nightmare. It seemed every button I was pressing was wrong at first. It’s nothing that can’t be learned but going against the conventions of every other game ever made really doesn’t help for a fluid experience.

Even targeting is awkward. Firing a rocket for the first time will produce results that no one could predict. There is a sort of hideous lock on to shooting that makes everything feel overly rigid. Don’t expect to be satisfyingly running around while accurately snapping from enemy to enemy using both thumbsticks together in the dance that makes these games so satisfying. Tiny Troopers feels much more like a case of move over there. Open the menu. Press a button. Shoot. And repeat. There’s no fluidity or satisfaction at all as you run around destroying everything.


Rather out of place is the, almost, persistent death and ironman-like saves. There’s no retrying if one of your little guys gets killed in the field. The only option left for you will be to revive him using one of your valuable Medals that can be found in various quantities on each level. It’s actually a nice way to handle persistent death and keep the threat of losing a soldier but still giving you a chance to revive them. Having a limited amount of medals, and therefore revives, available is a great way to handle persistent death.

Unfortunately exploring Tiny Trooper’s dull maps is not particularly great fun. There’s not much to look at and what little there is isn’t really good looking. In fact most of Tiny Troopers isn’t great to look at. Low quality textures and bland coloured blocks make up Tiny Troopers’ maps and provide nothing more than a functional environment. The Troopers themselves don’t look great either and animations and movement are as rigid as the control system.

There are absolutely tons of collectables and more than enough missions to complete. But this game does not belong on a console. Maybe with touch screen controls and a smaller screen Tiny Troopers would be a great casual distraction but for a PS4 it’s too difficult to look past the low grade visuals and incredibly poor control system to enjoy it. Even the basic visuals wouldn’t be so bad but the controls really need work, they make everything you do take far too much effort. Tiny Troopers: Joint Ops is a nice distraction for a very short time but after an hour or two the giant cracks become unavoidably large.


The problem that faces most MMO’s is trying to do everything well all at the same time. For a racing MMO that means an absolute bucket full of missions and races but not really much else. So long as we can play easily with other people. Although it would be nice to have a decent character and some plot in a racer for a change.


Well The Crew isn’t going to deliver on plot and character. Your first task will be to recklessly speed across open fields to make the cops lives more interesting. But your late for the big race, as your friends keep reminding you. You’re just such a rebel that you don’t care. And that’s just about as deep as the characters get. Your a street racing criminal, something bad happens to your brother, you get blamed and end up working with the FBI to get out early. Just about every character is as two-dimensional as possible. The voice acting doesn’t help either and ranges from cheesy to hilariously cheesy. After as little as an hour or two I had become totally disinterested with the plot and decided to ignore it entirely. There’s not much to miss.

What’s far more distracting early game is the unbelievable amount of information contained in the tables post race. It doesn’t take long to fully understand all the info but most of it is just unnecessary. There’s a base score plus some other number added to it and then the threshold and…you get bored and stop looking at it. I need to know my score, my exp and my cash. I need to know if I got bronze silver or gold and what prize I won, if any. I can’t believe the only way to get this information across is to have two results pages after every race. A concise and clean results chart would’ve gone a long way to making The Crew less cluttered.

The map is overly cluttered too although it’s partially because there’s so much to do. There are a fair selection of tasks, some standard races, checkpoint races, takedown missions, escaping from the cops and more. It would be useful to zoom the camera on more than 3 levels especially considering the map size. It is huge. I don’t know when I’ve seen a map so big in any game before. It’s not particularly dense but there’s a lot of road to race on in The Crew. Getting across the map by car will take a noticeable amount of time but luckily there are trains and planes you can pay for to fast travel somewhere you haven’t visited yet. Other than that fast travelling is quick and easy.

New parts can be acquire by completing mini challenges. As you drive around you can go through a checkpoint to start one and you might have to drive as fast as possible without going off the track or race through increasingly small ‘goal posts’. They’re quick and quite challenging so you’re never short of some way to acquire new parts for your rides. But because you level up quite frequently parts quickly become redundant so you find the constant need to repeat the same tasks just to keep up with the XP those tasks give you. It feels progressive but in reality there are just so many upgrades that they become devalued. And finding missions is an absolute pain. If you want some higher levelled tires, for example, you’ll have to flick around the map and look through 10’s of objectives to find the right one. A simple filter to select which upgrade you were looking for would have done. There are filters for other things but not the one you actually care about. It doesn’t seem like a difficult feature to include and its omission makes life more difficult than it needs to be.


Handling isn’t quite an all out arcade affair but sliding around corners isn’t going to ruin your race. It makes sure you’re always having fun but doesn’t have the finesse or accuracy to reward those who race ‘properly’. The rubber banding AI is extremely obvious too. Whenever you do have an accident and end up at the back of the pack you’ll soon recover and find yourself back in first within 10 seconds or so. Only to then constantly race against second place as he snaps back. It’s so difficult to get a lead that the only part of any race that matters is the end. Often the rest of the race is a waste of time. Inevitably on one occasion I had lead a 30 minute race only to go off track on the final straight and lose completely. I didn’t even get a consolation prize so 30 minutes wasted because I made a mistake at the end rather than at any other point.

Sadly ‘never race alone’ doesn’t work quite as well as it should. Or more specifically it doesn’t work as often as it should. On a handful of occasions me and someone else quickly got into a crew just because we played a mission together. We then remained together and completed plenty of missions until we finally parted ways. That random co-op is were The Crew really comes to life. There are decent competitive co-op objectives and joining a crew and playing together worked seamlessly.

But more often than not you’ll be playing alone. When starting a mission you can send a request to other players to join you. But ultimately they’re better off playing alone. And so are you. There’s really very little incentive to play with others besides the fun. And that apparently isn’t enough to get people to join you. Time after time my requests were unanswered and I just played alone. For a game with the tag line ‘never play alone’ you rarely get chance to play with anyone else.


And that’s The Crew’s biggest problem. It’s just a massive racing game with a huge map. And the scale of that map is undoubtedly impressive but there isn’t nearly as much variation to the races as there is quantity. The co-op is by far The Crew’s biggest asset but you rarely get chance to see it. There are plenty of cars and upgrades to unlock but the missions become repetitive before too long. And premium currency in a full priced game again Ubisoft? It’s a disturbing vision of the future if this marketing ‘tactic’ catches on.

The Crew is an ambitious MMO with unrivalled scale and great co-op play. But the poor looks, repetitive missions, two-dimensional characters and narrative are far too much for the occasional co-op to make up for. I still had a lot of fun on The Crew, but I had it alone and lost interest far quicker than I wanted to.


It’s not too often nowadays that you’d stumble across what you might call an ‘educational’ game. If you’re a little tired of the modern military simulators, and fancy a little more insight in your gaming, then it might well be worth paying a visit to Kisima Inŋitchuŋa (Never Alone). From Upper One Games and E-Line Media, Never Alone hopes to build around the Alaskan community’s values and mythologies in bringing something a little different to the table.

Get used to seeing the blizzards

Focusing on the Iñupiaq, the native, indigenous people of Alaska and their stories, Never Alone sees you in control of Nuna and her fox companion. Drawing heavy inspiration from the Alaskan tales, you’ll not only bear witness to adaptations of the stories, but also have some good old fashioned puzzle/platforming fun along the way too.

After a distressing encounter with a polar bear, you’re soon teamed up with your spiritual fox companion in an effort to make it back to your village in one piece. As the start of any involving game dictates however, all is not well upon your return. With the village destroyed by some unknown entity, it’s now your task to discover the true nature of the devastation.

A strangely serene setting

As with any 2D platformer, there’ll be small puzzles to scratch your head over on your journey; this is where the arctic fox comes into play. Available to play in either coop or singleplayer, you’ll need cooperation and timing to succeed in your obstacles. Not only does the fox possess a smaller frame for access into smaller passageways, but can also scrabble and clamber up sheer ledges. And as far as his spiritual side goes, he’s got a few tricks up his fur collar there too. Namely involving being able to ‘see’ helpful spirits that can help guide you along your path, alongside acting as platforms for progression. Nuna on the other hand, can use her comparable strength to move boxes and later on, help access new areas with her acquired bola, even with its slightly awkward aiming system.

Amongst the many jumping sections and dabbling of puzzles you’ll come across, there are also a few ‘boss’ sections to contend with too. Mainly involving some sharpish reactions and accurate platforming, you’ll undoubtedly have to work with your partner to see the other side of them.

Taking place across eight chapters and featuring stories of the Blizzard Man, the Little People and the Rolling Heads amongst many others, it’ll take a solid afternoon to work your way through. It’s the (gratefully) easy to unlock, real time footage of Alaskan tales that stick with you the longest however. Stumbling upon a lone, mysterious owl will unlock a cultural video, immediately available to watch via a dab of the touchpad. Featuring genuine Alaskan folk, these cutaways give an insightful guise to the natives and their stories. Some may feature harrowing tales of being stranded on a floating slab of ice with little hope of escape, whereas others will focus on their proud heritage and memories of their childhoods.

He’s not as intimidating as he looks…

The story, as a whole, should be praised for sticking with its native roots. Each chapter offers a new danger and is presented excellently by both real time scenes and artistic representations resembling ancient artwork from the region. The graphics retain a soft and gentle appearance that’s often offset by the forceful arctic weather to create a simple yet immersive atmosphere whilst the unobtrusive music sets the tone without forcing your attention.

Whilst the gameplay of the game itself is arguably its weakest point with some solid, if not a little predictable platforming and puzzles, everything else shines. The bonus cultural insights, the soft art style and the understated music alone, remain key reasons for you to play Never Alone.

All too often pool games have a habit of not quite striking a balance between you being able to win every game in a single turn or your opponent winning every game in a single turn. Well pure pool has a simple but effective way of making sure you don’t have to be a professional pool player to play but still not let you win without challenge.

Pure Pool_1

So you get showing were the cue ball will go and then where that will leave the ball you hit. When this happens there’s not a huge chance of you missing unless you make a mistake, which is unlikely. But were pure pool kept me interested was when you hit a sharp angle or take a shot from long range. When this happens the markers begin to fade and make it difficult to see exactly what you’re going to hit. There’s just enough for you to take a decent shot but you’re not able to take perfect shots across the table every shot. Not only does this add a challenge and skill to Pure Pool but Its also so rewarding when you get a good shot and the game isn’t there to jump in and take the credit with its training wheel UI.

There’s not a whole load of excitement that can be injected into a pool game as far as graphics are concerned. But the tables, balls and cues are well detailed. The backgrounds look nice but spend their time our of focus which is either not to be distracting or because they’re low fidelity. Considering the amount of time you’ll spend looking at them they do their job just right. It looks pretty and saves power for the important things. Everything is smooth and the UI is as minimalist as possible. It doesn’t intrude and it always feels like it was made to help rather than hinder you.

The main menu is as minimalist as possible too. There’s very little for you to do before you get in and play. There’s a few different game modes to play around with but Pure Pool has one priority and that’s to get you into the game and playing pool. It’s a simple process but it’s one that a lot of games miss (*cough* EA Sports menus *cough*). I just want to play pool and Pure Pool just gets it done.

Pure Pool_2

Pure Pool is great fun and it does what it says on the tin without any fuss or flash. It looks nice, the UI is exactly what you need and there’s plenty of difficulty should you want it. Or you can always go online. And because long shots aren’t just as easy as short ones there’s actually a point to things like were the cue ball ends up after a shot. It’s great fun and a welcome change of pace from the racing and killing.


In general people aren’t keen on games released on a yearly basis. It often ensures a franchise becomes stale and repetitive. Throwing creativity and solid design out the window in favour of just getting more games on shelves and ultimately more incoming cash. At least that’s how it comes across to fans sometimes. Well Ubisoft have gone one step further and rather than releasing a multi-format title have released 2 Assassin’s Creed titles for this iteration of the historical epic.


There should, however, be some advantages to a non multi-format release and I often even resent them as often it feels they hold back generations. In theory those playing PS4 and Xbox One versions can rest assured that those versions will work optimally on next gen hardware because they’re only available on those native platforms. Oh wait a sec. The atrocious frame rates that you find on at least the PS4 version of Unity don’t end there?

Rogue basically doesn’t work at points. Frame rate drops are not rare and you will notice. It seems spectacular to me that Ubisoft not only makes two games that don’t require multi-format porting and the issues that brings but also managed to ensure that both have appalling frame rates. You might let Rogue off if it were a port, which I’m glad it isn’t, but it’s not. It looks ok but there’s nothing in Rogue that will excite anyone – especially those who’ve played previous titles, and Black Flag in particular.


Rogue is almost a follow up to Black Flag and shares many similarities with the pirating adventures of Edward Kenway. This time you take to the seas as Shay Patrick Cormac. He’s no Kenway but there is a decent depth to his character and the story that surrounds him is easily good enough to carry the game. Although it is shorter than most AC outings which is disappointing. Shay provides a nice alternate perspective into AC and attempts to show us the Assassins vs Templar story from a different point of view. It works up to a point but essentially the game plays the same and Shay’s story ultimately adds little depth to Assassin’s Creed on the whole. And while there’s some out of Animus stuff to do it’s still an area that I fell is greatly lacking in the franchise. I appreciate that I’m in a minority on that one but I enjoyed the sequences from the present. I thought AC2 and even AC3 had great present day sequences personally but Ubisoft have moved in another direction. I suppose a decent meta-story doesn’t fit well with yearly releases.

Other than the main story the usual assassin’s distractions present themselves. And just like with Unity there’s so much to do it’s almost overwhelming. There are a few new features but most are the core distractions we’re all accustomed to. Shay’s allegiances offer up a few changes too but not enough to really change the game. Many of the tasks offer nothing more than hour after hour of mindlessly playing what is basically the same objective. It’s all too easy to just ignore them and not bother. Rewards are limited so most things will be just for the completionists. Even then there are so many collectables it just becomes a chore.

Naval combat makes a reasonably welcome return. But once again it’s something we’ve seen before. I still enjoyed being a captain but it leaves Rogue feeling even more like a sequel than it already did. In itself that’s not necessarily a problem but a game updated yearly relies on fresh mechanics and gameplay to keep it alive. Rogue doesn’t feel like a proper effort but feels more like a cash in than ever – at least as far as the mechanics go. And given the half sized plot and reused elements there is a certain feeling of DLC to the game.


As usual with AC there’s plenty to do in Rogue. But the more relevant question is likely to be do you want to do it? Sure there are an unbelievable amount of collectables and distractions but it boils down to the same old AC game. The naval elements don’t quite feel tired yet and I still enjoyed commanding a ship but it felt too close to Black Flag. And as a further insult Black Flag was playable on PS4/Xbox One and not last gen hardware so if I want to take control of a ship, given the choice I’ll take Black Flag on PS4/Xbox One.

All the time niggling at the back of my mind was that I was playing a last gen game while Unity sat looking at me from across the room. Without any significant changes and improvements Rogue doesn’t even attempt to move forwards. In fact it specifically looks backwards. But if you want more AC for your PS3/360 the that’s what Rogue will give you. Just don’t expect any surprises or hints of progress or innovation.

If there’s one thing Bioware are known for, it’s depth. Whether it be the usual intense amount of character customisation, the myriad of gameplay content or the relationships between characters in your party, it’s rare to be disappointed. After taking the series in a new direction with the divisive Dragon Age 2, can they please everybody this time around with Inquisition?

Upon starting a new game, you’ll be prompted to either import decisions you may have made on the ‘Dragon Age Keep’ website, or start up a new land with all major decisions from the previous games arbitrarily made for you. After this, its decision time already as you’ll be made to make a fairly important choice regarding your class. With two rogues, two warriors and a mage to choose from, making a decision is difficult, as certain weapon types, armours and skills are restricted by class. Warriors can only wield either a short-handed weapon and shield or a two handed implement of death. Rouges, no matter which variant you opt for, can only equip either daggers (with the possibility of dual wielding them) or a bow; whilst the mages opt for staffs and staves.

If you’re ever a little disheartened by your characters aesthetic customisation in RPG’s of late, be belated no more as Inquisition features more sliders than you could ever wish for!  You can create any kind of monstrosity you desire, fairly easily as it turns out, but it’s worth making them look at least vaguely acceptable due to the fact you’ll be staring at them for the best part of 80 hours.

The environments often look this good

Once you’ve spent an inordinately large amount of time making your (anti)hero look just right, it’s about time to feel overwhelmed and bewildered in the vast sweeping spaces of Inquisition’s open world areas. Starting off ruddy mysteriously, you’re quickly accosted, accused and deemed untrustworthy several times over by various different people, all within five minutes. Fortunately, the people of the realm respect gratuitous violence more than a few sweeping statements; letting you gain a little reputation and respect via helping slaughter a few enemies.

After completing a few main missions, the game opens up in such an immediate way, it’s genuinely daunting. Once you travel to the Hinterlands, you’re given free range of the area, letting you explore as far as you dare push the limits of your slowly accruing levels. It’s around this point you may wish for a little guidance or a few explanations regarding some base mechanics. A couple of useful pointers from me, being that you can fast travel to both the compass and tent-like icons on the map, once you’ve discovered them of course. Another, more fundamental mechanic being that there is no health regeneration outside of combat without using potions, save for a select few skills that rely upon killing enemies. Whilst the party’s health (and your potions) can be restocked at the aforementioned camps, it’s worth keeping an eye on your health at all times. You can revive your teammates if you’re out of medicinal supplies, but they’ll only come back with critical health; with often the best option being to run away like a ‘true hero’ and quickly get to a camp before getting overwhelmed.

Combat itself can be fairly straightforward or rather strategic depending on your use of the tactical view. In normal combat, you can hold R2 to continuously attack with your basic strike, whilst mixing it up with special, stamina/mana attacks you’ve acquired through levelling up. Whilst you can, to an extent, utilise positioning aspects to flank, gain height advantages and generally ‘outwit’ the enemy simply by manoeuvring your character during battle, in some cases (especially on higher difficulties) you’ll want a little more control. A stab at the touch pad zooms out the camera to an overhead view and pauses combat, letting you get your bearings of the situation. Not only can it be easier to see exactly what’s going on, but specific instructions can be given to each and every party member including moving them to specific points, targeting preferred enemies and supporting other members should you see fit. Also adding another layer of control to your squad is a behavioural system nestled in the menus where you can decide whether they should conserve potions etc.

When things look a little bleak, try the tactical view

When you’re not either sneaking up on a bandit or getting walloped by a bear, you’ll likely be talking to some NPC or another, especially with there being so much potential dialogue on offer. Aside from the countless quests available, party members and key figures to chat with, lore and background codex entries are dotted about with reckless abandon in every area, rewarding you with slight amounts of XP upon picking them up. The blessed dialogue wheel thankfully returns, along with potentially helpful icons which represent what sort of tone you’ll be taking the conversation towards.

The sheer amount of content cannot be overstated enough; we’re talking Skyrim-esque levels here. The initially confusing ‘War Room’ will eventually allow you to unlock several enormous areas, each packed with quests, collectibles and secrets that’s guaranteed to put a smile on any true RPG fan’s face. In fact I was well over twenty five hours in before receiving the most lavishly satisfying homestead I’ve ever had the privilege to get lost in. Nine potential companions await your decision this time around, including some you may recognise from previous games. The majority of which can also be lost to reasons like betrayal and arguments, so play nice if you want to keep your happy family! An entire crafting system awaits your attention, requiring you to collect schematics and harvest until you’re sick of picking Elfroot. Another nice feature being that for the first time in the series, you can now ride mounts too, varying from the classic ‘horse’ design to horned stallions befitting of such a world. The list of content honestly goes on and on; you’ll constantly be finding new things to see and do, well after you’re tens of hours into the game.

As much as it pains me to say it, there are however some downsides to address. Firstly, equipping both yourself and your party is just plain fiddly. Not only can’t you compare currently equipped gear to the loot you find out in the wild, but when you do, you have to suffer through far too many unnecessary button presses. Combined with the fact you can’t use the D-Pad on any menu, save for cycling teammates, makes one of the most satisfying aspects to an RPG, simply a chore. For example, if you examine a piece of armour, compare it to your equipped character and then decide it might be better off on someone else, whilst switching characters, the cursor will often change to an entirely different piece of armour, further adding confusion.

I’m sure there’s a name for people who name their crossbows…

Another sore point can be the potentially frustrating traversal on some of the maps. Routes between points aren’t often clear, instead giving you the incentive to go for it ‘as the crow flies’. Often leading you towards a non-too steep mountain, there are often areas that look like goat paths that should be climbable, but aren’t. Whereas other times, you’ll be able to put that mountaineering course to good effect as you scale almost sheer cliff faces.

Gameplay aside, the presentation can vary wildly between truly impressive and a little meagre. The use of the Frostbite 3 engine brings environments to life with vivid colours and visually arresting expanses. Whereas at the other end of the spectrum, the character models and facial details seem lacking and look distinctly as though they belong on the PS3. The sound quality is consistently impressive however, with abundant touches such as caves altering the shaping of sounds and again, that’s not to mention the frankly ridiculous levels of spoken dialogue in the game.

Dragon Age: Inquisition is by far and away, one of the most comprehensive RPG’s of late, stacked with content, customisation and enough lore to fill a library; making it one for fans of the series to savour. For those not so well versed in either the genre or the backstory, prepare to encounter a steep learning curve. Sticking with it is highly recommended however, as aside from a few annoyances, there’s no better place to spend more than a few weekends, than in the company of Thedas and all its inhabitants.

There’s really only one place to start with Far Cry. The villain. Last time we got the classic ‘Definition of Insanity’ line. This time we get a strangely polite, well dressed and slightly camp villain by the name of Pagan Min – amazingly voiced by Troy Baker. Take a look at him and his lovely shoes in this trailer.

There’s a brief introduction to stealth, how wildlife can be used and then a shoot out before you see the world map in all its open world glory. As with previous instalments your first job will be to climb towers and hijack the radio transmitter at the top to remove a section of the fog and add objectives and points of interest to the area. You’ll then have strongholds to capture for a place to rest your head, purchase upgrades from and fast travel to.

For me the strongholds epitomize the gameplay of Far Cry. Stealth is encouraged, and if you find an area challenging is often your best choice. But if you are detected it isn’t a fail. You just carry on with ‘plan B’ and get the job done using whatever you want. Or maybe you just start with plan B. It doesn’t matter and Far Cry won’t punish you for your choices.

There are massive underground caverns and places of interest to explore. Collectable chests, posters and masks. Races, hunting missions, assassinations, revenge missions and hostage encounters populate the map with genuine variety. There’s no way I’m even going to try and list everything to do but there’s easily enough to do outside of the campaign for even the most hardcore completionist. More importantly there is variation. And I don’t mean just a set of races for each vehicle, I mean proper variation. Rather than just having 100 of each objective Far Cry 4 offers you enough to do that you rarely do the same thing twice in a row – unless you want to of course.


The size and scale of Kyrat is just ridiculous and traversing that map is more fun than ever. There are loads of vehicles to find from trucks to boats to microlights. I would say that changing the ridiculous controls is a good idea though. You can now shoot while driving and the control system uses the left thumbstick to accelerate, break/reverse and steer. Try a three point turn with this system and things become farcical almost instantly. Change to classic ‘L2’/’R2’ and take the accuracy hit when shooting. You can also use ‘autodrive’ which will keep your car moving along the current road so you can concentrate on combat.

Random encounters also keep your time in Kyrat from becoming boring. It’s rare that you will make your way to an objective without something unexpected happening. There are rebels to free, skirmishes to fight and strongholds to defend. Successful completion provides you with Karma XP that eventual levels your Karma level and provides rewards. The first few provide 25% discounts on certain items at shops so they’re not to be missed. It really helps make Kyrat feel like a fully fledged open world and not just a huge map with loads of objectives. They’re fun and they don’t take long so stopping off and completing them on your travels doesn’t become a chore.


In keeping with the scale of the world map is Kyrat’s armoury. After a bit of hunting you can carry one sidearm and three of any other gun. There’s still the inevitable battle over what exactly you should take with you on your journey but it’s because of too much choice rather than a total lack of choice. Pistols, grenades, assault rifles, snipers, shotguns and, of course, the recurve bow all make an appearance. Working to unlock isn’t necessarily a case of just playing the main missions either as some require you to complete other tasks before you can buy them. Many of them also have upgradable parts that can make all the difference but what really matter are the signature guns. Sitting in a section of their own signature guns are uniquely modified in some way or sometimes even unique guns. For example the standard AK47 you can buy cannot be modified. But you can buy a signature AK that comes with a red dot sight, suppressor, extended mags and a damage boost. They cleverly give you something to look forward to but still allow you to use the standard version of the guns early game.

The gun play is inevitably a joy. Missed bullets hitting the ground behind targets adds a layer of realism to fire fights. Heavy weapons feel appropriately chunky while getting a headshot with a suppressed pistol makes you feel like 007 just for a second. Fighting Kyrat’s wildlife however isn’t so fun. If you’ve just been shot and are taking damage the last thing you need is to be ambushed by wolves or an eagle. Time after time I found myself backing away from a group of animals reloading, killing one and having to reload again all the time being hit in the face by other animals with very little I could do. My advice is simple, take a shotgun for wildlife. Eagles will just do damage to you instantly – and disable you as you stand there taking damage with an eagle stuck to your face. I hate the eagles so much. They’re a frustrating and pointless addition that just left me annoyed.


Far Cry 4 is an amazing open world adventure that gives you a massive amount of content, amazing mechanics and plenty of polish. It looks and sounds amazing on every level, all the time. It looks smooth and ‘airbrushed’ and the textures on character’s faces are disturbingly high quality at times. Voice acting and weapons sounds are some of the best I’ve ever heard and make Far Cry 4 feel like a top quality product.

Even the co-op isn’t bad and can make for some hilarious Far Cry style moments. But it isn’t enough for me to consider Far Cry a co-op game and playing without friends isn’t as fun. The campaign is a little bit underused but does have the addition of choice. I enjoyed the moral ambiguity of decisions but in an open world game it’s annoying that you can’t complete everything in a single playthrough. Honestly there’s just that much freedom and that many things to do it just doesn’t matter.

Kyrat is colossal and provides you with hour after hour of varied gameplay. Far Cry 4 is a great entry to the franchise that bolsters the successes of Far Cry 3 and also adds a good selection of new features. Far Cry keeps moving forwards without losing sight of what makes it great. Far Cry 4 is easily one of the best games I’ve played in 2014.


I’ve always had a bit of a soft spot for LEGO games. I’m never quite sure if it stems from my childhood experiences or a need to just play a game that’s shamelessly good fun. Although the LEGO I had was nowhere near as cool as the modern stuff. Either way I don’t think I’ve played a LEGO game that I didn’t enjoy at least on some level.

It’s been particularly great for fans of comic books and superheroes of late too. We’ve seen just about every marvel character take their blocky primary coloured form as LEGO characters in Marvel Superheroes and now the franchise moves back to Batman, for the 3rd time. The DC universe has a huge wealth of characters and stories to draw from and LEGO always seems to find the balance between original comic characters and modern approaches so that nobody is alienated. I was a little disappointed at the occasional portrayal of Robin as the sort of snivelling cretin that those ignorant of the Batman franchise tend to imagine him but he does provide the familiar LEGO brand of comic relief.


Soon I was jumping, fighting and solving puzzles in the usual way. Switching costumes on the fly works quickly efficiently and doesn’t leave you sitting around waiting like Marvel Superheroes did. Puzzles are the usual affair and on your first playthrough levels are littered with items, objects and areas that you can’t access. It’s business as usual then for LEGO. Play the game through collecting studs to purchase characters and find those secret bricks to unlock powerful game changing modifiers and secrets. Then once you’ve got the abilities you need, play levels again to find all the secrets. If you’ve played LEGO before you know what you’re getting into here. I particularly enjoyed Adam West as ‘LEGO guy in peril’ that needs rescuing on certain levels.

Once the game opens up after the first couple of hours it becomes obvious just how much there is to do. Those who’ve played a LEGO game before will know what to expect, those who haven’t may be in for a shock – although I can’t imagine anyone hasn’t played even one LEGO game by now. Beyond Gotham does not disappoint on the amount of content.

Jumping, attacking and building are unsurprisingly still the cornerstones of LEGO and nothing has changed for Batman’s third outing. The controls are the same tried and tested formula that’s been around since the early days. Even the puzzles, platforming and enemy encounters are not likely to surprise anyone who’s played a LEGO game before. The old when in doubt smash everything tactic is just as relevant as before and will often see you through an area, even if it’s initially unclear how.


Graphically Beyond Gotham is everything we’ve come to expect from the franchise. The smooth shiny plastic characters look brilliantly LEGO-ey as usual. Again it’s exactly what fans will expect. The areas and environmental features that aren’t LEGO are by far the worst looking elements as usual but the characters that take centre stage pull the game through.

Voice acting is solid and attempts to mimic the 90’s era of films and TV. In my opinion it’s difficult to say what Batman should sound like, especially as I’m a fan of the comics. But rest assured that this isn’t the strange, extremely camp, 60’s Batman – although that does get a few jokes and nods. Troy Baker leads the great line-up of voice actors as Batman and all the conversations and interactions throughout the game are funny and natural sounding.


The problem with Beyond Gotham is purely that it is a LEGO game following a formula that hasn’t changed all that significantly since LEGO Star Wars: The Video Game all the way back in 2005. True the worlds are much, much larger. Characters now speak and have allowed for the cutesy tongue-in-cheek humour that we all love. And you can guarantee that you will not want for more collectables in a LEGO title. But at it’s heart the game is using ideals from a game released almost a decade ago.

And the solution for LEGO was franchise tie-ins. Which worked well. But there will come a time when the tie-in isn’t enough. That time is quickly approaching. For the first time I found myself bored by the same puzzles, although in Beyond Gotham they are particularly easy. The combat was never much more than a bit of fun to break up the pacing between platforming but it’s starting to get old now. The novelty of LEGO DC characters is great for a comic book geek like myself but I doubt that others will find much to do in LEGO that they haven’t done before. Even for DC fans the character roster, impressive though it is at 150, is getting to the point where it’s not enough to carry the game.

With overly simple puzzles and badly aging mechanics LEGO is starting to lose it a little. For the first time I was bored at times. I enjoyed finding the collectables and unlocking new characters still gave me that moment of nostalgia. But once that’s worn off the cracks are all that remains. We’ve finally got to the point where we need change – and honestly we’re probably long past that point. More complicated combat or difficult puzzles seem like an option but there’s the risk of alienating younger gamers. I’m not sure what the answer is but franchise tie-ins are no longer enough. The LEGO game itself, beyond the latest franchise skin, needs some changes if the LEGO games are going to live on much longer.

With the development cycle extended for each of the studios, it gives each team a chance to not only refine specific aspects of the game, but also potentially aim for something to truly make their mark on the franchise. This year it’s Sledgehammer Games’ turn at wielding the Call of Duty brand; making some fairly drastic decisions in the process, namely the exo-suit and all of its inherent features.

As ever in the series, there are three modes at your disposal, and whilst a certain majority of players will jump blindly into the multiplayer, I thought I’d start off ‘calmly’ with the campaign. Enter the boots of Private Jack Mitchell, proudly serving his country in a hostile Seoul against a radicalised group of North Koreans before of course, in atypical fashion; events take a turn for the worst. After fending off a swarm attack with little but a car door (and a mounted, fully automatic MG) we’re left with witnessing the horrific outcome of a failed ‘plant the explosives’ objective.

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Obligatory lighting shot

Whilst attending former squadmate Will Irons’ funeral and nursing a wound that even time can’t heal, we’re given a proposal by the much touted potential antagonist of the game. Join the largest PMC in the world and return to duty with an advanced prosthetic arm, or wallow in self-pity as a discharged amputee. Before too long, you’ll have been thrown in at the deep end of Advanced Warfare’s newly implemented movement mechanics and will have witnessed the potential capabilities on offer, not necessarily in the order you might expect however.

Instead of introducing the exo-suit in either dribs and drabs or even all at once, missions are set up with different variants of the prospective abilities, helpfully letting you try out the diverse set of exo-abilities. Whilst this is undoubtedly a good thing, for some reason your exo boosts, dodges, slides and slams are not always available depending on the mission, despite having access to the suit’s deployable shields and the like. Besides the obvious, Advanced Warfare also makes additional, more subtle changes to the single player campaign too. The HUD has been revamped and streamlined, projecting both ammo and grenade counts directly onto the rear of your weapon. Handily letting you view all necessary information at a glance in the centre of the screen as opposed to the corners.

Taking cues out of the Black Ops 2 campaign, there’s some customisability involved in the single player portion too. Acquiring kills in separate ways, via grenades and headshots as well as gathering the obligatory ‘intel’ dotted about the levels will grant you upgrade points to spend on your exo-suit between missions. Whilst not compulsory, the benefits are largely advantageous and can include perk-like upgrades such as a quicker ADS time, taking less overall damage and allowing you to use your abilities more frequently.

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Pretty sure that’s an SMG with a drum mag

Despite the singleplayer length scraping by its usual quota of completion time, it’s categorically the most well-presented, most entertaining campaign in the Call of Duty series I can remember. Kevin Spacey’s role as Jonathan Irons, the CEO of Atlas Corporation, is as entertaining as it is impressively mo-capped and his presence is felt in every scene. The narrative is well told, the characters are memorable and the overall concept of a PMC controlling the world’s wars and conflicts toes the edge of credibility and fits snugly into the general theme of Call of Duty.

The second mode up for grabs is the ever present, wave based survival type which involves you taking to each multiplayer map on the game, and fending off as many goons as possible. Whilst it may be maligned by some for not being the complete zombie experience for which Treyarch’s ventures are famous for, it still more than warrants your attention this time round. Similar to Modern Warfare 3’s survival mode, it pits you against all manners of enemies with each round getting progressively more difficult. Variation and customisability are key features here, with not only the ability to purchase weapon attachments, equipment and scorestreaks, but also to change class too. With three to choose from, you’re limited to classes of weapons and available scorestreaks depending upon your choice. The recon style class focuses on SMG’s, pistols and high manoeuvrability to get by, but is limited by the defensive UAV streak. The other two classes are variants upon the same theme, with limitations based on weapons, movement and scorestreaks.

Aside from being able to upgrade your damage output and armour, amongst other things, the game manages to keep it fresh by introducing objective play into the rounds. Whilst killing each and every enemy is a pre-requisite for completion, some rounds may ask you to collect intel off fallen enemies or defuse a bomb within a time limit. Aside from being integrally difficult, failure to complete these will result in punishments such as system hacks being used against you, giving further incentive to slip on your try-hard pants.

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How nobody’s dead yet is beyond me

The primary draw however for most players will be the inherent multiplayer offerings, the chance to pit your skills (and internet connection) against others around the world. The addition of the exo-suit is undoubtedly the most radical instalment to the series yet and provides both excitement, and confusion in spades. Despite the gunplay still feeling like any other Call of Duty game, there are several implemented changes that swap things up quite drastically.

The exo-suit not only provides great variation in movement, but also opens up more choices for the loadout selection too. Featuring a ‘pick 13’ system, Advanced Warfare lets you customise more than ever before, with the addition of your scorestreaks counting towards your allocated points. If you feel a little perk hungry, try removing those top tier streaks you never earn, and slap on another perk instead. Conversely, you can now (for a price) add a fourth slot for your streaks, letting you wreak more continuous aerial havoc, providing you can attain them all of course.

For the first time, you can now customise your scorestreaks too, if you’re tired of your UAV being shot down, send it into orbit to remove such a threat. Or if your sentry gun isn’t quite racking up the kills, make it fire rockets instead, oh and why not make it detachable whilst you’re at it? There are of course repercussions to this, with each added modifier, up to a maximum of three, the required score to attain it increases also. Adding the support ability to the care package drop for example will ensure you can earn it despite dying, but at the cost of it nearly doubling the score required.

The return of smaller, three lane maps, is indeed a welcome one over the gigantic death fests that fans of Ghost’s may recall, but with the exo-suit, the same problem of being constantly shot in the back often arises. The point of structured maps are such that you should be able to spawn safely and proceed to your objective. Whereas the exo-suits traversal capabilities let you cross the map so quickly, (for now at least) it’s common to spawn surrounded by danger.

At a glance, the weapon selection might seem fairly meagre, only three automatic assault rifles are available to pick from at max level, with the others being burst or semi-auto and unfortunately no way to convert them. Yet Advanced Warfare has another trick up its sleeve with the supply drop system. Every now and again, you’ll earn what is essentially a loot chest that can contain any manner of things from a guaranteed care package to aesthetic choices to adorn your avatar with. Most importantly however, is the chance to receive weapon variants, complete with stat differences and the potential for irremovable attachments. With hundreds of potential outcomes, before too long, you’ll have built up quite the armoury; on the plus side, if you find a rarer item you don’t quite fancy, you can redeem it for XP.

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Everybody likes Kevin Spacey

As ever upon a Call of Duty release, there are the usual weapon balance issues and wonky connections that plague the launch, but within a month these are usually ironed out with a slew of patches. Until then, there’s the usual case of the player with the most radically different ping being the ‘best’ and so forth. There are also a few niggles that seem like odd design choices, such as not being able to see how many players are online and in each game mode. Another annoyance being that every time you get five kills without dying, you’re temporarily awarded with a helmet that stays in the ‘new’ box at the top of the menus, making it essentially look like you’ve always got something new when you haven’t.

Either way, it’s another solid foray into the CoD multiplayer if you play on the classic, non exo-suit playlists. Or if you fancy something a little different and faster paced, you can boost jump straight into the normal modes where for a while you’ll feel like a young Spiderman, crashing into walls, flying off the maps and performing the odd spectacular kill. The single player campaign is one of the greatest I’ve played in a Call of Duty game; with the level of detail in both graphics and sound design being something to behold. Keeping faithful enough to the franchise to keep the hardcore coming back, whilst also adding enough new content to evolve and progress the series cannot be easy, but somehow they’ve managed it. Call of Duty is back.

It’s no secret that Assassin’s Creed has lost focus and gone off the rails a bit. Sure Black Flag was a good pirate themed adventure but I never felt like I was playing the next AC. So it’s time again to see if Assassin’s Creed is back on track. This time during the French revolution, a period that easily consists of enough turmoil and bloodshed for Assassin’s Creed.


Despite the interesting time period and the rich interlacing of politics and rebellion that undoubtedly shaped modern France, Unity focuses more on the internal plot of AC and the struggle between the Assassins and the Templars. It also insists that French people used to talk with either a cockney accent or an over the top British villain’s accent which seems unlikely. The usual plot ‘twists’ await; ‘Oh this person is actually a Templar’ and ‘the Templars are behind it all’. The plot falls flat long before the end. Almost as soon as you start in fact. Early on it’s difficult to associate with anyone simply because you don’t know who they are – and worse still it’s difficult to care. Characters other than Arno (our protagonist) are easily forgotten along with the plot.

Assassin’s Creed still has an identity crisis and insists on being ‘X Era Action Game’. To return to the internal plot and overarching story of AC we need a decent modern story intertwined with the historical one. Unity just ignores both. Unity also skips on any meaningful ‘outside Animus’ experiences and making out that I’m someone playing Abstergo games in my living room doesn’t cut it and breaking the fourth wall is unimaginative in the order of a character saying ‘this is just like a video game!’. It certainly isn’t even close to a replacement for the experiences we had in AC 1 and 2 with Desmond – minus the super pope.

Does anyone remember the first game? The reveal of Lucy’s hand. And when I used eagle vision at the end I swear I nearly passed out with excitement. I had so many ideas of where the franchise would go – none of which have happened. Until I get a meaningful protagonist outside the animus and those truly unique, genius moments Assassin’s Creed is ‘just another action game’. At least Unity doesn’t get totally distracted by the period drama but it forgoes a plot in either realm instead.


Getting into the action you see Unity’s most obvious changes. Countering and dodging are more difficult than ever and it is likely you will struggle to take on enemies that are a higher level than you. It does make a nice change not to have unlimited power from the start and actually gives you somewhere to progress to but too many times I died when a counter prompt was off screen. Like almost everything in AC It works well when it works but fails spectacularly when it doesn’t. It’s satisfying knowing you’re not fighting dummies that exist only for you to kill but when you die from an attack you couldn’t possibly avoid it’s just irritating. I can’t imagine why the counter icon isn’t above Arno’s head. It’s a particular problem when an enemy has a long reach and you have literally no way of seeing the incoming attack.

Moving past guards successfully is more difficult than before too. Stealth certainly has more strategy than just continually using whatever weapons is perfect at taking out guards silently and makes a pleasant change from the ‘whistling bush’ approach. During my first proper assassination I was also pleasantly surprised when presented with choices. As an example there are several entrances to consider and at least three logical ways to take your target down in the first assassination alone. And that doesn’t include the less obvious methods. The freedom granted by even just a couple of choices makes you feel more like an actual Assassin and less like a hired goon following unrealistically strict orders. I had by far the most fun on Unity when on Assassination missions and I’m so glad Ubisoft spent the time improving them. This is Assassin’s Creed after all and ironically the assassinations have been lacking for a long time.

Venturing into Unity’s co-op missions is dangerous and will potentially make you the source of much hatred. If you die the entire team fails and, if you’re lucky, will be returned to a harsh checkpoint. If you’re not you’ll be starting again. Knowledge is power and both the heists and the missions will switch from almost impossible to easy depending entirely on how well you know the mission. That stupid AI will scold you with ‘I told you to be quiet!’ both ironically loud and annoyingly patronisingly after she runs at some guards in the distance and alerts them despite the fact you could have easily taken them down quietly.

It rarely matters because quite often you’ll be insta killed by unknown sources and the entire mission will reset. For everyone. And then when you finally manage to learn the level, making it decidedly easy, you might lose connection to the Ubisoft servers and be returned to the world map after a lengthy loading screen. Drop in co-op would have been far better for AC and the co-op frustratingly adds little but extra stress to the game. An approach similar to Watchdog’s would have worked infinitely better.


Visually it’s difficult not to appreciate the shear scale of revolutionary Paris. Fast travelling to a perch really allows you to see just how immense the city is. There are a few shops and buildings that stand out and look great but for the most part I was underwhelmed. The PS4 version I played suffers from horrific frame rates, even after the 900MB day one patch. That aside most NPCs are drab with low quality textures and really just look like blocks of colour draped over a human frame. Again the scale is impressive and crowds are huge but they often make traversal irritating and further hinder the already poor frame rates. Unity certainly doesn’t look bad but it does look old. For such a high profile game made specifically for 8th gen hardware I was quite disappointed. I have to give a shout for Unity’s motion capture and facial expressions however which are amazingly accurate and subtle. Sadly they are relatively infrequent and so for the most part Unity looks decidedly average.

For traversing Paris free-running has been given a slight, but significant, tune up allowing you to hold ‘x’ to free-run up or ‘circle’ to free-run down. As veterans will know this makes a huge difference and for the first time I was able to descend with relative finesse. Undoubtedly a move forward but then it’s one the franchise should have made years ago so it’s difficult to be happy about something that should have already been there a long time ago.


As with most Assassin’s Creed titles Unity does some things right but not without missing out some crucial elements. The plot has taken a back seat to such a degree that it now basically isn’t there. The combat has added some much needed challenge but has also added unnecessary frustrations by having counter icons potentially off-screen. But assassination missions are amazingly fun and for the first time offer a decent amount of choice. And as ever there is a metric ton of missions and things to do to keep you busy plus meaningful customization in the way of weapons and armour. There really are loads of weapons and pieces of armour to play with. One of my biggest problems with Black Flag was the lack of attainable items and it’s excellent to see Ubisoft bring them back, and in a big way.

Still the series desperately needs a plot injecting into it and a protagonist of some sort wouldn’t hurt either. At least some major issues have been fixed, and fixed well. As ever I look to the next AC to be the one that finally lifts the series out of its mediocrity as I play another average instalment to this once great franchise.




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