First things first, this game is now known as Full Burst for the rest of this review. Somebody really needs to tell Namco Bandai that adding more words to the title doesn’t make anything more awesome. But if you think giant inexplicable Japanese style explosions do then your in luck.
Full Burst is a rerelease of the original Ninja Storm 3 which boasts enhanced visuals as well as a ton of extra content like costumes and a new challenge mode. The main story has some extra stuff added but in large remains the same as the original, aside from the visuals. For those who aren’t particularly familiar with the Ninja Storm universe, like me, the first few hours on Full Burst will likely be a very confusing ordeal.
But if you stick with it you will eventually know the characters well enough to make what little sense there is to be had from Full Burst. The main thing to know is that a set of impossibly powerful Ninjas join forces to combat an even more powerful foe. There’s lots of reanimating of the dead, almost-flight-jumping and of course big balls of energy emitting from fists.
As a fighting game Full Burst certainly stands out from the crowd. There aren’t any complicated combos or tricky timings to learn but rather Full Burst makes it incredibly easy to perform moves often reserved for cut-scenes. For instance pressing “triangle” will enable you to use “Ninjutsu”, draining “chakra” – your source of power that functions like a mana bar. Once activated the actions you perform become much more powerful but will use up “chakra”. If you press “triangle” twice and then press “circle” you will perform your character’s “ultimate Jutsu”.
It keeps things simple and allows battles to instead concentrate on being fast paced and exciting at all times. I honestly thought it would get dull without any advanced moves or techniques to learn but the constant back and forth during fights keeps things interesting. It’s actually quite refreshing but those looking for a more “traditional” fighting game experience might be disappointed.
Blocking is rarely much use and often I found staying mobile to be a much more effective fighting technique. Which is great because it lends itself very well to the overall style of the game. However if you press “L2” at the right time when under attack (which for a refreshing change is a window not measured in milliseconds) you will replace yourself with a lump of wood and teleport behind your foe. But you can only do it 4 times and then you have to wait for a bar to refill. Considering it’s the only way to stop an enemies assault it can occasionally be pretty annoying when you’ve run out and just have to take it.
Because of the limited dodges and the simple but awesome looking fight system I had some concerns about how the end of the game would play out. For a majority of the game you feel you’re on equal footing with your foes and as you get more powerful so do they. The fights often don’t get too much more difficult but there is certainly an escalation to everything so that by the end there are at least 2 explosions and 5 teleports every second.
And then it started. Some enemies essentially stand there blocking constantly waiting for you to attack. So your first combo is stuffed and then you both dance around dodging until you run out and in classic style the bosses combo will break yours but yours can’t break his/hers. And a lot of the late game bosses have some range to their attacks meaning you have to advance on them quickly, which is only really achieved using Chakra. So when that runs out you’re more or less completely stuffed.
And then in the last chapter I found that Full Burst stressed me out to breaking point. Enemies have at least twice as much health as you, reach on their melee attacks and no need to actually win. The fights become incredibly unbalanced and stick to that old classic method of creating difficulty – irritating enemies.
This is not the era where we expect a boss to sit there following a set pattern of moves as we bide our time and wait for our chance to attack. But that’s what it boils down to in Full Burst in the last chapter or so. It’s a shame and meant that when I’d finished my whole experience was tarnished. To come so far and then spoil it with a few lousy bosses is such a shame. At one point I had lost too much health in the first section of a boss fight that it made the remaining sections almost impossible and I needed to redo it from square one. Restarting from a checkpoint I had to do 3 or 4 fights before I got back where I was. Luckily I did it the second time but a checkpoint after the first section of a boss fight rather than after it is absolutely ridiculous.
Even on one of the very last bosses new mechanics are introduced with a big pop-up telling you the buttons, letting you play for 30 seconds and then another popping up to tell you some more buttons. Romping around as giant beasts essentially just plays as a slow fight with less abilities at your disposable. It unnecessarily breaks the action because for most, if not all, of the boss fights the standard fighting system would have been just fine and often be much more exciting.
Playing through the main story is quite different from most fighting games. It’s not just a simple set of fights with a boss at the end but instead is very strongly driven by narrative. In fact a playthrough will take about 20-30 hours which is incredibly long for a beat ‘em up. However a vast majority of this time is cut-scenes. I enjoy cut-scenes and often miss games like older Final Fantasy titles where the cut-scene was something to look forward to but they can be overdone. The problem with Full Burst is that a fight might last about 10 minutes but then you might be watching literally 1 to 2 hours of cut-scenes.
On the other hand the cut-scenes look great and after I had at least some idea of who everyone was and what all the words meant they where pretty fun to watch. But the balance between watching and playing is definitely wrong, at some points even becoming boring. After 30 minutes of people repeating the same thing over and over you just want some gameplay.
For a heavily narrative driven fighting game Full Burst is generally very successful although at times it seems to forget it’s a game and gets carried away telling a story. It’s accessible enough for people who don’t know the TV show but I never felt it was simplified or avoided dealing with major plot themes. And there are a massive amount of characters to choose from to. Some are only slightly different from each other but with this many on offer it doesn’t matter. I highly doubt that anyone would be wanting for a bigger roster.
Full Burst adds some great enhanced visuals and an extensive challenge mode for those who want to come back for more. Until the last section of the game I had great fun with Full Burst although the stress the end caused me almost ruined the previous 20 or so hours and reminded me that some games just refuse outright to change with the times. For those who’ve already played the original Ninja Storm 3 and aren’t interested in the challenge mode there isn’t much on offer to bring you back.
Reviewed on PS3. Available on PS3, XBOX 360 and PC.
With games being few and far between at the minute on PS4, it’s a bold and refreshing move to see another free to play game taking up the proverbial slack and filling in the gaps with what could be a solid entry into the third person, coop shooter genre. Suit up, it’s time for Digital Extremes, Warframe.
You play as the ancient warrior race of Tenno, cryogenically awakened to find themselves in an all out war with three other factions, the Grineer, Corpus and the Infected. After being awakened by the mysterious, yet hopefully, helpful Lotus, and completing the notoriously vague tutorial, it’s time to don a Warframe. Whilst your choice of three is not especially important, it is worth noting that you’ll be spending a fair amount of time in it before acquiring another. You also come gratuitously equipped with each of your weapon slots filled, a primary, a secondary and a melee weapon, each are of the most basic available, but they’ll get the job done for now.
Getting your hands on some of the more advanced weapons either requires spending precious resources for the weapons outright, or hunting, scavenging and getting ruddy lucky to find their blueprints out in the wild. If purchased for premium currency, you will be able to immediately take control of the weapon, if you find the blueprint (or buy it using non-premium currency) then you’ll have to take a trip to the foundry. Acting as a factory, it let’s you build your discovered recipes, for a price. To complete each blueprint requires specific, often rare, materials that must be farmed as well as a hefty (non premium) fee and 12 hours to complete.
In fact, it’s a long time before you acquire anything at all. Pushing past the first few hours can feel futile and frustrating at times, but sticking with it can pay it’s own rewards. The first few missions ease you in gently with objectives that are simple to perform, even on your own, yet soon step up in difficulty to a point where either playing stealthily or in a party is a must for success. Fortunately, Warframe supports coop play for up to four people, with each mission showing a counter of how many people are currently playing. The default settings allow automatic joining with other people in a lobby (thankfully, up to a user determined ping limit), letting you team up against the relentless horde, matchmaking will also allow mid game joining so it’s not the end of the world if you bite off more than you can chew in a solo game, someone might come and help.
Gunplay is similar in style to the Mass Effect franchise with it’s classic over the shoulder shooting along with the obligatory powers as accompaniments. Each of the 17 individual Warframes have their own powers, health and armour values, movement speed and appearance. On top of that, a myriad of weapons can drastically alter your play style. The primary slot can be filled with anything from assault rifles, shotguns and snipers, whereas your trusty secondary is a pistol of various potential forms. The melee slot, at first, didn’t seem all to important as my damage was nicely low enough that I could easily get overwhelmed by the most basic of enemies, whereas team mates were slicing and dicing at pace. It was not until this point I had noticed in the fray of limbs and relentless action that they were equipped with different Warframes, vastly more suited to tanking damage.
Fortunately, everything you equip can also level up, simply by using it, or by being near a homicidal squadmate who’s dealing out some kills. Levelling up your equipment is hugely beneficial, not only do you deal more damage, but also open up more slots in the respective Warframe/weapon to equip modifiers. Items have their number of slots available determined by their corresponding level, basically, the higher the better. Modifications have different values and can range from anything from a higher fire rate to more puncture damage. These would be enough on their own, yet if you own more than one of the same, instead of selling it for a paltry return, you can combine them for a more powerful result. For example, if I had two mods each granting an extra 40% health at a cost of 3 slots each, I could combine them to create one mod which grants 80% extra health at a cost of 4 slots. This can be repeated, but you will need more mods to combine, the higher the level. Not always easy when they are a random loot drop!
Another, possibly greater benefit of levelling your guns and armour is to level up your affinity, this incredibly slow moving bar only moves when you level some of your equipment up, meaning that if your equipment is maxed out (level 30) then you essentially won’t be getting any more experience to your main level. Although being a great incentive to try out new weapons and Warframes, the game does not make this obvious in any way. In fact it seems to go out of it’s way to make you Google the required information on pretty much everything.
With all of the different types of game mode to play and nearly 300 missions to partake in, level design could have gotten stale rather quickly if not for the procedurally generated nature of the missions. Each planet, of our solar system, houses around seven or more missions, each with their own visual style and faction. The first planet houses dark, dank corridors with no sunlight or outdoor areas, whereas later planets offer glorious snowy vistas, with huge scope for exploration. Generally traversing the maps themselves are a joy, you can sprint, roll, slide, wall jump, and dive through the air whilst spraying an assault rifle pretending to be from any 90’s action film of your choice if it’ll help get you to the next waypoint, or maybe just because it’s fun!
All in all, there’s no limit of things to say about Warframe, it is an incredibly content rich game and once you get past the first few hours and see the light at the end of the corridor, it starts to open up. Cross platform play with the PC has been hinted at in the future, along with more content too, almost ensuring a long life cycle on the PS4. Pretty much everything can be gotten for free if you’re not only willing to put in the time and effort, but to also embrace the grind.
Reviewed on PS4, also available on PC.
For those of you luckily enough to own a PS4 (and according to Sony there’s quite a few of us now) Resogun is free to play. So at least you’re guaranteed something to play!
Essentially you will scroll left and right on a cylindrical map blasting shooting and dodging your way through waves of enemies. Your primary goal is to save humans, although it’s not always obvious why a human has died or if one even needs saving. It’s definitely satisfying to rush in and bravely destroy the enemy to save someone but it’s not always obvious when this should happen. Simply moving your ship over a human will pick them up and then you must transport them safely to a checkpoint to save them.
There are small visual clues that show you when and where to be but in a game like this a huge unsubtle beacon wouldn’t look particularly out of place. Amongst all the explosions and lasers it can be pretty difficult to see what to do. Luckily losing humans makes little impact on the gameplay and will just reduce your score. It’s satisfying when it all goes well but can be a tad frustrating at other times.
But at least the difficulties are (surprisingly) very well done. Players of Super Stardust HD will certainly appreciate it. If you want you can progress through the game with very little chance of complete failure. And if you want you can make life very difficult for yourself. The only exception being the last level which can get pretty tricky even on the lower difficulties.
There’s still a challenge to be had but only if you go looking for it. And even if the higher difficulties aren’t enough for you, you can always go for high scores and slowly climb your way up leader boards.
If you look at it, since the very dawn of game development a primary goal has been to essentially reduce visible squares. But Resogun’s looks makes a particular point of showing off its squares. Rather than exploding realistically anything you destroy will burst into a pleasing shower of sparks and cubes. There’s barely a curve in sight and it looks great. High definition certainly helps but Resogun is a brilliant game to show what the PS4 can do.
And to go along with all the visual thrills is an upbeat and punchy soundtrack that adequately reflects the pace of the gameplay. Resogun is certainly energetic and that’s simply not possible without a suitable soundtrack. Luckily Resogun delivers and doesn’t allow the music to break the pace.
Addictive score beating gameplay and good looks makes Resogun a great game to have on the PS4’s starting line-up. There’s an endless energy to Resogun’s explosions and vibrant lighting ensuring the pace stays high. It’s a great launch game to show off some PS4 goodness and it’s totally free for Playstation Plus members. So if you haven’t already get over to the store and give it a try.
So it’s GT time again! At least this time we didn’t have to wait 5 years. I was quite disappointed with GT5 so I was well ready for some GT goodness. But I thought it best to start off on a strangely negative point. But it’s so major it can only make sense at the start.
So the PS4 and X1 are well underway. For Playstation users Gran Turismo was an exclusive to be proud of and excited about. Xbox owners have the genius of Forza and Playstation owners enjoy Gran Turismo. So why is it then that GT6 is exclusive to PS3?
I found it so frustrating to watch my PS4 in standby mode as my PS3 loudly cooled itself. I appreciate that not everyone is able to get a new console and that’s why there are always months of multi-format releases. Even the exact same game available on PS4 would be nice, at least I could use the Dualshock 4 (which doesn’t work with GT6 despite the PS3 supporting it).
GT6 boasts a massive 1,200 cars. I don’t think anybody would argue that’s an amazing amount. But browsing your way through the 5 slightly different models of a car from one year only to find 5 more from another year very quickly starts to bog the menus down. To be honest I don’t need that many versions of a single model and don’t even know the difference between most.
It’s unnecessary and when you literally can’t tell the difference between two cars it’s difficult to see why it’s been done if not just to boost the numbers. It’s also a little frustrating that there are often 8 pages of cars for Japanese manufacturers while there isn’t a single Royals Royce and only one Bentley, and that’s a racing car. I know the game’s Japanese but lets have a Phantom and get rid of one of the 10 or so different Skyline R34’s.
And there’s still a lot of cars that haven’t been remodelled since GT4. It’s quite clear when a car hasn’t got a proper new HD model. Switching to the interior view on a car with an old model will show only a rough black outline of “a car”. However a lot of the cars do look amazing. The instruments and detailing on the inside are just as well modelled as the outside, on the cars they bothered with.
Where tracks are concerned I’m glad to say that both quality and quantity have certainly been considered. For a PS3 title they look stunning and there are more than enough to keep the game from becoming dull. All your favourite GT tracks are present as well as a huge amount of tracks from the real world.
Unfortunately despite the amount of races they leave little room for freedom. It becomes clear from the start that there will be loads to do. But there still aren’t as many as I was hoping for. Perhaps I ask too much but when I look at the roster on a racing game I expect to be intimidated and wonder how I will ever complete them all. There are rally events, but only one section. Same goes for Nascar. There are a few more cart races but still not an impressive amount.
Entry is based on the game’s Performance Point (PP) system. It’s very similar to Forza’s system except it only concerns power. You can add brakes and suspension as much as you want. Tires don’t count and have a separate limit. You will not be able to race with soft racing tires until literally the last league that you unlock after the credits. I would far rather tires had counted as PP and been able to use them. I want to race a car with great handling and get an edge that way. GT6 only allows you to have the edge with power.
Much like games of old, buy a car, put the biggest turbo in it and win. Almost all of the races I had where won in this way. There was often no challenge or any actual racing whatsoever. It all felt so familiar, like an old GT title. And I only bought 3 cars in total to get to the credits. A Mitsubishi Evo VIII, a McLaren MP4 and a Corvette C5 (my personal favourite). And I completed all the races with ease. Overtaking every other car to win and often having a lap to spare. And that’s not because I’m good at racers. GT6 is far too easy.
And even though each league has a few manufacturer races where everyone has the same vehicle there is a need to have races with limits beyond PP. There’s no need to buy new cars and use different things. There’s no incentive to either. That being said thankfully there aren’t only Suzuki Cappuccino races to do. I still have nightmares about that.
Visually things look very nice. The new car models are smooth and ultra-glossy. Even the tracks look great most of the time, apart from a few nasty instances where textures don’t render properly. Unfortunately there is still no sign of a proper damage model. It’s actually amazing how little it matters but it’s quite tacky when you slam into a car at over 100Mph and their back end looks like it has some bad soap smears. And to accompany the epic accident will be the usual muffled thud that sound like it was recorded on tape.
But all that said I enjoyed most of my time in the cars in GT6, despite the fact every car had massive under steer. I tried assists on a small amount, on full or off completely. Although I still managed to win the races there is very little difference between the vehicles (even when changing the assists). You can have a Skyline or a Ferrari 599 and they will both suffer from under steer. Put loads of power on them and you will still get some under steer. My McLaren MP4 only ever spun off in a straight line and never round a corner. Figure that out. And even with extra power the mid-engined rear-powered supercar had under steer. It got very frustrating near the end when even my Chevrolet Corvette C5 had the same problem. It might be realistic (although I have my doubts) but it doesn’t matter if it’s not fun. And I tried countless vehicles (that I didn’t need) only to find they where all similar.
So GT6 just feels old. It’s using systems and mechanics that are so dated that some literally haven’t changed since GT4. That’s 8 years ago, which in terms of video games may as well be 100 years. Nothing feels different, new or better. It certainly looks great but the sounds are unimpressive and dated. The vehicle roster unfairly represents Japanese manufacturers and forgets some of the worlds greatest cars. The race limitation only concerns power and you can’t use soft racing tires until the epilogue. Racing in a GT championship with hard tires is annoying. I want choice, but there is not room for player choice in Gran Turismo 6. Gran Turismo 6 is a slightly updated version of an old relic that badly needs some new tricks.
Reviewed on PS3.
After it’s unnecessarily successful Kickstarter campaign The Banner Saga is here. It’s nice to see that there are still a mass of gamers who appreciate, and want, turn based strategy titles. There’s definitely not as many of them around anymore but that’s what crowd funding is for. Long live Kickstarter!
As soon as the game is loaded you will be lavished with Banner Saga’s truly beautiful hand drawn style. Every aspect of The Banner Saga is draped in Norse mythology. From the music to every aspect of the visuals, from the smallest menu detail to the characters’ beards, is convincingly Viking. It’s a joy to be so immediately and deeply immersed into a game’s style and Banner Saga isn’t afraid to embrace what it is. If you can find a game with more horns, beards and axes I’d be amazed.
There’s an intentional slow pace to the plot sections outside of combat that lend Banner Saga a sense of weight and poignancy. True to their word, Stoic don’t patronise and Banner Saga delivers a mature story driven by characters and the decisions you make. And all of that is done through text and the gorgeous artwork. The artwork alone is enough to keep you coming back but even so there is more to Banner Saga than just undoubted good looks.
The decision trees that make up your interaction with written texts are almost MUD (for those who aren’t geeky enough, Multi-User Dungeon) like in their approach. There’s a definite Dungeons and Dragons feel to things. With the game acting as Dungeon Master proceedings are described mainly in the text with the artwork and music backing things up. There’s no expensive motion capture or flashy graphics. Instead Banner Saga relies on pretty graphics and solid gameplay.
And decisions actually matter too. At one point there’s a choice weather to bring along a certain character or not. And if you do they fight with you in the combat, making it easier. But after the combat one of them is threatened and only if you make the correct choices can you save their lives. The fact that you are making a choice is a little more transparent due to the text based nature of things but they are equally, if not more, important than they are in games like Mass Effect. Characters can die. If they die you no longer get to interact with them or use them in battle. Other decisions might come back to haunt you later on. And occasionally you might even get the outcome you wanted.
To keep things tactical as events unfold your characters will be part of a travelling caravan. Choices you make as well as success rates in combat will effect the amount of people in that caravan. The more people you have the more they will eat. But certain things, such as large battles, will be easier. To sustain them you will need supplies that can be bought from markets. But you never know when you might be able to stop at a market so even just moving the quest on has inherent risks beyond combat and world events that you cannot prevent. The list of options and choices combined with their effects is more than enough to keep your attention and ensures that there is always at least a little strategy to consider.
Strangely, Banner Saga can play quite similar to a Total War title with two separated gameplay elements that still effect each other. Once you’re done buying items and levelling up your heroes eventually some combat will present itself. When a game relies on separate elements in this way it really comes down to pacing. Provided both are good, the only thing left is to make sure you want a bit of the other thing by the time your done with your current tasks. Making sure one aspect doesn’t become the chore isn’t easy but I found Banner Saga struck a good balance and as such I always looked forward to a good fight.
Stoic have resurrected a forgotten art when it comes to the combat in Banner Saga. There’s no 179,262.002 damage numbers. There’s no need. In fact it’ll take quite a while until any of your stats reach 20. Most of the strategy comes from the way damage is calculated. Strength – armour = damage. Simple. Except your strength is both your health and the damage you will deal. Don’t fix what isn’t broken.
This system regularly creates classic strategy dilemma moments that see you racking your brain figuring out what order to do things in or performing seemingly countless simple calculations. I might not do much damage but it might reduce the enemy’s strength enough that I take less damage and live to fight on. Plus if he damages me, I will do less next turn. Or I could hit the armour and then deal more damage. Or what if that guy with no armour gets in quick and reduces his health to save someone. It’s genius. It’s simple. It creates clever, chess-like moments and I love it. Pure strategy with all the showy stuff taken out.
Simply put The Banner Saga is the best new strategy game I’ve been on since Xcom: Enemy Unknown. The turn based combat is a joy and the decisions you make on your quest are difficult. There’s nothing like picking between two (or five) impossible choices. And then being presented with 3 more. There’s enough depth to everything you do to give it a sense of consequence. It never patronizes and is confident enough with itself to treat you like an adult.
So confident in fact that the almost still images are enough to carry the whole thing without making you ever once feel like you need anything else. Admittedly that is in no small way due to the stunning artwork. But joining the beautiful images there is also a top-notch musical performance, yet again steeped in Viking goodness. If you like strategy games this is absolutely not something you can miss. An A-grade effort from Stoic and hopefully the first of many. The Banner Saga really doesn’t put a foot wrong.
Reviewed on PC.
Kingston recently released their new DataTraveler Mini 3.0 USB flash drive – and now it’s time to review it.
Kingston’s DataTraveler Mini 3.0 features a compact form factor that makes it the ideal companion for devices in which the USB ports are close together. It fits on a key ring or in a pocket to keep it accessible. This capless drive is available in multiple colours and includes a key loop and metal casing to protect the drive from drops, bumps and knocks. It’s backwards compatible with existing USB 2.0 ports, allowing 2.0 users to migrate to 3.0 in the future without replacing their drive.
DataTraveler Mini 3.0 is backed by a five-year warranty, free technical support and legendary Kingston reliability.
Who are Kingston Technologies?
From their website:
In 1987, Kingston entered the market with a single product. Founders John Tu and David Sun addressed a severe shortage of surface-mount memory chips with a memory module that would serve to redefine industry standards for years to come.
Combining one of the most extensive and stringent testing processes in the memory industry, an exceptional free tech support centre and a consistent roll-out of innovative technologies, Kingston Technology has continually set industry standards of quality and reliability throughout its history.
Reliability is the cornerstone of the Kingston product strategy. It has played a key role in maintaining the long-term relationships developed over the years with customers. Kingston remains committed to exceeding industry standards with every new development while maintaining the signature reliability of its products.
Kingston has grown to be the world’s largest independent manufacturer of memory products. With global headquarters in Fountain Valley, California, Kingston employs more than 4,000 people worldwide. Regarded as one of the “Best Companies to Work for in America” by Fortune magazine, Kingston’s tenets of respect, loyalty, flexibility and integrity create an exemplary corporate culture. Kingston believes that investing in employees is essential and that each individual employee is a vital part of the company’s success.
- Available in fashionable colours by capacity
- USB 3.0 performance, backwards compatible with USB 2.0
- Small form factor
- Stylish metal casing
- Handy key loop attaches to key rings
What’s in the Box?
The box contains the USB flash drive.
A Closer Look
Kingston claims a Read speed of 70MB/s and a Write speed of 10MB/s. Using CrystalDiskMark we got the following results:
This drive really is small – you can see that on the picture with the £2 coin. It’s so small that you could easily lose it so make sure you secure it to your keyring!
The drive comes in three different sizes and colours – 16GB (Red), 32GB (Cyan) and finally 64GB (Grey).
Speed wise it isn’t the fastest USB 3.0 drive around, but it certainly isn’t slow either, and for average use it will be fine. If you are looking for a drive that is faster if you plan on transferring a lot of data then take a look at the DataTraveller Ultimate.
Price wise, the 16GB drive retails for around £10, so that really is a bargain if you are looking for a small drive.
Learn more from the Kingston website here.
Call of Duty makes it’s debut on the the next gen with Ghosts; following it’s promising success on the previous set of consoles, it’s time to see what Infinity Ward and crew can accomplish with a meatier set of hardware.
Jumping into the singleplayer, the immediate graphical differences are stark and plain to see. Somehow, sun glare has been improved for the next gen consoles, individual blades of grass are realised and the character models have been lavished in glorious textures. Nothing much else has changed however, you still meet David ‘Hesh’ Walker, your narrative anchor for the duration of the campaign and follow his destructive journey throughout his relationship with his brother and father. South America has risen up through it’s rich oil reserves, gotten a bit sick of America and launched a pretty destructive satellite assault upon the land of the free.
Taking approximately 8 hours to complete on a first run through, the campaign bombards you with explosions, set pieces, locales and a distinct lack of subtlety. On the PS4, the dramatic increase in fidelity immerses you further, screen shaking explosions rattle your overwhelmed brain with over indulgence. The few and far between, deliberately slow sections involving NPC’s add an extra layer of envelopment due to the added depth of facial details and expressions that, at times, felt strangely lacking on the preceding consoles.
The locales have probably seen the greatest improvements, floating through the barren, emptiness of space is unnaturally eerie and muffled; the same can be said for your sea faring escapades in the underwater sections, the inertia and momentum involved whilst navigating your way through the fabled ‘fish AI’ feels, sounds and looks fantastic. In contrast, the few pieces where you’re in control of the infamously destructive air support are about as brash and bombastic as you might expect, even if the bass and low end audio seems a tad lacklustre. Of course,detail and animation on our best friend Riley, the lovable attack dog, have also been increased with the hardware jump too, making the sections where he’s involved perhaps seem more emotional due to a more lifelike appearance.
Once you’ve blundered and staggered your way through to the end of the campaign, there’s unfortunately no real incentive to drag you back. Unlike Black Ops 2, there aren’t any branching storylines nor challenges to go back for. There are the obligatory collectibles to tediously scavenge along your journey but luckily, they are fairly limited in number if you fancy going on a Pokemon-esque hunt for them all. Considering the slightly predictable, throwaway plot, I will say I enjoyed my scripted romp through the campaign more than usual. Whether that be because it had spruced up graphics or perhaps because I couldn’t simply plough my way through with a target finding LMG, I don’t know. Either way, once the credits and compulsory ending scene had rolled past, I was left satisfied and relatively excited for a sequel.
In an effort to claw some users back from the unrelenting zombies fanbase, Extinction has been introduced in Ghosts. With only the one map for the time being but more promised with future DLC packs, Extinction sees you performing an objective based, wave survival mode against aliens. A progression system involving creating a basic loadout with unlockable content gives you a real incentive to progress in this mode as opposed to restarting from scratch each time. In-game challenges ensure it doesn’t tire as quickly; seeing as you can actually complete it, (bring good teammates!) the overall goal hastens the pressure and desire to do well. Much like Treyarch’s counterpart, guns are available to buy and secrets can be found. Unlike Zombie’s, other things can also be bought with the money earned; dependant on your class loadout, you can deploy ammo packs, user controlled turrets and the like to hopefully make defending the interminable hive drill that bit easier.
Squads mode is the newly rebadged Combat Training from Treyarch’s previous offerings, for those who want some practice against the AI, fancy learning the maps or just to chill out without some high pitched screaming in your ears, Squads is for you. You can customise your team loadout before each match depending upon generally, how you wish your team to perform. Giving a teammate a long range rifle will make them more inclined to ‘camp’ and stick towards the edge of the map, whereas tooling your AI buddy up with a slew of perks and a knife will turn them into a veritable maniac. Unusually hidden away, is an incredibly fun survival mode against waves of AI. Teamwork, communication and sharing are the inevitable keys as rounds past 10 can get fairly hectic without knowing your comrades strengths and weaknesses.
Changing things up again; building upon Black Ops 2’s Pick 10 system, Infinity Ward has opted for largely the same idea, however instead of everything costing the same, the perks are valued differently upon their strength. Your primary weapon costs one point, you may equip up to two attachments for ‘free’ but after that, everything costs. Sidearms, explosives and tactical grenades can be deselected in favour of more perks and vice versa. With around 35 perks to choose from, it’s now more difficult than ever to make that perfect class. Weapons are now not unlocked via level progression but instead, solely by squad points, meaning you get more choice in weapon selection at the start. Being able to unlock the ‘final’ gun in a class after an hour or so of playing is empowering yet slightly overwhelming, however if anything, I still prefer the old ways in that respect.
Maps are huge, with even the smaller arenas rivalling previous Call of Duty’s ‘large’ maps. Having played it on both PS3 and PS4, the graphical improvements seem to be more of a necessity than a luxury. Picking out a player lying in a pile of heath with a thermal scoped sniper across the map can be incredibly difficult without the definition and fidelity of the newer hardware. Maps take precedence as the striking features as the difference is abrupt; much akin to a new glasses prescription.
Aside from the graphical differences, the real lure of the PS4 version over the PS3’s is the addition of Ground War. Adding more players to the standard TDM and Domination playlists makes a surprising difference; three more players per side can tip the difference on the larger maps between boredom and action. The newer game modes such as Cranked and Blitz come at the expense of Capture the Flag and Hardpoint, yet with new playlists such as Heavy Duty (players get a little more health) being added via free patches, Ghosts’s life cycle looks promising.
For it’s first foray into the depths of next gen, Ghosts performs it’s duties quite well, whilst the lack of any radical changes may frustrate some, the alterations it does perform only shows promise of evolution. Niggles such as the lack of an in depth stats page outside of the game still annoy, as does the lack of a ping indicator and being able to ‘mute all’ in a pre-game lobby; these all seem like weird oversights. The promise of new content and weapons being added as DLC in the future nods to their commitment to improvement and I’m looking forward to seeing where the series can go if developed primarily for the now current generation.
Reviewed on PS4, also available on Xbox One, PC, PS3, Xbox 360 and Wii U.
Recently I went away and was separated from my PS4 for nearly a whole week. As you can imagine it was a traumatic experience but I made it through. Despite being very excited about the console release of the War Thunder beta (especially given all the PS4 titles that have been delayed) I was still surprised that even with all the next-gen goodness waiting for me it was War Thunder I couldn’t wait to get back on.
The first time I went on War Thunder on my PS4 I was completely confused. It certainly can be a bewildering experience but as ever good old perseverance and just having a go got me through it. I didn’t know what nation to play, what planes to research or what upgrades to research for those planes. But a few hours in and everything starts to make sense.
But even from your very first battle the simple but genius control system will certainly be your friend. Moving your left thumbstick (or mouse if your on PC) will move an on screen reticule that signifies where your plane will eventually end up. Essentially this means if you move it left your plane will bank and role much more efficiently than in more conventional flight games. Assuming, like me, you’re not an ace pilot. That’s not to say everything is automated but War Thunder certainly helps you and works with you rather than against you.
PC players certainly have more control with access to certain flaps and rudders on the keyboard but I never felt like I needed anything more on my PS4. When both versions get on the same patch and PC and PS4 players will be playing together we’ll see if it makes a difference. I have a vision of PC players laughing sadistically with their superior rudder control and the aiming accuracy of a mouse. Gaijin insist that War Thunder is the same game on both systems but we’ll have to wait and see.
There are a huge amount of planes available. It’s truly massive. And with ground vehicles on the horizon War Thunder promises hour after hour of entertainment. If War Thunder ends up not being the game for you it will not be because of a lack of things to do. And every single plane is so well designed that each has a unique feel. Each nation has a definite set of weapons with their own style. The historical detail and accuracy is clear to see in everything on War Thunder.
And there are no health bars. Each bullet is properly rendered and it’s trajectory is calculated to find the point of impact. If you get hit in the tail your tail takes damage and you may lose control and crash. The damage model is insanely impressive and keeps things interesting and realistic looking. The only way this is possible is to have the planes painstakingly crafted.
Unfortunately the matchmaking can on occasion see planes from different tiers pitted against each other. As there are now only 5 tiers a one tier difference between planes makes quite a difference. When up against planes with superior firepower, handling and speed things can get a little frustrating. But having said that it’s amazing what you can do with enough skill and a bit of luck.
A phrase that often strikes fear into the heart of many gamers is free-to-play. Well not once have I felt that free-to-play is a problem on War Thunder. In fact I’ve already paid for many days of premium account membership. If you want you can even pay for a single day which is very useful if you plan on having a long weekend on War Thunder but don’t expect to be on every day of the year. With a game as good as War Thunder I’ve got no problem at all paying small amounts for a bit more XP on occasion. I’m certainly going to get a lot of time out of War Thunder before I reach the conventional £40-£60 price tag.
But if you don’t want to pay you don’t have to. You won’t get adverts slung at you every 10 seconds or shorter matches or no access to higher tier planes. It’ll just take longer to get there, which you might not even think of as a bad thing. It’s by far the best example of free-to-play I’ve seen and if this is how it can work then I say bring it on.
War Thunder is an absolutely brilliant game. It is fantastically detailed even given the 300 or so planes that are currently available. It looks gorgeous. It sounds great. The matches are on occasion a little unbalanced but for a vast majority of the time there’s no problems. The learning curve at the start is harsh but after a few hours you will likely have the hang of things. The official forums are generally a constructive place to start and there’s loads of information available there.
For those of you who are sick of getting spawn trapped on Battlefield and always seem to be the person who spawns in front of someone on COD, War Thunder might just be the answer for you. I like that War Thunder caters for people who want to improve and a lack of modern gadgets and weapons keeps the combat pure. It’s free-to-play so there’s no reason not to give it a try. I’m completely hooked and can’t get enough of it. It might just be the best game you didn’t know you had on your PS4.
Reviewed on PS4.
So it’s time again to review Asassin’s Creed IV. For those interested I already reviewed it on the PS3 here. And I was quite harsh. I’ve been eagerly waiting to get on Assassin’s Creed IV in proper on the PS4 for a long time, especially since my disappointment with the PS3 version.
And I was not disappointed. Right from the word go there are clear and significant changes between versions. The initial bar fight combat tutorial is no longer a mess of frame rate issues resulting in clumsy AI. The whole thing was wonderfully smooth and the combat flowed properly in that classic Assassin’s way.
The first time I arrived in a town on the PS3 version I remember wondering if my console would make it through the ordeal. On the PS4 I was left to enjoy and admire my surroundings all at a glorious 60 frames per second. Or somewhere close, I didn’t measure to be honest but it looks very nice indeed. Panning around new cities and towns or lush jungles is just a joy to watch.
Unfortunately even given the PS4’s undoubted good looks it’s still not enough to break the tedium of the main missions, although it does help. A vast majority of your time will be spent following someone, listening to their conversation and then promptly stabbing them with your dubiously acquired hidden blades. It would have been nice to have done something different every now and then but sadly such opportunities never occur.
But there’s a good argument that what ACIV lacks in its main story it makes up for with side missions, collectables and secrets in its vast world. For me I enjoy Assassin’s Creed for the overarching plot line and the battle between the Assassins and the Templars. But I know for most the experience comes down to what happens in the Animus rather than out of it. And in that respect the open world in ACIV is truly impressive.
And once again I took to the Jackdaw to sail the high sees and steal as much loot as possible. The ship handles in that satisfyingly heavy way very similar to AC III. The only thing that ever ruined my pirating experience on the PS3 version was, yet again, the dodgy frame rate. More often than not when I was clearing out the decks of enemy ships the pace of combat was ruined by impossible counter prompts lost somewhere in those dropped frames. On PS4 such issues are luckily a thing of the past and the combat is allowed to be its usual fluid self.
More often than not I would make it through combat without much, if any, damage as Edward spun and flamboyantly slaughtered his foes. It makes it a little easy at times but so satisfying it doesn’t matter. I criticized the PS3 version for being a definite step down from AC III but here at home on the PS4 things seem back on track. The difference between the two is amazing.
And as you would expect the free running also benefits massively from the increased performance on PS4. There’s still the occasional repeated attempt to climb a tree you can’t, and don’t want to, climb. Sometimes you will be stuck on a wall trying to hop off until eventually you take the damage hit and jump for it. But other than that exploring your world is largely painless and slick. And when you need to explore a world as big as this being able to move around efficiently is very important. I still think I found travelling on foot easier in ACIII but that could be down to the design of the map. It’s almost impossible to have a map as big and intricate as ACIV’s and never have an awkward jump or get stuck occasionally. But still if it happens at the wrong time it’s infuriating, especially if you have to repeat a checkpoint because of it.
The scale of ACIV is still impressive even after I almost achieved 100% on the PS3 version. The amount of things to do is just ridiculous and I found myself no less inclined to do them the second time around. Apart from those damn sharks. I really hate hiding from sharks in kelp. It doesn’t work and getting surprised by a giant fish or sarcastically bumping into an eel or urchin because Edward doesn’t go where you want him to isn’t fun at all. It’s a bit of shame really because the underwater section are beautiful to look at and often have hidden depths, sometime even massive caverns occupied by smugglers. But still the areas are impressive, plentiful, and all the more beautiful on the PS4.
I still found myself disappointed with the lack of Assassin’s Creed related narrative. ACIV still feels like a pirate game with the Assassin’s Creed banner flying in the background. The main memories are lack lustre and quite often boring. There are only so many times you can repeat the same objective and still be interested. Even given the PS4 version’s obvious improvements the core game still has those tedious eavesdrop objectives.
But as for the combat and free running the PS3 and PS4 versions are totally removed from each other. Clearing the deck of a ship is now a joyous cacophony of clashing swords and cannon fire. No longer was I let down by lost frames that saw my enemies flying from off screen to stab me in the back. Simply put this is how ACIV was meant to be played, and it’s plain to see. Environments are even better looking than before and I would always linger just a little during synchronizations to admire the view. I still think Black Flag belongs somewhere away from Assassin’s Creed but on PS4 ACIV is a much more satisfying experience. If you have the chance it’s definitely worth a go, even if you’ve played the PS3 version.
Reviewed on PS4.
So it’s Need For Speed time again. If you get the need for speed as regularly as the franchise gets a new title it’s likely you’ll be in prison. But assuming you’ve escaped or evaded the police you can just play Need For Speed Rivals instead. Not quite the same as the real thing but much, much safer. Don’t forget to buckle up and drive safe.
As soon as you’re past the game’s brief tutorial you are plunged into Redview County. Without even knowing it you will be in a lobby with a few other cops and racers all doing their respective thing. On top of the other players there will also be a fair amount of AI controlled cops and racers to bump the numbers up.
Personally I went for the cops first so obviously my first job was to chase down and generally ruin the day of any racers I could find. With the AI the world seems well populated but unfortunately if you want to go toe to toe with other players you will often find yourself driving around futilely trying to catch up to someone in a car that’s just as fast as yours.
The GPS helps as marking a player will follow them around so there’s no need to constantly re-mark someone at every intersection. But nevertheless if they have a similar car to you the distance number will just tediously lower and rise by marginal amounts. A better choice is to go to a command point, where you can select a car and take care of upgrades, view the map and then launch from the command point nearest the action. Fast travelling this way can sometimes get you in the action but not always. I love the open world with other players but most of the time I ended up achieving my objectives with AI anyway. Larger lobbies would definitely help.
The same thing can be true with Racers although there is slightly less reliance on finding other people. But if you want to race with someone at times it’s going to be difficult to catch up. Hopefully they’ll want a race too and meet you halfway but you’re still relying on strangers for your experience. So again if you want to get things done it’s likely you’ll end up just playing with AI.
It can feel like you are essentially on a single player game with the occasional annoying host migration sessions and lag. It’s still a great idea and I love having the world populated but Rivals just feels like a half measure. There simply aren’t really enough players to make it feel like an online experience.
Luckily when you do get into some action, be it AI or a real person, Rivals really comes to life. Chases are exciting and you get a genuine feeling that you’re pushing your car to the limits to escape, or capture your target. The usable items such as EMP’s and spike strips are a fun touch and can make some chases less tedious because someone can actually do something. Although it can be annoying as a Cop when you realise that Racers have just as much offensive capabilities as you but it would be unfair if they didn’t. A mode with none of these ‘weapons’ would be nice though as chases often come down to who’s equipment is better.
And does anybody ever remember constantly pulling a handbrake turn and racing off in the opposite direction to evade the cops? Yeah, so does everybody else. So more often than not you will be slamming on, turning, firing an EMP and flooring it. Or trying to predict when a Racer is going to do that and hopefully not get caught out. Not easy at high speed. Sometimes it’s not so bad and at other times it’s all you’ll be doing, again largely dependant on other players.
Chases with the AI are often less tedious at the expense of less potential excitement. Which only further emphasises the single player experience over the online. The AI is surprisingly capable and can create some great moments so playing against it isn’t necessarily second place. It can be irritating when the Cop AI seems to stop you more often than the Racers but hey, we can’t have perfection now can we?
The handling is very chunky and there is a definite weight to the cars. Flashy driving and wheel spins are perhaps prioritized slightly too much and standing starts can become a little tedious but other than that the car’s are good fun to drive. Despite the fact there’s a noticeable difference between the feel of the vehicles a new car is always better than an older one. So regardless of the amount of cars available you only ever get to have a good go in half of them and as a Cop there are some you will probably never drive. Or if you do it will be just to try it. It’s alright having loads of cars to choose from but if there aren’t any actual decisions to make a lot of them are a bit pointless.
Luckily then, levelling up and acquiring new stuff is a simple case of completing a set of objective and returning to either a Safehouse or Command Centre depending on which side of the law you’re on. The objectives usually don’t take long and you can unlock loads of stuff in a reasonable session. There’s a great sense of progression that keeps you coming back for ‘just one more’.
As one of, what became, few launch titles for the PS4 Rivals is certainly good looking. Small things like leaves sweeping across the road add a lot to the overall visuals. Car models and road surfaces are well detailed. Sunsets and weather effects are gorgeous even if they are only fleeting as you speed through Redview.
Rivals is addictive and fun enough to keep you coming back for more long into the game. The AI can be annoying when it gets in your way but for the most part it’s impressively clever and enjoyable to play against. Levelling up and choosing a side is nice and it’s always good to have the ‘Cops and Robbers’ style back to Need For Speed. Being constantly online and driving around with other people to ignore or play with at will is great although Redview really needs more players in a lobby to work at its full potential. There just aren’t enough people to ensure you get into action with real people. With larger lobbies Rivals really would have been so much better but it’s a step in the right direction and one I hope continues with future Need For Speed Titles.
Reviewed on PS4.
Deadfall Adventures is an action adventure staring the not so famous James Lee Quatermain, a descendant of Allan Quatermain. The prospect of a globe trotting adventure with treasure and mummies is an appealing one indeed. If only Deadfall Adventures can show some inspiration and not just repeat things we’ve already seen countless times over the years. I wonder if there’ll be any Nazis…
On the rare occasion that you do get a puzzle wrong and happen to die because of some hideous trap, checkpoints will not be your friend. It’s not the large set piece puzzles that clearly move the plot forward but the little ones on the way. Right at the start of the game a message appears to inform you that Deadfall is all about exploration and treasure hunting. But the first time I decided to do some I died and had to replay a short combat section several times.
Truth be told the puzzle was really quite simple but I missed the solution and it got me killed a couple of times. Unfortunately the main puzzles don’t really show much imagination either. No one will be surprised by the pressure plates on the floor where the aim is to avoid standing on certain symbols. Or the reflective mirrors that need lining up to shine light at the target and open the door.
I often consulted Allan Quatermain’s (James’s great grandfather) notebook as prompted to help me with the solution to a puzzle only for it to confuse me rather than help. Scribbled images that show you what icons should be shown on a swivelling picture-thing on a door will take longer to match up to the puzzle than just figuring it out without the book. It often makes the solution look complicated and saw me looking for clever solutions where I should have just got on with it and relied on the puzzles adhering to generic puzzle conventions. It’s a bit of a shame and means that one of the largest parts of the game is almost all rehashed material.
But it does give you a break from the combat. You’re time in combat will be split between fighting Nazis, Russians and Mummies. Because it really wouldn’t be a treasure hunting adventure without some Nazis. But fighting them is a mundane affair where the main objective is to predict where they will spawn and ultimately hide. Hiding doesn’t really feel like the German army I know but still. Even when they are ‘in cover’ taking pot shots at you they’re pretty easy to kill and you will often find little to no challenge to the fights. Unless you get inconveniently spammed with grenades and can’t escape. If you die it will probably be because of cheap tactics or bad luck.
Fighting mummies is somewhat more fun with an Alan Wake style ‘shine your torch at them first’ system. Holding a button down will focus your torch into beam and drain a quickly recharging battery. Once you have done enough damage with the light they will become vulnerable to your other attacks and you can finally put ‘em down. The guns are fun and I enjoyed using weapons from the period but there isn’t particularly a different feel between each weapon other than the visual designs. There are however plenty of guns to choose from and Deadfall isn’t afraid to throw them at you right from the start.
The shooting itself does tend to feel a little dated and several times I was reminded of the likes of Serious Sam. Not that that’s necessarily a bad thing but I was expecting more from the shooting mechanics. Although you can ‘aim down sights’, Deadfall just strikes me as a game from long long ago before we even new what ADS was. The combat just has that old, unrefined feel to it.
But the combat will in turn come as a relief from hearing the awful script. The voice acting isn’t great but I get the feeling the actors didn’t have much to work with. It comes as a surprise when you can’t predict what everyone’s going to say in the next 10 seconds. It does make Quatermain a lot less charming than I suspect he was supposed to be.
But it’s all too easy not to notice many of Deadfall’s flaws because it’s so good looking. The weapons could use a little more attention but that’s soon forgiven when you take a quick look around. The environments are well detailed and as vibrant as possible given that they’re mostly sand and stone. It’s the kind of game that makes you stop and take a look every now and again just to enjoy the view.
Unfortunately once you get past the gorgeous visuals and you’ve used most of the weapons a couple of times there isn’t much left to look at. Some of the puzzles at least make an attempt to engage you but for the most part they are unimaginative and absolutely nothing we haven’t seen before. It’s a real shame given the care that has clearly gone into the environments.
The same thing can be said for the combat. There are plenty of guns to choose from but they quickly get repetitive. Fighting mummies is definitely the most satisfying combat in Deadfall and takes a brief brake from playing ‘hunt the poorly hidden Nazi’. Focusing the torch to weaken your undead foes is odd but quite satisfying and adds a much needed layer to the otherwise lacklustre shoot outs.
Puzzles are nothing special but occasionally feel like more than just another obstacle. Mini puzzles that reward optional treasures would be more enticing if there was a more forgiving checkpoint system. The environments are impressively good looking but if you scratch off the rather thin veneer there’s little depth left to Deadfall Adventures. The poor script and voice acting plus far too many generic gaming conventions that we’ve all seen before make Deadfall Adventures just too boring to keep you coming back.
Reviewed on PC.
Although How to Survive is definitely a thumbstick shooter staring everyone’s favourite nameless enemies, zombies, (they tied with Nazis) at times it has surprisingly good survival horror elements. There’s a dark gritty atmosphere that’s rarely, if ever, been realized in a thumbstick shooter in the way it has in How to Survive. Which I actually found a welcome change.
Unfortunately there comes a point where the fact that How to Survive is a thumbstick shooter gets in the way of it’s deeper survival horror aspirations. Surviving by needing to find food and water basically has to become a case of picking up items to keep a Sim like happiness meter topped up. It’s a bit of a shame really but I can imagine a game where a constant need for water is the main appeal could very quickly become boring and stressful.
There is a loose plot based structure that reminded me a lot of Dead Island. Not in substance but in essence. It’s the gameplay that keeps you coming back and the plot merely shuffles the whole thing along. The first Borderlands did the same thing and it can work wonders in the right place, luckily it feels right in How to Survive. Sometimes I don’t need anything more complicated than go and survive the horde. I’m here to kill zombies at the end of the day.
On your travels you will find a multitude of weapons and items to help you on your way. To introduce you to all these mechanics a very friendly chap named Kovac has left you various leaflets to help you learn your way around the island. Picking up one of Kovac’s guides will start a short animated video clip to guide you through the task at hand. They’re funny and light hearted. I genuinely looked forward to picking them up because they where funny. It’s great to see a tutorial with some fun and imagination infused into it. It certainly stops the tutorial becoming tedious.
There’s also a rather comprehensive level up system that keeps things interesting for quite a while. Unfortunately given the amount of time spent fighting off the horde the combat gets a little stale a little too fast. Melee weapons feature an amazingly singular motion that sees your chosen character blindly swinging with a stick to bop zombies. It looks strangely out of place for such a pretty game to have such poor animations.
OK so it’s a thumbstick shooter, I’m not expecting Uncharted quality motion capture. But at the same time surely it’s easy enough to make at least one convincing action for a zoomed out top-down-only view. A vast majority of How to Survive looks great and it’s a shame that an action you will spend so much time performing has been paid so little attention.
There are some surprisingly survival-horror-esque moments in How to Survive. Unfortunately they don’t carry through the full game. It’s possible that if the survival elements had been more prominent How to Survive could have been too hardcore and quickly become irritating. Looking at it the other way around How to Survive is a surprisingly deep and satisfying thumbstick shooter that makes a very good attempt at breaking free of the genre’s shackles. With more in-depth combat How to Survive would have simultaneously, and successfully, implemented new things whilst remaining true to the genre. Sadly I felt the combat and rigid character movements just stopped How to Survive from becoming something special.
Reviewed on PC.
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