By Alex Walker on April 25, 2015 at 11:30 am
Before the launch of Mortal Kombat X, Alex sent some probing questions to NetherRealm in the hopes that someone might not break his spine for his troubles. Lead designer John Edwards not only left Alex’s innards intact, but was even kind enough to offer his thoughts.
By Tim Colwill on April 20, 2015 at 11:25 am
Warhammer 40,000: Regicide is the last thing anybody expected from a licensed Games Workshop title — a grimdark version of chess, where Space Marines and Orks (and later, others) duke it out on an 8-by-8 board with guns, grenades and psychic powers. And made here in Australia!
We asked Hammerfall’s lead developer Cathrin Machin and community manager Thomas Holdsworth all about it.
By Jason Imms on April 15, 2015 at 11:19 am
It’s Grand Theft Auto 5 release time — again! This is the third major release of GTA 5, and this time it’s here to hijack our PCs and run them into the ground.
And run them into the ground it will, if you want to turn on all of the bells and whistles available to you in the game’s settings. For this review, GTA 5 was run on a mid-tier system sporting an ageing GTX 580, and even so I was able to find a good balance between looks and performance.
By Alex Walker on April 14, 2015 at 10:30 am
Nobody around the games.on.net office knows Mortal Kombat better than Alex, and so it was that he latched his gore-slicked fingers onto our copy of Mortal Kombat X and wouldn’t let go until we promised to let him review it.
Take it away, Alex…
By Tim Colwill on April 13, 2015 at 4:42 pm
It’s been four months since Heroes of the Storm changed from “technical alpha” to “closed beta”, which is long time in the world of fast-changing, highly-balanced competitive games. I’ve been playing on and off in Heroes since the alpha (here’s my earlier report, where you’ll discover that I’m a huge “casual” and I “must love Candy Crush”), and so the first thing I can really say authoritatively about the game is that the closed beta is pretty much the same.
I’d love to say that it’s a revolution or that it’s changed the game from the ground up, but it didn’t. You know why? Because the game was already insanely polished. I love you Blizzard, but putting the words “technical alpha” on a game that is already at a more functional state than some major AAA releases was proooobably unnecessary in the grand scheme of things, although it is a nice fallback if something does break horribly.
So let’s get one thing straight: the closed beta isn’t a game-changer. But it is great, and it’s clear now that as times goes on, Blizzard have got a much better idea of what they’re trying to achieve. One only needs to look at the Artifacts System — introduced in July last year and removed just two weeks later after very negative feedback — to see that they’re keen to hear what people have to say. As part of that process, Heroes of the Storm is now tighter and more focused than before.
By Tim Colwill on April 3, 2015 at 12:04 pm
The rampant success of Bloodborne has introduced a new generation of gamers to tough, skill-based challenges that are punishing and unforgiving, requiring determination and perseverance to master.
Needless to say, some people are dealing with this better than others.
By Tim Colwill on April 1, 2015 at 3:00 pm
This opening paragraph of my long-winded opinion piece discusses who I am and gives a bit of background to where I’m coming at the question from. Perhaps I’ll talk a bit about the current state of affairs as well, just as a set up to the rest of the article.
Everything seems fine. But what if it… wasn’t?
That’s the inane and pointless question I’ll be asking you as I pad out this article to fill my quota.
By Alice Lynton on March 31, 2015 at 10:46 am
It’s very tempting to fall back on comparables when talking about Bloodborne, but to say “If you liked Dark Souls, you will like this” really does From Software’s latest a disservice.
The fact is you may love Bloodborne after struggling to get into previous games in this loose family – and even if you did love Demon’s Souls and the two Dark Souls games, there’s no guarantee you will also like Bloodborne, which is quite a different game.
Oh, the basic set up is the same. (Unforgiving combat where even low-level enemies pose a threat all the way through the game. Having to repeat long, dangerous gameplay segments each time you die. Terrifying boss battles.) But the really interesting thing about Bloodborne is that it actually takes more of an action approach than its precursors.
By Tim Colwill on March 30, 2015 at 4:03 pm
Evolve’s first wave of its somewhat-controversial DLC lands tomorrow on March 31st, and includes four new hunters, a new monster, and two new maps — although the new maps are free to everybody who owns the game, not just the DLC. We had the chance to sit down for a few hours last week to go through all the new additions.
It’s not really a secret here at GON that I really like Evolve. A lot. I think it’s a very clever and interesting game, and if I’m to be honest I’m a little bit sad that it’s not as popular as I’d like. I’ve been open about why I think that is — it’s too friggin’ expensive (read more of that argument here). And so playing these new hunters and monster fill me with what can only be described as frustration, because they demonstrate to me that Evolve is just such a mechanically interesting and clever game… that nobody seems to be playing.
Each new addition bends and twists the rules of the game in a cool new way, adding layers of complexity to a title that is sadly underappreciated — and will probably continue to be so as long as 2K continue to charge top dollar for it. Anyway, enough about that. Is the DLC worth it? Let’s break it down.
By Joab Gilroy on March 27, 2015 at 2:23 pm
The big change ahead of Dirty Bomb‘s soft launch was the introduction of the tiered loadouts system. The first question that comes to anyone’s mind when playing a free-to-play game is “how do they make their money?”
It’s a good question, and one increasingly more relevant as more companies adopt the monetisation scheme in an effort to cut costs and increase profits. Who wouldn’t dream of making the next League of Legends or World of Tanks, right?
By Jess Colwill on March 26, 2015 at 11:31 pm
If you’re anything like me, you’ve been waiting a long time for Pillars of Eternity. The record-breaking Kickstarter campaign finished in October 2012, which means the faithful have been waiting over two and a half years. As one of the first major Kickstarted projects to see fruition, there will be an abnormally large percentage of you that don’t need me to tell you whether to buy it or not – you’re already receiving a copy as a backer reward.
But let me assure you regardless: Pillars of Eternity was worth the wait.
By Bennett Ring on March 24, 2015 at 3:58 pm
Battlefield Hardline marks a revolutionary departure for the Battlefield series, and it’s not just because of the new Cops ‘n Robbers setting. Instead the key difference is that this is the first time DICE, creator of the series, has handed the helm over to another developer, Visceral Games. Visceral has proven itself to be a very versatile developer, albeit one with a spotty quality record, releasing everything from survival horror series Dead Space, through to cover-based co-op shooter Army of Two: The Devil’s Cartel, to third person action game Dante’s Inferno.
Unfortunately the old mantra of “Jack of all trades, Master of none” seems to be an appropriate description of the studio; with very little experience in first person shooters, its work on Battlefield Hardline shows that Visceral simply doesn’t have the expertise to back up its obvious enthusiasm for the genre.
By Tim Colwill on March 20, 2015 at 1:07 pm
Battlefield Hardline’s single-player game is really weird. Can you remember the last time a Battlefield single-player story was actually worth playing? I mean seriously, it’s been years. Sorry DICE, but really, years.
Then all of a sudden Hardline comes along, with actually interesting characters, an actually interesting story, and flashy crime-drama flair that blows Battlefield’s “hoo-rah, war is good / oh no, war is bad” military muddle away like so multi-million dollar cobwebs.
By Patrick Stafford on March 19, 2015 at 11:07 am
StarCraft is the $5,000 guitar of video games. You think it looks cool, and love having a bit of a play, but it’s best left in the hands of someone who can really shred.
Yet the past two StarCraft II expansions have managed to yank me back in. And based on the preview I experienced at the Game Developer’s Conference in San Francisco this month of the third instalment – Legacy of the Void – I’m sure it’ll steal quite a few hours of my time again.
games.on.net was given limited hands-on access to Legacy of the Void’s multiplayer. While we didn’t get to see a lot, we were able to try the new Archon co-op mode – and it may just help some newer players get back into the game which, quite frankly, still has a scary learning curve.
By Alex Walker on March 18, 2015 at 3:39 pm
After a rubbish night’s sleep and a taste of some sichuan cooking (or szechuan, but I think the former is the actual province responsible for the cuisine) I asked for an interview with the English casters, hoping to get a bit more background on the scene and the second day’s proceedings. I hadn’t forgotten last night’s contradiction, but time was running out.
I’d actually met one of the casters, Benjamin Novotny, the previous day, albeit briefly; he’s based in Taiwan, having moved from the United States to further his university studies in Chinese languages. He asked me if I was from a European gaming site, I replied that I wasn’t and he simply walked away…
By Tim Colwill on March 18, 2015 at 1:04 pm
Here at games.on.net there’s nothing we like more than handing out game keys to people, and we’d like to put admiral’s caps onto your handsome faces and then shove them directly into the World of Warships closed beta test.
How do you get a key? It couldn’t be easier…
By Alex Walker on March 17, 2015 at 4:37 pm
This journey started last year at PAX Australia, when I was sitting on a panel talking about the state of eSports in Australia. The discussion had run for nearly an hour, and yet not a single word had been mentioned about World of Tanks, despite the game having one of the strongest communities – on PC, anyway – in Australia.
I pointed out as much, but that was the extent of my knowledge. Mind you, that was a bonus: nobody in the panel had any experience, knowledge or interest in the game, and nobody in the crowd seemed to care either, despite Wargaming’s free-to-play beast having such a strong foothold in Australia (and at PAX!).
How could so many know so little about a game with such a strong following? I put that question to Wargaming at PAX, and their response was a plane ticket to Taiwan to find out for myself.
So when I left Sydney, I had one simple question: what precisely is World of Tanks?