All posts under Feature

By on December 5, 2014 at 1:03 pm

Shear is a planet on the brink. Humanity, as it often does when faced with a glorious world untouched by “civilisation”, has milked the planet of all its resources, exploiting its minerals and unique environments for its own gain. But Shear is fighting back, rejecting the parasitic foreign organism in a unique way — with monsters by the truckload.

For so long, it seemed like Evolve was just Hunters vs Monsters — a sort of “because it was there” approach to the game. We’d seen Hunt mode, where the Hunters tracked down the Monster, and we knew of two groups of Hunters and Monsters. It all seemed a little basic, a little shallow, but the game was so much fun that it didn’t matter. I don’t need a reason to hunt down a monster, surely. It’s a monster!

Well, not any more. I travelled to Orange County, to Turtle Rock Studios… studios… to see what Evolve was actually bringing to the table, and damn is it good.

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By on November 25, 2014 at 11:00 am

At this year’s PAX Australia, we (along with thousands and thousands of others) got to sit down for a few rounds of Battlecry — I’m sorry, Bethesda, but I’m not going to spell it BATTLECRY – the new F2P MOBA-thing that Bethesda are hoping to use to crack open the lucrative freemium market so currently dominated by games like League of Legends.

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By on November 24, 2014 at 2:25 pm

The modern stable of Grand Theft Auto titles are arguably the best life simulator available in the land of video games. This is a game where you can follow police cars on patrols, sit at a traffic intersection for an hour and watch a true day and night cycle, complete with sunsets, rush hour, traffic jams and drive-by shootings. It’s also a game where you can push people in front of buses, and murder practically everyone that exists with almost zero consequences.

So when the PS4 iterative update of GTAV dropped in my lap, I figured this would be a good opportunity to see if Rockstar was able to improve on what was already an impressive feat of software engineering.

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By on November 19, 2014 at 3:13 pm

Last week we asked you a simple question: what was your fondest gaming memory? 130+ of you responded, and reading through all of your great entries made me pretty nostalgic for my childhood Christmases, I don’t mind telling you. Also, it seems many of us most fondly remember the time we got a Nintendo 64 for Christmas — well, me too my friends, me too. Ripping the paper of that thing and getting stuck into it for hours. Diddy Kong Racing was our first game — which is still great, by the way, especially the soundtrack — and I’ll always remember my brother tilting the controller as he steered, his tongue sticking out of his mouth as if he could somehow guide the karts around. Great times.

Anyway, where was I? We had plenty of great entries, but the one that really stuck out for us was this one, also in the spirit of brotherly love and affection. Take a look.

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Star Citizen

By on November 17, 2014 at 12:15 pm

At this year’s PAX Australia was lucky enough to sit down with Chris Roberts, the man behind Star Citizen, for a nearly hour-long chat about everything to do with the game.

As you can see below, we cover topics like size and scale, delivering on promises, creating “safe” areas for new players, the influences of Freelancer and Wing Commander, immersion, exploration and more. Check it out.

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Halo Nightfall

By on November 17, 2014 at 10:19 am

Nightfall is sort of what you expect from first episodes of television — a lot of rushing to set up characters and build the world. It follows ONI agent Jameson Locke as he screws around in the city Sedra, a colonial city on the planet Sedra. The people are called Sedrans. It’s mentioned Sedral times. Not several, sedral. I made that joke up. You can use it.

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Battlefield Hardline

By on November 14, 2014 at 3:30 am

When EA invited me to their offices in Sydney to play the Battlefield Hardline campaign I was a little bit worried. The last Battlefield campaign I played was Battlefield 4, and it was… not good. Pretty, sure, but exactly the sort of point-to-point follow-me-and-do-what-I-tell-you gameplay that just isn’t my bag. I like at least a little bit of freedom in my games, and it didn’t deliver.

So let me tell you that nobody was more surprised than me when Hardline told me I could basically do whatever I wanted…

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By on November 13, 2014 at 12:20 pm

iiNet’s Chief Regulatory Officer, Steve Dalby, explains why iiNet is fighting against a court application to have its customer details revealed.

Recently, Dallas Buyers Club LLC – the owners of rights in the film of the same name – applied to the Federal Court for iiNet and a number of other providers to reveal details of people they suspect of infringing copyright on their film. This is not an action against iiNet.

In plain terms, Dallas Buyers Club wants the names and contact details of our customers they believe may have illegally shared their film.

Known as ‘preliminary discovery’, this practice is used in a wide range of cases where the identity of the person or company you may want to take legal action against is unknown.

iiNet has decided to oppose this discovery application.

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World of Warships

By on November 12, 2014 at 4:36 pm

World of Warships is the third plank in’s ongoing attempt to take over the World of Gaming by providing enough flavours of military simulation that they can cater to pretty much everybody. Unlike the fast and frantic games of World of Tanks or the even more fast and frantic games of World of Planes, World of Warships aims to appeal to the more considered and careful player who likes to think things through ahead of time and play the long game.

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By on November 11, 2014 at 6:31 pm

The day Dragon Age: Inquisition finished downloading, I woke up at 6:30am. I was experiencing that rare feeling that I hadn’t felt since Christmas Day as a kid — I literally couldn’t sleep for the excitement. That first day, I don’t think I even stopped playing until after dark — over 12 hours in one sitting, I am ashamed and impressed to admit. Not only was I incredibly excited, but DA:I delivered.

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legacy of the void-concept art

By on November 11, 2014 at 1:49 pm

It’s difficult to process that the end of the StarCraft, the journey of Kerrigan’s betrayal, Raynor’s stubborn resistance and the refusal of Aiur to completely fall, courtesy of the Dark Templar’s various interventions, is nigh. The threads cobbled together over the last 16 years, much like the forces that banded together to stave off the Overmind, the Confederacy, the UED, Kerrigan, rebel Protoss tribes and Kerrigan a few more times, will finally be resolved.

I’m not ready for StarCraft to end, and that’s perhaps I haven’t connected with the Wings of Liberty or Heart of the Swarm campaigns. It’s not just the sense of finality and closure from StarCraft and Brood War, but the more convincing predilection for drama throughout.

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call of duty: advanced warfare

By on November 10, 2014 at 9:13 am

The notion of soldiers in powered exoskeleton suits running fast, jumping high and disappearing from sight isn’t exactly new to the world of video games: Crysis has been churning it out since 2007, and more recent titles like Deus Ex: Human Revolution and Titanfall have added their voices to the mechanical chorus.

And so it is that in 2014, industry juggernaut Call of Duty has finally maneuvered its gargantuan bulk around to the idea of powered exoskeletons that can run fast, jump high, and turn invisible. “POWER CHANGES EVERYTHING” trumpets the slogan of Advanced Warfare, but the reality on the ground is that power changes… very little at all.

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overwatch preview

By on November 9, 2014 at 11:40 am

I still remember the day my father confronted me in the family study and screamed until he was black and blue because I, a foolish 10 year old, had the temerity to acquire a copy of the original StarCraft on more than 20, 3 and a ½ inch floppies from a family friend. Understandably, my gift for Christmas that year was a copy of the StarCraft Battle Chest and, a year later, I’d end up playing a multiplayer game of StarCraft with my dad on the slowest speed possible.

It’s a memory that makes me smile not just because of the ironic way StarCraft allowed me to bond with my father, but because of the evocative way it reminds me how games can touch people’s lives. When I think of Blizzard, it’s the juxtaposition of those screams and my soft explanation of game mechanics a year later that immediately springs to mind. That moment, in my mind, is quintessentially Blizzard.

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By on November 7, 2014 at 10:12 pm

It sure is Halo.

Two years ago I said the greatest praise and strongest criticism I can level at Halo 4 is that it sure is Halo. Don’t I feel foolish now. What could be more Halo than a packaged presentation of the four numbered Halo games into one graphically overhauled, easy to navigate game for the Xbox One? Suddenly you can revisit all of the Master Chief’s greatest hits at your pleasure, all of them broken down by level, some of them rebuilt again in 1080p.

What I’m reviewing of Halo: The Master Chief Collection is only part of the overall package — what many will buy it for is access to Halo: Nightfall and the Halo 5 beta, but these things aren’t a part of the experience yet. So consider this very timely review mildly hamstrung, and expect the meat of the review to come some time next week.

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