All posts under Feature

By on February 23, 2015 at 3:27 pm

Tomorrow marks two weeks to the day since Evolve arrived, and one thing is clear: it seems to be doing pretty well.

Not insanely well. Not blockbusteringly well. But just, you know, well. It’s chugging along. There haven’t been any server meltdowns, or last-minute patches. There haven’t been any emergency nerfs or unforeseen exploits. It’s just… doing okay.

Except, it seems, in the Court of Public Opinion — where Evolve is still struggling on a number of fronts. As one of the lawyers in that court, I’m going to use this article to tell you why you should be playing Evolve. I’m also going to have a bit of a go at Turtle Rock and 2K, because I think there’s some things getting in the way of Evolve really being that breakout success.

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Total War: Attilla

By on February 23, 2015 at 12:52 pm

Rome II was a disappointment. Not because it failed to meet the lofty expectations that are bound to come from being the first numbered sequel of one of the Total War franchise’s most beloved titles. Rather, it was because the game was a bloated, unwieldy mess. I appreciate my opinion of this is at odds with our previous review of the game, but I feel this context is necessary when discussing my reaction to the latest game from The Creative Assembly – Total War: Attila.

My reasons for so disliking the past game are numerous, but can be distilled into a key issue – lack of meaningful decisions. From its muddy combat, to a revised management system that unnecessarily abstracted key information, Rome II rarely made you feel you were in charge. Factor in the myriad of technical issues the game shipped with, and you should be able to understand my apprehension in approaching the latest Total War.

Thankfully, Attila represents a significant improvement on the past game. It may not return the series to the loft heights of earlier entries but it goes a long way to restoring faith in what The Creative Assembly is capable of.

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peter molyneux

By on February 17, 2015 at 10:40 am

Like almost everyone over the age of 30, there have been times where I have been stung by the bee of nostalgia. Our generation seems more determined than almost every other to demand a constant reinforcement of our childhood’s pop culture, whether it’s re-releases, re-makes, re-imaginings… or a combination of all three. When our demands are met, we reward them with cynicism and derision, after we quickly release that nostalgia is generally something that cannot be recaptured, let alone recompiled into a easily consumable package.

In reality, sentiment links us back to a particular moment or feeling in our past – somewhere safe, just and stable. Hollywood aren’t the only ones capitalising on this obsession, with a host of early game designers popping out of the woodwork, promising that their new (old?) projects and new (old?) ideas will right the wrongs done by those evil publishers who so long ago prevented these geniuses from realising their destinies.

Enough is enough.

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battlefield hardline

By on February 12, 2015 at 2:49 pm

I was talking to a friend on Skype after we had just played our first hour of Battlefield: Hardline‘s recent open beta, which included the new games modes Hotwire and Heist. We were discussing its improvements over the first Alpha test, which included noticeable polish, especially around the way that vehicles control and little things like frame rate and whatnot. I asked what he thought of the game in general. He paused for a moment before replying with “Well, it’s definitely Battlefield”.

He’s not wrong. Battlefield: Hardline is not a lot of things, and many of them for good reasons, but it’s almost certainly a Battlefield. Surprisingly enough, this is also one of its major problems.

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By on February 11, 2015 at 11:10 am

Every game of Evolve hinges around the Trapper. Their portable Dome and their knowledge of where and when to deploy it make the difference between victory and defeat in almost every encounter, and it’s vital that you know what you’re doing when your boots touch the ground. Let Joaby help you along the way.

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By on February 10, 2015 at 3:27 pm

Let’s not beat around the bush, friends: The Assault class is the most straightforward class in the game. You are the big guy with the big gun and the heavy armour, and your job is to make a mess of the monster’s face as fast as possible.

Is there more to it than that? Well… not really. But each Assault character plays differently, and there are other things to take into account.

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By on February 10, 2015 at 9:36 am

The Kraken is Evolve’s second monster, unlocked by getting one star in all of the Goliath’s four abilities (something which shouldn’t take you more than an hour or two, especially if you’re practicing against the AI just so you can use Rock Throw over and over and over without feeling bad).

If the Goliath is the tank, then the Kraken is the wizard — mysterious, vaguely bearded, and capable of dealing out immense long-range damage while hovering around. Playing as the Kraken requires planning and patience. Unlike the Goliath, rushing in and smashing everything in sight while furiously chaining attacks together will end badly. Instead, use your Cthulu-like brain to think ahead.

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By on February 9, 2015 at 6:29 pm

So you’re going to be a hunter? Good for you. Mobile Infantry made me the man I am toda– sorry, wrong movie. Anyway, while hunters may have the luxury of respawns and team-mates to back them up, the monster is tough, smart, and insanely mobile. You’ll need all the help you can get, and we’re here to get you started.

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By on February 9, 2015 at 6:29 pm

The Goliath is the face of Evolve. A cross between Godzilla, a gorilla, and probably a bear as well, Goliath is a monster focused around brute strength, relentless rage, and survivability. Easily the most forgiving of the monsters, Goliath has been deliberately designed to be straightforward, easy to play, and a more forgiving introduction to the difficult task of being hunted and shot at by four other players.

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By on February 9, 2015 at 6:29 pm

The base Evolve game comes with three monsters — the Goliath, the Kraken, and the Wraith. Playing as the monster is difficult and can be daunting, but it’s not impossible and is always good fun. These quick tips will give you an idea of how to get going (and when four other players are hunting you, you need to get going very fast).

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By on February 9, 2015 at 6:29 pm

It’s Evolve week here at, with Turtle Rock’s new asymmetric multiplayer title launching tomorrow on February 10. We’ve been following this one ever since we first heard about it, and we thought we’d try and give it the red carpet treatment this week with a full spread of guides to get you up and running as fast as possible.

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Grim Fandango Remastered

By on February 4, 2015 at 3:40 pm

I don’t know what your house was like growing up, but my house was an Apple Macintosh house. All of the computer-buying in my house was done by my Dad, and my Dad was — and remains, hi Dad — a staunch Apple man. I’m talking cut-him-open-and-seeds-fall-out kind of apple. So as a result I didn’t play any Windows games literally at all until I needed to pick up a Windows PC for university work in 2006.

What I’m getting at here is that I have (until this point) never played Grim Fandango before now. Woah! Put down those pitchforks friends, I’m on your side. It’s a good game! I’m enjoying it. Mostly. But yes. I am going to criticise it.

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Life Is Strange

By on February 2, 2015 at 1:34 pm

‘“You can’t go home again”, said Thomas Wolfe. But here I am.’

This quote, spoken by protagonist Max if you choose to have her observe an aerial photo of her home town, permeates throughout the entire episode (and also giving a nice nod to the obvious aesthetic influence of  TheFullbright Company’s Gone Home). Max has returned to the small town she grew up in after five years in Seattle; she also discovers early in this first episode that she can rewind time and relive moments, changing their outcome and acting upon new knowledge she has picked up.

This is, on every level, a game about returning to the past and the self-reflection that comes with that.

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