By Jess Colwill on August 27, 2015 at 2:59 pm
Being a PS4-exclusive interactive movie, the temptation to compare Until Dawn to previous titles like Heavy Rain and Beyond: Two Souls is obvious. With its focus on choice and consequence, though, as you play through you’ll find yourself comparing it more and more to a Telltale game, specifically The Walking Dead, in my case.
But while the gameplay might remind you of a Telltale title, Until Dawn is placed firmly and deliberately in the “interactive movie” genre. It studiously and overtly uses tropes common in the “teen slasher” subgenre of horror – teens alone in a cabin in the wilderness, easily definable character stereotypes like “the bitchy cheerleader” or “the loveable nerd” – so that the player immediately understands what’s going on.
Once the setting is quickly and easily established, the player can then focus on what the game wants you to focus on – your choices and their consequences for the characters.
Clifford Bleszinski’s new game, formerly known as Project Bluestreak, has been unveiled — it’s called Lawbreakers (it’s definitely not called The Shattering), and it’s a team-based FPS set in a world where ‘clandestine government testing’ blew up the moon and caused gravity…
After teasing eagle-eyed fans with hints of drivable vehicles, Techland have announced Dying Light‘s first expansion: The Following, which will bring not only those all-terrain buggies but a heap of other content as well. Techland describe The Following as “something big that will give…
By Tim Colwill on July 28, 2015 at 9:14 am
Doom 3 was a surprisingly slower-paced sequel to fast-paced predecessors. It emphasised horror and had just as many troughs as it did peaks. You should absolutely not expect that kind of treatment of the material with id Software’s 2016 take on Doom. It’s fast as hell and has distilled a lot of what was great about the first two games in the series, splicing it into an unholy union of old-school mechanics and contemporary design.
In terms of multiplayer, it’s more Strogg than hell spawn, borrowing heavily from id’s other big dormant shooter IP, Quake, while simultaneously cheekily appropriating from Quake’s biggest foe, Unreal. Doom’s single-player is mostly under wraps in terms of the story – although the team hinted at the story being on par with the first two games – but the multiplayer was fair game for us to get our hands on at QuakeCon 2015.
By Tim Colwill on July 27, 2015 at 10:06 am
Bethesda Game Studios last three games – Oblivion, Fallout 3, and Skyrim – have all received a lot of love from the Game of the Year category. That’s the no-pressure titbit that the vice president of marketing and PR at Bethesda, Pete Hines, led with in his brief introduction to one of the main events at QuakeCon 2015: an exclusive presentation of Fallout 4.
By James O'Connor on July 23, 2015 at 3:31 pm
There’s nothing like an indie area at a convention to remind a games journalist how comparatively easy their job is. On all three days of AVCon, Adelaide’s favourite anime and videogame expo, I walked in at midday and spent a few hours sauntering around the Indie Games Room, playing incredible feats of artistic achievement and chatting with the nervous, exhausted geniuses who made them, all the while making a mental list of the five games I’d end up briefly covering in this article afterwards.
It’s impossible to do full justice to the level of quality of our local game developers: I didn’t play a single game all weekend that wasn’t admirable in some wonderful way. But still, here are the awards we’d hand out if we could afford the precious metals and plaques.
By James Pinnell on July 21, 2015 at 3:45 pm
When Heroes of the Storm came along and stripped out much of what makes the MOBA genre so insanely difficult for new players to learn, hardcore players rejected it almost immediately.
It was a “MOBA for casuals”, it “wasn’t difficult”, it “wouldn’t have staying power”. By allowing new players to feel accepted and competent within a much quicker period of time, older players instantly felt upset that their experience wasn’t being valued. They figured that this accessibility was due to an innate lack of challenge or depth – in much of the same way many people derided Hearthstone in its infancy.
But confusing accessibility with a lack of difficulty is a common mistake.
By Tim Colwill on July 9, 2015 at 4:10 pm
THIS ARTICLE CONTAINS SPOILERS FOR BATMAN: ARKHAM KNIGHT.
DO NOT READ THIS ARTICLE IF YOU HAVE NOT FINISHED THE STORY OF BATMAN: ARKHAM KNIGHT.
Gotham City is under siege. Its citizens have either fled or huddle indoors while gangs of deranged villains roam the streets with impunity. Batman’s villains, finally sick of the Dark Knight, have teamed up to take him down once and for all. Under pressure and in a race against time, Batman glides and swoops through the open world, fighting against overwhelming odds and chasing down collectibles and side missions while the Joker screams and laughs at him every five minutes.
What Arkham game am I talking about here? Don’t worry if you’re puzzled, we’ll come back to it.
By Tim Colwill on July 6, 2015 at 4:58 pm
Dark Rainy City is a tough place. That’s why Scary Mask Man is here to bring his two-fisted brand of justice to the dark, rainy streets — and this time he’s up against his old foe Fear Man and his new foe, Mystery Bad Man. Join Scary Mask Man as he punches crime to within an inch of its life (but not any further, because Scary Mask Man has sworn a solemn vow never to kill).
By James Pinnell on July 2, 2015 at 1:49 pm
I’ve been in the very lucky position to go hands-on with quite a few different VR technologies over the past few years. From the original Oculus DK1 to Sony’s Morpheus to Razer’s OSVR, it’s plain to see that everyone is foreshadowing that our screens are going to be sitting a lot closer to our faces in coming years. At E3 2015, I got a chance to play EVE Valkyrie on the Oculus Rift consumer model. It was amazing.
By James Pinnell on July 1, 2015 at 3:10 pm
There are few things more satisfying than successfully executing a well laid plan. I still have fond memories of the map, dot and line system of the original Rainbow Six titles – where engagements were planned via a series of drawn lines, frantic circles and a few small arguments in regards to breach locations and what equipment to bring. Then there were the coordinated actions, that beautiful shock and awe moment when all four members simultaneously blast/rappel/storm one or many locations at once before the tangos even know the cavalry has arrived. Part of that appeal was the inevitable failure that accompanied a woefully nieve takedown plan — but then you just re-evaluate, and start again.
Ubisoft has taken yet another departure in its latest re-imagining of Rainbow Six, which they’re calling Siege.
By James Pinnell on June 29, 2015 at 3:21 pm
If you clicked on this and wanted to know whether The Taken King is fun – it is. It’s a solid continuance of the Destiny story, alongside a bunch of new PVP and PVE content. If you are a Destiny fan, what this DLC offers is a solid effort that you will likely enjoy.
But I’m going to break preview protocol a little now and talk about why I don’t think this expansion is good value for money.