By Tim Colwill on November 18, 2014 at 9:48 am
Ahead of this year’s PAX Australia show, we had the chance to sit down with BioWare’s Mike Laidlaw, creative director on Dragon Age: Inquisition. We cornered him in a room full of stuffed animal heads (yes, really) and asked him all sorts of ridiculous questions.
By James Pinnell on November 17, 2014 at 12:15 pm
At this year’s PAX Australia games.on.net 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.
By Joab Gilroy on November 14, 2014 at 12:06 pm
Last week we reviewed Halo: The Master Chief Collection, and throughout the review I noted that any sort of multiplayer review was out of the question due to a lack of match-making. A week later, and the servers have ostensibly been live for five days. So let’s review the rest of Halo: The Master Chief Collection!
By Tim Colwill 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…
By Jess Colwill 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.
By Alex Walker 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.
By Tim Colwill 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.
By Alex Walker 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.
By Joab Gilroy 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.
By Tim Colwill on November 4, 2014 at 3:49 pm
Our headline for the wrap-up article on last year’s inaugural PAX Australia said it all — great convention, awful venue. Plagued by horrible public transport, unworkably small spaces and insanely long queue times, it was a testament to the positive culture surrounding the event that it managed to be fun in spite of those restraints.
A year later, and PAX Australia is back — this time at the Melbourne Convention and Exhibition Centre. Does the change of venue bring a change of hearts?
By Jess Colwill on November 4, 2014 at 12:30 am
I’m pretty primed to love Dragon Age: Inquisition, let’s be honest. I’ve loved basically every BioWare game ever since they became a thing, and when everyone else was pointing out the faults on Dragon Age 2 — and let’s face it, there were a few — I was the guy saying, “Yeah, that bit kinda sucked, but what about this bit!”
So, anything I say about the Dragon Age: Inquisition hands-on I experienced on Thursday last week should probably be taken with a heavy dose of delicious salty salt.
Omigaaaawwwd, Dragon Age: Inquisition is amaaaazing!
Seriously, though, I had about two hours to play with it — and every second was an improvement on DA2.
By Joab Gilroy on October 28, 2014 at 11:34 am
games.on.net recently attended an event in London hosted by Splash Damage for some good ol’ hands-on time with their new team-based competitive shooter, Dirty Bomb.
As Joab discovered, the game is shaping up to be a mix of all the best bits of Wolfenstein: Enemy Territory, Team Fortress 2 and Brink, with even a few dashes of the MOBA formula thrown in as well.
By Tim Colwill on August 29, 2014 at 1:37 pm
When it comes time to make a point about an important issue the tool I usually default to is humour, or satire, because I find it’s easiest to change people’s minds if you can make them laugh along with you. A lot of awful things have happened this week, and in the week before, and I’ve tried a few times to think of a clever way I could write them up while still getting the point across that, hey, things are really bad. I can’t. So here we are.