Home Blog Page 3391

Splatoon Review

splatoon-boxart-01

Splatoon
Developer: Nintendo
Publisher: Nintendo
Platforms: Wii U
Release Date: Out Now
Price: AU$79.95 – Available Here | US$59.99 – Available Here

Overview

When Splatoon was announced, people’s heads turned and all eyes were fixated on the new cast of colourful half kid/half squid. It is rare for Nintendo to release a new IP and even more shockingly; it was a shooter! Well now that the Big N’s forway into the unknown has been released and its unique take on the multiplayer shooter genre is definitely a success. Sure it suffers from some teething issues and the method of distributing content is a little eyebrow raising, but all in all Splatoon shows that Nintendo still has the minds to innovate and create obscene amounts of fun.

splatoon-screenshot-01

Gameplay

At it’s core, Splatoon is a squad-based shooter where your goal is to fill the majority of the map with your team’s chosen colour of ink. To do this, you use a variety of weapons and skills to lay down some serious ink. If you took nothing more than a passing glance at Splatoon you would probably enjoy it for this factor alone but much like with Pokemon, Nintendo has created a game that looks simple on the outside but is jam packed with some serious hidden complexity and depth.

In Splatoon, you play as a Squidling, which is a squid that can transform into a kid (or a kid that can transform into a squid. I’m not particularly sure which one it is). As a kid, you run, jump and shoot your ink guns like normal and aim to cover the most floor space with your team’s colour. However, turning into a squid is what really shifts this game into a whole other gear. As a squid, you are able to sneakily and quickly dash through your own ink, adding a whole new level of manoeuvrability that you normally wouldn’t expect in a squad-based shooter. Squids can even dash up walls and get to higher vantage points by painting up a wall in kid mode.

One thing that really impressed me was the map design of the game. Levels are built around not only the manoeuvrability of the players, but the weapons themselves. Verticality is important and in many stages a Squidling can travel up a tall tower and take aim with a sniper-rifle to pick off opposing squids who get in their way, but at the same time a character with a roller (a paint roller that they push along the ground in front of them to cover massive areas with ink) can quickly get around the tight corners and ensure that their team’s colour is painted proudly across the field.

The rounds are short but incredibly chaotic. It is possible for one team to be absolutely dominating the map for 2:50 before the opposition mounts a serious counter attack and wins out of nowhere. The quick gameplay also keeps the intensity up and stops you from losing interest.

splatoon-screenshot-05

Since Splatoon is a multiplayer-focused title it is sad to see it not include any real couch co-op. Now to clarify, the game does let you play with two players on the one console, but only in a weapons test area and not in any of the actual online multiplayer modes. Personally, I was a little disappointed to find that out after reading that there was two-player support right on the back of the box. It is understandable that with the ink physics and nature of the game that two players on the one console might not be feasible with the current hardware, but tempting us with the promise of two player action and not fully delivering is a huge let down. I personally feel that the multiplayer aspect of weapons testing should have been excluded from the game all together.

There is also a single-player aspect to the game, where you take on the roll of your Squidling and run through various challenges designed to teach you on how to properly utilise the game’s mechanics. While it isn’t a massive aspect of the game, I for one learned a lot about squid movement and shooting tactics from running through the stages, and the boss fights were just icing on the cake. However I will note that the final boss encounter is a HUGE difficulty spike in comparison to the others, and it can feel downright frustrating at times.

One thing to definitely note is how stable the online connectivity is with this game. Nintendo is known for not putting up the best servers for their online games *cough cough Smash Bros. cough*, but during my many hours as a squid-kid, I never once got dropped out or had any discernable amount of lag. The whole game runs as buttery smooth as any other shooter out there, which is all the more impressive considering the chaotic and dynamic nature of the game.

splatoon-screenshot-04

Nintendo has also taken a bit of a unique tact when it comes to the content available in Splatoon. At any given time, players will only have access to four maps (two in ranked mode and two in free play), and these rotate every couple of hours. This is very much a double edged sword as it allows players to really get accustomed to a particular map, but at the same time also means that if a map you aren’t fond of pops up in the rotation, you are stick playing on it or just not playing for a couple of hours. I also feel like it is a method of artificially increasing the game’s lifespan, as everyone can’t get bored of the included maps too quickly. In a time where games like Destiny and Titanfall become barren wastelands quickly, I can see why they would want to try this out but I can see players getting agitated at its inclusion.

Splatoon also features Amiibo support, but only for the three Splatoon figures. When you scan one of the Inkling figures into the game, it unlocks a series of challenges for you to replay. These have you running through the levels of the single-player campaign once again but with different limitations placed on you, or by giving you different weapons. Playing through these unlocks some new wearable gear for your online avatar, and I have been rocking the seriously awesome Squidling armor since I first stepped foot into the online lobby.

splatoon-screenshot-03

Visuals & Audio

Splatoon might very well be Nintendo’s most visually impressive game to date, and a lot of that has to do with the ink itself. Water effects are always difficult to get right, no matter what the game is and when you add colour and physics to the mix, the whole thing becomes a recipe for disaster yet somehow they managed to pull it off without hitch.

Ink gets EVERYWHERE in this game, and the subtle animations as it splatters across the floor, or the parting motion as an enemy’s ink supplants it are really beautiful to behold.

The game itself is also vibrant and colourful (which at this point is a trademark for Nintendo and one that II’m sure most of us agrees continues). The various different colours of ink really help the game stand out;Deep blues and contrasting oranges, fluro pinks and royal purples. They all look amazing and there is never a time where you stop and go “wow, my team’s colour is ugly this round.”

Since Splatoon is such a chaotic game, it is only natural that it has an equally energetic soundtrack. The high intensity punk-rock styled tunes really help set the tone and pace for the matches and are a joy to listen to. Although I will admit that I wish there was a few more songs available because after a couple of hours of play you will likely have listened to them all several times.

splatoon-screenshot-02

Overall

Shooters are really a niche in gaming that Nintendo has largely left alone, so it is good to see that when they finally dip their toe into that pond, that they have created something totally out there and different. While it has its share of teething issues, Splatoon is still a blast to play. After selling over 1 million copies, I have no doubts that we will see more of the Squidling Kids in the future and I look forward to see how this game becomes the springboard to a truly awesome franchise.

8-0-capsules-out-of-10

Capsule Computers review guidelines can be found here.

DBZ: Resurrection ‘F’ Coming to Australia August 6th

dragon-ball-z-resurrection-f-australia-poster

It was announced long ago that the newest Dragon Ball film, Dragon Ball Z: Resurrection ‘F’ (Revival of ‘F’ in Japan), would be receiving a dub and now we know it will be coming to 69 cinemas across Australia and New Zealand from Thursday August 6th, with most cinemas running one session a day for roughly a week. Madman has revealed most cinemas will screen the 2D dubbed variant of the film while some will have the 3D dubbed showing and a select few will run 2D and 3D screenings of the original Japanese audio with English subtitles. A full list of locations and what version of the film they will be showing are available at www.dragonballz.com.au.

The U.S. is beginning their limited screening just a few days earlier on August 4th and the film was first shown in Japan in early April. While the limited details are frustrating most fans will be able to appreciate the film is coming to international shores a lot quicker than it’s predecessor Battle of Gods. An entirely new Dragon Ball series has recently aired in Japan in what is continuing to be an exciting year for Dragon Ball.

Xbox Newsbeat: June 26, 2015

halo-5-guardians-screenshot-006

It’s been a quiet week since the E3 frenzy, and Microsoft is no exception. This week’s Xbox Newsbeat brings us news about ForzaHalo 5: Guardians, and July’s Games with Gold titles.


xbox-one-forza-motorsport-edition-promo-art-001Celebrate 10 Years of Racing with the Xbox One Forza Motorsport 6 Limited Edition Console

Microsoft is celebrating ten years of Forza with a limited edition Forza Motorsport 6 Xbox One console. The console is navy blue with subtle racing stripes. The matching controller features rubberized diamond grips. The console sports the new 1 TB hard drive and also comes with a digital copy of Forza Motorsport 6 and the “Tenth Anniversary Car Pack.” The pack features cars like the 2008 Aston Martin Team Forza DBS, the 2015 Lamborghini Hurácan and the 2013 McLaren P1. The console will be available on September 15, 2015 for $549 AUD.


Xbox Live Gold Members Get Even More With Two New Games Every Month on Xbox One

This month is bringing a free copy of Assassin’s Creed IV: Black Flag for Xbox One owners subscribed to Xbox Live Gold during the month of July. Xbox One owners can also snag a copy of So Many Me from July 16 to August 15. Xbox 360 gamers can look forward to Plants vs Zombies from July 1 to the 15th and then Gears of War 3 from July 16 to the 31st.


halo-5-guardians-screenshot-005

Warzone is the Coolest New Mode in Halo 5: Guardians

Warzone is a new PvPvE mode being introduced in Halo 5: Guardians. The match starts like a traditional co-op match with fire teams fighting against AI controlled enemies while they gain enough Energy Points to summon better gear from the REQ Stations. REQ Stations are loaded with gear purchased with REQ Points from multiplayer matches. This gear will help prepare teams for their inevitable conflict with the opposing team of 12 players over three control points scattered across the map. Once all three points are held, the enemy core can be attacked to end the match without having to score 1000 points. All the while, the AI will continue to battle it out against both teams.


Halo 5: Guardian’s Warzone sounds like the coolest thing to happen to the series in a long time. I’m super pumped for it, but that’s all the Xbox Newsbeat for this week!

Catch up with XCOM 2’s E3 Gameplay with a New Video

xcom-2-screenshot-001

The rush of E3 videos is still continuing with 2K and Fixaxis Games posting the E3 gameplay demo of XCOM 2 on YouTube. The 10 minute long video is introduced by Creative Director Jake Solomon. The video covers a sabotage mission, one of the new missions being added to the game.

The gameplay starts off with a short cut scene that sets the stage for the mission. Jake Solomon will be leading his team of XCOM soldiers on a mission to destroy a statue ADVENT erected in the city square to strike a symbolic blow against ADVENT. Things quickly go south as the team clashes with local security forces and the aliens.

xcom-2-screenshot-004

XCOM 2 will be launching for Linux, Mac, and Windows in November 2015.

FALLOUT SHELTER ACHIEVES MASSIVE GLOBAL SUCCESS; DEBUTS AT #1 ON APP STORE

FALLOUT SHELTER ACHIEVES MASSIVE GLOBAL SUCCESS; DEBUTS AT #1 ON APP STORE

Fallout Mobile Game Quickly Tops Charts in 48 countries

June 25, 2015 (London, UK) – Bethesda Softworks®, a ZeniMax® Media company, today announced that Fallout Shelter™ – the first-ever mobile game set in the celebrated Fallout® universe from Bethesda Game Studios® – quickly became the top downloaded game in 48 countries and the top downloaded app of any kind in 25 countries following its release.

“We play games on our phones all the time, and have always wanted to make one,” said Todd Howard, Game Director at Bethesda Game Studios. “To have our first mobile game be enjoyed by so many is stunning. It just shows that gamers appreciate more depth and being treated fairly. It also shows people love Fallout as much as we do.”

Praised for its fun, addicting gameplay, and for its player-friendly approach to in-app purchases, Fallout Shelter rapidly climbed the ranks of the highest grossing apps during its first week on the App Store. Within two days of launch the game cracked the top-grossing chart, overtaking King’s Candy Crush as the App Store’s number three top-grossing app in the United States. Fallout Shelter wasn’t just a hit stateside – it also joined the ranks of the top five top-grossing games on the App Store in 37 different countries.

Fallout Shelter remains the number 1 most downloaded free game on the App Store. In the first week following its release, play sessions of Fallout Shelter have surpassed 70 million times a day by fans globally.

Fallout Shelter is a post-nuclear strategy and simulation experience that puts you in control of a state-of-the-art underground Vault. Build the perfect Vault from a variety of rooms, oversee your very own thriving community of Vault Dwellers, and protect them from the dangers of the Wasteland.  Vault-Tec has provided the tools, but the rest is up to you.

Fallout Shelter is available now on the App Store for iPhone, iPad and iPod touch.

About ZeniMax Media Inc.

ZeniMax Media is a privately owned media organization headquartered outside Washington DC with international publishing offices in London, Paris, Frankfurt, Eindhoven, Hong Kong, Tokyo, and Sydney. Through its subsidiaries, ZeniMax Media creates and publishes original interactive entertainment content for consoles, the PC, and handheld/wireless devices.  ZeniMax Media divisions include Bethesda Softworks, Bethesda Game Studios, id Software, Arkane Studios, Tango Gameworks, MachineGames, Battlecry Studios, ZeniMax Online Studios, ZeniMax Europe Ltd., ZeniMax Asia K.K., ZeniMax Asia Pacific Limited, and ZeniMax Australia Pty Ltd. For more information on ZeniMax Media, visit www.zenimax.com.

About Bethesda Softworks

Bethesda Softworks, part of the ZeniMax Media Inc. family of companies, is a worldwide publisher of interactive entertainment software. Titles features under the Bethesda label include such blockbuster franchises at The Elder Scrolls®, DOOM®, QUAKE®, Fallout®, Wolfenstein®, Dishonored®, The Evil Within ®, Prey® and RAGE®.  For more information on Bethesda Softworks’ products, visit www.bethsoft.com.

About Bethesda Game Studios

Bethesda Game Studios® is the award-winning development team known around the world for their groundbreaking work on the Fallout series and The Elder Scrolls series. Creators of the 2006 ‘Game of the Year’, The Elder Scrolls IV: Oblivion®, the 2008 ‘Game of the Year’, Fallout® 3, the 2011 ‘Game of the Year’, The Elder Scrolls V: Skyrim®, and most recently the highly-anticipated upcoming title, Fallout® 4,  Bethesda Game Studios has earned its reputation as one of the industry’s most respected and accomplished game development studios. For more information on Bethesda Game Studios, visit bgs.bethsoft.com.”

Roccat Releases Taito Control Cloth Mouse Mat

roccat-taito-control-promo-shot-005

Roccat announced that the newest addition to the Roccat Taito line of cloth mouse pads is now available. The Roccat Taito Control mouse pad is perfect for those of us who hate using a mouse surface that feels like a penguin sliding around an ice rink. The Roccat Taito Control’s cloth surface is designed to provide enough resistance to help control a fast moving mouse, while still being smooth to the touch. The edges are stitched to ensure the edges will not fray over time.

roccat-taito-control-promo-shot-004

The Roccat Taito Control is a mid sized mouse pad measuring in at 400 mm by 320 mm. It is only 3mm thick, which will keep the mouse surface close to the desk with the help of the rubberized backing.

The mouse pad is available at stores carrying Roccat products with an MSRP of $16.99 USD or €19.99.

Tony Hawk’s Pro Skater 5 gets a New Trailer and Screenshots

tony-hawks-pro-skater-5-screenshot-05

Activision had a decent E3, but didn’t heavily detail Tony Hawk thus far – which is releasing in just three months. That is ok, as we now have new footage from a behind the scenes trailer that shows us more of what to expect from the 5th installment of the mainline franchise – as well as a fresh batch of screenshots.

The trailer simply has Tony speaking of the project and its revival with some fresh footage, with more details about the release and pre-order bonus (see the above image). The game looks a bit dated to be honest visually, but it could be a cartoon for all I care – as long as it plays well. Check out the new media down below and stay tuned – as Playstation and Xbox users will be able to see the hawk ride again this fall.

Lego Dimension E3 Hands-on Impressions

lego-dimensions-screenshot-12

Lego Dimensions (Hands-on Impressions)
Developer: TT Games
Platform: Xbox One, Xbox 360, Playstation 4, Playstation 3, Wii U
Release: 27 September, 2015

The LEGO video game franchise is by now a well established and has found itself adapting all manner of IPs into its universe, much like the actual LEGO toys themselves. These games have covered everything from Batman to Lord of the Rings while still largely being fun for both young and old to play with simple gameplay and zany humour. LEGO Dimensions, developed by TT Games, doubles down on this formula of using well-known IPs by pretty much combining all of them.

lego-dimensions-screenshot-24

In the demo I was able to play, the levels ranged from the yellow brick road from The Wizard of Oz, the subject testing rooms of Portal, to a spooky mansion from an episode of Scooby Doo. The main characters are similarly ecclectic with the basic cast including Batman, Gandalf, and Wildstyle (from the LEGO Movie). They each have their own special abilities and powers which come into play at various points to help solve puzzles and progress through the story.

The gameplay largely falls into the standard LEGO game formula of being a very child-friendly brawler. Defeated enemies and destroyed objects generally break apart into small lego pieces to be collected for points and taking damage lowers your score. Where the gameplay enters into new territory concerns the new toy pad which has been added which allows the player to affect the game world through placement of various figures on the mat. In practice, this works in a similar way to amiibos in that it reads the chips at the base of the models and translates that into the game world by bringing the figurine into the level.

lego-dimensions-screenshot-26

This peripheral opens up new aspects of gameplay through creative use of the use of its lights. Most of the puzzles I played make use of the pad in one way or another. With one instance I was using it as a detector for an invisible object I needed to find in the environment while in another I needed to move the figurines around the level to match corresponding colours on the toy pad. To be honest; I’m not sure how long this feature will be able to maintain its novelty but I imagine that the zany writing and gameplay will probably keep me interested in playing through long after the pad has become gimmicky.

For more of our E3 coverage, click here.

Mad Max E3 Hands-on Impressions

Mad-Max-screenshot-03

Mad Max (Hands-on Impressions)
Developer: Avalanche Studios
Platform: Playstation 4, Xbox One, PC
Release: September 2015

Following the phenomenal success of the cinematic insanity which is Mad Max: Fury Road, I decided I’d take a gander over at the game inspired by the same universe. Movie franchise games are generally quite notorious for being cynical cash-ins and so when I got my hands on playing a demo at E3; my expectations weren’t particularly high. Luckily, my cynicism did not pay off and instead I found a game which was actually quite interesting and fun to play (from what I could see).

The demo started off with Max in a brawl with a number of warboys. Hand-to-hand combat in this game is reminiscent of the Batman Arkham series with the player using a variety of attacks and counters to incapacitate enemies. After dealing with the thugs who were attacking me (with some missteps here and there), I was able to loot their camp for scrap, ammunition, and acquire a new chassis for my vehicle (The ‘Magnum Opus’).

Mad-Max-screenshot-05

The game features a system for customising Max’s car as you complete missions in the wasteland and collect parts. For this demo, I upgraded the chassis and increased the armour level of the car which negatively impacted upon my acceleration due to the increased weight but I thought it was an adequate trade-off for my first time in the wasteland. To unlock further customization options, I would need to travel across the map and find the items myself to unlock them. With that in mind; I specified a new mission on my map and proceeded to drive my way there in my newly modified car.

This game certainly captures the look of the Mad Max universe with its models and environment. This game certainly feels like its just had its vehicles and environment downloaded from movies like the recent Mad Max: Fury Road. Unfortunately, I did not get much of a chance to see too much of the character models as there wasn’t too much non-combat interaction between Max and the other residents of the wasteland. That being said, I didn’t need to drive far before coming across a convoy which I was to take down.

Finding the convoy was simple enough by following the directions of the map and mini-map on my HUD. Vehicle combat, at this point, is a completely different beast to anything I’ve played before. The car handles like a vehicle in a racing game, but when it comes to shooting the various harpoons, guns, and flamethrowers; you generally enter into a bullet-time state where you can carefully aim at exactly what you want to shoot at while time slows down.

Mad-Max-screenshot-04

This was a bit disorientating as I would slow down to pick off the tire or pull off the armour of enemy car in slow-motion and then speed up to have another enemy ram me. During the ramming I noticed that one of the enemy warboys can jumped onto my car and was holding on for dear life while trying to stab Max with a spear. Driving into another vehicle, using flamethrowers, or scraping that side a rock generally helped clear off any unwelcome guests. But finally, after tearing off the armour of an enemy vehicle, they generally end up with a red fuel tank exposed somewhere on their rig which can then be shot to destroy them.

After working my way through the convoy, the demo can to an end. I certainly enjoyed my hands on with this game and I look forward to seeing how the full title plays out. My one consternation with the game is that the vehicle might be repetitive over multiple instances, but it remains to be seen what Avalanche Studios can bring in to this title to keep things fresh over its playthrough.

For more of our E3 coverage, click here.

King’s Quest: A Knight to Remember E3 Hands-off Impressions

kings-quest-a-knight-to-remember-screenshot-001

King’s Quest: A Knight to Remember
Developer: The Odd Gentlemen
Platform: Playstation 4, Playstation 3, Xbox One, Xbox 360, PC
Release: Late July (TBA)

The King’s Quest series is a much-beloved classic of gaming with its sprawling (for the time) world and comedic tone. There have been many iterations of the title following Graham on his journey from being a lowly knight in the realm of Daventry to becoming its King. The license has changed hands a number of times in recent memory and was previously lent out to the folks at Telltale Games before Activision pulled it back. Activision got the The Odd Gentlemen game studio to develop this latest installment and revived the old Sierra brand to release it. I sat down with one of the devs behind King’s Quest: A Knight to Remember, Matt Korba, as he guided us through a demo. Here is my impression of the game they’ve been working on as it currently stands.

The basics of the game follow the classic design of adventure games with the player navigating the world, solving puzzles and progressing with the story. The narrative follows the recollections of King Graham as he recounts his adventures to his granddaughter, Gwendolyn, in the hopes that she learn some of his (questionable) wisdom. The narrative takes direct inspiration from movies like Big Fish and The Princess Bride in this regard by featuring heavy use of narration with Christopher Lloyd playing the part of old King Graham. In this instance, he was retelling his adventure of attending a tourney for knighthood hopefuls.

kings-quest-a-knight-to-remember-screenshot-005

The demo opened with Graham falling down a hill, in traditional slapstick style, and coming across his first puzzle which was to cross a river which had mysteriously lost its bridge. The interactions you could have with the environment generally lead to some manner of comedic comment from the narrator. The puzzles themselves are generally quite a simple a matter which often involves finding and using the right item in the right place. In this first instance, we found a hatchet and cut down a tree to make a bridge across. We fast-forwarded through the first puzzle and came across our second which was to, once again, cross a river. This time, the solution to the puzzle would be a bit more roundabout. To implement the tree-cutting solution we used previously, we would need to get past a group of ridiculously pedantic knights.

The game features a choice system which will have a lasting and varied impact upon how the story unfolds, similar to systems used by Telltale in their games. The earliest choice we had at the start of the demo was to determine how we would go about addressing Gwendolyn’s concerns about her upcoming competition. Our options were to engage with the problem through bravery, cunning, or compassion and in this instance we chose to go with cunning. Matt Korba described that he intended for the consequences of these players to result in completely different branches of narrative to unfold so that players can end up with completely different scenarios playing out. In this playthrough, we distracted the pedantic knights through faking our own distress and the creative use of bees.

kings-quest-a-knight-to-remember-screenshot-004

We did not have much time to see much more of the game, but we were shown another of the branching path choices available to us when approaching a given problem. In this instance, we were meant to acquire the “eye of a hideous beast”. With our limited supply of money, we had the choice of dealing with one of three corresponding NPCs to try and complete this quest. There are five chapters of the game planned for release and this should give players plenty of room to see how their earlier choices impact upon later interactions. In terms of duration for the first chapter, Matt Korba stated that it would be “longer than you expected” so there should be plenty of instances where we can see what impacts our choices have directly and indirectly.

This title follows in its predecessor’s footsteps by being an adventure game with strong tongue-in-cheek humour. The game looks appealing but there is something a bit off with its delivery of its comedy. I would liken the problem to a joke which has had the punchline told a split second too early or late. The jokes and script themselves are quite solid from what I saw, but with that being said; I can appreciate dry meta-humour, slapstick, and puns (PUNTASTIC PUNS). The delivery is a bit off at times which ruins punchlines, although I’m not sure whether that’s just due to the code still being a bit fragile or whether the scripted dialogue and animation is just a bit off-beat. My hope is that The Odd Gentlemen work on this aspect to make it flow better before release.

kings-quest-a-knight-to-remember-screenshot-003

I enjoyed the aesthetic of the game which was an interesting mixture of 3D animation and painting as in-game models were printed out, hand-painted, and then scanned back in to create the interesting visuals. It creates an interesting style which is somewhat reminiscient, once again, of the work of Telltale Games but I would argue still quite distinct. I’m a fan of the old series and I’m interested in seeing how this new installment with its updated graphics and engine will work out. I felt the comedic timing needs a bit of work before release, but I’m still looking forward to giving it a shot when it comes out.

For more of our E3 coverage, click here.