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Mortal Kombat X Hands-on Preview

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To all my Mortal Kombat brethren, I must apologise. You see, ever since Mortal Kombat X was revealed, we MK fanatics have been scrounging around for any information on the tightly-sealed story of the tenth entry in the iconic fighting franchise, and our best shot at gleaning any details of said story is through the introductory dialogue between fighters as they square up and ready to come to blows. Unfortunately, the conditions – particularly the noise level – of the EB Games Expo 2014, prevented me from making out any full lines of dialogue. Although I did catch tidbits and can give you all some paraphrased quotes at the end of this article.

Before we get to that, it’s funny that a fellow reporter at the event laughed when I complained about being unable to hear the dialogue, stating that I was pretty much the only person who cares about the story in Mortal Kombat, or any fighting game for that matter. That’s unfair. Mortal Kombat has always been the sole fighting property with an actual story, one with established relationships, twists and turns, and proper character motivations. It spawned a film that was not only good, but probably still stands as the best video game to film adaptation made (obviously I’m not talking about annihilation). And Mortal Kombat (2011) rebooted the franchise and the story in an effective and captivating way, introducing an entirely new approach to story-telling in fighting games that just works. So yeah, I am bummed out that in my playtime, Sub-Zero’s quip to Raiden at the outset, and vice versa, was inaudible. But, truthfully, with all that said, gamers attend these expos to get an early preview of blockbuster titles, and I was extremely happy to even get a chance to play Mortal Kombat X. I got in about 14 matches while at the expo (yes, I returned to the booth numerous times) and played every single character available…including the tattooed sorcerer himself, Quan Chi.

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Yes, that’s right, Quan Chi was revealed at midnight here in AEST time, and a mere 9 hours later the build was updated! Netherrealm Studios producer Erin Piepergerdes had presumably not flown into the country empty handed. Naturally, I jumped straight into it as one half of the infamous ‘deadly alliance’. Quan Chi is a character that demands practice in order to pull of some of those awesome-looking combos shown in his reveal trailer. They’re definitely not easy to chain together. His ‘Warlock’ variation is his most beginner-friendly, summoning portals that he can then kick, stab or grab opponents through from the other end of the arena. ‘Sorcerer’ is a much more strategy-heavy variant, allowing the player to cast power-enhancing spells, and zones where the player can stand within and become impervious to attacks. Finally, ‘Summoner’ enables the player to summon a Netherrealm demon-bat creature that can then be commanded to shoot a fireball, gnaw on the opponent’s face, or sweep their legs out from under them… I could not command it to do any of those things (looking at the movelist is for “noobs”, after all). Quan Chi feels like a “big bad” and his entrance differs depending on which player chooses him, either riding in on his devil-horse or arriving through a portal brandishing Moloch’s severed head (looks like the Oni’s fate has been decided).

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Out of the current 9 character roster, Ferra/Torr is the most unwieldy (think someone like Bane in Injustice: Gods Among Us), and Cassie Cage is easily the most accessible and easy to pick up and chain attacks with. Also, her X-Ray is a real ball-buster. But perhaps my favorite character to play, surprisingly, was Kotal Kahn; the combination of the “Blood Sacrifice”, dropping health a fraction to double damage, and the “Ray of Light”, which heals when stood inside, unless you are the enemy, in which case it deals damage, is extremely powerful. I ended a round in 5 attacks utilising them! Fatality commands were removed from this build, but of note, everyone has five finisher slots except for Scorpion, who has six. Interesting…he’s also the only one who has a name listed for his second fatality, although it is a troll by the developers: “badadadadada whooo!” Maybe it’s Scorpion doing his best Adam Sandler impression as a Friendship? Mortal Kombat X is shaping up to be a smooth, technical fighter.

Okay, so remember how I promised paraphrased intro dialogue? Here’s what Kano says in a mirror match: “Well, look who we have here?”/”One of us is a fake!”/”One of us will die!” More intriguing is this interaction between the new Outworld emperor Kotal Kahn, and Ferra/Torr: “Join me!”/”You want enslave our people”/”I wish to restore you!”. And what does Quan Chi have to say to Sub-Zero? “I have your brother’s soul!”. Lastly, Sub-Zero answering a query about him supposedly being frozen in a block of ice: “Unlucky for you I decided to thaw out!”.

The Order: 1886 Hands-on Preview

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The Order: 1886 has been receiving a lot of flak since, well, first gameplay footage was shown. While the fluidity of the blending between cinematic and gameplay was what impressed me early on, others seemed to hate the apparent focus Ready at Dawn has placed on the cinematic element. Unfortunately, those opinions have only been validated ever since Sony started putting The Order: 1886 in the hands of gamers and press alike at the various expos throughout 2014.

Now it was my turn to see for myself. The demo is the exact same that many of you may have already watched online, featured at PAX Prime, Gamescom and a couple other exhibitions. It begins just outside the Stockley and Co. Distillery as the Knights of the Round Table (The Order) are ambushed from the second storeys of buildings ahead of them. Sir Galahad (Grayson), the player character and main protagonist, takes shelter as Sir Percival (Sebastian Malory), the eldest member of the group and mentor to Grayson; Lady Igraine (Isabeau D’Argyll), Grayson’s apprentice and lover; and Marquis de Lafayette, the youngest among them, engage in gunfire. Gaining control, the player is instinctively influenced to take cover behind a nearby pillar. The Order: 1886 features a sticky cover system akin to that of Gears of War, with “O” entering cover and “X” exiting. Grayson has two weapons at his immediate disposal: the standard Luger pistol, and the creative and devastating Thermite Rifle, which shoots disintegrating pellets filled with aluminium iron oxide, as well as a flare to ignite the solution. Players must first spray the flammable liquid using R2, much like a normal gun, and then follow up with the flare by pressing R1, much like a secondary fire mode in other shooters.

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This resulting ball of flame from the above combination burns through cover (not to mention enemies), and can be used in contextual and scripted situations, such as blowing up the top level of the distillery and using the magazine itself as a placed explosive, which you are required to do a bit later in the demo to create an exit. Aesthetically, it’s a spectacular gun with dazzling effects, but the impact upon ignition isn’t quite as strong as expected. What is neat, however, is being able to extend the fiery wall (to a limit) by spraying more aluminium iron oxide onto the flame and and directing it outwards. Progressing forward, Lafayette gets hit and the remaining trio work to drag him to safety. Here, the player must aim and shoot at foes above as Grayson drags his comrades body. Aiming accurately here was nigh impossible, and more confounding was the fact that you could kill three guys before a fourth emerges and deals the final blow with a pipe bomb of sorts, but restart from that checkpoint and fail to kill even two, and somehow the game allows you to survive. Perhaps the title scales difficulty if you fail a certain number of times, but we were never made aware of that functionality. After a short cutscene, picking up a collectible and moving forward, my controls went completely haywire…

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Now, coming out of the EB Games Expo 2014 this weekend, having played The Order: 1886 for the first time, I was sorely disappointed for a few specific reasons. The biggest of those were the controls, but after putting things in perspective, heeding the staff’s warning that the demo is still buggy, and conversing with some fellow reporters who had no issues in this department during their own playthrough, I concluded that I was simply a victim of said bugs. Sir Galahad would run in circles without any input, refuse to enter cover and not respond to my attempts at aiming with the right thumbstick. It was extremely frustrating. The game already feels clunky and overwhelmingly heavy as it is. The other major issue relates to feedback. While the weaponry is impressive and intimidating, both visually and conceptually, they lack any true feeling of impact upon firing and landing shots. The Order: 1886 has some great ideas in place, and I’m all for a story-focused experience, but Ready at Dawn have their work cut out for them if they want to meet the already revised release date of February 20, 2015, and avoid another delay.

Splatoon Hands On Preview

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Splatoon
Developer: Nintendo Co. Ltd
Publisher: Nintendo
Format: Wii U (Previewed)
Release Date: TBC

Splatoon may just be the craziest upcoming Nintendo title to date, a platoon of colourful warfare over turf that will splash onto the Wii U console next year. The unique third person shooter is more ‘paint bomber’ than call of duty and is comprised within a tight-knit arena, similar to an enclosed skate park for skating tricks and graffiti. Currently playable at EB Games Expo this weekend, Splatoon, is still in the development stages and, therefore has not been confirmed on a set release date yet, however it is expected to be available during the first quarter of 2015.

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The fast-paced and addictive action game invites players to join in online battles between two teams of four, each with a specific colour. Before the co-op round begins, players must go through a basic tutorial to become accustomed to the controls and daunting ‘paintball’ atmosphere. To aim the ink gun, players need to tilt the controller up and down and have balloons of ink scattered across the arena for target practice. As adorable ‘inklings’, players are able to switch between two forms throughout the game; a young girl or squid-like creature (imagine a more attractive version of Squidward from SpongeBob Square Pants). The human versions are designed to shoot rivals, jump and throw super soakers of ink at players or in hard to reach areas. In comparison, squids are primarily used for replenishing the ink generator and moving faster through the splattered goo on the floor of the arena.

In Splatoon, the objective is straightforward; win the turf war by spraying the most amount of your team’s ink in two timed rounds. By covering more territory, players can unlock powered-up super weapons for more explosive results. While it may seem like good fun to split up, invade the enemy’s turf and defeat the rivals, it’s important for teams to remember that success is the direct result of strategy and working together. If players die in an inky shoot-out, they re-spawn at the starting point in their turf and essentially have to backtrack to the other side of the map to get revenge. However, a loophole exists on the Wii U gamepad – players can tap a point in the arena they wish to reach and instantly jump across to the chosen destination after respawning. The gamepad map is an essential tool in the Splatoon, as it gives players a birds-eye view of the arena to help them pinpoint each of their team member’s locations and focus on the areas that haven’t been covered in the teams ink so far. What is really great about the map is that this feature speeds up the gameplay process, so players can cover as much ground as possible and make the best use of their time within the set period.

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In terms of the scoring system, players can earn the most amounts of points from shooting enemies or unleashing the special explosive ink device, which is only accessible when the ink generator is fully charged. The team that is able to trap their opponents in a more confined space on the map first, are usually the winners of the round. The reason behind this tactic, is that the players health is seriously affected when travelling through a different colour ink.

What appeals to me most in the game, Splatoon, is the vibrant atmosphere and the fact that it is up to the players to decorate the arena. Whether the pallet is blue and pink or green and purple, the mix of two colours from two teams is just the right dose of primary colour inks for painting. The soundtrack is upbeat and has just the right tempo to keep players head in the zone for ink wars.

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Based on the preview, I have to say that Splatoon is definitely one of the most memorable and fun upcoming titles from Nintendo. If you have a Wii U, then it’s in your best interest to splash into the paintball arena next year. While the concept is easy going and would appeal to all ages, I am interested to see whether the developers take the game a step further to solo missions and offering players a diverse range of challenges in different maps of the game. For more coverage on the EB Games Expo and hands on previews, please follow the link here.

Assassin’s Creed: Unity Hands Off Impressions

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Ubisoft Production Manager, Jeffrey Spicer demoed Assassin’s Creed: Unity at EB Games Expo Sydney this weekend. The demo that was originally featured at Gamescom this year, takes players into the first ‘black box mission’ for the single-player campaign. During the French Revolution in Paris, 1789, Arno Dorian is assigned to assassinate a member from the Templar Order, Charles Gabriel Sivert in Notre-Dame, as part of his journey to carve a new destiny for the nation.

One of the most unique elements in Assassin’s Creed: Unity is the parkour system, which enables players to move more fluidly and freely in the game, rather than follow the object-to-object approach used in previous titles. The ‘black box mission’ allows players to choose their own path of action, instead of sticking to a predestined linear course to reach their target. In the demo, the first objective for Dorian is to kill one of the criminal associates of Sivert without getting caught. The enhanced stealth mode and eagle vision is perfect for strategic gameplay, and as such, the assassin gets the job done with a smoke bomb and sharp blade. Before entering Notre-Dame to complete the final task, Dorian must track down the keys to the palace, that were stolen earlier from the clergyman; and does so by tailing the culprit into a tavern and stealing back the keys.

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During the demo, Jeffrey discussed the seamless interior design of the iconic landmark, stating that;

“It took one individual 5,000 hours to model and integrate the architectural design of Notre-Dame”.

In saying that, the absolutely breathtaking visuals of the city’s entirety in Assassin’s Creed: Unity, would not be possible for Ubisoft without the power of next-gen engines.

The demo concludes with Dorian sneaking into the Cathedral, knocking out guards one-by-one and making quite the entrance from the ceiling to the ground floor, by diving into a barrel of hay. Unaware of his associates recent demise, Sivert walks into the confessional booth and ends up speaking to the assassin, who does not hesitate to cut the enemy’s throat. Although the mission feels complete once the target dies, players are only successful once they safely escape the scene. Using the map, Dorian discovers an underground exit through the catacombs and sewers below the palace, however the area is a restricted zone that will trigger a security breach. Players need to be weary of the decisions they make in the game and what consequences will arise from them. Just so we’re clear, the Production Manager completed the mission successfully!

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Assassin’s Creed: Unity will be released November 13 on Playstation 4, Xbox One and PC. Don’t forget to pre-order the exclusive Notre-Dame edition from EB Games here. By pre-ordering the game, players can join the Unite program with friends to create a brotherhood and unlock a variety of rewards, including the official digital soundtrack and the first chapter of the comic book, The Fall.

To check out all our coverage from EB Expo 2014, with more hands on experiences being added constantly, just follow the link.

Hands-on with Battlefield Hardline’s Hotwire Match Type

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Battlefield Hardline represented Electronic Arts Australia’s biggest offering at the EB Games Expo 2014, which isn’t much of a statement when considering that the already released EA Sports FIFA 15 was the only other EA-published title on show. But, it was also one of the most popular, highly anticipated titles of the show, period. We got to go hands-on with the title’s Hotwire match type, playing 8v8 on the High Tension map. Read on for our impressions…

But first, we must comment on the booth EA had set-up at EB Expo. Of course, it had to be huge to accommodate 32 or however many players were playing at any given time. But, the really cool element to proceedings was the “processing” of attendees. Before entering, we had to register our Facebook accounts at a computer station. I’ll admit, I wasn’t too comfortable signing into my Facebook account with others peering over my shoulder; hopefully no one there had amazing recall. The purpose of this, however, was to sign up for Rap Sheet, which is a Facebook app that tracks your stats in the game. We then got wrist bands with a little NFC chip in it that we were required to tap against a reader to punch in our start time with the game. The best part was being split up into Cops and Robbers, being led into a mock police station office and jail cell respectively. Here, we were given a short presentation, including the newest trailer, but shifting to focus specifically on Hotwire. After this, we finally jumped into the game.

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The match lasted for 15 minutes and, well, let’s just say that I have not represented myself well with shooters at this year’s EB Expo. I ended up placed on the side of the Robbers, and I doubt I helped our cause at all. Maybe that’s a good thing though? I mean, I’m a law-abiding citizen! Perhaps deep down I despised my partners in crime and rather hoped the good guys would take the win. Yeah, that’s my reasoning for my terrible performance, and I’m sticking to it. As you await a countdown to join the game, you are given options of spawn-points; you can spawn on any team-mate’s location, and that includes in a moving vehicle. I opted for the latter most of the time, although not having played a Battlefield title in some time, and the controls reference not mentioning anything about how to enter and exit cars, I was often stuck in one until I died…I said I was God-awful, but I swear I pressed every damn button on that Xbox One controller! Nonetheless, Hotwire is a mode focused on the repossession of marked vehicles across the map, so vehicular gameplay is the basis for this particular mode. Eventually, I acclimated to switching between seats, supporting the driver with gunfire, or taking the wheel myself.

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When at the helm, you’re either focused on avoiding the enemy for long periods of time, raising your points for keeping possession of the marked car, or purposely ramming them to earn points through kills. Sometimes a driver may decide he wants to traverse the battlefield on foot. When he does so, the character in question states “You take the wheel!” to the passenger. It’s usually not too advantageous to travel as 3 or 4 in one vehicle anyway, especially when there are 3-4 objective cars to commandeer throughout the city. Switching between driver’s seat, passenger seat and rear passenger seat can still be done at the press of a button, but now you can also sit on the edge of the passenger door window frame, hair blowing in the breeze, with a better view of the streets. The drawback is of course that you are sacrificing protection by hanging out the window like that, more susceptible to opposing fire. The match type had its fun moments, notably when you drive through infrastructure and bridge barricades to drop down to another street and create your own destructive short-cuts. But, it also felt like you were essentially driving in circles in a map that felt big on foot, but not so much in-car.

With the game being delayed to a now February release window (yikes that’s a scary time to release with Evolve, The Witcher 3: Wild Hunt, The Order: 1886 and Bloodborne all coming out in the month of love!) and another open beta planned for sometime in January, there’s lots of time for Visceral Games (and DICE) to tweak and perfect each of the 7 match types included. With Hotwire in particular being an entirely new match type for the developers and the franchise, it will certainly benefit from that time and added feedback.

 

Forza Horizon 2 Interview with Art Director Ben Penrose

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See Ben, no one can even tell you spilled coffee on your shirt! … Oops!

A few developers made the long trip ‘Down Under’ from all over the globe to attend the EB Games Expo 2014. One in particular missed his own launch party for the commitment – Ben Penrose, Art Director on Forza Horizon 2. Based out of Royal Leamington Spa in Warwickshire, England, the team at Playground Games pleasantly surprised everyone by helming an off-shoot of the previously simulation-only, circuit racer Forza Motorsport, and taking the franchise into an open-world, more arcade-y setting with Forza Horizon in 2012, and doing so in amazing fashion. A critical hit, its sequel looks to be even more so, proving the developers’ mettle. We got to spend about ten minutes with Ben, who got into the country at the start of the week, avoiding jetlag and drinking his coffee bright and early before doors opened for the public…well, at least attempting to! (Sorry, Ben! Got ya twice! I’m so horrible…)


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So, we’ve gone from Colorado in the U.S. to parts of Italy and France for Forza Horizon 2. What went into the decision-making process and, ultimately, the final decision to set the game in Southern Europe?

Well, when we made the first one, we got to the end of the process, and…quite often, when you’re making a game, you spend all this time making it and you never really get the chance to properly digest it as a thing sometimes. So what we did was we took some time off and afterwards, we played it and we talked to people, such as the press, and we got everybody’s opinion, kind of channelling everyone’s feedback into one place, trying to work out exactly what it was that people connected with in Horizon. And we called this an “emotional core exercise”, so at the end of it the idea was we find out exactly what made Horizon Horizon, with the view that next time we ramp those particular, specific dials up. And that worked really well. In terms of the artwork and setting, one of the things we sort-of centered on was this concept of “Horizon beauty”, and we called it Horizon beauty because it’s a very specific implementation of pretty. What that is, is something that’s maybe not particularly traditional for video games, but it was the kind of thing you’d want to drive a supercar through or alongside, so poppy fields are very naturalistic; picturesque vistas; landscapes…we had quite a lot of that in Colorado, and when we started picking the next place, Southern Europe just had so many things that kinda ticked those boxes in terms of natural beauty and things that people just go nuts with when they’re on holiday, and take pictures of. So yeah, it was kinda like a no-brainer, because there’s literally so much there that we could sink our teeth into for that particular feeling.

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Being closer to home than Colorado, I’m assuming you definitely made the trip down to these locations for reference. How much time did you spend there?

So, on the first one, when we sent the guys over, they were gone for like a month, because you have to get a lot of material to make a game. And it’s an expensive trip to go to Colorado, so we did it all in one way because it was so far away, and when we did this one in Europe, because it’s obviously so much closer, it meant we could go in shifts, which was actually quite useful because it meant we could go over there and do a bit of France and then bring the stuff back and kind of assess what we manage to get before we went out for the next one.

Clearly it’s not a 1:1 recreation of the landscape and layouts of these areas, so what parts did you have to change to better accommodate an open-world racing experience? Because realistically, not every road layout is as it is in real life is going to be conducive for such gameplay, right?

The design team did a really good job on taking the original roads – because they are very much the original roads – and they kind of twisted them and turned them into these amazing racing circuits. It’s good, as you kinda take the original landscape and you turn it into a giant landscape. So it’s thanks to those guys that it plays so well basically, because they did a good job of carving out these paths. We spent ages racing around a particular area, and if it didn’t feel quite right and you couldn’t fall into it in a way that feels satisfying, we’d tweak things so you do.

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With the fantastic new lighting system and weather effects that are possible in Forza Horizon 2, how did you find the experience of working with and in consideration of these tools in the art department?

We actually developed a couple of things specifically for the game. So, on the first game, we went through this really elongated process, especially when it came to lighting, in designing the sky, and we had an artist go around literally picking the colours they would punch into the sky; so a particular kind of blue for midday, and that would have to be animated. And it’s actually a really difficult thing to get right. So what I wanted to do in the sequel was try and remove that issue entirely, and we had one of our rendering engineers basically produce a model of the atmosphere in its entirety, which is incredible – he’s a very intelligent guy. What that did was, instead of us picking colours, it allowed us to say “the sun is here and it is this powerful, as is the Sun in the real world” and it literally scatters through the atmosphere and produces all of the colours and atmospheric effects you would see in real life. So it completely removed that headache, but the other thing that’s really cool is it allowed us to dial into exactly where we’d set the game; so we could put in certain latitudes, you know, we could actually make the sky reference the position in Southern France where we’ve set the game. And as is quite famous, particularly in that part of the world…you know, it’s been visited by artists and photographers for literally hundreds of years because the quality of the light is so particularly great. So what was cool was, we actually had a chance to replicate it in digital form, and I like to think that when you play the game, you see the light bouncing off the cars and everything and we have somehow managed to capture a little bit of that magic.

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So this is a cliché question, but with early reviews coming in, and the game receiving such high praise, what are you most proud of overall, but also personally with your own contributions as Art Director?

When we went out to do the original research trips, especially the ones in Tuscany, I completely fell in love with the landscape because I had actually never been there myself; so it was the first time I’d visited. And I remember thinking “if we can make this look like this in the game, people are going to have a lot of fun with this world” because it’s so completely different to every other open-world experience I think is out there in terms of how it is represented visually. And during production I was playing the game and driving through these hills, and I thought “do you know what, I think we’ve actually managed to do this”. I was having memories of driving around in our research trips which was exactly what I wanted to happen. So, it is an example of a plan that came together perfectly.

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Well thanks so much Ben, it was really cool talking to you. I should have my own copy today or tomorrow.

No worries, it’s been a pleasure! I’ll see you on the roads.


Thanks again to Ben Penrose, Art Director on Forza Horizon 2 over at Playground Games for the time. For the record, I attempted to futilely fish for any hints at future entries’ settings (expected an artful dodge, naturally), but Ben answered that, with the team having just celebrated their launch, they are probably still suffering from the hangovers. The plan is to take a much deserved break, but select members had seen some locations on previous research trips that enticed them (makes me want to know which ones even more!). For now, we’ll also be taking a break…from our lives that is, as we play Forza Horizon 2, available now worldwide, exclusively for the Xbox One and Xbox 360.

Launch Trailer for Super Smash Bros. for 3DS Blasts Out!

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Unless you’re living under a rock, you should be well aware that Super Smash Bros. for Nintendo 3DS (yes…they need a new name) is now out everywhere. Of course if you have it, you are more than likely diving into Smash Run, playing online, or enjoying a ton of the many features within the game.

If you don’t have it yet, a new trailer has come about to make you drool and stay in angst as you wait. In the clip, Nintendo reminds us of all the features and do what they do best, which is make us as the audience want it even more. Yes, the Wii U version is still on the way, but for now – Smash on the 3DS looks to be October’s heavy hitter.

Sonic Boom: Rise of Lyric & Sonic Boom: Crystal Shards Hands On Preview

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Both Sonic Boom: Rise of Lyric for the Wii U and Sonic Boom: Crystal Shards for the Nintendo 3DS were playable at EB Games Expo 2014 and I got the chance to try out both to see what was similar and different between the two.

I first spent some time with Sonic Boom: Crystal Shard which I played on a 2DS system. The controls were rather simple with B being Jump and Double Jump, Y being Boost, X being a attack that is unique to each character and A allowing you to use the new Energy Whip that all characters can use to pull shields off enemies or swing from beams Indiana Jones style to continue moving forward. The touch screen allowed you to change character which you will have to do from time to time to advance through the level. Sonic can air dash through drill blocks while Knuckles can dig through ground are some examples. The game play in the demo was strictly 2D but I was told by a rep that classic ‘tunnel’ sections like the original bonus levels will be making a return.

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Every character plays rather similarly but has a unique attack only they can perform. Sonic uses Spin Dash (it can be charged however can’t be used for speed at all), Tails throws out bombs, Knuckles punches and newcomer Styx throws her boomerang. You have a good deal of control over your characters movements and it feels good when you land a double jump or attack on one of the robotic enemies present in the game.

The environments are fairly simple to traverse and have multiple paths you can take to reach the end. Each level also has a number of challenges you can complete such as collect 200 rings, complete it in under 5 minutes or collect a certain number of gears. You can rush through levels at a fairly high speed or choose to explore them more which will reward you with rings and other collectibles. The graphics are pretty good for the 3DS’s small screens and the game performs well without any slowdown during game play. If you’re looking for a ‘classic’ 2D Sonic experience, then this is shaping up to be a good title to add to your collection.

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While my experience with Sonic Boom on the 3DS was rather positive, the same can’t be said for Sonic Boom Rise of Lyric. This demo was broken up into three distinct parts all featuring different game play.

The first I played was a race level that felt very similar to the day time levels that were present in Sonic Unleashed but without the boost function which didn’t feel necessary here as the game play felt more than fast enough. The sense of speed was very satisfying and there were also multiple paths that required you to press the A button to use your energy beam whip to grasp onto energy ropes. You could side step left and right with the L and R buttons just like Unleashed and getting to end of the level was a fun and challenging experience with a great sense of speed. Unfortunately the positives end there as this part of the demo suffered from a poor frame rate, choppy animations and PS2 like era graphics, the latter two which are present throughout the entire game. Keep in mind this is a demo so these issues could be solved in the release build.

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The second part of demo focused on a boss battle between the four characters and Dr. Eggman in yet another new mech. Dr. Eggman has been much more characterized as a comedic villain archetype in Sonic Boom, even going as far as to pull his mustache to ridiculous lengths in frustration at his own failings. Some fans won’t like this but remember Sonic Boom is a new branch for the series aimed at a younger audience so this decision was influenced by that fact. The boss battle was rather easy with you using your energy beam to lasso missiles that had dropped on the ground after being fired at you and flinging them back at Eggman. After he would become stunned you then rush in with your team and mash the X button to attack him with your entire team. The boss battle was the classic 3 stage boss we’ve come to expect from similar games but was still a fun time. It was good to see your teammates help fend off other enemies on the stage while you focus on the missiles. There wasn’t much challenge here thanks to the ring system as picking up rings in the 3D space is insanely easy meaning you essentially have unlimited health.

The third part of the demo focused on a platforming/exploring part in a 3D environment featuring Sonic and Amy as interchangeable playable characters. This was easily the worst of the three demos I got to play with the sloppy graphics, flat textures and poor animations really standing out against the slow and lackluster game play. Combat with Sonic just wasn’t fun and didn’t flow well and even his fun spin dash bounce attack that turns Sonic into a bouncing ball of destruction couldn’t make up for this shortcoming. Amy’s combat was slightly better but was also very slow however her special Hammer Tornado attack that seems like it can be pulled off infinitely was fun to use but overpowered. The platforming sections can only be described as basic, Amy featuring a triple jump to reach higher ledges and jump further and Sonic being able to spin dash in the air to connect himself to different nodes. Occasionally separate paths open up that can only be traversed by a separate character and that was perhaps the most original and interesting part of the demo.

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I got stuck a few times in the demo with the path to advance to the next part of the level not always clear. One example was when I had to destroy a stack of destroyed rubble that blended into the environment and didn’t give any indication a lever that needed to be pulled was behind there. Problems like this are indicative of poor design and I can imagine the younger audience being completely stumped when they arrive at sections like this. There was also a forward running section reminiscent of the Truck chasing you scene from the City Escape Level in Sonic Adventure 2, however unlike then there was literally no challenge as holding back towards the screen and not doing anything else was enough to escape the monster chasing you. The monster later reappears to chase you again, except this time you have a few easily missable pipes to dodge.

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The two titles share characters and the universe, but have obviously been produced by two different teams with completely different ideas of quality. If you could only pick up one of these Sonic Boom titles, I would definitely go with Crystal Shards on the Nintendo 3DS over the sloppy Rise of Lyric for the Wii U which would still be a very mediocre title even if the issues with graphics and performance were fixed. For all our other coverage of this years EB Games Expo please follow the link.

Sleeping Dogs: Definitive Edition Hands On Preview

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I was a huge fan of the original Sleeping Dogs released in 2012 and thought it was one of the great sleeper hits of the generation. Having spent a lot of time with that game including purchasing all the DLC and getting every single trophy, I got some time with the Definitive Edition to see what’s changed and if this HD upgrade is worth your money.

In terms of game play, Sleeping Dogs Definitive Edition is basically what we got in 2012. The demo contained an early part of the story with most of the content revolving around chasing down a guy named Ming who runs for Dog Eyes, the games main villain. You chase him through the bustling streets of Hong Kong, up back alleys and on rooftops until he eventually bombards you with goons to slow you down. These chase sections are still exciting and provide a visually pleasing challenging experience as you shove pedestrians out of the way gracefully with a well timed press of the x button and launch over counter tops and up walls.

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Combat also remains unchanged and still remains one of the best examples of Kung Fu combat and combat in general within an open world title. Punches and kicks have a great weight behind them and you really feel the impact on your opponent as blood begins to cover their face. The mechanics of the fighting are handled excellently, with square being your basic melee and holding down the button at certain points in the combo will lead your attack into a heavy blow. You can counter with the triangle button in similar fashion to the Arkham games and grab guarding enemies which can then be thrown into environmental hazards such as exposed electrical boxes and air conditioning vents with spinning blades which look gruesome when you pull them off.

Performance wise, it unfortunately doesn’t seem like Sleeping Dogs Definitive Edition has added anything to the mix. The game doesn’t feel smoother as it hasn’t received the 60fps treatment like other remasters. There is no doubt it looks nicer in crisp and clear 1080p HD with new textures and the like, but character models don’t look much better either. The environment seems to have been the biggest winner here with better lighting effects and draw distance.

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It’s hard to recommend Sleeping Dogs Definitive Edition to those who have already played the game, especially if you have sunk any money into the DLC. The visual updates alone without any performance enhancements just aren’t enough to warrant a repurchase but for those who have never played the original Sleeping Dogs and wanted to, or want to experience a fantastic open world game with a great story and active setting, this is definitely one to pick up on release come October 10th. For all our other coverage of this years EB Games Expo please follow the link.

Project CARS Hands On Impressions

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Project CARS had a playable demo at EB Expo 2014 and I got to go hands on with a few different cars on a circuit track. There were a few setups with different types of cars on each and I checked out three of them which had a playable V8 like car, a super car and and F1 like vehicles. Judging by my lack of detail in my car descriptions you can probably tell I’m not a big car enthusiast, but I happily picked up the control to see what the game was like.

The first thing I noticed was the graphics that were indeed impressive, just as Slightly Mad Studios had been touting. Unfortunately only the circuit track was on display which was disappointing as I wanted to check out the newly announced world tracks, however the track did look fantastic running on what seemed to be an alpha PC build. Cars looked equally as good with a great sense of realism due to the way the lighting reflected off the cars. I really wanted to test out the damage features and wasn’t let down after I smashed my car into a wall at over 100 Km/h, with my car showing a crumpled roof and hood alongside a smashed windscreen which hindered your view if you were driving in one of the cockpit modes. Speaking of which, there are 6 different views, with perhaps the coolest one being the cockpit as you get to see the interior camera screen and all your gauges respond to how you are controlling the car. Interiors look well detailed and the animations of the drivers hands are extensive, even moving his fingers to shift gears.

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There did seem to be a few screen tearing issues especially with the cam on the hood camera option, but it was a very glaring issue so it will likely be abolished by release. Performance wise the game ran very well even with up to 20 cars on the track at once, there were some very minor frame drops that lasted under half a second but the final version is aiming for 1080p/60fps. The audio of the cars sounded realistic and loud with the headset on. All the revving and engine sounds came across very clearly and would even change to reflect the camera view you were in which was a nice touch.

Project CARS is a very technical, simulator like racer as opposed to a more arcade like experience and they do that well. Whilst I am not a fan of technical racers myself it was easy to appreciate that those that are into them will definitely enjoy this game as getting into first place means following lines, turning and breaking at the correct time and making sure not to under or over steer. A racing line helper was present on the track to help those less inclined with the genre take corners at the correct angles and break at the right times. I played three different types of cars and each controlled distinctly differently, with the F1 vehicle probably giving me the most trouble simply due to the higher speeds it could reach.

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The demo didn’t really offer anything that would appeal to fans that are not a fan of technical racers however those that are will definitely appreciate the driving mechanics and brilliant graphics Slightly Mad Studios have created here with Project CARS. To check out all our coverage from EB Expo 2014 with more hands on experiences being added constantly, just follow the link.