Damn does this game feel great on PC, for a game that already felt perfect on consoles Bungie has done a superb job at making Destiny 2 feel amazing on PC. That’s only with a couple of hours of play. I can’t wait to see how end game weapons perform, especially the weapons that I came to love on my Xbox characters.
Moment to moment game-play feels fantastic too. I found that I had absolutely no adjustment period from having spent so much time playing the console version. Launching my Titan into a Fist of Havoc ultimate felt just as satisfying, if not more so than on console due to the sheer spectacle of watching lightning stream out of my character.
As you would expect Destiny 2 looks wonderful on the PC. With my 1080p monitors the particle effects from rain, weapons and ultimate abilities look spectacular. So I would imagine that these effects would look even better on higher resolution screens.
From what I have experienced so far PC Destiny 2 has been well optimised, I haven’t once dropped a frame. Though I do run a GTX 1060 in my rig so I shouldn’t drop frames anyway, but with the recent history of console games coming to PC it is nice to have one that feels properly optimised.
I can’t wait to play more of this game, especially as it looks like the release schedule for the PC has 7 weeks of content that lines up with the release of the first DLC in December. Meaning that PC players shouldn’t have to deal with any lull in content.
If you enjoyed playing Destiny 1, and were waiting to see what people thought of Destiny 2 on PC. You will not be disappointed.
Finally a fighting game that actually manages to tell a story well, sure its clichéd and predictable but it actually manages to compile a story that allows you to understand the mess that Tekken, and other fighting games tend to be story wise.
At least in the Mishima Saga storyline, the upshot of segmenting the story this way has allowed the developers to focus on the “main” story line of the Tekken series, which is the story of Heihachi, Kazuya, and Jin, and their extremely violent family history. Probably the best thing that this story achieves, is that it manages to tell the story of the full series, so even people who either have never played a Tekken game, or have (understandably) no idea of the story behind these main three characters.
This backstory is told through the eyes of a journalist, who lost his home and family due to the actions of the Mishima family, during his investigations to understand who these people are and why they act the way they do. For a game franchise that has been around as long as Tekken this is important because previous games have not really paid much attention to telling a story, so much as letting people infer what is happening from short cut scenes and the order you fight people during the early story modes.
Tekken 7’s story will run around 5 hours, depending on personal skill levels and which difficulty you want to play on. Importantly the Mishima story experience feels satisfying, story cut scenes tend to end with characters facing off, and the player being dropped into whoever the main character of that scene is. This does the job of making you feel involved with the current fight and the reasons behind it.
After the storytelling of the main campaign the various character stories feel like a last minute addition, as they consist of a single fight per character, usually against their main rival or someone important to that character’s storyline. Seriously take a look at the Tekken characters storylines, there is soap opera levels of connections and rivalries behind them.
I wish there was a little more for each character to do, because what little has been done is genuinely entertaining, if incredibly anime in style. One story for example has Eddy Gordo and the new Idol character Lucky Chloe fighting with a bet of Eddy becoming Lucky Chloe’s backup dancer if he looses. Or Paul being happy that he is finally not fighting Kuma (which apparently is a thing) only for him to end up fighting Panda who has stumbled into the arena while searching for Ling Xiaoyu.
Tekken 7 has also taken the plunge of giving every character a super “rage” ability that becomes available when you reach low health during a fight. This is activated with either a very simple combo input (usually a direction and double button press) or simply hitting the right bumper (R1) on whatever controller you have. These moves do a bunch of damage if they hit and are all superbly animated and satisfying to watch. For low skilled players like me it also acts like a panic button if you hit low health during a fight, to even the health pools out and give you a bit more of a chance.
Gameplay wise Tekken 7 is solid, now I am not good at this game, or any fighting game in this style really. But I still find it fun, I can at least play Asuka to a level I am happy with. I haven’t yet had a chance to play Tekken against someone in the same room which is where I think fighting games work well, but from what I have played online play is very stable. And this is playing through a US region from New Zealand, but I do have a fibre connection.
I have enjoyed what I have played of Tekken 7 so far, enough so that I am considering getting the DLC at some point in the future. The season pass price here in NZ is $35 right now, I think I will wait for the DLC price to drop however as if am paying for extra character stories that are only one fight each I do not think the pass is worth it at that price.
All in all, if you are or have been a Tekken fan I would recommend this installment of the game. Or if you are simply looking just for a solid fighting game Tekken 7 is probably your best bet right now, especially because of how well the online services work if you want to challenge yourself against people worldwide.
According to the aptly named website wastedondestiny.com I have racked up 542 hours of game-play in Destiny 1, so it is safe to say that I have enjoyed my time with it and will probably be much closer to 600 hours before the release of the much-anticipated sequel.
But here are a few things that I think Destiny 2 needs to have to be successful, especially given the mess that Destiny 1 was in when it launched in September 2014.
No. 1 – Story:
By far the largest problem that Destiny had at launch was the fact that it had no story of note for people to level through. Infamously featuring the line “I don’t have time to explain, why I don’t have time to explain.” Destiny 1’s campaign was full of tidbits that could have been interesting if they had been given the time to grow before you were shoved off to the next mission that would likely have nothing to do with the mission you just completed.
Talking to people who still play the game, most agree the story of Destiny 1 ended the second it actually became interesting, which is rough when it happens 20 hours into the game.
To Bungie’s credit each new expansion brought more story, and the Taken King is held by fans of the game to be the story that Destiny should have had at launch. Rightly so in my opinion as its story is interesting and actually allows NPC character development, not to mention some short but compelling quests that gives each player class a little bit of flavor that previously didn’t exist beyond item flavor text.
Destiny 2 needs to build on the story and characters that were brought to life in The Taken King expansion, and give players some intensive to keep pouring hours of our lives into this franchise. Hopefully without forgetting the original Destiny story, because there are a lot of people who want to see where that story goes after being cut so short.
No. 2 – Game-play:
The moment to moment game-play is the only reason I have poured so much of my free time into Destiny, it just feels so damn good to play. The weapons archetypes all feel unique, and unless you mostly play PVP you have a free rein to choose your favorite types of weapons to play with.
As a primarily PVE player I have gone through periods of favoring just about every weapon type in-game, year one for me was pulse rifles, fusion rifles, and rocket launchers. Year two was scout rifles, shotguns, and machine guns. Finally year three has been hand-cannons, sniper rifles, and swords. So as long as Bungie can keep this feeling good they will probably be able to bring most of the current player base along to Destiny 2.
PVP is where they seriously need to do some work however, they really need to be able to balance weapons in such a way that you can take your favorite load-out into the crucible, without being slaughtered by everyone else who is using the current flavour of the meta OP weapon.
No. 3 – Exploration:
Destiny has deceptively small areas of play, with very little to reward you for exploration. Each planetary map is essentially a circuit with a couple of corridors tacked on, and you very quickly learn that exploring the far side of a map nets you nothing so you don’t bother to go out of your way again.
The Dreadnought that came with The Taken King was a step in the right direction, it was filled with little secrets and puzzles to seek out and complete. Unfortunately after doing them once there is no reason to ever do them again, and for the odd one that may need a group you were out of luck within a month of the expansions launch.
Again the quest to get the Exotic Pulse rifle from the Wrath of the Machine raid, is a fantastic puzzle that the community came together to solve, but it can be buggy and frustrating to find a group to fulfill the quests requirements, such as needing one of each class in a group. Or now finding a group that is willing to do the raid puzzle to even start the quest.
For exploration all Destiny 2 needs is to build on the community’s feedback from earlier attempts, i.e. make them solo-able after a length of time or provide an in-game way of finding people to complete tough quests.
No. 4 – Looking for Group: The Destiny community and its ability to provide the tools that Bungie forgot is a big reason why people still play the game today. Without LFG websites life destinylfg.net, destinylfg.com, the100.io, and even /r/fireteams I would never have been able to find groups of people to raid with.
Coming from games like World of Warcraft that can have massively toxic groups I needed a fair bit of confidence to get on voice comms with five other people to begin raiding. It didn’t help when the first group I ever joined up with in Destiny kicked me because I didn’t have the perfect perk for my rocket launcher.
So I have to give a MASSIVE shout out to the Sherpa community that sprang up to help teach people destiny raid mechanics and get them that experience and confidence they needed. I found them through /r/DestinySherpa and the people there were fantastic and did a great job of teaching rather than just carrying people through tough content.
Destiny 2 very much needs in-built systems to support these communities, and make it easier for people to create groups to complete difficult content when they don’t have people they know in real life who play Destiny to group with.
No. 5 – Veteran Representation: As a World of Warcraft player for many years, I have little attachment to current items in terms of stats of benefits they give to your character. Due to the fact that the legendary item you pried from the corpse of the toughest enemy you managed to slay, is replaced by the first uncommon drop you get from that squirrel that just happened to get in the way of your sword while you were out questing.
That said how that item looks is always important, and recognisable when you see it out in the wild. So I am hoping that Destiny will have some sort of system like WoWs transmogrification where we can take the look of the gear we have gained in Destiny 1 and use it to show off in Destiny 2
More likely we will get a couple of emblems and maybe a shader, to show we were their way back in year 1. In my case I just want to be able to show off the raid gear I spent weeks hoping would drop from a specific boss.
Destiny 2 is getting a game-play reveal on May 18th (only a few days away) and I can’t wait to see what direction Bungie has taken the Destiny franchise. It has been rumored, pretty much since launch, that most of the Destiny team has moved onto Destiny 2. So the team has had at least three years to build on their experience with Destiny 1 and as Bungie has been great at using community feedback to improve the game I am quietly optimistic that Destiny 2 will live up to expectations.
I played this new game for a few hours last night and I have to say that I have been blown away. Not only does Horizon look fantastic, it matches that with superb game-play as well. Not to mention how fascinating the story is, at least so far.
It is not often that a game manages to tick all three of those boxes, especially within the first couple of hours.
Combat against the machines that wander the world feels great, and each different type of machine has its own threat if you are not careful enough to avoid their attention. Watchers for example will call out to nearby machines, warning some away and calling other watchers to come and help deal with the threat. Striders are less aggressive and usually run when you start to attack them, however get too close and they will turn and fight.
This makes fighting them very interesting, as you are constantly learning new ways to take them down and as you get stronger a machine that once needed stealth and a bit of luck to down, needs only a few stabs with a spear, but you still have to be careful of the rest of the machines pack, because they will come after you if you aren’t paying attention.
The only thing that throws me off graphically with this game is to do with talking to other characters, faces and voice acting are amazing but like a lot of games there is very little expression made around the eyes. While this isn’t a major problem it becomes a little distracting when everything else about a character is so expressive, but you are basically having an intense staring contest with them. But this is a problem that will get fixed as game development becomes even more advanced.
So far I am finding the story truly fascinating, and I can’t wait to find out more about this world. What happened to all of our cities? What are the machines? Where did they come from? Why did humanity choose to live so simply rather than rebuild? I hope all of these question get answered, either through the story or through exploration of the world.
Exploration hasn’t been a big thing yet with how far in to Horizon I am, but I believe it is just about to open up for me. That said I love how full of resources the world is, you find crafting materials everywhere you look, and you definitely make good use of the machines and animals you hunt.
Currency in this game is Metal Shards, which as you might imagine can be found on machines, however shards aren’t the only thing needed to buy things from traders, some items need special parts such as a lens from a watcher or a striders heart.
A great quality of life system has been implemented here though, if you do not have the required part you have an option to “start a job” where the part you need is highlighted on the map the same way a quest would be. I love this, in other games I have become used to writing out lists of items to farm or constantly opening inventory screens to make sure I have the required number of parts. This small addition is really helpful.
Anyway, I am going to go and play some more now and I can only hope that Horizon Zero Dawn lives up to what it has shown me so far. I can also tentatively recommend that this game is worth getting even though I am only a few hours in, which is a pretty good indicator of just how well this game begins.
Mass Effect was a series that I ignored for a very long time, mainly because I didn’t have any of the hardware to play the games on as they released. But eventually I got my hands on Mass Effect 3 as a consolation for having bought Sim City 2013 when that game had its god awful launch.
So I figured it was time to jump in to the series and see what I was missing so I bought Mass Effect 1 when it next went on sale. I approached it like I do in many RPGs to make myself and experience the world as I believe I would act.
So out came John Shepard Hero of the Alliance………….. and I didn’t even finish the first mission. For some reason I couldn’t connect with the characters or world in any way so I moved on and played something else.
In the following years as rumors of Mass Effect Andromeda started to surface then finally a brief reveal at an E3 press conference, I began to get interested in this elusive series once again. By this time I had heard a lot of good things about playing Mass Effect as female Shepard. So I decided to take a different tack when trying to play this time.
I approached the game as playing a character, choosing the way they would act rather than the way I would act. Experiencing the story through them rather than through myself, Jennifer Hale’s superb voice acting helped immensely with this too.
Doing this brought me in deep and I played the whole trilogy with all of its story DLC in about a week in January 2016. The only game I didn’t perfect (finishing all quests) was Mass Effect 1 due to trying to get away from the most dated part of the series.
All in all I loved the trilogy, and more than a little annoyed with myself having ignored the franchise for so long. It really shouldn’t have come as a surprise to me given how much I love the Sci-Fi genre, and now with Andromeda on its way later this month I can’t wait for it to drop, (even if I am annoyed with having a couple of assignments due around the same time).
Mass Effect: Andromeda from what I have seen of it, looks to be moving back towards the kind exploration that Mass Effect 1 had. With being able to touch down on many different planets in search of resources and technology to improve your character and teammates. Though hopefully Andromeda’s Nomad is vastly more controllable than the MAKO.
It will also be interesting to see how the story plays out given that Humanity and the Council races from the Mass Effect trilogy are in a completely alien environment in the Andromeda galaxy far away from any help or home that they recognize.
Andromeda will also have replay value of a different magnitude than the Trilogy, due to a couple of interesting gameplay changes. The first being that your choice of Male or Female player character is a choice between siblings Scot and Sara Ryder, and supposedly the one you don’t choose is present in the story and each will have different interactions with the world.
The second change is the removal of the Lightside vs Darkside AKA the Paragon/Renegade system in conversations, to more ambiguous choices that are more along the lines of a rational versus an emotional answer.
I hope this means it will play out similarly to the Witcher games where choices have consequences but everything has shades of grey, and what you think is the “good” answer at the time may have unforeseen consequences.
Plus as a person who almost always is pulled to the light and chooses the good option hopefully will give the opportunity to play a little more naturally.
I really hope Andromeda is good, I even upgraded my PC graphics card from a GTX 760 to a GTX 1060 just to make sure the game looks as good as I hope it plays. But we will see at the end of the month, and hopefully if my assignments go well I will have the opportunity to play through the game and get some impressions up here quickly.
I may even do a first 5 hours impressions article. But I will have to see how addicted I get to it.
A Final Fantasy For fans and first timers is the message that greets you when you boot up the newest addition to the famous Final Fantasy series. And after a ten-year wait since the announcement of this game, it definitely needs to impress both groups.
But how has the game actually fared. Well it depends on what you look for in a game.
I’ll start with the story, it’s interesting but feels very disconnected from the world that you are playing in there never seems to be a threat significant enough to pull you through the story. This is especially true if you haven’t seen the prequel movie Kingsglaive.
Noctis Lucis Caelum crown prince of Lucis, who with his three retainers and friends is travelling to meet his wife to be Lunafreya or Luna Nox Fleuret. Noctis is the chosen King of Light who is destined to rid the world of darkness. It is when Noctis learns of the death of his father during peace talks with the Empire of Niflheim that he must set out to gain the approval of his ancestors. And with Luna’s help the support of Eos’s six gods Titan, Ramuh, Leviathan, Shiva, Ifrit and Bahamut. So he can take back the Crystal stolen by Nifelheim and fulfil his destiny.
Theproblem for me is that I never feel pressured to move the story forward, demons only appear at night or in dungeons, and unless you have a mission to assault a Niflheim base, you only see enemies from Niflheim when occasionally drop ships appear out in the world. For me this is where the story and the world are disconnected.
Because they appear only under very specific circumstances neither the Demons nor Niflheim feel like a threat that you should be hurrying to destroy. Even though according to the games NPCs both are supposed to be apocalyptic threats.
Although the first two-thirds of XV is open and free for you to explore, as soon as you decide to proceed to Altissia to finally meet Lunafreya the game becomes very linear. Altissia as a small city has a small number of side quests. But once you decide to gain Leviathans blessing the rest of the games has you running down a hallway. Fortunately around the same time you also gain access at rest points to Umbra a dog of Luna’s to travel back to past Lucis, or Altissia so you can continue side quests.
There has been a lot of talk about Noctis and his friends Gladiolus, Ignis and Prompto and how great their relationship is in-game. Unfortunately the story missions make some odd choices with these important characters that ruin them for me.
Each of them has a short absence from the party over the course of the game, and when they return they have had major changes that are not explained. I believe this is where each supporting character gets some DLC in which I assume these stories are told. It is very disconnecting when these characters that you have spent hours with suddenly change with no explanation.
Luckily however the moment to moment gameplay is amazing.
As has been typical of Square Enix Action RPGs you are given a myriad of options in combat. You only ever control Noctis but he is able to wield any weapon in the game, which could be anything from a great sword to a revolver. Each of which has strengths and weaknesses in a given situation allowing you to play as you like. I spent most of the game with a long sword and a lance for example.
The depth of this system is extended when Noctis is able to slot four weapons or magic at a time that can be quick switched with the tap of a the d-pad, which is useful when every enemy, has its own strengths and weaknesses that you can take advantage of. Even enemies in the same family have different weaknesses which keeps you switching weapon sets to be as effective as possible.
Ignis, Gladiolus, and Prompto each have abilities that you can employ at will with a tech gauge that should remind a Final Fantasy fan of the active time battle system. These abilities range from a regroup command from Ignis that heals the party, to a gravity well from Prompto that can drag enemies together, or a colossal smash from Gladiolus with his great sword.
These abilities break up combat and can be combined with other effects to unleash devastating attacks. For example try Ingis’ Overwhelm ability while Noctis is using the Bow of the Clever, the rain of energy bolts will tear almost any enemy apart.
Noctis has exclusive access to thirteen of his ancestors weapons, some of which are the only weapon of that type in the game, such as the crossbow Bow of the Clever or the shuriken Star of the Rogue. Once Noctis has collected a few of these he gains the ability to unleash them as a type of Limit Break super attack once a gauge has charged.
Magic is also available in FFXV but as a crafted bomb of sorts that Noctis can craft after absorbing elemental energy from deposits around the world. On their own they can be useful when enemies are weak to a certain element, but they can be combined with other items to be given powerful effects.
These can be potions and the like which will heal you when that spell is used, or meal ingredients that can make spells poisonous. Some powerful items can even make spells Limit Break above the 9999 damage cap.
You can even combine Rare Coins that you pick up with your spells so that they give you massive chunks of experience. Which is helpful when you take advantage of FFXVs unique experience system.
Experience is gained as you would expect through killing monsters and completing quests, however it is only applied to your party when you rest at a campground, motel or hotel. If you have the money a hotel at Galdin Quay will double all experience, and the Royal Suit in Altissia will triple experience if you have the 30,000 Gil.
Campgrounds allow Ignis to cook for the group which will give you buffs for the following day. Ignis will learn recipes as you collect cookbooks or ingredients from monsters or vegetables found in the world. He will even copy a recipe when you eat at a restaurant so he can cook it later. These buffs can give you increased exp gain, increased attack, magic, and health as well as other supporting effects to help you out.
XV even has an end game for when you have beaten the main story, this consists of completing side quests, difficult monster hunts or dungeon challenges which open up once you complete every dungeon once. There is even a secret dungeon that is all about puzzles and platforming rather than combat. These dungeons give you powerful weapons and accessories so you can tackle the next challenge.
Essentially FFXV is two games to me, one which has a largely forgettable story and one which I have so much fun playing and keeps me interested in completing the next dungeon or monster hunting challenge.
I am sure fans will enjoy the familiar systems and game-play that is unique to the Final Fantasy series.
First Timers will have no trouble in picking up this game, it is not at all difficult to understand the core systems to be able to enjoy playing. Perhaps if you enjoy it enough you can then choose to go deep and complete the many challenges that Final Fantasy XV has to offer.
When it was announced that the Tomb Raider franchise was being rebooted by Crystal Dynamics, I didn’t care. I had never played more than a demo for an old PS1 Tomb Raider game, and so I ignored all of the news around this reboot. It was a wonderful surprise when I saw it and played it for myself, I fell in love with the franchise and couldn’t wait to see what would happen with the sequel.
Usually I am the kind of person that devours anything related to the franchises I love, but in the case of Rise of the Tomb Raider I decided to ignore as much of the news as possible. The idea being that I would be as pleasantly surprised as I was when I played its predecessor Tomb Raider. Luckily even with the amount of gaming news I consume, from news sites to podcasts and YouTube videos, I managed to go into Rise of the Tomb Raider without having had anything spoiled for me.
It was worth it! I downloaded the game to my Xbox One and was immediately wowed by how good the game looked, it was the first time I had ever sat there staring at the screen not realising the intro cut scene had ended. I have heard people talking about this before but it was amazing to experience it for the first time.
Right from the start Rise of the Tomb Raider does its best to make you feel like this game is a step up from the first game. The tutorial section is split between two opposite places in the world, an icy mountain peak, and somewhere in the Middle East, this is a contrast to the first game being set entirely on a windswept island. It also does the job of making the game feel much larger just by giving the player the idea that Lara Croft has travelled a great distance.
It is unfortunate that it is the story that lets the game down a bit. The basic premise is that Lara went back to the world after the supernatural events that occurred in the first game, and was ridiculed for telling her story. A newspaper headline “Another Crazy Croft,” and some explanation from Lara tells us that her father was discredited for his own theories about the supernatural and archaeology, to the point that he shot himself.
So after her experiences on the island Lara sets out to solve her father’s theories about an Immortal prophet as a way to validate her own experiences and redeem her father’s name. As such Lara goes on this expedition alone rather than risk her friends from the first game, in fact Jonah is the only character to return from the first game.
Needless to say, Lara finds that she is not the only one searching for the immortal prophet, and so general mayhem follows. Alongside the main storyline is the expansion of the idea from the first game that some of the collectibles tell stories of people from the past. In Rise of the Tomb raider these collectibles tell the story of the Immortal prophet’s people running from Trinity (a religious order of some sort), and a Trinity soldier who is sent to follow their trail and report the prophets location.
These side stories are simple and if you get into them, make you want to find the next collectible so that you can read the story of these people. In Tomb Raider I found that these side stories spoiled the major twist for me. However Rise of the Tomb Raider only tells a supplementary story, the only purpose it serves is to flesh out the history of the game world and nothing else. Being interested in stories of all kinds I loved this addition, and I was happy that Crystal Dynamics expanded upon this idea.
When it comes to gameplay Rise of the Tomb Raider does a great job of improving on the first game’s systems. I didn’t notice it too much in tomb Raider but the auto cover system works flawlessly, you are able to hind behind trees or rocks without button presses or awkward controls for getting in or out of cover.
Also added, is the ability to have multiple variations of the same type of weapon. For example you have a number of different bows with different attributes, a longbow that does more damage but is slower to draw and fire and you are unable to keep the bow drawn for a great length of time. Aside from this is a compound bow which does slightly less damage but can be kept drawn for a long time and is more accurate than your other bows.
The same goes for guns, you can have a revolver or a semi-auto pistol; an assault rifle or a bolt-action rifle. Added on top of this is an upgrade system similar to Tomb Raider’s, however it is treated more like a crafting system, where you must collect resources from enemies, animals, and crates to add things to your weapons. Such as adding a scope to your bolt-action rifle and turning it into a sniper rifle so you can take out enemies at a greater distance than you can with your bow.
Another improvement made in Rise of the Tomb Raider is that the challenge tombs you come across now give you a reward other than experience and a treasure map. You now get secret skills that augment your gameplay, like an ancient archery skills that teaches you to quickly fire a second arrow immediately after firing your first, or “inner strength” which gives you a second wind if critically damaged.
The tombs do have better challenges than the first game and they can be massive, some of them are amazing surprises as well. Imagine climbing a barren cliff, and just as you climb around the side of a rock you see a massive temple carved into the side of the canyon wall, you work your way towards all the while hearing a low humming noise. You work your way through the temple and as the final door opens the low humming noise becomes the deafening sound of a massive pipe organ. The temple was built around a natural formation that sounds like a pipe organ when the wind gusts down through the canyon.
And that is just one of the challenge tombs. The others are just as good, you can tell that Crystal Dynamics put a lot of time and effort into this part of the game. Alongside the challenge tombs are some secret crypts that give you pieces of an ancient weapon, the puzzle here is finding the crypts but each one tells the story of a founder of the immortal prophet’s city, which is another thing that adds to the story of the game world.
Rise of the tomb Raider is not an open world game, however it does a great job of making you think that it is. There are a number of large zones that you can explore to find secrets and resources, and each of these large zones are connected by smaller zones that have secrets of their own. This makes the game world feel much larger than it is, you rarely see a loading screen once you are in the game unless you choose to fast travel around.
All in all Crystal Dynamics did a great job with Rise of the Tomb Raider, they managed to improve upon every aspect of Tomb Raiders systems, and they have once again set up for a great sequel. As of writing this the DLC for Rise of the Tomb Raider is all out although I haven’t yet played it, once I do I will write about those as well. I can say with confidence if you enjoyed Tomb Raider you will most definitely enjoy Rise of the Tomb Raider. Even if you are new to the franchise it should be easy to jump in here without much trouble as there are only a few references to the first game. Pick it up, you will not be disappointed.
Even though I have never owned a PlayStation 2 or a PlayStation 3, I have still managed to play most of the ratchet and clank games at one time or another. I had never finished one before this new rebooted game, but I still have very fond memories of playing the hell out of my friend’s copies whenever I visited them.
Story wise this game is a little bit disjointed, it feels like you are hopping between planets a too quickly. It doesn’t help that planets also feel much smaller than they did in previous iterations of the franchise, but this could be put down to wanting the game to release before the movie, or simply not having the time or money to build a massive game that looks as good as this one does. Basically it is supposed to be a re-imagining of the original 2002 game.
This is augmented by the fact that the story of the game is told by Captain Quark telling his life story to a fellow prison inmate, which leads to some funny voice over lines from Quark while you are playing through the game. It is interesting to note that the way this game ends could easily tie the rebooted game back into the whole franchise, as this new game is a story being told by an established character. Hopefully this means that there are more Ratchet and Clank games to look forward to.
There are also a few characters that remark on the absurdity of the setting of this game. Captain Quark for example “They made a game, based on a movie that’s based on my life.” Or the plumber on Novalis who remarks how familiar you look when you meet him, and as he says good-bye tells you “See you in the next reboot.” With this you can tell that Insomniac isn’t taking this too seriously and are still able to have fun with their characters and stories.
There are familiar gameplay sequences like the hover board races in Blackwater city, or captain quarks training course. These sequences make the game feel familiar to fans of the franchise, but I feel like there are enough differences to make the game feel new and not like a HD remake. I have a couple of friends who are massive fans of the series and I will be interested in showing this new game to them and seeing what they think about it.
All of the weapons, even if they don’t feel powerful initially each feel unique and have a power creep that makes each one fantastic one they are upgraded. It could be said that this reboot is a masterclass in designing a Ratchet and Clank game as Insomniac has clearly taken their best ideas and put them all into this game.
Weapon Upgrading for instance now has three paths to take. You level weapons up simply by using them, secondary to this is the use “raritanium” to unlock a hexagonal grid of perks that augment how the weapon performs. The sheepinator for example has a number of perks that increases the chance for raritanium to drop from enemies, on one planet where I was facing a large number of smaller enemies with the sheepinator I ended that section with about 40 shards of raritanium where I had been finishing sections with 8-10 shards before.
The third tier to weapon upgrades has a few requirements to unlock. Firstly you must get a weapon to level 5 which is the maximum a weapon can reach in your first play through of the game, secondly you must complete a set of three holocards (which you collect from enemies and secret areas) for the weapon you want to upgrade, thirdly you must finish the game once and begin a new game in challenge mode.
Once you have completed these three steps you are able to purchase omega (ꭥ) variants of a weapon which then can be upgraded to level 10, and also have more raritanium unlock slots, making weapons even more fun to use.
The RYNO is a special case, in previous games in the series it must be unlocked after paying a massive sum of bolts. Here however it is unlocked after completing a special set of holocards hidden throughout the game that feature the RYNO, the massive cost of bolts is left to the omega variant of the RYNO which is set at a whopping 1,000,000 bolts.
Graphically this game looks better than any game I have played on the current generation on consoles, it looks and feels like you are playing a modern-day Pixar or DreamWorks movie. It is also one of those few rebooted games that looks how you remember the original game looking back in 2002.
This is especially apparent when you have caused absolute chaos to unfold on the battlefield. For example throwing out a grovibomb to make your enemies dance, while you toss out a proton drum that pulses and arcs lightning towards enemies, with agents of doom running around and exploding on enemies, while also sheepinating enemies, then finishing the room off with a barrage from your RYNO. The amount of explosions and quality of the particle effects looks amazing, and the rain of bolts that is left after the carnage has ended shows how much time the developers have spent making this game look so great.
Anyone that owns a PS4, whether they are a fan of Ratchet and Clank games, or just missed the franchise, should give this game a go. It’s not very long but it is unbelievably fun, there is some good replay value in the challenge mode, as you keep your old weapons and have the chance at upgrading them further, allowing for even more chaos the more you play. So I recommend that you pick this game up, I do not think you will regret your purchase.
Last week I wrote about the uncharted collection and talked about how I feel like I was spoiled for the uncharted games because of the Tomb Raider reboot by Crystal dynamics. Today I am writing about just the first game in the rebooted Tomb Raider series simply because unlike the uncharted games I played them when they first released and I have had time to sit and think about each game separately. I will probably write about Rise of the Tomb Raider this week as well, but I don’t know think it will be tomorrow.
So I was watching E3 at the ungodly time of the morning that I have to get up in New Zealand to watch the live streams, when the reboot of Tomb Raiders was announced, and I have to say that I had no excitement whatsoever for it. This would probably be down to the fact that all I had ever seen of Tomb Raider before this was playing a PS1 demo and watching the Angelina Jolie movies.
Due to my distance from the franchise I just wasn’t at all interested in playing this game, I even completely forgot it was a thing until I saw my flat mate playing the game on his PC. I sat there for a while and was completely taken in by the setting and the gameplay, as he worked his way through a puzzle. I picked the game up the next day and spent the next few days doing nothing but playing through this gem that I had been ignoring for so long.
Tomb Raider is a pretty run of the mill treasure hunting story that turns to the supernatural, with the sections between and around story points being delivered through some amazing set pieces. Like climbing beneath a crumbling bridge to hide from the gunmen above so you can sneak into an ancient palace, which you then have to escape from while being hunted down and outrunning an inferno.
Where Tomb Raider excels is in its combat, it feels so smooth and easy to target and take out an enemy. You aren’t fighting the controls more than the enemies that are on-screen. The bow is especially great, because as you move through the game you are given upgrades that make it your most versatile weapon.
You get the ability to use your bow to fire rope arrows that help you traverse chasms and pull items towards you to complete puzzles. The fun begins when you are fighting enemies that stand on balconies and the roofs of the shacks around the island, if the building has a rope attach point you can pull the balcony out from under the enemies. This adds a bit of variety of variety to combat and can often help you to take out multiple enemies at once.
Upgrading your weapons is a big part of the new Tomb Raider games, and you are able to add a few interesting things, such as a grenade launcher to your assault rifle, or fire to your arrows. As you play you come across crates that give you experience to upgrade your character and the salvage currency needed to upgrade weapons, further into the game you also start to pick up weapon parts that once you have all of them for a particular weapon type, you get a permanent upgrade to that weapon.
Take the tree limb long bow you pick up at the beginning of the game as you progress you get a recurve bow, or later in the game, a compound bow. These small upgrades over time make you feel like you are gradually getting stronger and more capable of surviving the island.
I liked about the tales told through the collectibles that you pick up while exploring the island. There is the story of a priestess to the Sun Queen of Yamatai (the island kingdom), the story of a Japanese ambassador to Yamatai, and a short journal from a World War two soldier about losing all of his men to the island. These add to the mythology of the place, they make the place feel like it has proper history. Unfortunately for me these journals also helped me to figure out where the plot of the game was going way before it occurred in the game itself. So in this case although the stories help to flesh out the mythology of the island, they also hurt the pacing of the story.
Tomb Raider allows you to level up your character and augment your personal play style as well. You are able to choose to specialize in hunting, so you get more resources for upgrading weapons. Or you can specialize in combat, making it easier to take down enemies. You are even able to specialize in exploring, making it easier to find the secrets and collectibles on the map.
That last option really depends on who is playing the game, as some people like the challenge of finding all of the secrets themselves, without the help of the game or a guide. Others like to have the option to highlight the collectibles so that they can find then and 100% the game without too much trouble.
For the people who like to find the secrets on their own, the game has some neat ways of helping them along. When you are close to a secret tomb the game plays a certain musical tone to make you aware that you are close to something important, there is usually also a painting or a symbol near the entrance to a tomb that helps you along your way as well.
And for those that like a bit of extra help, you are able to utilise your survival instincts (super vision) to see a beacon showing you where to go to find the object you have selected on your map. This can still be a bit tricky from time to time as you often still have to explore a whole building to find exactly what you are looking for, but it is still easier than looking without any help.
The challenge tombs are great fun as well, they are neat little puzzles that challenge the way you can use the games mechanics to be able to platform around to the tombs reward. Such as using your rope arrows to pull a buoy into a rivers current so that it can make a flag pole turn so you can jump across it to a climbing wall that so you can get to your goal. The only problem with these puzzles is that they are not very difficult, it would be odd make more than two or three attempts to be able to solve a tomb. Even when replaying the game a couple of years later I was able to remember each puzzle and complete them straight away.
I love the work that Crystal Dynamics has done with this rebooted Tomb Raider series, and I hope they are able to keep up their good work, and give us even greater gameplay as the series moves on. I know they have improved from the first game into Rise of the Tomb Raider, I just hope they can continue this trend.
If you haven’t picked up this new Tomb Raider series, I recommend that you do. I’ve played it to completion on PC, Xbox 360, and Xbox One and I can recommend it on any of those platforms. So pick it up if you want to have a few hours playing through some amazing scenery, and having great fun while doing so.
I have only recently been able to pick up a PlayStation 4, and I thought it would be a good idea to start by playing some of the games I missed due to not owning a PlayStation 3. So I went and picked up Uncharted: The Nathan Drake Collection and The Last of Us. Given that both of these are Naughty Dog games I figured I would start with the oldest game and work my way through and try to see how Naughty Dog has developed over the time it took to create these games.
Going into this collection I was all too aware of how beloved these games are and how well they were received at the time they were launched. I have heard many a person over the years say how much they loved these games, and how excited they were for the release of the next game in the franchise.
Unfortunately for me I didn’t really like these three games that much. This was an odd realisation for me as the setting and story for the uncharted games should be right up my alley. I love the Indiana Jones type of story where someone is set on a journey to uncover a long-lost treasure that turns out to have some mystical properties.
I guess as a concept I love the idea behind each of the stories for the uncharted games, for example finding El Dorado, and Shambala. I do have to say that the story of 3 was probably my favorite as finding a place like Ubar, deep in the desert that is somehow connected to King Solomon, adds up to a great idea.
However Uncharted 3 also ends in a similar way to the previous two games, where we find out that the treasure being searched for is unbelievably dangerous. My biggest problem here is that we are never given an explanation as to why, or how these artifacts have the power they do. They are destroyed or hidden with no explanation. I don’t at all mind that they are destroyed as in these types of stories that is always the outcome, but I always felt like I needed something more to be said about the artifacts themselves.
Perhaps part of my problem was playing these three games in succession over a week, where they were the only games that I played. In doing so I saw similarities between the games that felt almost like a template to me. These similarities make the games feel like they run together in my memory, making it difficult to remember in which game a particular sequence took place.
I think if I had played these games when they were current I would have loved them the same as everyone else. This is because of the simple fact that at the time there were no other games like this out on the market. Whereas now I have already played games like the Tomb Raider reboot, and Rise of the Tomb Raider, that to me are much better games.
I realise that this might seem strange loving the Tomb Raider games so much when they are known for having average stories when the uncharted series is beloved for its story telling. I think for me it is the combination of story and gameplay together that make the game better. I love the game play in the new Tomb Raider series, it is just plain fun and I never get bored with how it plays.
Uncharted on the other hand, I found myself frustrated by the gameplay. Platforming and puzzle solving was fine, but the combat felt like a series of wave based arena battles. Each time I went into a new area and there was a pillar lying halfway across a hallway, I knew I would be fighting my way back out, as I could tell that pillar was supposed to be used for cover. So as I went through the games I found myself liking combat less and less, as each time it only felt like a way to increase time spent between set pieces.
The strangest thing for me, is that although I didn’t care for the story of these three uncharted games, I love the characters. The quick-witted thief that is Nathan Drake, The wizened Mentor that is Victor Sullivan, Elena Fisher and her strength in taking her experiences with Nate in Uncharted 1 and using that to improve herself, and grow even more fearless as the series moves on. I also loved Chloe Frazer, as among these larger than life characters, she was the one reacting how I think a person normally would in her situation.
I believe that a big reason for this is the use of fantastic voice actors that are able to bring out the personalities of these character so well. Some of these actors are Nolan North as Nathan Drake, Richard McGonagle as Victor Sullivan, Emily Rose as Elena Fisher, and Claudia Black as Chloe Frazer. Of course it helps that I am a fan of Emily Rose as Audrey Parker in Haven, and Claudia Black as Vala Mal Doran in Stargate-SG1.
Given that I like the characters so much I am still waiting in anticipation for Uncharted 4 when it releases on May 10 2016. I hope that this supposed conclusion to Nathan Drakes story can fix the problems I have had with the story in Uncharted, even if it doesn’t I can’t wait to be see how these characters develop further. I just hope none of my favorites die, but that seems unlikely when the title of the game is Uncharted 4: A Thief’s End.