Tuesday, April 3, 2018

Epic Mickey 2 - The Power Of Two Expect Star Wars: Mickey Mouse to follow

Epic Mickey 2 - The Power Of Two Expect Star Wars: Mickey Mouse to follow
Mickey Mouse is desperate to impress, or so Epic Mickey 2 would have you believe. As a sequel to the much-derided Nintendo Wii exclusive, you can’t really begrudge the perennial Disney mascot as he tries to scrape back some dignity, but while Junction Point’s sequel is high on ideas, it fails to learn from the original’s mistakes.

There’s Oswald – the black-and-white star of yesteryear Disney animation – returning in the sequel as Mickey’s cooperative multiplayer buddy and he’s without a doubt the foremost gameplay boon. Possessing a more diverse skillset than Mickey (which really isn’t saying a great deal), his abilities
range from the Tails-like knack for flying really slowly towards the ground, dismembering appendages to use as a makeshift boomerang and a pocket-sized gizmo that charges electronic equipment.

What this does is expand the scope of puzzles ever-so-slightly. Now instead of Mickey just applying paint or thinner appropriately to phase objects in or out of existence, Oswald can activate switches,
reach inaccessible areas and, well, activate more switches. Suffice to say it’s not a game that prides itself on complexity. But it’s hard not to feel that the potential of the central pairing’s respective mechanics is fundamentally wasted, and the game – much like its predecessor – doesn’t quite satisfy
on a gameplay level as it tries pander to both children and grown-ups. It really wants to be a Disney movie.

That much is glaringly obvious from the opening cinematic – a musical number that has the first game’s antagonist returning to repent and offer his allegiance as a bigger bad approaches the denizens of the Wasteland. The videogame is sprinkled with similar songorientated intermissions, but there’s a heavyhanded approach to each descant that’s high on exposition and short on Disney magic.

The game goes to great pains in an attempt to evoke classic Walt with a varying hit rate, from the colourless cow folk that wander aimlessly around the central hub, to the memorabilia that’s littered around 2D platforming excursions. The latter example proves to be something of a surprising highlight, not just because of all the curious oddities dredged from Disney’s past but because of the sheer simplicity to the level design. These segments feel like an affectionate throwback to Mickey’s 8-bit heyday (yes, that’s a good thing).

That’s not to say that the 3D stages are without merit. The world is divided up into small areas to explore, each filled with no end of arbitrary items to collect or find – Disney cash, Mickey ears and
telephone boxes – and some decent, if wholly unoriginal, platforming segments that make for the meat of the gameplay experience. The problem is that the world is so poorly constructed that you have little idea how each area connects, or even how you managed to get to where you are in the first place.

Despite such poor world design, there are some interesting ideas at work here, not least the cause-and-effect dynamic that has Mickey’s decisions reverberated throughout the game depending on whether he paints or thins the world around him. Its implementation is basic – the premise not stretching beyond some superficial differences and varying character interactions – but it’s still engaging enough to usher you towards the game’s end.

And this might come as a surprise, but Epic Mickey 2 is best played with someone by your side, not only to avoid the bumbling incompetency of an AI-controlled assistant, but also because it’s just more fun with two of you. Every little element of the game has been designed with teamwork in mind, including enemies requiring a quick zap  of electricity from Oswald before Mickey can begin to cake them in paint. There are other examples where the game nudges the pairing to work closely together, and solo play therefore doesn’t quite hold the appeal when the game is continually urging you to get a friend involved.

Although, we say friend, when what we really mean is a child. Not in a dodgy way, of course. The game doesn’t possess the same whimsical appeal of the Lego gaming franchise, nor the depth to really sustain the interest of anyone looking for more than a simplistic platformer. But the puzzles lack the complexity to challenge anyone above the age of ten and fan service is so random and scattershot that it misses the mark for anyone it’s aimed for.

The world of Epic Mickey 2 is painted in broad strokes, then, and while its catch-all mentality might not always succeed, there’s fun to be had even if everything feels angled more towards a younger audience. But we’re not that young, and so Epic Mickey 2 doesn’t quite impress as much as hoped. Third time’s the charm, eh?
David Scarborough

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5 THINGS WORST GAME ON PS3

5 THINGS WORST GAME ON PS3
Five things you need to know about Deadly Premonition, as explained by director Swery65. Isn’t that right, Zach?

1. THE MOST DIVISIVE GAME EVER
Polarising critics when it was released on 360 in 2010, Deadly Premonition earned a cult following with its range of scores, which ranged from 30 to 100 per cent. Mechanically rough, in this case originality wins over polish – Swery65 admits this reaction helped secure the game more attention. “That gave the opportunity for the game to be even further known by people because it was in the Guinness Book Of Records, because it’s a game people love or hate. So it’s good news, actually.”

2. ICONIC CHARACTERS
Agent Francis York Morgan, the protagonist of Deadly Premonition, chats aloud to an unseen figure known as ‘Zach’ – initially a metaphor for you, the player. Morgan’s like a stranger version of Agent Dale Cooper from classic TV drama Twin Peaks, and he’s terrifically fun. He was originally intended to be female, however, and based on Jodie Foster. “We finally decided to have a male character,” Swery65 explains. “After that, we were very satisfied with it because we could add many unique characteristics onto that male character. So we’re very happy with it.”

3. SET IN WEIRD, SMALL TOWN AMERICA
We must once again mention the series Twin Peaks in describing Deadly Premonition’s setting – the Pacific Northwest town of Greenvale bears more than a few similarities to the David Lynch show, especially in the range of oddballs living there. This setting was created as such to appeal to Western players. “Firstly, we made the main characters American and this game is set in a US suburban city,” the director explains. “My original idea was to set this game in a Canadian suburban city but when I spoke to [producer] Tomio Kanazawa about it, Tomio wanted me to change it to a US city.”

4. CHANGES FOR PS3
Along with general mechanical tweaks and Move controls, there are extra story sections in the PS3 version, too. “For this Director’s Cut, additional story is there, so for the first time players will have additional story, which adds different feeling to this particular game.” Essentially, we get the complete version of the Deadly Premonition story – this is a proper PlayStation exclusive, which is ruddy lovely.

5. SEQUEL INCOMING?
After tremendous success upon its original release, Swery65 already has plans for the continued story of Agent Morgan. “We are already in discussion to make something afterwards and to work with this character York again, it could be Deadly Premonition 2 or Deadly… Something. Not sure yet. But we’re already in discussion.” Trust us, after you’ve ventured through the bizarre odyssey of Deadly Premonition, you’ll be eager for more. So says Mister Stewart.

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God Of War: Ascension Hands-on with the multiplayer beta

God Of War: Ascension Hands-on with the multiplayer beta
Hands-on with the multiplayer beta

It’s probably even more boring to complain about shoe-horned multiplayer modes in classically  single-player games than it is for developers to keep including them, so we won’t. And it was with this attitude that we pulled up our dusty boots, ripped off our shirts and dived – roaring, naturally – into the God Of War: Ascension beta.

Immediately, it doesn’t feel tacked on. Why? Primarily, because it’s not a shooter. This is a world that hasn’t been beaten to death and lorded over by two or three unbeatable masters. The world of online brawling has barely been tackled this generation, and so God Of War: Ascension feels kind of fresh.
The beta itself offers three game modes – a free-for-all four-player ruck called Favour Of The Gods, an eightplayer melee known as Team Favour Of The Gods (a stupid name if there ever was one) and the altogether less flashily monikered Capture The Flag.

Before any of that, though, is a brief but tasty tutorial. You choose your allegiance (class, basically) by stepping up to the statue of one of four gods of Olympus, and the whole scene is played out with that familiar and always amusing God Of War pomp. You can pick from Ares, Hermes, Zeus and
Poseidon, but we kept it as real as can be and plumped for the old war god himself, Ares. This meant our champion – the bald, steroid-swamped rage-man that he is – is best suited to aggressive melee combat.

Good job too, as the tutorial then asks you do to rather a lot of that. Thankfully, if you’ve played God Of War before, you know what to do. Light and heavy attacks, a launcher when you hold triangle, and a nasty chain to pull your idiot opponent back towards you. Circle delivers a boot of justice (great for punting someone into a wall of spikes) and L1 is the always-trusty block button. God Of War’s combat has always been parry-heavy, and the multiplayer maintains that flow, but does so by altering the input. Instead of just timing a block, you now have to hit X at the same time. This then pops a brief bubble or shield around your character, and any hit will bounce off it. If it sounds like the system has been oversimplified, don’t worry. It’s just a case of clever compensation for latency.

Not that we saw any of that. The flow of the action in Favour Of The Gods is frantic and furious, but surprisingly well-measured. Mashing buttons won’t work; you need to time your combos, wait for your opponents to overreach themselves and mess up, and of course deal out the type of Ancient Greek justice that’ll turn the Aegean red.

Smashing down an enemy’s health bar puts them in a stunned state, and you can finish them in typically gory style by plunging your sword through their chest or tearing off their head. The violence in God Of War has always felt thematically appropriate, and the gladiatorial nature of this multiplayer
only cements that. Yes, it’s gratuitous, but that’s the point.

The main attraction is Team Favour Of The Gods, which features two groups of four battling over territories, Domination style – while a giant Cyclops smashes the back of the map. There are plenty of ways to win, be it from simply holding as many capture points as possible to the massive haul of points you receive if you can actually kill the Cyclops with the randomlydropped Spear Of Olympus.

There’s so much going on that there’s plenty of scope for unscripted drama – always the meat of good multiplayer – and it’s clearly a well designed mode, but at the moment it’s very easy for your character to get lost in the carnage. Hopefully Sony Santa Monica will figure out a way of improving the highlighting on your own avatar, or perhaps moving his own health bar to the top of the screen so
you always know when you’re in danger. Easy fixes. Finishing off the Beta is Capture The Flag, which despite its tried and tested roots still manages to bring some God Of War power and flavour to its action. Everyone knows what to do, of course, but the button-mashing minigame to yank the flag from its home is gratifyingly muscular, and again the whole thing’s overseen by a scenerysmashing
Cyclops.

So, does God Of War: Ascension actually ‘need’ this multiplayer aspect? Well perhaps not, but it’s also good to remember that multiplayer doesn’t need to be a 12-month investment of hundreds of hours. This gratuitously gory modernised version of Power Stone is already cracking fun, and even if the final thing only makes for a fun couple of weeks, who cares?  Just enjoy it.

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10 Best value DLC

10 Best value DLC
Point Lookout
There’s plenty of choice for Fallout 3 DLC – some better than others – but if you’re after something more like the main campaign of Fallout 3, then look no further than Point Lookout. It’s like a condensed version of the game, with new areas to explore and NPCs to meet. Though it doesn’t increase the level cap like Broken Steel does (you may want to pick that pack up as well, actually), it’s still a must-have download for anyone who has seen everything the original game has to offer.

Undead Nightmare Pack
We could compliment the wealth of content available in the Undead Nightmare Pack. We could celebrate the distinct variety that zombies in Red Dead Redemption’s world provide, or even the fantastic job Rockstar has done at making such an incongruent piece of content work in the Wild West. But none of this is quite as appealing as the fact that you can find, tame and ride a unicorn, thereby automatically making it the best piece of download content ever. Fact.

Premium Pack
Whether you get value for money from the hefty ?39.99 price tag will depend on just how much time you spend on Battlefield 3. If it’s your go-to multiplayer game and you’re still playing it now, then without a doubt it’d be worth getting. Each one is themed with a set of new maps, weapons and vehicles. Though they won’t all appeal to you – you’re either an infantry player or a vehicle player – they are all fantastic maps and great additions to an already jam-packed game.

Old World Blues
Old World Blues is to New Vegas as Point Lookout is to Fallout 3, but while this is a compact mini-campaign to work through it provides so much more. Humour being the primary feature: Old World Blues is genuinely funny and when that is added to a freeform and open area to explore – with 35 unique locations to visit – you could quite easily lose yourself in this content. Perhaps not as long-lasting as some of the others in this list, Old World Blues more than makes up for it with its originality.

Episodes From Liberty City
Considered the holy grail of DLC, the Episodes From Liberty City are almost entirely contained games by themselves. You don’t need GTA IV to play them, and not only does it give you a pair of new characters to play as and new missions to complete, but the entire sandbox of Liberty City – and its related multiplayer – is available for you to explore. Naturally the best part of this DLC is seeing how these two distinct storylines tie into the main game, but even alone these are better than most games.

Extravasplosion
Bit of a cheat this one since it’s more of a collection of DLC than any single pack, but at four quid per pack it’s impossible to deny the value of content here. There are parts that aren’t quite that special – Moxxi’s Underdome is a bit repetitive – but Borderlands fans nonetheless owe it to themselves to play each of these. More levels, more weapons, more quests, more midgets with shotguns: what else could you ask for from additional – and a good few hours worth of – Borderlands content.

Road To Devastation
If you haven’t yet played Housemarque’s superlative Dead Nation then go do it. As for this DLC addition, the nominal fee will gain you access to a new challenge mode. While it might sound kind of throwaway, fans of the game should trust us when we say it’s absolutely not. Though the objective is to see how far you can survive, there is a finite end and you won’t reach it until you’ve finally settled on the optimal route and best strategy. Try it on Grim for added longevity.

Metal Gear Solid Level Kit
Though this might seem a little outdated since the series has gone on to earn an improved sequel and the improved DLC to go with it, none of the content packs since then have been as revolutionary as the MGS Level Kit. The addition of the Paintinator and customisable enemy health bars was a revelation, bringing untold amounts of potential to the create-‘em-up. It’s a gamer’s right to shoot things to bits, and with this DLC it became considerably easier to do just that.

Artorias Of The Abyss
In true Dark Souls fashion, accessing this DLC is as hard as the content itself. But you forgive it because, for some reason, Dark Souls makes it okay to be a masochist. The fact that it ties so neatly into the main game should be complimented – even if it does mean that you’ll miss it entirely if you’ve played past a certain point – but the hours of trial and error you’ll get from hunting down Artorias is something that slots so neatly into the game it’s worth starting again just to experience it.

Awakening
Not only is Awakening a good chunk of content to add to your Dragon Age: Origins playthrough, but with it tying into the story and lore of the world it’s practically a must-have for fans of the series. It continues on from the end of the game, but teases the introduction of Dragon Age 2 – but if that wasn’t enough, new abilities, five new characters and six possible specialisations make this one impossible to ignore. The rest of the Dragon Age: Origins DLC, however, is probably best to avoid entirely.

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Spider-Man

Spider-Man
Insomniac Games details Peter Parker’s awesome PS4 debut

We’ve seen far too many Spider-Man origin stories. From the Toby Maguire film trilogy to the illfated Andrew Garfield set, from the myriad animated series to endless runs of comic books. We all know what happens. Insomniac Games isn’t interested in retreading that ground. “We’re not telling an origin story,” the developer’s James Stevenson tells us as he jumps from building-to-building in the new PS4 game, demonstrating the new physics-based traversal mechanic. “Our story starts with a 23-year old Peter Parker, who is graduating college and has a job working in a laboratory. Think of him as an athlete in his prime. That’s where you pick up the game.”

The game seems to accelerate pretty quickly, too: “Very early on, you defeat Wilson Fisk – Kingpin,” Stevenson continues. “Spider- Man gets cocky, thinks he has the city under control, but when you get rid of the man at the top, someone else always turns up to take their place…” Stevenson is referring
to Martin Li – Mr Negative. A fairly obscure villain to draw on, sure, but a fascinating one nonetheless. But if you were hoping for Spider-Man’s classic nemeses too, don’t worry – Stevenson confirmed these will not be the only two villains in the game.

Insomniac is jumping in at the deep end, then: by the time you start playing, Spider- Man will already be well established as the hero of New York City; you start with access to a whole arsenal of  gadgetry, acrobatic abilities, fancy combat moves. There’ll be RPG systems in place to progress these
foundations of gameplay, but from the off you’ll be able to control a Spider-Man that’ll feel familiar to anyone with even a passing interest in the character.

It’s not all about the man in the mask, though. Insomniac wants to make that clear. Peter Parker is as much of a character in this as the eponymous vigilante, and Stevenson seemed to choose his words very intentionally when he told us ‘you’ll be playing as both Peter Parker and Spider-Man’.

“We think the best Spider-Man video game stories are told when [the worlds of Parker and Spider- Man] collide,” he explains. “In this game – which is a brand new universe, by the way – Peter Parker has trouble paying his bills, balancing his work and just being Spider-Man. Peter’s love life, too, is always a part of any Spider-Man story so that will naturally be a part of our game, too.”

It’s refreshing to see Insomniac tackle that side of Peter from a game’s perspective – you can draw many comparisons to Rocksteady’s Arkham games when you see Spider-Man in action (and you might even go as far as to call the melee derivative), but Insomniac is doing something the DC franchise never did: getting to know the man in the middle of the web. Spider-Man’s gadgetry and athletic moveset are more stylish than Batman’s rigid animations and abilities, too – the flexibility with which Spider-Man fights and traverses are best in class as far as superhero games go. And that mobility is going to be necessary, as the playable area of the game is huge. “You can free roam around all of Manhattan,” Stevenson explains as he busts through a falling sign in a white-knuckle helicopter chase. “The best way to think about it is that it’s four-to-six times the size of the Sunset Overdrive map. Spider-Man is the biggest game we’ve ever made.”

Of course, bigger doesn’t always mean better, but Insomniac has a proven record when it comes to open world games, and aside from the empowering combat system and loaded story, a new Spider-Man game with momentum-based web-swinging traversal is what fans have been hankering for since 2004 – and from what we’ve seen so far, Insomniac looks set to deliver it.

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KNACK DON’T KNOCK IT!

KNACK DON’T KNOCK IT!
The first game announced was a new franchise from Sony Japan Studio called Knack. Set in a colourful, cartoony world where goblins and humans are at war, players control the titular robot who is capable of exponentially growing in size by absorbing matter around him. He starts off as a cute little guy who couldn’t threaten our nans, but give him the opportunity and suddenly he’s bigger than a house and punching you in the face. The little gameplay we’ve seen looks to be standard actionplatformer fare in a Skylanders vein, strolling through bright levels and smashing up the hordes of goblins in your path. The Pixar-style graphics look wonderful, with some of the animation in cutscenes perfectly mimicking the kind of thing you see in blockbuster CGI films. Along with SCE Japan, famed developer Mark Cerny, who had a hand in such PlayStation hits as Crash Bandicoot, Spyro and Uncharted, is directing and designing Knack. If it can evoke the same simple wonder that first exploring Crash Bandicoot can, we might be onto a winner with Knack. It might not appeal to everyone, but kids, and adults who never really grew up (that includes us here at Play) should have a ton of fun.

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BioShock Infinite

BioShock Infinite
FROM BIOSHOCK CAME THE REBIRTH OF THE FIRST-PERSON SHOOTER, AS DEVELOPERS BEGAN TO TAKE GREATER PRIDE IN INTERACTIVE STORYTELLING. NOW, IRRATIONAL IS BACK TO CHANGE EVERYTHING ONCE AGAIN...

Announced in late 2010, it’s been a long wait for BioShock Infinite, but finally the fruits of Irrational Games’ labours are about to be released for sampling, and Play sat down to experience a morsel. It’s been a long hard road, but where we’re going, we don’t need roads. BioShock Infinite starts off familiar enough. Though it’s not quite as explosive as the first few moments of the original, there are parallels. Your character finds himself being escorted by two unnamed comrades in fetching yellow parkas, in the middle of a raging sea. You’re handed a box, and immediately your character grunts ‘What’s this?’ Your character’s name is on the front. You’re not some unnamed unfortunate anymore like you were in the original; your character is his own man. A man by the name of Booker DeWitt.

A former agent, it’s clear from the contents of the box that he’s on some kind of mission. A pistol, a picture of a missing woman, and a host of other scraps indicate that Booker’s about to have a hard time of things. A giant lighthouse looms into view. Now we’re in familiar territory, a familiar nod to the BioShock faithful. The pair leave Booker by the lighthouse and row off into the briny abyss, leaving him on his own. The first thing he does upon entering the building is gaze at his reflection in
a bowl of water. Not only does he have a name, but his own face too. It’s highly doubtful he’ll be coerced into lodging a golf club into someone’s cranium at this stage.

He explores the lighthouse some more, rings some bells which herald a chorus of terrifying apocalyptic lights and horns in response, before being beckoned into a chair. After a tentative few moments, the chair straps him in and things start to go haywire. DeWitt starts losing it completely, the fear taking him over as he struggles and yelps. He loses his pistol (don’t worry he’ll find another later on), and he sees rocket engines starting up below him. A few minutes later, he’s somewhere very very new, with stunning skylines and airships (again, it’s all incredibly reminiscent of seeing Rapture through the Bathysphere for the first time), introducing him and us to an entirely new world.
It’d be hard to top the opener of the original BioShock. After all, it was a graphical revelation at the time, an introduction dripping (see what we did there?) with atmosphere and the promise of a completely new type of experience.

Infinite doesn’t evoke the same ‘Oh my god’ factor, but it at least ensures you’re not about to miss Rapture. Columbia, the cloud city that’ll be your new playground for an undisclosed number of hours, is a far cry from the broken down, libertarian utopia gone wrong of BioShock. For one thing, it’s still thriving, and there are no splicers out to carve you up. Not initially anyway. It’s all incredibly pleasant, a population living a serene, communal existence among the clouds. However, no one buys
BioShock games for the chat, and it’s not long before things are going belly up. It all starts when Booker takes part in a carnival show, presided over by a chap with a similar look and charisma to Daniel Day Lewis’ Bill the Butcher character from Gangs Of New York.

Booker’s tasked with throwing a ball at a couple of slaves, instantly dispelling the idyllic atmosphere of the town. You can choose whether to target the slaves, or chuck one in the face of Daniel Day Lewis’ doppelganger. Choice will once again play a huge part in BioShock, although how big a part it
plays remains to be seen. Once you finally get to let rip with the combat, it’s immediately apparent that it’s a whole heap better than the original. For all the good it did, BioShock’s combat felt like an afterthought, lacking impact and feeling altogether quite woolly.

Infinite’s weapons are more entertaining to use, and it’s a lot more fun mowing down allcomers with a meaty shotgun than the outlandish, slightly rubbish weapons of the first game. It’s immediately apparent too, just how much more violent Infinite is. The first two BioShock games had some devastating weaponry, but you never felt they did sufficient enough damage to the splicers. Yes they’d die, but they’d just flop around after being administered the coup de grace. Infinite ups the ante with popping heads and dismemberment. Though gore doesn’t make a game (and there’s an option to turn it off, in case any sensitive souls are watching), it’s nice to see for once that the damage meted out in a BioShock game has an appropriate aesthetic response. An early kill with the skyhook
– Booker’s melee weapon and means of transport – sees him brutally lopping the head off some poor sod likely just doing his job.

It’s a new thing for BioShock, and one that’ll have people fond of copious head detonations (these things are important to some) salivating but one thing that isn’t new is the use of ‘vigors’ which we all knew as plasmids in BioShock. It wouldn’t be an Irrational game without some entertaining unnatural way of turning the tide, and Infinite delivers. They work the same way as plasmids, triggered by the left bumper, exploding, killing and manipulating in a litany of entertaining ways. You pick up a fire one pretty early, along with a hacking one, so there’s no more tedious art deco pipemania in order to get a machine to do your bidding. In a later segment, you could even fire crows at people, which is wildly entertaining for some reason, and makes you feel like a Metal Gear
Solid boss.

It’s only in a later section that’s set a few hours later, where we see just how much more dynamic the game is than its predecessors. By this time you’ve met up with Elizabeth, the woman you were tasked with saving in the first place, and she’s right by you all the way. Yes we hear you groaning ‘Oh no,
not a bloody escort mission’, but wait! Elizabeth is from the same school of companionship as Farah (for all the foetuses out there she was in Prince of Persia: Sands of Time, before Ubisoft seemingly forgot about that franchise), and isn’t an annoyance at all. In fact she’s pretty bloody essential to your
survival.

She can’t be killed, so you don’t have to worry about her like you did with the little sisters, and you’d be absolutely buggered without her, quite frankly. Elizabeth’s talents lie in creating rips in space/time, enabling her to phase in and out of reality so to speak, meaning she won’t get lost, and can follow DeWitt closely even when he’s speeding along on a sky-line. More importantly though, when you’re low on ammo (and this’ll happen, especially when you’re going up against a handyman, the Infinite
variation of the Big Daddy) she’ll phase out for a bit and return with supplies and replenishments.

What a nice lady. It’s during this later segment when we see just how much better Irrational are at combat than it was. In earlier BioShock games, there was always lingering dread about the next fracas, and not in a survival horror ‘Argh what’s around the next corner’ way. Each time you heard a Big Daddy stomping along, or a gaggle of splicers talking bollocks a palpable sense of ennui washed over you, as you realised you were about to spend the next few minutes in a fight trying to get to grips with some shonky-feeling weaponry. Not so in Infinite. You’re immediately more agile and handy with a weapon, especially in conjunction with Elizabeth. The big winner for you though is the use of the skyhook in conjunction with the sky-lines, and it adds a new level of excitement and depth to an already improved experience.

If things get hairy on one level, or Booker finds himself ambushed by a turret-spewing airship, he can leap off the edge (there’s no penalty for leaping off the edge and falling, as you’re immediately phased back into the action) connect with a skyline, and zoom off to another platform for a better chance at managing the situation. It’s a fun way to get the drop on your unsuspecting quarry, and it helps the game feel as frantic and exciting as the best shooters in the genre. In fact, the traversal feels
more like something from Crysis 2 than the original BioShock. That’s not to say that Crysis 2 is one of the best shooters around but the fact that a BioShock game can compare to a top tier firstperson
shooter in the first place surely speaks volumes.

You’ll need the extra mobility, as the Handymen are a lot more agile than the lunkheaded Big Daddies of yore. They’re incredibly fast, and can use the skylines too, meaning you’re constantly on your toes while you’re throwing everything in your arsenal at them, as you pray Elizabeth’ll make do on her promise to bring more ammunition.

The one handyman encountered was tough, but fair. With the Big Daddies there really wasn’t a lot of tension fighting them, owing to the fact that even after death and resurrection in the Vita Chamber, their health was still depleted from your last encounter, meaning you could constantly bash a Big Daddy with a spanner and die repeatedly, safe in the knowledge that the great metal brute would fall by your hand, no matter how utterly ineffective that hand was.

The Handymen are infinitely more fun to fight, and after your death, it seemed like they got some of their health back too, so there’s a lot more incentive to stay alive this time around. Once the moustachioed beast was felled (and it can be revealed that Play was the first publication in the UK to take out one of the bastards, so this issue should be framed or something), the playthrough was over, giving us but a cursory glimpse of the ultra-violent delights to be found in Infinite.

It’s been a long time coming, but BioShock Infinite is definitely shaping up very well indeed. It was
fraught with rumours of a troubled development cycle, as tales of Ken Levine’s perfectionism were revealed through interviews with ex-employees and others, but as per the old axiom, ‘If you’re not going to do something right, it’s not worth doing at all.’ Irrational have taken steps to avoid the flaws of its earlier games, providing a slick, fun experience. It’s a much better game than its predecessors, and also a step forward for the developers.

Columbia is a much more vibrant, alive place than Rapture, and it’s encouraging that in these days of rampant homogenisation and everyman shooters set in muddy brown warzones, we still have developers like Irrational Games willing to craft interesting new worlds and settings. Columbia is unlike the majority of we’ve seen in a game before, though it does bring to mind Arkane Studios’ seminal Dishonored, another first person narrative adventure with a vibrant, unique art style, though they’re completely different experiences.

Most encouragingly, there’s no arbitrary, tacked-on multiplayer to dilute the game. God knows how many games have been ruined by a feature doubtless pushed forward by some clueless moneyman, greedily eyeing the Call of Duty dollar, and there were rumours Infinite would have a few features like this, but thankfully (whether it’s through intention or not being able to implement these features properly no one knows) it’s single player only. Spec Ops: The Line was the most recent victim, the
seminal, forward-thinking shooter lumbered with multiplayer components that successfully negated the narrative intentions of the single-player.

BioShock Infinite is a game to be experienced as a single-player game, perhaps with a glass of wine and a roaring fire if you’re feeling particularly sophisticated. At no point would having a disgruntled, over-privileged teenager hurling homophobic epithets over the internet add to the experience. It’s a sprawling, stimulating game, full of character and allegory, that’ll doubtless find itself party to some
pretty rapturous (hohoho) praise upon its release in March

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Tomb Raider Online multiplayer for Ms. Croft

Tomb Raider Online multiplayer for Ms. Croft
“Multiplayer was always part of the reboot process,” Joe Khoury, Tomb Raider producer, says with a straight face. Maybe we’re just cynics, maybe Joe is serious, maybe Batman jumped out of the Batwing before the bomb went off. Nothing’s clear anymore. Fifa, Fight Night, Call Of Duty, Need For Speed and many others have separate online functions that you need a pass to gain access to. And if you’re playing a second-hand version, you have to purchase that story separately, it’s a way of protecting the profit margin in a sector with a fervent resell market and it makes good business sense. But it’s just that: business. You can’t help but feel that this ‘business’ end of the game is a last minute tack-on. And when you look at the multiplayer through that lens, it looks a bit, well, cynical.

We played two multiplayer modes, Team Death Match and Rescue. Team Death Match sees the survivors of Lara’s crashed ship pitted against the Solarii in teams of four, with the first team to reach 25 kills taking the victory. Rescue is a capture the flag type mode where the survivors have
to collect medical supplies around a map and return them to their base, whilst fighting off an onslaught from the Solarii. Players can choose to play for either the Solarii or the survivors, with both teams having the option to change and upgrade loadouts. There’s also a perk system that includes offensive and defensive abilities to help you through levels, such as bigger clips or extra firepower
for your weapon. There are some interesting features worth noting like the crossbow from the single-player, which, in multiplayer, works like a sniper rifle (if you can get the aim right). All of Lara’s free running and climbing abilities are available to all characters in multiplayer too and most of the surfaces are scalable, so if you’re in a bit of a pickle you’ll find an escape route nearby.

There is also something called a ‘game changer’, which is an in-game perk that you can pick up to change the course of a game. They’re usually specific for to the map: we were playing the Sandstorm map and the game changer triggered a sandstorm. The sandstorm simultaneously takes away your enemies radar and gives you their position. These are only available in-game so there’s that extra little bit of uncertainty as to how the game might unfold.

On paper the concepts are fine. It’s all standard multiplayer stuff. But, for some reason, in practice, there seems to be some desperately needed fine tuning. Just like Uncharted, the aiming leaves a little to be desired for – a common problem for third-person shooters. Helpfully though, there were some strategically placed explosive barrels dotted around the maps, which became almost imperative in your efforts to finish off an enemy. Similarly, the standing melee attack is not easy to execute; running towards an enemy and managing to accurately strike them takes some practice.

What you’ll find is that your pick axe will swoosh past their head by about a meter, as will theirs, and you’ll both be exuberantly flailing these lethal weapons around in what looks like a camp acid-trip rain-dance. Even if multiplayer was always part of the Tomb Raider reboot plan, it’s an entirely different game. Joe spoke about blending the multiplayer with the single-player so the gamer could utilise the skills they learnt from surviving with Lara and apply them in a Team Death Match scenario. But that’s an unrealistic prospect. The single-player rewards stealth, ingenuity and cunning
– basic survival traits. The multiplayer is much more frenzied, the maps we played were quite small and campingout wasn’t an option. In fact, camping is actively discouraged because you have to come out of cover to finish your opponent off with a melee attack. It’s an entirely different experience.
Also, there isn’t any crossover between the single-player and multiplayer, no upgrades or pick-ups can be transferred over as they can be in other games like the forthcoming Aliens: Colonial Marines.

If you come out of the single-player game expecting to recreate the same experience in multiplayer, you’re not going to get it. The multiplayer too, isn’t ground breaking. It’s entertaining, but not exactly mind-blowing. If you took away the names and faces you’d have a template for any multiplayer third-person shooter in the last few years. And that’s the rub; it is largely inoffensive. It has all of the modes you’d expect and some snazzy new features that work within the Tomb Raider universe. In parts, it’s very enjoyable. But most of us don’t want to fork out 40 quid for what could just be a supplementary experience.

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Killzone: Mercenary

Killzone: Mercenary
Follow the money

We wondered for a little bit why Killzone on Vita fell off our radar, and then we remembered – the one-two horseshitstained punch that was Resistance: Burning Skies and Call Of Duty: Black Ops Declassified put us off the idea of PS3’s best FPS franchises coming to Vita, just because the two
Nihilistic-produced titles systematically removed what was interesting about both properties. Killzone: Mercenary, however, is a full-fledged Killzone title developed by Guerrilla itself as well as
companion studio Guerrilla Cambridge, built on the same impressive technology that debuted the PS3’s power to begin with.

Mercenary has a campaign that will last roughly six to eight hours, taking place in the same timeframe as the second and third games. We won’t go into the story in too much depth, since discussing the mythology of the Killzone universe is basically like talking about Universal Soldier’s mythos; nobody’s that interested. The twist here is that you’re playing as Arran Danner, a mercenary who follows the cash, which takes him between both the bad guy space-Nazis Helghast and nice chaps the UCA, offering players a snapshot of both sides of this epic conflict.

That could potentially offer some interesting story-based scenarios in the campaign, which is carrying
over and actually building upon the ideas established in the home console Killzones, primarily the
Half-Life 2-beating AI and a freer mission structure. The levels unveiled so far offer more than one route through environments, and for once stealth can be properly employed as a tactic throughout these story bits. It won’t be open-ended, but Guerrilla has taken healthy inspiration from sandbox-style games.

Then, of course, there’s the other stick of dynamite in Killzone’s belt: good looks. Killzone’s universe might not be the most involving, but it has always taken us to locales that look better than almost anything else running on PlayStation technology; this is no exception. Built using the same engine, the Vita’s power actually impressed Guerrilla to the point where they discovered they’d initially underestimated its capabilities. You can see the screens – it’s one of the first Vita games that actually manages to look like a high-end PS3 title. For showcasing the technology alone, Killzone: Mercenary is worth keeping an eye on.

Then there’s the rather exciting prospect of having the Vita’s first decent multiplayer shooter. With eight players per level, it appears Killzone is gunning for a Call Of Duty audience with the dynamic established within that figure, as opposed to the overpopulated and brilliant choke points that mark the peak of Killzone’s brilliant online modes on PS3. There’s also a card-collecting aspect to it, as well as scaleable leaderboards that mean it’s harder for players to stay at the top. Finally, a shooter that could be worthy of Vita’s two comfortable, brilliant analogue sticks, made by people who actually know what they’re doing within this genre.

Between Mercenary and Tearaway, then, it’s not as bleak a year for Vita as we’d previously assumed, providing Sony manages to get these titles out the door sooner rather than later, and that there’s more to back the machine up come Christmas time. Given Sony’s stock of developers, it’d be nice to see
more of them assisting the transfer of its biggest franchises to Vita – or, you know, Sony Bend could just make them all. That developer seems to know what it’s doing.

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Killer Is Dead Erm, he looks pretty alive to us

Killer Is Dead Erm, he looks pretty alive to us
Suda51 is the crazy genius responsible for some of the best cult hits in gaming, including recent favourites Shadows Of The Damned and Lollipop Chainsaw. Next up from his brain thoughts is Killer is Dead, said to combine the gameplay styles of No More Heroes and the utter classic Killer7 into a gloriously stylish action smorgasbord.

Killer Is Dead stars professional hitman Mondo Zappa as he… no, wait, lets take some time and really think about this. Killer Is Dead stars professional hitman Mondo Zappa. If the name alone doesn’t make you want to instantly play this game, check your priorities. They are wrong. Anyway, Mondo Zappa (yes) is a 35-year-old assassin working for the Brian Execution Firm, tasked with executing a series of dangerous criminals. He is aided by his boss, the Bond-girl-esque Vivian Squall, flatmate and assistant Mika Takekawa and chief of the Execution Firm, cigar-smoking cyborg Brian Roses.

Mondo sports not only a spiffy suit, but a sweet katana and a cybernetic left arm. A man of taste and something of a womanizer, when the shit hits the fan he becomes fearless and ruthlessly efficient. In short, the guy is a badass. One of his targets is Victor, a thoroughly bad guy who steals “musical talent” from musicians in order to play songs full of negative emotions, spreading throughout the world. Yeah. Can we just give this the best game ever award now? Gameplay looks to be along the
lines of other Japanese hardcoreaction games such as Devil May Cry or Bayonetta – frame-perfect controls and long combo strings aplenty, with Mondo’s robot arm morphing into a variety of forms to assist in the slaughter, like a gun or a drill. Copious doses of blood and dismemberment are a given, with Mondo making pretty damn sure he gets his job done, and not subtly. Absorbing the blood builds up an “Adrenalin Burst” attack, that when unleashed instantly decapitates nearby enemies. Nasty.

Suda’s eccentric touch is easy to see, even in these early stages. In a recent interview with Famitsu he detailed a stage where Mondo, on a motorbike, fights against a yakuza member riding a tiger. The battle takes place in Kyoto, with Suda saying, “I guess we felt like overseas gamers ought to see what
Kyoto looks like.” If we ever visit Kyoto and it doesn’t feature assassins on bikes fighting gang members on tigers, there is going to be disappointment. Mondo will also be able to flirt with “exotic ladies” in something called “Gigolo Mode.” We don’t think this game is going to win any awards for political correctness, but if it’s as tongue-incheek as Lollipop Chainsaw was, we don’t mind.

The graphics seem like a next-gen update of the wonderful cel-shaded style of Killer7 and man do they look pretty. Cel-shading is nothing new in these cynical times, but when done right it can still be breathtakingly good-looking. “We tried going for more realistic visuals at first” says Suda, “but it just didn’t produce the sort of unique expression we wanted. So we really pursued an art style that seemed
modern with our shading technology. There was a lot of trial and error behind what you see now.” The end result is simply beautiful, and these are some of the most striking screenshots we’ve seen in some time.

The game is apparently about 70 per cent complete, and Suda is hoping for it to release in Japan this summer. A Western release will soon follow, thankfully, as it’s already been picked up for Europe. Another quirky masterpiece in the making, then? We hope so. Grasshopper never lets us down.

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